Procedural Animation FX and Live Action Integration

2021 ◽  
pp. 339-373
Author(s):  
Abhishek Kumar
2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2014 ◽  
Vol 7 (2) ◽  
pp. 136-151 ◽  
Author(s):  
Sung-Ae Lee

To displace a character in time is to depict a character who becomes acutely conscious of his or her status as other, as she or he strives to comprehend and interact with a culture whose mentality is both familiar and different in obvious and subtle ways. Two main types of time travel pose a philosophical distinction between visiting the past with knowledge of the future and trying to inhabit the future with past cultural knowledge, but in either case the unpredictable impact a time traveller may have on another society is always a prominent theme. At the core of Japanese time travel narratives is a contrast between self-interested and eudaimonic life styles as these are reflected by the time traveller's activities. Eudaimonia is a ‘flourishing life’, a life focused on what is valuable for human beings and the grounding of that value in altruistic concern for others. In a study of multimodal narratives belonging to two sets – adaptations of Tsutsui Yasutaka's young adult novella The Girl Who Leapt Through Time and Yamazaki Mari's manga series Thermae Romae – this article examines how time travel narratives in anime and live action film affirm that eudaimonic living is always a core value to be nurtured.


Author(s):  
Ni Komang Tri Jayanti
Keyword(s):  

Penelitian ini berjudul “Alih Wahana Manga Ao Haru Ride Karya Sakisaka Io ke dalam Film Live Action Karya Sutradara Miki Takahiro”. Penelitian ini memberi pemahaman lebih mendalam mengenai film live action yang dibuat dengan sumber berupa manga. Tujuan penelitian ini adalah untuk menyediakan wawasan mengenai perubahan sastra populer Jepang menjadi film live action. Metode yang digunakan dalam penelitian ini adalah metode deskriptif analisis dan metode informal. Teori yang digunakan dalam penelitian ini adalah Teori Struktural yang dikemukakan oleh Robert Stanton (2007) dan Teori Alih Wahana oleh Damono (2012). Pada penelitian ini ditemukan beberapa perubahan pada unsur intrinsik dari manga ke dalam film live action sebagai hasil. Perubahan tersebut diantaranya 1) penciutan dari manga ke dalam film terjadi pada alur, tokoh / karakter, latar (tempat, waktu dan sosial), tema, dan sudut pandang dan disebabkan oleh durasi, biaya produksi, dan perubahan fokus sutradara; 2) penambahan pada film terjadi pada alur, tokoh / karakter, dan latar (tempat, waktu dan sosial) yang terjadi demi memperkuat nuansa dan kesan tertentu dan membuat alur nampak alami; 3) perubahan bervariasi yang terjadi pada alur, tokoh / karakter, dan latar (tempat, waktu dan sosial) yang terjadi akibat perubahan suasana dan fungsi peristiwa dalam film.


2017 ◽  
Vol 8 (2) ◽  
pp. 187-192
Author(s):  
Gertrud Koch

"Operative Ontologien werden in diesem Artikel als relationale kommunikative Situationen vorgestellt, in denen Medien und Technik Teil einer Praxis sind, aber nicht einfach mit dieser zusammenfallen. Die Ontologie bezieht sich auf eine temporäre Konstellation, beispielsweise eine Verknüpfung von Maschine, Körper und Bild, in der die ontologische Frage der Anthropologie perspektivisch immer wieder verschoben wird. Wie das genau zu verstehen ist, wird am Fallbeispiel der Motion-Capture-Technik deutlich, in der durch eine Verschmelzung von Live Action Movie und der animierten Welt der Visual Effects eine permanente Veränderung dessen erfolgt, was als Mensch oder menschliche Umwelt angesehen wird. This article presents operational ontologies as communicative situations in which media and technology are part of a practice, but do not simply coincide with it. Ontology refers to a temporary constellation, for example a link between machine, body and image, which shifts the ontological question of anthropology in perspective time and again. This thesis is further illustrated by a case study of the motion capture technique, whose merging of live action movie and the animated world of visual effects leads to a permanent modification of our notions of the human being and human environment. "


2018 ◽  
Vol 10 (1) ◽  
pp. 12-18
Author(s):  
Christine Mersiana Lukmanto

Throughout the years, technologies have developed varied techniques for animators to create films. One of the oldest and interesting techniques of animating is Rotoscope by tracing every single frame from live action footages and enhancing it with animator’s style. In terms of anthropomorphism, it creates an uncanny realistic effect because it mimics the reality of the structure, the proportion and the movement. Due to its easy process in animating, there are some critiques and debates about how far rotoscoping can be considered as the “true” animation. This research would cover the identity of rotoscoping, professionals and animator’s perspective as well as the aesthetic of this technique. Keywords: rotoscope, realism, true animation, perspective and aesthetic


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Arts ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 54
Author(s):  
Kawashima

In the beginning was metamorphosis. This paradoxical thought, which the ancient Roman poet Ovidius and modern author Franz Kafka represented in their literary works, is visualized in Koji Yamamura’s short animation Franz Kafka’s A Country Doctor. Diverse metamorphoses that do and do not appear in the Kafka original are so elaborately and dynamically depicted in this animation that no live-action film could possibly represent them. In addition, the film itself can be seen as a metamorphosis, as it is an animation converted from a short story. Such a dominance of metamorphosis is also true for the transculturality and transnationalism of Yamamura’s animation. In a sense, the film results from a cultural integration of foreign language and image. However, this integration is also part of the swirl of metamorphosis. The traditional performance art Kyogen, which the director uses to voice the main characters in the animation, could not integrate foreign culture without its own diversification. Yamamura’s animation demonstrates that transculturality is another name for fundamental metamorphosis in which diversification and integration occur simultaneously.


2021 ◽  
Vol 1 (1) ◽  
pp. 97-118
Author(s):  
Theo van Leeuwen

The paper presents a framework for the distinctive feature analysis of movement and mobility in texts, performances and semiotic artefacts, showing its applicability to the analysis of meaning-making in dance, music, animated and live action film and video, and product design. Emphasis is placed on the role of movement and mobility in identity design. Identity design is realized by the style in which movements are performed and can be analysed in terms of the gradable distinctive features present in any movement – direction, expansiveness, velocity, force, angularity, fluidity, directedness and regularity. The paper includes a historical dimension, focusing on the development of movement and mobility as semiotic resources, and argues for the pioneering role of modernist artists in this development.


Semiotica ◽  
2021 ◽  
Vol 2021 (239) ◽  
pp. 99-124
Author(s):  
Yi Jing

Abstract This study investigates affective meanings expressed in facial expressions and bodily gestures from a semiotic perspective. Particularly, the study focuses on disentangling relations of affective meanings and exploring the meaning potential of facial expressions and bodily gestures. Based on the analysis of over three hundred screenshots from two films (one animation and one live-action film), this study proposes a system of visual affect, as well as a system of visual resources involved in the expression of visual affect. The system of visual affect makes a further step in the investigation of affective meanings afforded by facial expressions and bodily gestures, and can provide methodological insights into the examination of affective meanings expressed visually. The system of visual resources provides a more meaning-motivated framework for systematic tracking of the visual resources, which may be applied to the analysis of other visual media apart from films.


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