648 resultados para Slowmation Animation


Relevância:

20.00% 20.00%

Publicador:

Resumo:

The motion capture process places unique demands on performers. The impact of this process on the simultaneously artistic/somatic nature of dance practice is profound. This paper explores, from a performer’s perspective, how the process of performing in an optical motion capture system can impact and limit, but also expand and reconfigure a dancer’s somatic practice. This paper argues that working within motion capture processes affects not only the immediate contexts of capture and interactive performance, but also sets up a dialogue between dance practices within and beyond the motion capture studio.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper explores from a phenomenological perspective the work of Australian Experimental Animator Neil Taylor (1945-), works situated between animation, performance and sculpture. Taylor’s animated scribbling repetitively and automatically inscribe the surfaces of flipbooks or note pads (Short Lives (1980-90)) and cash register rolls (Roll Film 1990 and Copy Copy 1998) often enhanced by hand-made ‘machines’ designed to facilitate and shape this idiosyncratic activity. Taylor’s work is informed by his successful wire-based sculptural practice and his 20 years experience of teaching animation to tertiary students and 8 years previously in the Australian Technical School system (a system that has since been dismantled but for which these animations remain as an aesthetic trace). His work can be generally situated inside an avant-garde project ‘that continues to explore the physical properties of film and the nature of perceptual transactions which take place between viewer and film.’ (John Hanhardt, 1976: 44) This is performative research into the minutiae of the moving image and its ability to register body gesture. Hanhardt, John G. (1976) The Medium Viewed: The American Avant-Garde Film. A History of American Avant-Garde Cinema. New York, American federation of the Arts.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Lynsey Martin’s short experimental Animations remain largely unknown internationally. His graphic 16mm films Approximately Water (4 minutes 1972), Whitewash (1973, 4 minutes), Interview (25 minutes 1973) and Leading Ladies (1975 5 minutes) are analysed for their technique and cultural position, artifacts of a productive if marginalized period of artist made films. These graphic films stand as critical works at the heart experimental filmmaking in Australia and speak through their design and production method to current trends in digital media. Martin’s work includes the use of collage and its erasure, the grain of the photographic image and handpainting and drawing imagery directly on the film surface. Martin deals with the graphic and material elements of the filmstrip, the nature of filmic movement and the nature of photography in public space. For martin his films deal with films deal abstraction and illusionism, elements of chance, the deconstruction of film language, the diary film and process as content. These films stand as historic aesthetic traces of an immediate hands-on approach to image making that came into crisis in Australia through the disappearance of technical education in the 1980s when Martin taught graphic design in technical schools.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This compact history of 100 years of abstract and experimental animation in Australia spans the earliest cameraless classics through to modern examples of what’s happening in the vibrant VJ scene. Australian animators and experimental filmmakers have been as innovative as anybody when it comes to creating abstract animation. This history is more elongated than many people believe, in part due to the inherent lack of commercial or popular screening opportunities for much of this sort of filmmaking. This program showcases a rich collection of films from this most elemental of all animation genres. It will be introduced by a small panel of filmmakers who will contextualise this history and explain its future.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This article describes the very earliest beginnings of Australian animation, detailing the events, processes, and the people who pioneered this medium from approximately 1900 to 1930. It examines these early achievements, which range from the first ‘animated lightning sketches’ to the rise and subsequent demise of a major animation studio. Much of this article focuses on the innovative work of Harry Julius (1885–1938) who is generally regarded as the chief pioneer of animation in Australia. However, as this article reveals, there were others who experimented with animation before Julius, and there were a number of artists and animators who worked alongside him in those early decades. Together, Julius and team built the very successful Sydney-based studio, Cartoon Filmads, which developed into what could only be described as an ‘animation empire’ with a robust national and international reach. This article details some of the authors’ extensive research surrounding these previously overlooked cinematic efforts, and carefully analyses these in terms of content, production, audience reception and international context.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Avaliar uma empresa nos dias de hoje é algo corriqueiro e relativamente fácil de ser feito, na maioria dos casos, quando a empresa se adequa as metodologias disponíveis. Este trabalho se propõe a avaliar uma empresa que possui características impares, dificultando o uso dos métodos mais tradicionais hoje em uso. A empresa Dreamworks Animation SKG, estúdio norte-americano especializado me produções áudio visuais em computação gráfica para o cinema, possui é caracterizada por possuir em sua maioria ativos intangíveis, tanto como matéria prima quanto produto final, são historias que se convertem em filmes animados por computador. Este cenário propicia algumas peculiaridades, como por exemplo, a dificuldade de previsão dados financeiros futuros, devido às receitas da empresa estarem fortemente ligadas ao sucesso e/ou fracasso das produções lançadas. Como se trata de conteúdo muito subjetivo, como tudo que é relativo à arte. O trabalho apontou a proposta de uma solução que permite certa confiabilidade na previsão de receitas geradas pelo lançamento de uma produção. Há uma forte relação entre a receptividade do lançamento em seus dias de estréia e o alto retorno gerado pelo mesmo, o que não acontece com a relação entre o custo da produção e seu sucesso nas bilheterias.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The examination of traffic accidents is daily routine in forensic medicine. An important question in the analysis of the victims of traffic accidents, for example in collisions between motor vehicles and pedestrians or cyclists, is the situation of the impact. Apart from forensic medical examinations (external examination and autopsy), three-dimensional technologies and methods are gaining importance in forensic investigations. Besides the post-mortem multi-slice computed tomography (MSCT) and magnetic resonance imaging (MRI) for the documentation and analysis of internal findings, highly precise 3D surface scanning is employed for the documentation of the external body findings and of injury-inflicting instruments. The correlation of injuries of the body to the injury-inflicting object and the accident mechanism are of great importance. The applied methods include documentation of the external and internal body and the involved vehicles and inflicting tools as well as the analysis of the acquired data. The body surface and the accident vehicles with their damages were digitized by 3D surface scanning. For the internal findings of the body, post-mortem MSCT and MRI were used. The analysis included the processing of the obtained data to 3D models, determination of the driving direction of the vehicle, correlation of injuries to the vehicle damages, geometric determination of the impact situation and evaluation of further findings of the accident. In the following article, the benefits of the 3D documentation and computer-assisted, drawn-to-scale 3D comparisons of the relevant injuries with the damages to the vehicle in the analysis of the course of accidents, especially with regard to the impact situation, are shown on two examined cases.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

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.