scholarly journals Futureproofing Visual Effects

2021 ◽  
Vol 16 (1) ◽  
pp. 15
Author(s):  
Evanthia Samaras

Digital visual effects (VFX), including computer animation, have become a commonplace feature of contemporary episodic and film production projects. Using various commercial applications and bespoke tools, VFX artists craft digital objects (known as “assets”) to create visual elements such as characters and environments, which are composited together and output as shots. While the shots that make up the finished film or television (TV) episode are maintained and preserved within purpose-built digital asset management systems and repositories by the studios commissioning the projects; the wider VFX network currently has no consistent guidelines nor requirements around the digital curation of VFX digital assets and records. This includes a lack of guidance about how to effectively futureproof digital VFX and preserve it for the long-term. In this paper I provide a case study – a single shot from a 3D animation short film – to illustrate the complexities of digital VFX assets and records and the pipeline environments whence they are generated. I also draw from data collected from interviews with over 20 professional VFX practitioners from award-winning VFX companies, and I undertake socio-technical analysis of VFX using actor-network theory. I explain how high data volumes of digital information, rapid technology progression and dependencies on software pose significant preservation challenges. In addition, I outline that by conducting holistic appraisal, selection and disposal activities across their entire digital collections, and by continuing to develop and adopt open formats; the VFX industry has improved capability to preserve first-hand evidence of their work in years to come.

2018 ◽  
Vol 35 (1) ◽  
pp. 11-17
Author(s):  
Dinesh K. Gupta ◽  
Veerbala Sharma

Purpose The purpose of this paper is to find out the status/levels of using crowdsourcing in galleries, libraries, archives and museums (GLAM) around the globe and to give suggestions on how Indian GLAM can take the benefit of this global trend. Design/methodology/approach The study is based on the analytical study of the literature available on the embracing crowdsourcing for diverse tasks with special emphasis on the efforts of GLAM domain regarding the development of digital repositories. Findings Meticulous analysis of literature and case studies give an overview of the diverse practices of public participation/crowd collaboration in the development of digital repositories around the globe. However, Indian GLAM are far behind in adopting such practices. Practical implications With the rapid growth in digital information and Web-based technology, GLAM around the world encourage and engage public participation in various digitization projects to enrich and enhance their digital collections and place them on the Web. However, Indian GLAM still refrain to accept and adopt such practices. Thus, this paper will encourage and motivate the Indian GLAM to enrich and enhance their collection with crowd contribution and uploading them on Web. Originality/value This is an original paper and has great implementation value. During the study, enormous literature was available on crowd participation in various areas around the globe, as well as in India. International examples of crowd participation in GLAM creation are found in the literature; however, not sufficient evidences are found regarding crowd contribution in Indian GLAM. Hence, the paper, by presenting the evidences of crowd participation in GLAM domain, proposes the Indian GLAM to exploit the benefits of this practice for Indian digital repositories to expedite the creation and development of various national digital repositories.


1998 ◽  
pp. 26-34 ◽  
Author(s):  
Stephen Lavin ◽  
Sonja Rossum ◽  
Shawn R. Slade

Computer animation is a potential aid in map design, because it provides a means for quickly reviewing many design alternatives. This research is a conceptual exploration of one aspect of animation-based design: The effect of inverse-distance weighting on the visualization of three dimensional maps. The primary variable examined is the inversedistance weighting exponent. Changing the exponent in small intervals allows the creation of a series of three-dimensional maps that can be assembled, and played back as a frame animation. In this procedure, cartographers can view the visual effects of various exponents on the resulting surfaces. Design-based animations allow mapmakers to visualize effects of their decisions in advance of map production and to make more informed design decisions. It is suggested that this method can be expanded to examine map design for a great many forms of cartographic symbology. Ideally, automatic frame generation and a graphic user interface should become an integral part of the development of these visualizations.


Author(s):  
G. A. Boyes ◽  
C. Ellul ◽  
D. Irwin

The use of 3D information models within collaborative working environments and the practice of Building Information Modelling (BIM) are becoming more commonplace within infrastructure projects. Currently used predominantly during the design and construction phase, the use of BIM is capable in theory of providing the information at handover that will satisfy the Asset Information Requirements (AIRs) of the future Infrastructure Manager (IM). One particular challenge is establishing a link between existing construction-centric information and the asset-centric information needed for future operations. Crossrail, a project to build a new high-frequency railway underneath London, is handling many such challenges as they prepare to handover their digital information to the future operator, in particular the need to provide a two-way link between a federated 3D CAD model and an object-relational Asset Information Management System (AIMS). This paper focusses on the potential for improved Asset Management (AM) by integrating BIM and GIS systems and practices, and makes a preliminary report on how 3D spatial queries can be used to establish a two-way relational link between two information systems (3D geometry and asset lists), as well as the challenges being overcome to transform the data to be suitable for AM.


