scholarly journals Holographic Projection Technology in the Field of Digital Media Art

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Yulong Liu ◽  
Shan Wu ◽  
Qi Xu ◽  
Hubin Liu

The advent of the digital age has given new forms and new connotations to artistic creation, and more and more digital media technologies have entered the stage of artistic creation and exhibitions. At present, holographic projection technology has become a hot application technology in the field of digital media art. The purpose of this paper is to explore the technical principles of holographic projection technology and its application in the field of digital media art, so as to provide suggestions for the application and promotion of holographic projection technology and the development and innovation of digital media art. First of all, this article understands the technical principles of holographic projection and its application status in various fields, especially in the field of digital media art, through relevant literature research. Then, this article introduces the digital holographic technology, virtual imaging technology, and computer simulation technology used in the realization of holographic projection technology. Then, based on the advantages of holographic projection technology in three-dimensional image recording and reproduction, this paper proposes to introduce holographic projection technology to digital art museums, digital art exhibitions, and other digital media art applications and to study the effect of holographic projection technology on art through simulation experiments, the effect of recording and reproducing the image of the work. Finally, the three-dimensional reconstruction image of the digital holographic projection experiment on the artwork is compared with the simulated image of the Contour GT profiler to verify the feasibility of applying the holographic projection technology to art exhibitions and the effect of three-dimensional image recording and reproduction. Research shows that the holographic projection technology can achieve 93.34% of the simulation effect of recording and reproducing 3D images of artworks. It is also found that 59.86% of the audience who pay attention to the art experience strongly support the application of holographic projection technology in digital media art fields such as digital art gallery. This fully proves the feasibility of applying holographic projection technology to digital art exhibitions and provides a full range of artistic experience for audiences who cannot be present.

Author(s):  
Qiang Cui ◽  
Anil Sharma

Background: In order to achieve the action model in line with the objective law, complete the highly scientific animation design. To promote the development of animation design for digital media art, it is required to have a deep understanding of digital media art. Methods: To comprehensively improve the level of animation design, in-depth analysis of its functions and application effects are done and then applied to the animation design in an all-round. In this paper, Maya Mel language programming is used to simulate and analyze the walking, running and jumping effects of animated characters. Results: The results show that: using the digital media animation control technology based on Maya Mel language to realize the animation character movement effect, the production efficiency is improved by 30%, the work intensity is reduced by 50%, and the character motion authenticity is improved by 40%. In this paper, Mel language is used to solve the difficult problems in the production of three-dimensional animation. Conclusion: Through the analysis and application of the motion law of the characters, the production of three-dimensional object movement is simple, efficient, recyclable, highly operable, and the motion effect is more realistic.


2019 ◽  
Vol 3 (2) ◽  
pp. 137
Author(s):  
Wenping Wang

<p>At present, with the rapid development of science and technology, especially computer technology, China's digital media art has a huge space for development and creation prospects. Digital media art has changed the cultural value of human beings to some extent and influenced the traditional artistic creation of human beings.Since the birth of digital media art, it has triggered various discussions in the society. Digital media art integrates human rational thinking and perceptual thinking into one body and becomes a new art form. The development of digital media art has attracted worldwide attention. This paper focuses on the current situation of the development of digital media art in China and discusses its future development direction</p>


October ◽  
2018 ◽  
Vol 164 ◽  
pp. 3-28
Author(s):  
Gregory Zinman

This essay describes the discovery and significance of Etude 1 (1967), a previously unknown work by media artist Nam June Paik. Composed at Bell Labs and written in an early version of the computer-programming language FORTRAN, Etude 1 stands as one of the earliest works of digital art—though whether Etude 1 was intended to be a film, the “computer opera” that Paik mentions elsewhere in his writings, or some other kind of art work altogether. By exploring Etude 1's uncertain status, as well as more conceptual indeterminacies concerning the relationship between image and code, music and media, and the analog and the digital, this essay demonstrates how such indefinite artifacts allow for a rethinking of cinema's digital past, film's place in computational media, and the nature of the archive.


