926 resultados para Art in motion pictures.


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Fruiting bodies represents human engagement with and consciousness of a corresponding presence in our landscape. ʻFruiting Bodiesʼ is an instance of the application of this practice employed to ask the viewer to consider how strange is the phenomenon of the fruiting tree. Is it promiscuous to offer your seed openly to the elements, to any who will take it. Is this forbidden? Is it profligate to hide your progeny inside gifts so tempting in their appeal to that most primitive desire, hunger? Is this wholly mere biological expedience evolved to ensure the widest migration of your offspring? Or does it derive from some boundless cosmic generosity? These images invite you to come close to the tree, where within its arms you will find shelter from the sun at its zenith and from the autumnal rains. Fruit is the focus of Jamesʼs lens as it circles deep into the embrace of limbs and leaves.

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This paper presents a set of computational features originating from our study of editing effects, motion, and color used in videos, for the task of automatic video categorization. These features besides representing human understanding of typical attributes of different video genres, are also inspired by the techniques and rules used by many directors to endow specific characteristics to a genre-program which lead to certain emotional impact on viewers. We propose new features whilst also employing traditionally used ones for classification. This research, goes beyond the existing work with a systematic analysis of trends exhibited by each of our features in genres such as cartoons, commercials, music, news, and sports, and it enables an understanding of the similarities, dissimilarities, and also likely confusion between genres. Classification results from our experiments on several hours of video establish the usefulness of this feature set. We also explore the issue of video clip duration required to achieve reliable genre identification and demonstrate its impact on classification accuracy.

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In order to enable high-level semantics-based video annotation and interpretation, we tackle the problem of automatic decomposition of motion pictures into meaningful story units, namely scenes. Since a scene is a complicated and subjective concept, we first propose guidelines from film production to determine when a scene change occurs in film. We examine different rules and conventions followed as part of Film Grammar to guide and shape our algorithmic solution for determining a scene boundary. Two different techniques are proposed as new solutions in this paper. Our experimental results on 10 full-length movies show that our technique based on shot sequence coherence performs well and reasonably better than the color edges-based approach.

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Background elimination models are widely used in motion tracking systems. Our aim is to develop a system that performs reliably under adverse lighting conditions. In particular, this includes indoor scenes lit partly or entirely by diffuse natural light. We present a modified "median value" model in which the detection threshold adapts to global changes in illumination. The responses of several models are compared, demonstrating the effectiveness of the new model.

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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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The Point Distribution Model (PDM) has proven effective in modelling variations in shape in sets of images, including those in which motion is involved such as body and hand tracking. This paper proposes an extension to the PDM through a re-parameterisation of the model which uses factors such as the angular velocity and distance travelled for sets of points on a moving shape. This then enables non-linear quantities such as acceleration and the average velocity of the body to be expressed in a linear model by the PDM. Results are shown for objects with known acceleration and deceleration components, these being a simulated pendulum modelled using simple harmonic motion and video sequences of a real pendulum in motion.

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Background Glenoid component fixation remains an issue in the long-term survival of total shoulder arthroplasty. As a consequence revision of the glenoid component is becoming increasingly more common and reconstructive techniques to preserve and restore bone stock are becoming more important.

Methods In this article we describe the combined technique of impaction grafting and glenoid component exchange together with a classification of the glenoid defect with a report on four sequential cases in patients with rheumatoid arthritis with an average age of 56 years. The minimum follow-up was 34 months (range 34 months to 62 months).

Results Patients reported excellent pain relief and some improvement in motion and function. The complication rate remains low. Radiological assessment using tomograms showed good incorporation of the bone graft and minimal signs of glenoid loosening.

Conclusion The results of this study confirm that at least in the short term impaction grafting techniques used to reconstitute the glenoid in revision surgery can be successful.