IKON ◽  
2009 ◽  
pp. 323-363
Author(s):  
Maria Chiara de Leonardis

- A new digital language of extreme technological refinement, able to tell stories of great emotional impact, has been generated by computer animation. Pixar Animation Studios is a production company that in few years has given a considerable push to 3D animation: they use the new technologies giving always a great importance to story. Their huge success attracted more and more the attention of a world- wide colossus like the Disney, who proposed different deals for coproduction and distribution. After various events, on January 24th, 2006, the Mouse House acquired Pixar, with an operation of 7,4 billions dollars, and offered to Pixar leaders (Steve Jobs and John Lasseter) key roles in Disney company. This union can be defined a convenience wedding: in fact, Disney has incorporated a production company that during the last few years has obtained enormous hits at the box office; Pixar has guaranteed the association to one of the stronger brands and the biggest distribution forces in the world of entertainment. Pixar case history shows that the core element in the economy of the entertainment, what really makes the difference and brings to success, is the creative element: technology and management must be at its service.


2005 ◽  
Vol 33 (3) ◽  
pp. 241-257 ◽  
Author(s):  
Nicoletta Adamo-Villani ◽  
John Doublestein ◽  
Zachary Martin

We present a new highly interactive computer animation tool to increase the mathematical skills of deaf children. We aim at increasing the effectiveness of (hearing) parents in teaching arithmetic to their deaf children, and the opportunity of deaf children to learn arithmetic via interactive media. Using state-of-the-art computer animation technology we have designed and modeled three 3-dimensional virtual signers. The signs for mathematical terminology, performed by a non-hearing signer, have been captured with an electro-mechanical motion capture system and have been applied to the 3D characters. Macromedia Director MX Shockwave Studio has provided the platform for the design of interactive learning activities and for Web delivery. Smoothness of motion (in real time) and interactivity have been achieved via a new method of programmable blending of animation segments. Our program is the first attempt at using interactive 3D animation to improve the mathematical abilities of deaf pupils. Though our research follows the general trend of systems of 3D animated sign language (none of which has been geared specifically toward mathematics), we have made progress of a nature qualitatively different from previous work. Focusing on the need to represent the signs with clarity, realism, and emotional appeal for deaf children, we have invested our research efforts in developing a very natural, non-mechanical animated representation of the signs. The realization of this natural gesture language by interactive computer animation has been the main challenge that this research has met and solved.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
David Mindel

PurposeDigital collections are becoming more commonplace at libraries, archives and museums around the world, creating potential for improved accessibility to information that may otherwise remain hidden and further support for intellectual exploration. As a result of the growing potential for digital collections to inform and influence, the conversation surrounding ethics and digital collections needs to be continually examined and adapted as technologies evolve, user expectations change and digital information plays an increasing role in our everyday lives. In this context, this paper presents an overview of multifaceted ethical realities that impact the how, why and what digital information is created, accessed and preserved.Design/methodology/approachWritten from the perspective of a digital collections librarian, this paper relies on existing research in presenting ethical considerations and complements that research with professional observations in providing subsequent reflections on addressing challenges in the age of digital information.FindingsThere are and should be considerations given to not only what information is contained in a given collection, but also how that information is selected, accessed and consumed by the public. The conclusions offered are designed to provoke reflection on the evolving and interconnected nature of information and ethics in the context of digital collections.Originality/valueInformation ethics is multifaceted, with one of those facets relating directly to digital collections. This paper demonstrates that digital collections are more complex than simply a collection of digitized documents and photographs. As the field of information management continually evolves and adapts, so, too, do the ethical realizations identified in this paper, all of which go beyond the (virtual) walls of a library, archive or museum, and carry the potential to have a long-term impact concerning information and its integrity, equity and access.


