The Immersive Continuity of Roma

2021 ◽  
Vol 15 (2) ◽  
pp. 167-193
Author(s):  
RENÉ IDROVO

In Gravity (2013), Alfonso Cuarón introduced a fully three-dimensional sound design approach that was originally termed by Idrovo and Pauletto (2019) as ‘immersive point-of-audition’. More recently, in Netflix’s Roma (2018), Cuarón not only perfected such treatment of sound, but consolidated an audio-visual style that stands out for its capacity to enhance our sensation of ‘presence’ in the narrative world, a style that is referred here to as immersive continuity. Grounded on the spatiotemporal continuity of the long take, Cuarón’s immersive continuity allows sound objects to flow all around the 3-D space, and hence opens a giant window of opportunity for the exploitation of Dolby Atmos. Through an extensive analysis of Roma, this article describes the aesthetics of such audio-visual style, and beyond, it explores the methods and workflows that permitted Cuarón’s sound team to fully exploit sound three-dimensionality. Finally, I discuss the growing adoption of Netflix as one of the major challenges that the theatrical cinema industry has to face; and argue that embracing immersive continuity may be a powerful weapon for attracting audiences to a cinematic experience that cannot be found at home.

2020 ◽  
Vol 14 (2) ◽  
pp. 119-139
Author(s):  
ALISON WALKER

This essay argues that the cinematic experience for audiences be reconsidered as a cinesomatic experience. Theorists such as Vivian Sobchack (1992; 2000; 2005) and Jennifer Barker (2009) have done much to conceptualise and theorise a sensory, embodied experience of cinema. These scholars, mainly drawing from either a Merleau-Pontian phenomenology or a Spinozist/Deleuzian theory of affect, have led the wave of new writings probing the ways in which audience engagement with film is corporeal. Their work explores cinema in terms of visual and haptic engagements, congruous with a broader move in scholarship towards the sensorial. However, despite the growth of embodied film theory in recent years, there is an even greater need to take the sensorial model of cinema spectatorship to film sound. This essay addresses cinema sound in specifically corporeal terms, demonstrating how audience experiences of film sound can be reconsidered as cinesomatic. By drawing a textual and phenomenological reading of the sound design in Gravity (Alfonso Cuarón, 2013), this essay aims to reveal new insights into the materially rich experience of a film’s soundtrack and demonstrate how a multiplicity of ‘narratives’ converge during and beyond the cinema encounter.


2010 ◽  
Vol 191 (5) ◽  
pp. 899-903 ◽  
Author(s):  
David M. Gilbert

Recent findings suggest that large-scale remodeling of three dimensional (3D) chromatin architecture occurs during a brief period in early G1 phase termed the replication timing decision point (TDP). In this speculative article, I suggest that the TDP may represent an as yet unappreciated window of opportunity for extracellular cues to influence 3D architecture during stem cell fate decisions. I also describe several testable predictions of this hypothesis.


1980 ◽  
Vol 15 (3) ◽  
pp. 117-126 ◽  
Author(s):  
V Ramamurti ◽  
S Sreenivasamurthy

In this paper the finite element method has been used to determine the stresses and deformations of pre-twisted and tapered blades. Three-dimensional, twenty-noded isoparametric elements have been used for the analysis. Extensive analysis has been done for various pre-twist angles, skew angles, breadth to length ratios, and breadth to thickness ratios of the blades. Experiments were carried out to determine the stresses for the verification of the numerical results and they were found to be in good agreement.


2018 ◽  
Vol 7 (1) ◽  
pp. 45
Author(s):  
Zhanghao Ren

In the process of engineering and geological surveys, three-dimensional engineering-geological modeling makes it possible to perform a comprehensive assessment of the state of the territory for making sound-design decisions on the placement of construction sites and their structures. Secondly, a logical conclusion of a detailed study of engineering-geological and geotechnical conditions, which is implemented to use three-dimensional modeling, is a well-grounded design with a reasonable margin of safety, which causes a reduction in the total cost of the erected or reconstructed structure. Thirdly, in comparison with traditional engineering-geological two-dimensional models (cuts, maps, etc.), three-dimensional models give more information. This is especially important, when we think about the scale of the hydraulic structures. According to archival materials, it can be noted that there are many spatial geological heterogeneities in this territory, and the engineering-geological conditions turned out to be complex. Taking into account the advantages of three-dimensional modeling, the creation of a three-dimensional model of a dispersed soil massif is an actual task for solving complex engineering-geological problems. The article analyzes a three-dimensional engineering-geological model of the soil massif under a hydrotechnical building in the Moscow region, and then calculates its stress-strain state and the coefficient of stability of the sides of the ditch.