Author(s):  
José João Hoguane ◽  
Mirian N. Tavares ◽  
Sandra Boto

This article intends to present the experience and perspectives of the use of media convergence through an artifact/installation in media digital art. The aim of the experience is, as an interface, to contribute to the knowledge dissemination about timbila of Mozambique as cultural asset, especially in the younger strata, and to lead reflection and awareness about the problem due the risc of it disappearance. The article aims to elucidate the role of digital media art in solving humanities' problems.


Author(s):  
R. A. Crowther

The reconstruction of a three-dimensional image of a specimen from a set of electron micrographs reduces, under certain assumptions about the imaging process in the microscope, to the mathematical problem of reconstructing a density distribution from a set of its plane projections.In the absence of noise we can formulate a purely geometrical criterion, which, for a general object, fixes the resolution attainable from a given finite number of views in terms of the size of the object. For simplicity we take the ideal case of projections collected by a series of m equally spaced tilts about a single axis.


Author(s):  
W. Lin ◽  
J. Gregorio ◽  
T.J. Holmes ◽  
D. H. Szarowski ◽  
J.N. Turner

A low-light level video microscope with long working distance objective lenses has been built as part of our integrated three-dimensional (3-D) light microscopy workstation (Fig. 1). It allows the observation of living specimens under sufficiently low light illumination that no significant photobleaching or alternation of specimen physiology is produced. The improved image quality, depth discrimination and 3-D reconstruction provides a versatile intermediate resolution system that replaces the commonly used dissection microscope for initial image recording and positioning of microelectrodes for neurobiology. A 3-D image is displayed on-line to guide the execution of complex experiments. An image composed of 40 optical sections requires 7 minutes to process and display a stereo pair.The low-light level video microscope utilizes long working distance objective lenses from Mitutoyo (10X, 0.28NA, 37 mm working distance; 20X, 0.42NA, 20 mm working distance; 50X, 0.42NA, 20 mm working distance). They provide enough working distance to allow the placement of microelectrodes in the specimen.


2011 ◽  
Vol 131 (2) ◽  
pp. 320-328 ◽  
Author(s):  
Cunwei Lu ◽  
Hiroya Kamitomo ◽  
Ke Sun ◽  
Kazuhiro Tsujino ◽  
Genki Cho

Micromachines ◽  
2021 ◽  
Vol 12 (8) ◽  
pp. 929
Author(s):  
Xudong Yang ◽  
Zexiao Li ◽  
Linlin Zhu ◽  
Yuchu Dong ◽  
Lei Liu ◽  
...  

Taper-cutting experiments are important means of exploring the nano-cutting mechanisms of hard and brittle materials. Under current cutting conditions, the brittle-ductile transition depth (BDTD) of a material can be obtained through a taper-cutting experiment. However, taper-cutting experiments mostly rely on ultra-precision machining tools, which have a low efficiency and high cost, and it is thus difficult to realize in situ measurements. For taper-cut surfaces, three-dimensional microscopy and two-dimensional image calculation methods are generally used to obtain the BDTDs of materials, which have a great degree of subjectivity, leading to low accuracy. In this paper, an integrated system-processing platform is designed and established in order to realize the processing, measurement, and evaluation of taper-cutting experiments on hard and brittle materials. A spectral confocal sensor is introduced to assist in the assembly and adjustment of the workpiece. This system can directly perform taper-cutting experiments rather than using ultra-precision machining tools, and a small white light interference sensor is integrated for in situ measurement of the three-dimensional topography of the cutting surface. A method for the calculation of BDTD is proposed in order to accurately obtain the BDTDs of materials based on three-dimensional data that are supplemented by two-dimensional images. The results show that the cutting effects of the integrated platform on taper cutting have a strong agreement with the effects of ultra-precision machining tools, thus proving the stability and reliability of the integrated platform. The two-dimensional image measurement results show that the proposed measurement method is accurate and feasible. Finally, microstructure arrays were fabricated on the integrated platform as a typical case of a high-precision application.


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