Author(s):  
Dinesh K. Gupta ◽  
Veerbala Sharma

Purpose The purpose of this paper is to identify the status of digitization of manuscripts in India and to give suggestions to transcribe these manuscripts easily, effortlessly and expeditiously. Design/methodology/approach The study is based on the analytical study of the literature available on global efforts in respect of documentation, preservation, conservation and digitization of manuscripts with special emphasis on the efforts of “namami” (acronym for National Manuscript Mission) for Indian manuscripts. Findings Meticulous analysis of literature and case studies give an overview of the diverse practices of public participation/crowd collaboration to transcribe and tagging of the rare and old historical documents around the globe. However, Indian libraries are far behind in adopting such practices. Practical implications India has a very rich cultural, educational and research heritage preserved in the form of manuscripts. These thousands of manuscripts are significant source of knowledge base for many researchers, however, despite their heritage value, these remain inaccessible to the researchers because of their being scattered and unpublished form. Moreover, even the digitized manuscripts remain difficult to use by the researchers because of immense linguistic diversity and scripts. Documentation and digitization of these manuscripts will not only preserve the invaluable heritage of India but also will enable their easy and vast access by the researchers globally. With the rapid growth in digital information and web-based technology, galleries, libraries, archives and museums (GLAM) around the world encourage and engage public participation in various digitization projects to enrich and enhance their digital collections and place them on the web. However, Indian GLAM still refrains to accept and adopt such practices. Thus this paper will encourage and motivate the Indian GLAM to expedite their digitization and uploading them on web for tagging and transcribing. Originality/value This is an original paper and has great implementation value. During the study enormous literature was available on digitization of Indian manuscripts. However, not even a single study could be found on tagging and transcription of these manuscripts, specifically crowd contribution in this area. Hence, the paper, by presenting the evidences of crowd participation for the tagging and transcription of manuscripts globally, proposes the Indian GLAM to exploit the benefits of this practice for Indian manuscripts also in order to expedite the tagging process to enhance their usage.


Author(s):  
Juliano Gouveia dos SANTOS ◽  
◽  
Lohan Alves ALMEIDA ◽  
Hélio Rubens SOARES ◽  
◽  
...  

This article specifies the definition of the current General Law on Protection of Personal Data (LGPD) and the Law that served as inspiration, a General Regulation on Data Protection (GDPR). The purpose of the text is to demonstrate the relevance of these legislative devices to the lives of citizens today, when everything revolves around digital information. Methodologically, a literature review on the topic, present in physical and digital collections, is combined with a case study. As a result of the study, we saw that some technological considerations about the implementation of systems and their adequacy to the new Law, exemplify the ways of effectively applying the security of personal data.


2018 ◽  
Vol 30 (3) ◽  
pp. 323-332 ◽  
Author(s):  
Igor Dakic ◽  
Milos Mladenovic ◽  
Aleksandar Stevanovic ◽  
Milan Zlatkovic

Agencies that have large-scale traffic signal systems under their purview often have to face asset upgrade decisions. As one of the most advanced traffic control technologies, Adaptive Traffic Control Systems (ATCS) are among the options that must be taken into consideration. Having in mind the complexity of benefits and costs stemming from ATCS investments, there is a need for information-rich performance measures (PM) used in the evaluation and decision-making. However, individual PMs are often not suitable for evaluating the multidimensionality of ATCS operations, due the inherent variability of ATCS control parameters. To expand the range of PMs used in ATCS evaluation, this research develops a new PM, i.e., average arrivals on green ratio, and proposes a refinement of average delay PM to account for queue formation. The paper also presents an application framework for a multi-criteria analysis, assuming a combination of the proposed and existing PMs. In addition to presenting the analytical PM formulation, the evaluation methodology uses microsimulation for a case study comparison between actuated-coordinated and ATCS operations. The results include a comparison between previous and proposed PMs, based on the processed simulation data as well as field data. In conclusion, the proposed PMs have a high transferability potential, low data collection cost, and high data quality, thus being suitable for use in decision processes for signal asset investment. Finally, this research opens up further opportunities for advancing decision-support methods for traffic operations asset management.


CICES ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 113-124
Author(s):  
Renovita Sarassati ◽  
Amrullah Amrullah ◽  
Ahmad Saipullah

3D animation is the creation of moving images in 3 dimensional digital space. This is done by creating a frame that simulates each image. In 3D video animation learning is very much in the interest of today's society and the future, so the 3D media is very important in making animation, filmed with a virtual camera, and the output of the video which is already rendering or Realtime, if the goal is to create a game. 3D animations typically display at speeds in excess of 24 frames per second. The concept of 3D animation itself is a model that has the shape, volume, and space. 3D animation is at the heart of gaming and virtual reality, but usually 3D animation is also used in graphical presentations to add visual effects or movies.


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