Author: Kath Dooley
Publisher: Springer Nature
ISBN: 3030721477
Category : Art
Languages : en
Pages : 146
Book Description
With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.
Cinematic Virtual Reality
Author: Kath Dooley
Publisher: Springer Nature
ISBN: 3030721477
Category : Art
Languages : en
Pages : 146
Book Description
With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.
Publisher: Springer Nature
ISBN: 3030721477
Category : Art
Languages : en
Pages : 146
Book Description
With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.
Interactivity, Game Creation, Design, Learning, and Innovation
Author: Anthony L. Brooks
Publisher: Springer
ISBN: 3030061345
Category : Computers
Languages : en
Pages : 561
Book Description
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
Publisher: Springer
ISBN: 3030061345
Category : Computers
Languages : en
Pages : 561
Book Description
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
The DSLR Field Guide
Author: Michael Freeman
Publisher: CRC Press
ISBN: 113608701X
Category : Photography
Languages : en
Pages : 350
Book Description
Today's DSLRs have manuals running to hundreds of pages, but they neglect one crucial fact: great photographers do not just simply know how to navigate menus, they also understand how their camera works and how to get the best possible pictures from it. The DSLR Field Guide shares Michael Freeman's decades of professional photography experience with digital technology--from the anatomy of a DSLR, though to making the most of the camera's many settings so you can operate it with speed and accuracy, confident that you will be achieving the best possible result. Michael Freeman is the author of the global bestseller, The Photographer's Eye. Now published in sixteen languages, The Photographer's Eye continues to speak to photographers everywhere. Reaching 100,000 copies in print in the US alone, and 300,000+ worldwide, it shows how anyone can develop the ability to see and shoot great digital photographs.
Publisher: CRC Press
ISBN: 113608701X
Category : Photography
Languages : en
Pages : 350
Book Description
Today's DSLRs have manuals running to hundreds of pages, but they neglect one crucial fact: great photographers do not just simply know how to navigate menus, they also understand how their camera works and how to get the best possible pictures from it. The DSLR Field Guide shares Michael Freeman's decades of professional photography experience with digital technology--from the anatomy of a DSLR, though to making the most of the camera's many settings so you can operate it with speed and accuracy, confident that you will be achieving the best possible result. Michael Freeman is the author of the global bestseller, The Photographer's Eye. Now published in sixteen languages, The Photographer's Eye continues to speak to photographers everywhere. Reaching 100,000 copies in print in the US alone, and 300,000+ worldwide, it shows how anyone can develop the ability to see and shoot great digital photographs.
Virtual Reality Filmmaking
Author: Celine Tricart
Publisher: Taylor & Francis
ISBN: 1315280396
Category : Art
Languages : en
Pages : 260
Book Description
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.
Publisher: Taylor & Francis
ISBN: 1315280396
Category : Art
Languages : en
Pages : 260
Book Description
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.
Augmented Reality, Virtual Reality, and Computer Graphics
Author: Lucio Tommaso De Paolis
Publisher: Springer
ISBN: 3319952706
Category : Computers
Languages : en
Pages : 540
Book Description
The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.
Publisher: Springer
ISBN: 3319952706
Category : Computers
Languages : en
Pages : 540
Book Description
The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.
Nikon D5300 Digital Field Guide
Author: J. Dennis Thomas
Publisher: John Wiley & Sons
ISBN: 1118867173
Category : Photography
Languages : en
Pages : 288
Book Description
Everything you need to know to take amazing photographs using your new DSLR The Nikon D5300 Digital Field Guide is filled with everything you need to know to take fantastic photos with your new Nikon. In full color, this portable guide covers all of the essential controls, features, and functions of the Nikon D5300, using step-by-step instructions and providing full-color images of each menu screen. Nikon users will love this comprehensive field guide—it's just the right size to fit into a camera bag, so you'll be able to take it wherever your photography adventures take you. The guide goes beyond camera settings, offering you a refresher course in digital photography principles, and covering the essentials of lighting, composition, and exposure. This perfectly sized field guide features: Compact size, allowing photographers to carry it wherever they go Professional advice on everything from composing a variety of shots to choosing lenses Colorful example images, along with detailed instructions on how to get the most from each of the camera's features Filled with amazing examples, this handy guide offers a variety of tips and tricks. You'll learn how to capture portraits, take character-filled candid shots, frame sports action, document travel, work with macro photography, and much more!
Publisher: John Wiley & Sons
ISBN: 1118867173
Category : Photography
Languages : en
Pages : 288
Book Description
Everything you need to know to take amazing photographs using your new DSLR The Nikon D5300 Digital Field Guide is filled with everything you need to know to take fantastic photos with your new Nikon. In full color, this portable guide covers all of the essential controls, features, and functions of the Nikon D5300, using step-by-step instructions and providing full-color images of each menu screen. Nikon users will love this comprehensive field guide—it's just the right size to fit into a camera bag, so you'll be able to take it wherever your photography adventures take you. The guide goes beyond camera settings, offering you a refresher course in digital photography principles, and covering the essentials of lighting, composition, and exposure. This perfectly sized field guide features: Compact size, allowing photographers to carry it wherever they go Professional advice on everything from composing a variety of shots to choosing lenses Colorful example images, along with detailed instructions on how to get the most from each of the camera's features Filled with amazing examples, this handy guide offers a variety of tips and tricks. You'll learn how to capture portraits, take character-filled candid shots, frame sports action, document travel, work with macro photography, and much more!
