9 resultados para imitation

em Digital Peer Publishing


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In der vorliegenden Besprechung von Peter Paul Rubens’ Lehrschrift De imitatione statuarum (um 1610) und Sir Joshua Reynolds’ Discourse on Sculpture (1780) wird der Versuch unternommen, das Lehrgerüst der Grammatik als ein gemeinsames Referenzmodell herauszuarbeiten und die Position dieser beiden Malergrößen innerhalb der neuzeitlichen Kunsttheorie genauer zu verorten. Hierbei werden besonders die medienspezifischen Eigenschaften von Skulptur im Verhältnis zur Malerei diskutiert, die Maler bei der Nachahmung von antiker Skulptur zu beachten haben.

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In der Fotografie als reproduktiver Kunst und reproduktiver Technik existiert eine Vielzahl besonderer Umgangs- und Aneignungsformen im Kopieren originaler Bildideen. Das Spektrum reicht von der kreativen Nachstellung bis zum Plagiat. Fotografie ist das einzige Medium, das diese Bandbreite von Möglichkeiten in der Gegenüberstellung von Original und Kopie nutzen kann. Wolfgang Vollmer, Kölner Fotograf und Autor mehrerer Künstlerbücher, die sich kreativ mit Nachbildung und Fortführung von Ikonen der Fotografiegeschichte befassen, systematisiert die möglichen Umgangsformen der Fotografie mit "Vor-Bildern" aus ihrem medialen Bildgedächtnis.

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In der Unterkirche San Rocco in Sansepolcro erhebt sich eine Kleinarchitektur, die laut Inschrift als Kopie des Jerusalemer Christusgrabes ausgewiesen ist. Statt sich an die architektonische Gestalt des nahöstlichen Originals anzulehnen orientiert sie sich jedoch an einer älteren Heiliggrabkopie, dem Heiliggrabtempietto von Leon Battista Alberti in San Pancrazio, Florenz. Der Aufsatz untersucht, auf welche Weise die „doppelte Kopie“ ihr Vorbild interpretiert und stellt Überlegungen zu Motivation, Bedeutung und Autorschaft der Heiliggrabkopie von Sansepolcro an.

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In two cases recently decided by two different senates of the German Federal Supreme Court (Bundesgerichtshof, BGH), the following issue was raised: To what extent can the filming of sports events organized by someone else, on the one hand, and the photographing of someone else’s physical property, on the other hand, be legally controlled by the organizer of the sports event and the owner of the property respectively? In its “Hartplatzhelden.de” decision, the first senate of the Federal Supreme Court concluded that the act of filming sports events does not constitute an act of unfair competition as such, and hence is allowed even without the consent of the organizer of the sports event in question. However, the fifth senate, in its “Prussian gardens and parks” decision, held that photographing someone else’s property is subject to the consent of the owner of the grounds, provided the photographs are taken from a spot situated on the owner’s property. In spite of their different outcomes, the two cases do not necessarily contradict each other. Rather, read together, they may well lead to an unwanted – and unjustified – extension of exclusive protection, thus creating a new “organizer’s” IP right.

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In this paper we present XSAMPL3D, a novel language for the high-level representation of actions performed on objects by (virtual) humans. XSAMPL3D was designed to serve as action representation language in an imitation-based approach to character animation: First, a human demonstrates a sequence of object manipulations in an immersive Virtual Reality (VR) environment. From this demonstration, an XSAMPL3D description is automatically derived that represents the actions in terms of high-level action types and involved objects. The XSAMPL3D action description can then be used for the synthesis of animations where virtual humans of different body sizes and proportions reproduce the demonstrated action. Actions are encoded in a compact and human-readable XML-format. Thus, XSAMPL3D describtions are also amenable to manual authoring, e.g. for rapid prototyping of animations when no immersive VR environment is at the animator's disposal. However, when XSAMPL3D descriptions are derived from VR interactions, they can accomodate many details of the demonstrated action, such as motion trajectiories,hand shapes and other hand-object relations during grasping. Such detail would be hard to specify with manual motion authoring techniques only. Through the inclusion of language features that allow the representation of all relevant aspects of demonstrated object manipulations, XSAMPL3D is a suitable action representation language for the imitation-based approach to character animation.

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Imitation learning is a promising approach for generating life-like behaviors of virtual humans and humanoid robots. So far, however, imitation learning has been mostly restricted to single agent settings where observed motions are adapted to new environment conditions but not to the dynamic behavior of interaction partners. In this paper, we introduce a new imitation learning approach that is based on the simultaneous motion capture of two human interaction partners. From the observed interactions, low-dimensional motion models are extracted and a mapping between these motion models is learned. This interaction model allows the real-time generation of agent behaviors that are responsive to the body movements of an interaction partner. The interaction model can be applied both to the animation of virtual characters as well as to the behavior generation for humanoid robots.