115 resultados para Animation (Cinematography)


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A sound recording of a female voices cackling like a witch and saying "it's Halloween!" amidst a storm. A file for Halloween projects.

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Submarine Sonar FX is a sound effect of a submarine/nautical type of sonar.

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Explosion 02 SFX is a sound effect of an explosion.

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Air kissing SFX

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Multimedia information is now routinely available in the forms of text, pictures, animation and sound. Although text objects are relatively easy to deal with (in terms of information search and retrieval), other information bearing objects (such as sound, images, animation) are more difficult to index. Our research is aimed at developing better ways of representing multimedia objects by using a conceptual representation based on Schank's conceptual dependencies. Moreover, the representation allows for users' individual interpretations to be embedded in the system. This will alleviate the problems associated with traditional semantic networks by allowing for coexistence of multiple views of the same information. The viability of the approach is tested, and the preliminary results reported.

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Multimedia information is now routinely available in the forms of text, pictures, animation and sound. Although text objects are relatively easy to deal with (in terms of information search and retrieval), other information bearing objects (such as sound, images, animation) are more difficult to index. Our research is aimed at developing better ways of representing multimedia objects by using a conceptual representation based on Schank's conceptual dependencies. Moreover, the representation allows for users' individual interpretations to be embedded in the system. This will alleviate the problems associated with traditional semantic networks by allowing for coexistence of multiple views of the same information. The viability of the approach is tested, and the preliminary results reported.

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We present a new aspect of our ongoing research aimed at providing technology for the amateur home videographer. We aim to enable the production of quality video presentations that are well structured and use the expressive properties of the medium to full effect, regardless of the technical or artistic abilities of the user. This task requires that help be given to the user at or before capture time. We use a PDA platform to deliver 3d visualizations of shot directives, instructions to the user about the type of footage to capture, and discuss issues connected with realizing high-level representations in concrete first person animations. Additionally, we discuss the mechanism for mating that metadata with captured footage and implementation issues.

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In this paper we describe research aimed at enabling amateur video makers to improve both the technical quality and communicative capacity of their work. Motivated by the recognition that untold hours of home video are simply abandoned after capture, we have formulated the problem as one of defining the what and how of footage capture. We have implemented a framework that answers the first problem, the what, by means of the age-old communicative powers of Story; the second problem, the how, is addressed by means of well documented aesthetic principles that constitute the film profession, which impact both technical and cinematic considerations for a given project. We provide a brief overview of the process, beginning with the narrative template, embodying a chosen story, through the principal phases of generating a storyboard, directing, and editing, resulting in the finished product. We demonstrate the interplay of narrative, purpose for the production, and aesthetic agents, and their influence on the automatically generated storyboard with examples.

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We examine localised sound energy patterns, or events, that we associate with high level affect experienced with films. The study of sound energy events in conjunction with their intended affect enable the analysis of film at a higher conceptual level, such as genre. The various affect/emotional responses we investigate in this paper are brought about by well established patterns of sound energy dynamics employed in audio tracks of horror films. This allows the examination of the thematic content of the films in relation to horror elements. We analyse the frequency of sound energy and affect events at a film level as well as at a scene level, and propose measures indicative of the film genre and scene content. Using 4 horror, and 2 non-horror movies as experimental data we establish a correlation between the sound energy event types and horrific thematic content within film, thus enabling an automated mechanism for genre typing and scene content labeling in film.

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In this paper, we focus on the ‘reverse editing’ problem in movie analysis, i.e., the extraction of film takes, original camera shots that a film editor extracts and arranges to produce a finished scene. The ability to disassemble final scenes and shots into takes is essential for nonlinear browsing, content annotation and the extraction of higher order cinematic constructs from film. In this work, we investigate agglomerative hierachical clustering methods along with different similarity metrics and group distances for this task, and demonstrate our findings with 10 movies.

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We discuss the design and implementation of an integrated media creation environment, and demonstrate its efficacy in the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of wellformed media transformations in terms of high-level film constructs (e.g. tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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This work constitutes the first attempt to extract an important narrative structure, the 3-Act story telling paradigm, in film. This narrative structure is prevalent in the domain of film as it forms the foundation and framework in which the film can be made to function as an effective tool for story telling, and its extraction is a vital step in automatic content management for film data. A novel act boundary likelihood function for Act 1 is derived using a Bayesian formulation under guidance from film grammar, tested under many configurations and the results are reported for experiments involving 25 full length movies. The formulation is shown to be a useful tool in both the automatic and semi-interactive setting for semantic analysis of film.

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Composing a multimedia presentation may require creation or generation of suitable images and video segments, as well as animation, sound, or special effects. Obtaining images or video sequences can be prohibitively expensive when costs of travel to location, equipment, staff, etc, are considered. Those problems can be alleviated with the use of pictorial and video digital libraries, such libraries require methods for comprehensive indexing and annotation of stored items and efficient retrieval tools.

We propose a system based on user oriented perceptions as they influence query formation in image and video retrieval. We present a method based on user dependent conceptual structures for creating and maintaining indexes to images and video sequences.

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This paper describes a novel interactive media authoring framework, MediaTE, that enables amateurs to create videos of higher narrative or aesthetic quality with a completely mobile lifecycle. A novel event bootstrapping dialog is used to derive shot suggestions that yield both targetted footage and annotation enabling an automatic Computational Media Aesthetics-aware editing phase, the manual performance of which is typically a barrier to the amateur. This facilitates a move away from requiring a prior-conception of the events or locale being filmed, in the form of a template, to at-capture bootstrapping of this information. Metadata gathered as part of the critical path of media creation also has implications for the longevity and reuse of captured media assets. Results of an evaluation performed on both the usability and delivered media aspects of the system are discussed, which highlight the tenability of the proposed framework and the quality of the produced media.

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The recent public multi-screen performance of formalist experimental animation by film artists such as Guy Sherwin, Bruce McLure and Greg Pope respond to the immediacy and speed of new digital technologies, the rise of Vilem Flusser’s ‘technical image’ and the consequent disappearance of reflective space identified by Prensky, Kroker, Virilio and Postman. Flusser’s ‘technical images’, benefiting from the digital’s painterly hyper-malleability structure and content, signifier and signified, so much the subject of Peter Gidal’s arguments in support of his concept of ‘materialist film’ in the 1970’s.  In the digital those formal editing strategies used to create the ‘technical image’ within analogue image construction that traditionally took place in the artist’s studio within the camers and optical printer are now executed inside the computer, having migrated into the post-production process.  Within the work of these artist’s recent multi-screen presentations these manipulations are now-elusively experienced in live ephemeral performance, re-forming and laying bare those processes that have been rendered invisible in digital technology.  The significance of this work partly lies in its ability to communicate historical information a-historically. Guy Sherwin and Lynn Loo’s method in their play with 16mm film flashes and after-images and Sherwin’s mirror performance further reproduces Goethe’s method from his Theory of Colours (1840). Greg Pope’s scratch performances re-enact the operation of Konrad Zuse’s 1930’s computing machine. Affinities are drawn between Bruce McLure’s immersive overpowering sonic and flicker performances with Edwin Land’s 1960’s experiments on colour constancy on which Land’s Retinex Theory of colour is based.