Sound and Image
Author: Andrew Knight-Hill
Publisher: CRC Press
ISBN: 1000069761
Category : Computers
Languages : en
Pages : 415
Book Description
Sound and Image: Aesthetics and Practices brings together international artist scholars to explore diverse sound and image practices, applying critical perspectives to interrogate and evaluate both the aesthetics and practices that underpin the audiovisual. Contributions draw upon established discourses in electroacoustic music, media art history, film studies, critical theory and dance; framing and critiquing these arguments within the context of diverse audiovisual practices. The volume’s interdisciplinary perspective contributes to the rich and evolving dialogue surrounding the audiovisual, demonstrating the value and significance of practice-informed theory, and theory derived from practice. The ideas and approaches explored within this book will find application in a wide range of contexts across the whole scope of audiovisuality, from visual music and experimental film, to narrative film and documentary, to live performance, sound design and into sonic art and electroacoustic music. This book is ideal for artists, composers and researchers investigating theoretical positions and compositional practices which bring together sound and image.
Publisher: CRC Press
ISBN: 1000069761
Category : Computers
Languages : en
Pages : 415
Book Description
Sound and Image: Aesthetics and Practices brings together international artist scholars to explore diverse sound and image practices, applying critical perspectives to interrogate and evaluate both the aesthetics and practices that underpin the audiovisual. Contributions draw upon established discourses in electroacoustic music, media art history, film studies, critical theory and dance; framing and critiquing these arguments within the context of diverse audiovisual practices. The volume’s interdisciplinary perspective contributes to the rich and evolving dialogue surrounding the audiovisual, demonstrating the value and significance of practice-informed theory, and theory derived from practice. The ideas and approaches explored within this book will find application in a wide range of contexts across the whole scope of audiovisuality, from visual music and experimental film, to narrative film and documentary, to live performance, sound design and into sonic art and electroacoustic music. This book is ideal for artists, composers and researchers investigating theoretical positions and compositional practices which bring together sound and image.
Human-Computer Interaction – INTERACT 2019
Author: David Lamas
Publisher: Springer Nature
ISBN: 3030293815
Category : Computers
Languages : en
Pages : 809
Book Description
The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users’ emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter ‘Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users’ is open access under a CC BY 4.0 license.
Publisher: Springer Nature
ISBN: 3030293815
Category : Computers
Languages : en
Pages : 809
Book Description
The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users’ emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter ‘Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users’ is open access under a CC BY 4.0 license.
Nikon COOLPIX Digital Field Guide
Author: J. Dennis Thomas
Publisher: John Wiley & Sons
ISBN: 1118079582
Category : Photography
Languages : en
Pages : 242
Book Description
The Nikon COOLPIX Digital Field Guide is filled with everything you need to know in order to take amazing photographs using any Nikon COOLPIX camera. This full-color portable guide walks you through the essential controls, features, and functions of the Nikon COOLPIX point-and shoot camera line using step-by-step instructions and full-color images of each menu screen. This robust guide not only shows you how to adjust a variety of settings on your Nikon COOLPIX, it also teaches you when and why you should adjust them. The Nikon COOLPIX Digital Field Guide goes beyond camera settings to offer you a friendly guide to the principles of digital photography, covering the essentials of lighting and composition. Filled with amazing examples, this book also presents a variety of techniques for getting great photos, including specific tips and tricks for capturing portraits, candids, sports and action shots, travel pictures, macro photography, and much more.
Publisher: John Wiley & Sons
ISBN: 1118079582
Category : Photography
Languages : en
Pages : 242
Book Description
The Nikon COOLPIX Digital Field Guide is filled with everything you need to know in order to take amazing photographs using any Nikon COOLPIX camera. This full-color portable guide walks you through the essential controls, features, and functions of the Nikon COOLPIX point-and shoot camera line using step-by-step instructions and full-color images of each menu screen. This robust guide not only shows you how to adjust a variety of settings on your Nikon COOLPIX, it also teaches you when and why you should adjust them. The Nikon COOLPIX Digital Field Guide goes beyond camera settings to offer you a friendly guide to the principles of digital photography, covering the essentials of lighting and composition. Filled with amazing examples, this book also presents a variety of techniques for getting great photos, including specific tips and tricks for capturing portraits, candids, sports and action shots, travel pictures, macro photography, and much more.
Filming the Fantastic with Virtual Technology
Author: Mark Sawicki
Publisher: Routledge
ISBN: 1000762483
Category : Performing Arts
Languages : en
Pages : 275
Book Description
This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.
Publisher: Routledge
ISBN: 1000762483
Category : Performing Arts
Languages : en
Pages : 275
Book Description
This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.