film and television
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2022 ◽  
Vol 2022 ◽  
pp. 1-11
Author(s):  
Yidong Cheng ◽  
Yi Wang

The film space is the image of social life represented on the screen, which determines that the form of the film and television picture is a plane model, and it can only use a two-dimensional plane space to express an objective scene with a three-dimensional space. In order to improve the effects of special effects processing in movies, this paper applies computer imaging technology to the processing of movie characteristics. When performing specific scene simulations, the specific structure of each computer imaging particle system is derived on the basis of the general structure of the computer imaging particle system. In addition, this paper combines the improved algorithm to carry out several case analyses, and the reliability of this method is verified through simulation experiments, which promotes the application and promotion of computer imaging technology in movie special effects processing.


2022 ◽  
Vol 2022 ◽  
pp. 1-8
Author(s):  
Yanrong Bao

The application of artificial intelligence technology in the film and television field has profoundly changed the content and production methods of television programs and promoted the development and production of a new generation of artificial intelligence television. The popularization of artificial intelligence technology is conducive to improving the quality of television program content, innovating content categories, reducing television program production cost, and improving production efficiency. Due to the popularization and the use of virtual reality (VR) technology in scientific research and social life, the application of VR technology has been studied from the perspective of film and television animation (FTA) teaching, hoping to promote the development of FTA education. First, the existing dynamic environment modeling technology, real-time three-dimensional (3D) graphic generation technology, stereoscopic display, and sensor technology and other VR technologies are combined to carry out teaching design. In view of the current situation of the teaching process of FTA major, the research on these four aspects has been carried out. VR technology is used as an auxiliary teaching tool to complete the basic course teaching of FTA; the 3D animation course and VR technology are combined to improve the teaching effect of professional skill courses. Then, in the application effect, classroom satisfaction, comprehensive quality evaluation, and professional core curriculum effect are compared and analyzed. The results show that the students’ comprehensive quality evaluation in VR technology group is significantly improved, and the satisfaction of classroom atmosphere, teaching mode, and teaching facilities are 75%, 61%, and 81%, respectively. The students in this group can better integrate the new design method into the animation modeling and complete the course design task with high quality. Compared with the traditional teaching mode, the students’ satisfaction is higher and the harvest is greater. Therefore, the use of VR technology in FTA teaching can stimulate students’ interest in learning, improve learning efficiency, and promote the mastery of professional knowledge and skills. The application mode and effect analysis of the proposed VR technology provide a reference for the application of VR technology in FTA teaching.


Author(s):  
Ido Rosen

The success of the Israeli vampire–crime–comedy series Juda is not at all trivial, to say the least. It dared to adopt a controversial subgenre that is associated with antisemitism and blood libels. Moreover, it deals with social traumas and the ethnic conflict between the Zionist Ashkenazi hegemony and the Mizrahi sector, which accuses the hegemony of oppression and discrimination. Juda expresses a critical agenda: a dissolution of Zionist values as the only solution and chance for redemption, both for the hero and for society. Thus, despite emerging at a time when the horror genre had experienced a late blooming on Israeli screens, its appearance is connected to two other central processes in contemporary Israeli film and television: the incorporation of religion and the ascendancy of the Mizrahi hero. Juda overcomes the inherent problem in the image of the Jewish vampire—first by creating a distinction between a Jewish vampire and a gentile vampire, and second by having a protagonist who is a Mizrahi Jew.


2022 ◽  
pp. 217-239
Author(s):  
Jennifer Stewart

By focusing on television film-induced tourists, this chapter will contribute to a better understanding of tourist behaviour in relation to motivations for travel to filming locations. The chapter combines, analyses, and critiques the main debates raised by key authors in relation to identifying the motivational factors that prompt site-specific film tourism as well as providing contributions from this author's 2016 research on television film-induced tourism in Ireland. The chapter is divided into the following sections: a brief history of film and television and a review and discussion on film tourism, a breakdown of the different categories of film tourist and a summation of the various motivations for television induced film tourism, followed by an insight into the concept of authenticity in film tourism studies and the use of technologies such as virtual reality and augmented reality as a means to provide a more immersive experience post COVID-19.


Author(s):  
Mattia Rainoldi ◽  
Arne Van den Winckel ◽  
Joanne Yu ◽  
Barbara Neuhofer

AbstractWhile film and television have a long tradition in tourism marketing, the potential of video games is overlooked. This study unlocks a novel era of marketing by investigating the interplay between experiential factors and in-game experiences, and how they may contribute to one’s intention to visit in-game destinations. By taking Assassin’s Creed Odyssey as the study context, game world dynamics, level of immersion, level of freedom, connection to characters, and sense of realism are identified as the five pillars that shape gaming experiences. Drawing upon experience design, this study lays the groundwork for emerging marketing opportunities using video games for tourism and contributes to the broader field of media-induced tourism literature.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Qing Nian ◽  
Junyi Liu

With the development of motion capture technology, it has become a reality to efficiently and quickly obtain realistic human motion information. Motion capture technology has been successfully applied in many fields such as sports competitions, animation games, and film and television production. This article is aimed at studying the application of motion capture technology based on smart sensors in ice and snow sports. Put forward the idea of applying smart sensor-based motion capture technology to ice and snow sports. This article introduces in detail smart sensors, motion capture technology, and related content of ice and snow sports and conducts specific experiments on the application of smart sensor-based motion capture technology in ice and snow sports. The experimental results show that motion capture based on smart sensor technology can help athletes improve their skills and tactics. At the same time, motion capture technology based on smart sensors is also loved by most coaches and athletes, and everyone’s satisfaction with this technology has reached more than 70%.


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