The Moving-image Redemption of Orality and Lukács’s Early Writing on the Cinema

Author(s):  
Apple Xu Yaping

This paper analyzes the early film writing of Georg Lukács, particularly ‘Thoughts Towards an Aesthetic of the Cinema’ (‘Gedanken zu einer Ästhetic des Kino’, 1913), from the perspective of the oral mode of communication and expression, or, orality. It considers that the essence of the orality lies with the embodied engagement of human beings, basing on Walter J. Ong’s ideas of the orality-literacy hypothesis. With such understanding, it argues that the moving image can be the technological redemption of the orality, and suggests that the visual revival of the orality depends on but beyond the optical perception, necessarily involving the spectatorial embodiment. Lukács’s understandings towards the primitive moving-images imply that the revived orality in the visual can reside in two aspects: the mimetic representation of the moving image, and the intersubjective engagement between the two-dimensional screen world and the three-dimensional real world in the cinema experience. Additionally, this paper elucidates such hypothesis of the moving-image redemption of orality with a case study on a digital documentary Life in a Day (dir. Kevin Macdonald, 2011, 95 min.), for the purpose of suggesting the relevance of Lukács’s early thoughts to the recent digital culture and scholarly-discussions on the cinematic ‘affect’.

Author(s):  
Leonie Häsler

Fashion photographs are generally two-dimensional images showing one side of a three-dimensional model. This paper, however, deals with far less well-known stereoscopic fashion photographs. Stereoscopy is a technique that creates the illusion of a 3-D image. Based on the image collection of Swiss textile and clothes company HANRO, the article analyzes the composition of 3-D pictures by putting them in a broader media-historical context. The archived stereoscopic photographs date back to the 1950s and show a series of women’s fashion. In the same period, Hollywood experienced a 3-D-boom that may have had a technical and aesthetical impact on these photographs. Although fashion is not mediated in moving images in this case study, codes or formal languages of a film are inscribed in the images, as will be shown in the following text. Building on these findings, this paper further discusses the influence of cinematography and other media practices on the fashion industry’s attempt to free its fashion imagery from the confines of a two-dimensional page.


2015 ◽  
Vol 772 ◽  
pp. 183-187
Author(s):  
Xiao Ye Yu ◽  
Alex To ◽  
Goman Ho

This paper simulated the non-linear sloshing effects under typical dynamic actions. The sloshing simulation is realized with the Arbitrary Lagrangian Euleria (ALE) formulation plus bi-phase hydrodynamic biomaterial liquid gas materials. The study first investigated two dimensional (2D) sloshing problems under harmonic excitations. Through calibration studies in standard rectangular tanks, the case study demonstrated reasonable agreement with numerical results published by other researchers. The study was then extended to more complicated three dimensional (3D) sloshing problems, with the fluid-structure interaction (FSI) considered. The simulation well reflected the sloshing behaviours in a steel tank subject to given seismic excitations and provided available prediction for structural performance. The obtained results show that the used method is helpful for seismic design of liquid tanks.


SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Shohei Mori ◽  
Hideo Saito

Over 20 years have passed since a free-viewpoint video technology has been proposed with which a user's viewpoint can be freely set up in a reconstructed three-dimensional space of a target scene photographed by multi-view cameras. This technology allows us to capture and reproduce the real world as recorded. Once we capture the world in a digital form, we can modify it as augmented reality (i.e., placing virtual objects in the digitized real world). Unlike this concept, the augmented world allows us to see through real objects by synthesizing the backgrounds that cannot be observed in our raw perspective directly. The key idea is to generate the background image using multi-view cameras, observing the backgrounds at different positions and seamlessly overlaying the recovered image in our digitized perspective. In this paper, we review such desired view-generation techniques from the perspective of free-view point image generation and discuss challenges and open problems through a case study of our implementations.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Shota Ono

