Yurth is a new video sharing website that organizes videos geographically on an interactive map. Users can upload videos and tag them with location information, making the videos searchable and viewable based on location. The site aims to show local content from around the world and allow users to both share their own world and explore videos from other places. Key features include uploading, sharing, browsing videos and finding other users based on location, interests and other criteria.
The document provides an overview of a teaching session that uses the Scratch programming environment to foster creativity and computational thinking in students. The session includes introductions to Scratch through sample animations and challenges students to design their own animations. Students will also collaborate on designing sprites and reflect on their experiences. The goals are for students to get hands-on experience with Scratch, develop a common familiarity, explore, create and share projects, and have fun learning.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
The document proposes a final year project titled "Glimpse" that uses time-lapse video to manipulate images and provoke audiences. It aims to show audiences the capabilities of images by compiling sequences of images into artistic time-lapse footage. Research was conducted on time-lapse concepts, field recording techniques, and precedent studies. The project will use GoPro cameras to capture time-lapse images in the field. It will then compile the images into time-lapse videos to show on projections or displays. The goal is to help audiences understand how images can be manipulated and to experience urban phenomena from different perspectives and over time.
Matthew Marshall is the lead animator at Aardman Animations. The presentation discusses the history and evolution of stop motion animation, including different styles like claymation, 2D animation, and CGI. It covers several pioneers of animation techniques, from early creators like Joseph Plateau and the zoetrope to modern animators like Tim Burton. The presentation also discusses how animation is used in different mediums like video games, advertising, and TV channel idents.
This is detailed description of the conception and the eight interactive installations exposed at Kuflex #1 Exhibition at Media Art Abrau (Abrau Durso, Russia), 2017-2018.
The document discusses the production of visual effects for the film "minDrones" using Blender and Milo motion control. It describes how motion control allowed for multipass shooting to integrate CGI elements. Key visual effects included transforming a woman's arm into a tree and animating a realistic CGI moth. The effects team used Blender for modeling, animation, lighting, and compositing complex swarming wall and transformation scenes.
Yurth is a new video sharing website that organizes videos geographically on an interactive map. Users can upload videos and tag them with location information, making the videos searchable and viewable based on location. The site aims to show local content from around the world and allow users to both share their own world and explore videos from other places. Key features include uploading, sharing, browsing videos and finding other users based on location, interests and other criteria.
The document provides an overview of a teaching session that uses the Scratch programming environment to foster creativity and computational thinking in students. The session includes introductions to Scratch through sample animations and challenges students to design their own animations. Students will also collaborate on designing sprites and reflect on their experiences. The goals are for students to get hands-on experience with Scratch, develop a common familiarity, explore, create and share projects, and have fun learning.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
The document proposes a final year project titled "Glimpse" that uses time-lapse video to manipulate images and provoke audiences. It aims to show audiences the capabilities of images by compiling sequences of images into artistic time-lapse footage. Research was conducted on time-lapse concepts, field recording techniques, and precedent studies. The project will use GoPro cameras to capture time-lapse images in the field. It will then compile the images into time-lapse videos to show on projections or displays. The goal is to help audiences understand how images can be manipulated and to experience urban phenomena from different perspectives and over time.
Matthew Marshall is the lead animator at Aardman Animations. The presentation discusses the history and evolution of stop motion animation, including different styles like claymation, 2D animation, and CGI. It covers several pioneers of animation techniques, from early creators like Joseph Plateau and the zoetrope to modern animators like Tim Burton. The presentation also discusses how animation is used in different mediums like video games, advertising, and TV channel idents.
This is detailed description of the conception and the eight interactive installations exposed at Kuflex #1 Exhibition at Media Art Abrau (Abrau Durso, Russia), 2017-2018.
The document discusses the production of visual effects for the film "minDrones" using Blender and Milo motion control. It describes how motion control allowed for multipass shooting to integrate CGI elements. Key visual effects included transforming a woman's arm into a tree and animating a realistic CGI moth. The effects team used Blender for modeling, animation, lighting, and compositing complex swarming wall and transformation scenes.
comprehensive lane histories and
carrier databases that allow you to
quickly find carriers that have hauled
specific lanes in the past. This
information is invaluable when you
need to find a carrier for a new or
unusual lane.