2021 ◽  
pp. 382-395
Author(s):  
I.I. Shedko

The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.


2017 ◽  
Vol 141 (5) ◽  
pp. 4025-4025
Author(s):  
Laurent Brocolini ◽  
Catherine Lavandier ◽  
Isabelle Schmich-Yamane ◽  
Marion Alayrac

Author(s):  
Joo-Heon Cha ◽  
Soon-Geul Lee ◽  
Hee Yeoun Jeoun

Abstract Recent development of computer and communication technology of Internet now enables more sophisticated system. This research presents new type of remote home automation system that can perform efficient bi-directional management of appliances and security/safety systems at home through Internet. Three-dimensional graphic user interfaces based on virtual reality technology were used to make remote users feel reality. User feels like being at his home and also gets present state of control objects at home with usual web-browser. This system has client and server architect to obtain efficient bi-directional management and uses Java and VRML for information handling. In this paper, the internet-based remote control system was proposed and proved validity by being applied to home automation system.


Géotechnique ◽  
2014 ◽  
Vol 64 (1) ◽  
pp. 51-63 ◽  
Author(s):  
X. FENG ◽  
M.F. RANDOLPH ◽  
S. GOURVENEC ◽  
R. WALLERAND

Author(s):  
Eleni Ira Panourgia ◽  
Finbar Wheelaghan ◽  
Xue Yang

This article discusses a prototype that explores the simultaneous manipulation of three-dimensional digital forms and sound. Our multi-media study examines the aesthetic affordances of tight parameter couplings between digital three-dimensional objects and sound objects based on notions of process and user-machine interaction. It investigates how effective cohesion between visual, spatial and sonic might be established through changes perceived in parallel; what Michel Chion refers to as 'synchresis'. Drawing from Mike Blow's work On the Simultaneous Perception of Sound and Three-Dimensional Objects and processual art, this prototype uses computer technology for forming and mediating a creative practice involving 3D animation, sound synthesis, digital signal processing and programming. Our practice-based approach entails the rendering of a three-dimensional digital object in Processing whose form changes over time according to specific actions. Spatial data is sent via Open Sound Control (OSC) to Max MSP in real time, where sound is synthesized and then manipulated. Sonic parameters such as amplitude, spectral density/width and timbre are controlled by select spatial parameters from the three-dimensional object. Sound processing is realized based on the changing of the three-dimensional object in time through basic actions such as splitting, distorting, cutting, shattering and rotating. We use digital technology to look beyond basic synchronisation of sound and vision to a more complex cohesion of percepts, based on changes to myriad sonic and visual parameters experienced concurrently.


2012 ◽  
Vol 10 (7) ◽  
pp. 435
Author(s):  
Takehiro Onodera ◽  
Kakuro Amasaka

In recent years, enhancing computer-aided engineering (CAE) analysis is the most pressing issue facing companies seeking to implement development design that results in high quality and shortened delivery times. This paper presents an Optimal CAE Design Approach Model that can be used to reform the business processes associated with development design. The model consists of the following steps: (1) defining the problem, (2) conducting prototype testing, (3) visualizing the problem, (4) employing the CAE technological element analysis model, (5) conducting a two-dimensional CAE analysis, (6) conducting a three-dimensional CAE analysis, (7) carrying out a predictive evaluation, (8) optimizing the design, and (9) verifying the results. As a specific application for this process, the authors focused on the ongoing problem of bolt loosening at automakers, using the model to explain the loosening mechanism by analyzing the contact stress at the bearing surfaces in bolted parts and gain new knowledge.


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