AbstractSome of the three-dimensional (3D) crystal structures are constructed by stacking two-dimensional (2D) layers. To study whether this geometric concept, i.e., using 2D layers as building blocks for 3D structures, can be applied to computational materials design, we theoretically investigate the dynamical stability of copper-based compounds CuX (a metallic element X) in the B$$_h$$ h and L1$$_1$$ 1 structures constructed from the buckled honeycomb (BHC) structure and in the B2 and L1$$_0$$ 0 structures constructed from the buckled square (BSQ) structure. We demonstrate that (i) if CuX in the BHC structure is dynamically stable, those in the B$$_h$$ h and L1$$_1$$ 1 structures are also stable. Using molecular dynamics simulations, we particularly show that CuAu in the B$$_h$$ h and L1$$_1$$ 1 structures withstand temperatures as high as 1000 K. Although the interrelationship of the metastability between the BSQ and the 3D structures (B2 and L1$$_0$$ 0 ) is not clear, we find that (ii) if CuX in the B2 (L1$$_0$$ 0 ) structure is dynamically stable, that in the L1$$_0$$ 0 (B2) is unstable. This is rationalized by the tetragonal Bain path calculations.


2020 ◽  
pp. 193-210
Author(s):  
Yiyun Kang

This chapter investigates how projection mapping reconfigures the relationship between projection surface, moving image, and space in the field of artists’ projected moving-image works. Projection mapping is a relatively new method that can be used to transform irregularly shaped objects and indoor/outdoor spaces into display surfaces. This mode of projection envelops three-dimensional surfaces with digital moving images, using complicated projection technologies. In examining this process, the author analyses various contextual reviews as well as her own piece Casting to discover projection mapping’s distinctive properties. Casting (2016) is Kang’s projection-mapping installation at the Victoria and Albert Museum (V&A) in London, which was created as the culmination of Kang’s six-month artist-in-residency program at the V&A, and acquired by the institution in 2017 as its first purchase of a projection-mapping installation piece. This chapter examines how, by integrating volumetric objects and space, projection mapping dismantles the conventional notion of screen and frame that are accepted in experimental film and video installation works. The chapter introduces the concept of augmented space to understand how the spatial employment of projected moving images generates a novel type of narrative and experiences in comparison with the previous projected moving-image artworks. Accordingly, the chapter identifies how projection mapping practices can develop a distinguished type of aura in the realm of digital media art works.


Author(s):  
Daniel W. Carroll ◽  
Spencer P. Magleby ◽  
Larry L. Howell ◽  
Robert H. Todd ◽  
Craig P. Lusk

Most simplified manufacturing processes generally result in two-dimensional features. However, most products are three-dimensional. Devices that could be manufactured through simplified manufacturing processes, but function in a three-dimensional space, would be highly desirable — especially if they require little assembly. Compliant ortho-planar metamorphic mechanisms (COPMMS) can be fabricated through simplified manufacturing processes, and then metamorphically transformed into a new configuration where they are no longer bound by the limitations of ortho-planar behavior. The main contributions of this paper are the suggestion of COPMM definitions, an investigation into the morphing process, and the description of a COPMM design process. This work also contributes a case study in designing COPMMs to meet particular design objectives.


1999 ◽  
Vol 54 (1) ◽  
pp. 103-108 ◽  
Author(s):  
Stephanie Janeda ◽  
Dietrich Mootz

The crystal structures of five low-melting hydrates of n-alkane-α,ω-diamines, H2N(CH2)nNH2 · x H2O, for short Cn · x W, have been determined. As a common feature, the water molecules are mutually linked by hydrogen bonds O-H· · ·O to form low-dimensional polymers. These are a meandering chain in C2 · 2 W (space group I 2/a, Z = 4 formula units per unit cell), a zig zag chain in C6 · 2 W (P 21/c, Z = 2), a ribbon of consecutively condensed five-membered rings in C3 · 3 W (P 21/c, Z = 4) and a layer of condensed and spiro-linked rings of varying size each in C7 · 3 W (P 1̄, Z = 4) and C4 · 5 W (C 2/c, Z = 4). Further hydrogen bonding, between the water polymers and the bifunctional amine molecules, leads to overall connectivities which are three-dimensional in each structure.


2016 ◽  
Vol 1 (2) ◽  
Author(s):  
Ulisses Dardon ◽  
Viviane Vieira ◽  
Stella Barbara Serodio Prestes ◽  
Thaís De Castro Cunha Parméra ◽  
Leonardo Cotts ◽  
...  

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