Network FOB is one of the fastest growing third party logistics firms with over 100 agents across the US. They offer competitive commissions of up to 80%, paperless archiving, and ultra-fast agent support. The software and tools provided give agents access to rate data, carrier performance monitoring, and tools to find carriers for new lanes based on historical shipping data. Agents are also set up for success through training and credit/account setup assistance during the transition to Network FOB.
Slides (some images removed) from presentation by Jackie Calderwood in the Layered Reality Project Feedback Panel at i-Docs Symposium 2012, Watershed, Bristol.
Abstract:
Living Voices is a locative woodland walk with audio. Trees act as placeholders for the voices of eight people living with varying stages and forms of dementia.
Audio was recorded via interviews using a methodology informed by David Grove’s Clean Language to facilitate participants sharing of information about themselves. Each person considers what kind of tree they might be. Developing the metaphor elicits qualities and aspirations of life well lived. Participants are invited to share whatever message they feel important to be heard. Some also choose to speak about the nature of their disease, the impact on their life.
This paper will outline the concept, methodology and practice of collaboration, the making of the first iteration of the interactive documentary pervasive artwork, Living Voices.
The project draws together my interests in participatory community arts, holistic therapies, pervasive media and rural landscape. During previous documentary work for the Alzheimer’s Society in Wiltshire, creating a Service Advocacy DVD, I was struck by the comment of one gentleman who, when asked what else he would like to add, replied: ‘it’s not very often we get asked if we have anything else to say.’
Using pervasive media and the growing environment, Living Voices attempts to bridge the three domains of experience: conceptual, sensory, symbolic (Lakoff & Johnson). Also to maintain integrity between the trialogue of interviewer/ interviewee/ information (Lawley & Tompkins) and subsequent user/ environment/ media content.
The intention is to share, if temporarily, ‘the wisdom of walking in another person’s moccasins’ as audience-listeners explore the landscape of trees and of the voices that speak to them, in response to their own pace of movement in time and space.
The project, instigated by Jackie Calderwood, is collaboration with Alzheimer’s Society Wiltshire and Clean Change Company. Future plans include a gallery installation and educational website.
Este documento es un catálogo de artesanías de madera nativa producidas por artesanos rurales en la Reserva de la Biósfera Zicuirán-Infiernillo, Michoacán. Presenta productos utilitarios como juegos de cuchara y pala, palitas de cocina, tablas para queso y cofres decorativos, así como joyería de madera y piedras semipreciosas. El catálogo incluye fotos e información sobre precios de venta a comercializadores y precios sugeridos de venta al público
Using the metaphor of Seven Stepping Stones, this slide deck presents a simple way to illustrate the buying proces, or path to purchase, for different purchase transactions, from simple to complex.
El documento describe los principios de la Web 2.0, incluyendo clasificar información, aprovechar la inteligencia colectiva, usar modelos de programación livianos, software no limitado, y enriquecer la experiencia de docentes y estudiantes. También menciona que la Web es una plataforma donde los datos son el significado principal y el fin de las actualizaciones de versiones de software.
Jackie Calderwood is a PhD student researching moving image and pervasive media. She has created several mediascapes including e-merge, Soundlines, and Ambience. E-merge was a filmmaking mediascape in St. James's Park where the public could walk, film, and see their contributions online. Soundlines is an educational project using sonic mediascapes to engage with landscapes. Ambience allowed open film submissions to be mapped into a mediascape for a public event in Bristol. Calderwood's work explores community interaction, authoring of user generated content, and the relationship between individuals and shared experiences.
Slides from Jackie Calderwood's session 'Clean and Colourful Research: Transdisciplinary Research, Arts Practice and Clean Language' at the International Clean Language Conference, University of London Union, 20th May 2012.
www.jackiecalderwood.com
www.cleanchange.co.uk
Brad Kleinman has an engineering background with degrees from the University of Cincinnati and Case Western Reserve University. He has founded two entrepreneurial businesses, including a marketing agency, and has experience managing conferences, workshops, and webinar programs on digital marketing topics. Through his company eMarketing Techniques, started in 2007, Kleinman has helped thousands of participants learn about social media, websites, and online marketing strategies.
This document provides an introduction to fulldome theaters, which are large-scale immersive environments that use digital projections to create cinema-like experiences on dome-shaped screens. It discusses the key characteristics of fulldome theaters such as their high resolution and wide field of view displays that excite the retina and invoke a sense of presence. It also provides an overview of the types of content created for fulldome theaters as well as the major programmers and hardware providers that have helped establish this new medium.