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This chapter interrogates stereo-immersive ‘virtual reality’ (VR), the technology that enables a perceiver to experience what it is like to be immersed in a simulated environment. While the simulation is powered by the “geometry engine” (Cutting, 1997: 31) associated with high-end computer imaging technology, the visual experience itself is powered by ordinary human vision: the vision system’s innate capacity to see “in 3D”. To understand and critically appraise stereo-immersive VR, we should study not its purported ‘virtuality’, but its specific visuality, because the ‘reality’ of a so-called ‘virtual environment’ is afforded by the stereoacuity of binocular vision itself. By way of such a critique of the visuality of stereo-immersive VR, this chapter suggests that we think about the ‘practice’ of vision, and consider on what basis vision can have its own ‘materiality’. Pictorial perception is proposed as an exemplary visual mode in which the possibilities of perception might emerge. Against the ‘possibilities’ of vision associated with pictures, the visuality of stereo-immersive VR emerges as a harnessing, or ‘instrumentalisation’ of vision’s innate capabilities. James J. Gibson’s ‘ecological’ approach to vision studies is referenced to show the degree to which developers of VR have sought — and succeeded — to mimic the ‘realness’ of ordinary perceptual reality. This raises a question concerning whether the success of stereo-immersive VR is simultaneously the source of its own perceptual redundancy: for to bring into being the perceptual basis of ordinary ‘real’ reality, is to return the perceiver to what is already familiar and known.

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Oil painting exhibited as part of a group exhibition. Exhibition was titled 'From Realism to Nihilism' and was of works by the Shakespeare Grove Artists. It was curated by Kirsten Rann.

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This paper will focus upon the use of found objects in stop-motion animation. It will survey a number of found-object animated films, exploring how the viewer might closely identify with such objects in motion, as well as attributing to them multiple meanings. This analysis will be furthered through the consideration of an object-orientated phenomenological perspective, referencing Graham Harman and Martin Heidegger. It will also consider how the cinema studies concept of star studies might be applied to the use of found objects in animation as a means of detecting additional layers of meaning.

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This book contains 2 essays, a forward and 15 colour plates on hand made paper. The text supports research in the form of 13 images taken with a digital pinhole camera in an unconventional way ie with subject and author in motion.  The images are further removed from traditional photography by light distribution in Photoshop and printing methods displayed in the book. The essays and forward explore the phenomena of light, photography in a digital age, body memory and 'capture' of images contextualising the work in philosophical (Rosalind Krauss,Merleau Ponty) and art historical (James Turrel, Doug Wheeler) terms.

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Objectives: To identify associations between specific WHO stage 3 and 4 conditions diagnosed after ART initiation and all cause mortality for patients in resource-limited settings (RLS).

Design, Setting: Analysis of routine program data collected prospectively from 25 programs in eight countries between 2002 and 2010.

Subjects, Participants:
36,664 study participants with median ART follow-up of 1.26 years (IQR 0.55–2.27).

Outcome Measures: Using a proportional hazards model we identified factors associated with mortality, including the occurrence of specific WHO clinical stage 3 and 4 conditions during the 6-months following ART initiation.

Results: There were 2922 deaths during follow-up (8.0%). The crude mortality rate was 5.41 deaths per 100 person-years (95% CI: 5.21–5.61). The diagnosis of any WHO stage 3 or 4 condition during the first 6 months of ART was associated with
increased mortality (HR: 2.21; 95% CI: 1.97–2.47). After adjustment for age, sex, region and pre-ART CD4 count, a diagnosis of extrapulmonary cryptococcosis (aHR: 3.54; 95% CI: 2.74–4.56), HIV wasting syndrome (aHR: 2.92; 95%CI: 2.21 -3.85), nontuberculous mycobacterial infection (aHR: 2.43; 95% CI: 1.80–3.28) and Pneumocystis pneumonia (aHR: 2.17; 95% CI 1.80–3.28) were associated with the greatest increased mortality. Cerebral toxoplasmosis, pulmonary and extra-pulmonary
tuberculosis, Kaposi’s sarcoma and oral and oesophageal candidiasis were associated with increased mortality, though at lower rates.

Conclusions:
A diagnosis of certain WHO stage 3 and 4 conditions is associated with an increased risk of mortality in those initiating ART in RLS. This information will assist initiatives to reduce excess mortality, including prioritization of resources for
diagnostics, therapeutic interventions and research.