The interactive menu for the movie Thor uses animation and visual effects to depict Thor's hammer traveling through space. The hammer is shown passing through galaxies and nebulae with colorful graphics and special effects like fire and motion blur to suggest speed. When the hammer reaches its destination, the user is presented with a menu in a gold box, matching Thor's symbolism. Advanced techniques like rotation, sharpness changes, and distortion were applied to the hammer during its journey to engage the audience. The video uses 480p resolution and a smooth frame rate to clearly show the spectacular imagery while maintaining a cinematic feel.
The interactive menu for the movie Thor uses animation and visual effects to depict Thor's hammer traveling through space. The hammer is shown passing through galaxies and nebulae with colorful graphics and special effects like fire and motion blur to suggest speed. When the hammer reaches its destination, the user is presented with a menu in a gold box, matching Thor's symbolism. Advanced techniques like rotation, sharpness changes, and distortion were applied to the hammer during its journey to engage the audience. The video uses 480p resolution and a smooth frame rate to clearly show the spectacular imagery while maintaining a cinematic feel.
In the LOOP is an interactive space where teens can create and manipulate audio and video looping compositions, inspired by concepts like contact improv and recording studios. It uses principles of usability design, constructionism, and situated cognition to provide an educational yet social experience. The space envisions communities sharing compositions globally through physical kiosks, online profiles, and a "Floating Gallery" display area.
Libraries as Motion Video: Setting up an in-house studio, getting visual & ex...Bernadette Daly Swanson
Libraries as Motion Video: Setting up an in-house studio, getting visual & extending skill-sets into new environments.
Created for the 3.5 hour Engage Workshop during pre-conference for CARL (California Academic & Research Libraries Conference), April 8-10, 2010, Sacramento, CA.
PDF of the paper from CARL proceedings:
http://carl-acrl.org/Archives/ConferencesArchive/Conference10/2010proceedings/BernadetteDalySwanson.pdf
Accompanying video used during workshop:
http://www.youtube.com/watch?v=hktUGfpLhTw&hd=1
Library Video Channel:
http://www.youtube.com/user/libraryvideochannel
Presenters: Bernadette Daly Swanson & Meredith Saba, UC Davis
Photo credits: many images purchased from http://www.istockphoto.com - istockphoto, Bernadette Daly Swanson, Wikipedia, with screen captures from Second Life® and YouTube, assorted Library websites.
UC Davis, libraries, CARL, 2010, video, Second Life, machinima, youtube
1) The document outlines the basic audiovisual production process which includes three main steps: recording, capture and post-production, and export and display.
2) It then provides details on the recording process including camera angles, heights, movements, shots, and composition.
3) The second step of capture and post-production is summarized as involving editing software to import, arrange, and export video and audio files.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Students will create a "Frozen Moment" from their favorite book by combining synthesized sounds and found sounds to create a soundscape that accompanies a slowly moving multi-layered image. This will capture a moment of narrative tension from the book. Students will work in pairs to select a scene, rewrite it in first person, and design the visual and audio elements. They will learn skills in sampling, effects, and sequencing to create the soundscape and layered visuals in After Effects. Their projects will be exhibited for parents and assessed based on capturing tension, first person writing, and effective use of visual and audio elements.
Adobe After Effects Classroom tutorials on layers, keyframes, effects, importing
audio
How to write in first person Modelling and shared writing in class
How to plan and storyboard a film Storyboarding workshop
How to give a presentation Presentation skills workshop
Time management Weekly check ins, deadlines for sections
Collaboration Group roles assigned, peer feedback, joint problem solving
Critical thinking Questioning, justifying choices, considering alternatives
Self-management Goal
Creative Lab @ Google provides concise summaries of creative internet projects and technologies in 3 sentences or less:
The document highlights various projects that use online videos, images, and user-generated content in creative ways, including music videos created from crowd-sourced content, interactive concerts with digital avatars, and animation projects remixing existing content. It also summarizes visualization projects mapping data onto images, interactive art installations projected in public spaces, and technologies using augmented reality, brainwaves, and new forms of digital display. The document provides a survey of diverse creative uses of online media, interactivity, and emerging technologies from around the world.
High-Tech Drones and Immersive Displays – Exploiting New Technologies for Dig...RCAHMW
Professor Bob Stone discusses his work using new technologies like drones and immersive displays for digital heritage projects. His team has created virtual reconstructions of historic sites like Stonehenge, Scylla, and various locations in Devon like Burrator Reservoir and Wembury Bay. He cautions that immersive technologies are overhyped and have limitations, especially in outdoor environments. Stone emphasizes engaging stakeholders and designing experiences and content before implementing technology.
Dronau Technoleg Uchel ac Arddangosfeydd Ymgollol – Manteisio ar Dechnolegau ...RCAHMW
Fydd hi ddim yn syndod i chi glywed bod Realiti Rhithwir (VR), Realiti Estynedig (AR) a thechnolegau system ddi-beilot (UxV) megis dronau ar gael ar raddfa ehangach erioed i ddiwydiant, ymchwilwyr a hobïwyr fel ei gilydd. Mae rhai yn credu bod y cynnydd mawr mewn cynhyrchion technoleg uchel fel y rhain yn fygythiad i gymdeithas ar lawer lefel. Fodd bynnag, o safbwynt treftadaeth ddigidol neu rithwir, ac yn y dwylo iawn, maent hwy hefyd yn cynnig posibiliadau cyffrous a mwyfwy fforddiadwy o ran datblygu a darparu profiadau addysgol cyfoethog a rhyngweithiol ar gyfer amrywiaeth eang o ddefnyddwyr terfynol a chynulleidfaoedd.
Yn y cyflwyniad hwn, bydd yr Athro Bob Stone, Cyfarwyddwr y Tîm Technolegau Rhyngwyneb Dynol ym Mhrifysgol Birmingham, yn disgrifio nifer o astudiaethau achos ym maes treftadaeth arforol gan mwyaf a ddatblygwyd yn ystod 2014 a 2015 lle mae technolegau VR, AR a drôn wedi cael eu defnyddio’n effeithiol iawn wrth arolygu ac ail-greu’n ddigidol safleoedd sydd yn aml yn anhygyrch ac wrth gyflwyno’r canlyniadau i ystod eang o gymunedau a phobl o sawl oedran. Mae’r portffolio o astudiaethau achos yn cynnwys safleoedd llongddrylliadau’r SS James Eagan Layne (Whitsand Bay, 1945); Llong Danfor A7 Ei Mawrhydi (Whitsand Bay, 1914); y Maria (Firestone Bay, Plymouth 1774) – lle cafwyd yr achos cyntaf o danforwr yn colli ei fywyd; llongddrylliadau Llyn Hooe yn Plymouth; cynefin is-for cyntaf y DU – y GLAUCUS (1965) – sydd bellach yn sgerbwd rhydlyd ger Breakwater Fort yn Plymouth; a phrosiect llongddrylliad yr Anne (1690), lle cafodd llong hanesyddol ei hatgyfodi’n ddigidol am y tro cyntaf erioed gan ddefnyddio technegau Realiti Estynedig ar fwrdd ‘quadcopter’ a fu’n hedfan dros orffwysfan terfynol y llong ar Draeth Pett Level ger Hastings.
comprehensive lane histories and
carrier databases that allow you to
quickly find carriers that have hauled
specific lanes in the past. This
information is invaluable when you
need to find a carrier for a new or
unusual lane.
Network FOB is one of the fastest growing third party logistics firms with over 100 agents across the US. They offer competitive commissions of up to 80%, paperless archiving, and ultra-fast agent support. The software and tools provided give agents access to rate data, carrier performance monitoring, and tools to find carriers for new lanes based on historical shipping data. Agents are also set up for success through training and credit/account setup assistance during the transition to Network FOB.
Slides (some images removed) from presentation by Jackie Calderwood in the Layered Reality Project Feedback Panel at i-Docs Symposium 2012, Watershed, Bristol.
Abstract:
Living Voices is a locative woodland walk with audio. Trees act as placeholders for the voices of eight people living with varying stages and forms of dementia.
Audio was recorded via interviews using a methodology informed by David Grove’s Clean Language to facilitate participants sharing of information about themselves. Each person considers what kind of tree they might be. Developing the metaphor elicits qualities and aspirations of life well lived. Participants are invited to share whatever message they feel important to be heard. Some also choose to speak about the nature of their disease, the impact on their life.
This paper will outline the concept, methodology and practice of collaboration, the making of the first iteration of the interactive documentary pervasive artwork, Living Voices.
The project draws together my interests in participatory community arts, holistic therapies, pervasive media and rural landscape. During previous documentary work for the Alzheimer’s Society in Wiltshire, creating a Service Advocacy DVD, I was struck by the comment of one gentleman who, when asked what else he would like to add, replied: ‘it’s not very often we get asked if we have anything else to say.’
Using pervasive media and the growing environment, Living Voices attempts to bridge the three domains of experience: conceptual, sensory, symbolic (Lakoff & Johnson). Also to maintain integrity between the trialogue of interviewer/ interviewee/ information (Lawley & Tompkins) and subsequent user/ environment/ media content.
The intention is to share, if temporarily, ‘the wisdom of walking in another person’s moccasins’ as audience-listeners explore the landscape of trees and of the voices that speak to them, in response to their own pace of movement in time and space.
The project, instigated by Jackie Calderwood, is collaboration with Alzheimer’s Society Wiltshire and Clean Change Company. Future plans include a gallery installation and educational website.
Este documento es un catálogo de artesanías de madera nativa producidas por artesanos rurales en la Reserva de la Biósfera Zicuirán-Infiernillo, Michoacán. Presenta productos utilitarios como juegos de cuchara y pala, palitas de cocina, tablas para queso y cofres decorativos, así como joyería de madera y piedras semipreciosas. El catálogo incluye fotos e información sobre precios de venta a comercializadores y precios sugeridos de venta al público
Using the metaphor of Seven Stepping Stones, this slide deck presents a simple way to illustrate the buying proces, or path to purchase, for different purchase transactions, from simple to complex.
El documento describe los principios de la Web 2.0, incluyendo clasificar información, aprovechar la inteligencia colectiva, usar modelos de programación livianos, software no limitado, y enriquecer la experiencia de docentes y estudiantes. También menciona que la Web es una plataforma donde los datos son el significado principal y el fin de las actualizaciones de versiones de software.
Jackie Calderwood is a PhD student researching moving image and pervasive media. She has created several mediascapes including e-merge, Soundlines, and Ambience. E-merge was a filmmaking mediascape in St. James's Park where the public could walk, film, and see their contributions online. Soundlines is an educational project using sonic mediascapes to engage with landscapes. Ambience allowed open film submissions to be mapped into a mediascape for a public event in Bristol. Calderwood's work explores community interaction, authoring of user generated content, and the relationship between individuals and shared experiences.
Slides from Jackie Calderwood's session 'Clean and Colourful Research: Transdisciplinary Research, Arts Practice and Clean Language' at the International Clean Language Conference, University of London Union, 20th May 2012.
www.jackiecalderwood.com
www.cleanchange.co.uk
Brad Kleinman has an engineering background with degrees from the University of Cincinnati and Case Western Reserve University. He has founded two entrepreneurial businesses, including a marketing agency, and has experience managing conferences, workshops, and webinar programs on digital marketing topics. Through his company eMarketing Techniques, started in 2007, Kleinman has helped thousands of participants learn about social media, websites, and online marketing strategies.
This document provides an introduction to fulldome theaters, which are large-scale immersive environments that use digital projections to create cinema-like experiences on dome-shaped screens. It discusses the key characteristics of fulldome theaters such as their high resolution and wide field of view displays that excite the retina and invoke a sense of presence. It also provides an overview of the types of content created for fulldome theaters as well as the major programmers and hardware providers that have helped establish this new medium.
The interactive menu for the movie Thor uses animation and visual effects to depict Thor's hammer traveling through space. The hammer is shown passing through galaxies and nebulae with colorful graphics and special effects like fire and motion blur to suggest speed. When the hammer reaches its destination, the user is presented with a menu in a gold box, matching Thor's symbolism. Advanced techniques like rotation, sharpness changes, and distortion were applied to the hammer during its journey to engage the audience. The video uses 480p resolution and a smooth frame rate to clearly show the spectacular imagery while maintaining a cinematic feel.
The interactive menu for the movie Thor uses animation and visual effects to depict Thor's hammer traveling through space. The hammer is shown passing through galaxies and nebulae with colorful graphics and special effects like fire and motion blur to suggest speed. When the hammer reaches its destination, the user is presented with a menu in a gold box, matching Thor's symbolism. Advanced techniques like rotation, sharpness changes, and distortion were applied to the hammer during its journey to engage the audience. The video uses 480p resolution and a smooth frame rate to clearly show the spectacular imagery while maintaining a cinematic feel.
In the LOOP is an interactive space where teens can create and manipulate audio and video looping compositions, inspired by concepts like contact improv and recording studios. It uses principles of usability design, constructionism, and situated cognition to provide an educational yet social experience. The space envisions communities sharing compositions globally through physical kiosks, online profiles, and a "Floating Gallery" display area.
Libraries as Motion Video: Setting up an in-house studio, getting visual & ex...Bernadette Daly Swanson
Libraries as Motion Video: Setting up an in-house studio, getting visual & extending skill-sets into new environments.
Created for the 3.5 hour Engage Workshop during pre-conference for CARL (California Academic & Research Libraries Conference), April 8-10, 2010, Sacramento, CA.
PDF of the paper from CARL proceedings:
http://carl-acrl.org/Archives/ConferencesArchive/Conference10/2010proceedings/BernadetteDalySwanson.pdf
Accompanying video used during workshop:
http://www.youtube.com/watch?v=hktUGfpLhTw&hd=1
Library Video Channel:
http://www.youtube.com/user/libraryvideochannel
Presenters: Bernadette Daly Swanson & Meredith Saba, UC Davis
Photo credits: many images purchased from http://www.istockphoto.com - istockphoto, Bernadette Daly Swanson, Wikipedia, with screen captures from Second Life® and YouTube, assorted Library websites.
UC Davis, libraries, CARL, 2010, video, Second Life, machinima, youtube
1) The document outlines the basic audiovisual production process which includes three main steps: recording, capture and post-production, and export and display.
2) It then provides details on the recording process including camera angles, heights, movements, shots, and composition.
3) The second step of capture and post-production is summarized as involving editing software to import, arrange, and export video and audio files.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Students will create a "Frozen Moment" from their favorite book by combining synthesized sounds and found sounds to create a soundscape that accompanies a slowly moving multi-layered image. This will capture a moment of narrative tension from the book. Students will work in pairs to select a scene, rewrite it in first person, and design the visual and audio elements. They will learn skills in sampling, effects, and sequencing to create the soundscape and layered visuals in After Effects. Their projects will be exhibited for parents and assessed based on capturing tension, first person writing, and effective use of visual and audio elements.
Adobe After Effects Classroom tutorials on layers, keyframes, effects, importing
audio
How to write in first person Modelling and shared writing in class
How to plan and storyboard a film Storyboarding workshop
How to give a presentation Presentation skills workshop
Time management Weekly check ins, deadlines for sections
Collaboration Group roles assigned, peer feedback, joint problem solving
Critical thinking Questioning, justifying choices, considering alternatives
Self-management Goal
Creative Lab @ Google provides concise summaries of creative internet projects and technologies in 3 sentences or less:
The document highlights various projects that use online videos, images, and user-generated content in creative ways, including music videos created from crowd-sourced content, interactive concerts with digital avatars, and animation projects remixing existing content. It also summarizes visualization projects mapping data onto images, interactive art installations projected in public spaces, and technologies using augmented reality, brainwaves, and new forms of digital display. The document provides a survey of diverse creative uses of online media, interactivity, and emerging technologies from around the world.
High-Tech Drones and Immersive Displays – Exploiting New Technologies for Dig...RCAHMW
Professor Bob Stone discusses his work using new technologies like drones and immersive displays for digital heritage projects. His team has created virtual reconstructions of historic sites like Stonehenge, Scylla, and various locations in Devon like Burrator Reservoir and Wembury Bay. He cautions that immersive technologies are overhyped and have limitations, especially in outdoor environments. Stone emphasizes engaging stakeholders and designing experiences and content before implementing technology.
Dronau Technoleg Uchel ac Arddangosfeydd Ymgollol – Manteisio ar Dechnolegau ...RCAHMW
Fydd hi ddim yn syndod i chi glywed bod Realiti Rhithwir (VR), Realiti Estynedig (AR) a thechnolegau system ddi-beilot (UxV) megis dronau ar gael ar raddfa ehangach erioed i ddiwydiant, ymchwilwyr a hobïwyr fel ei gilydd. Mae rhai yn credu bod y cynnydd mawr mewn cynhyrchion technoleg uchel fel y rhain yn fygythiad i gymdeithas ar lawer lefel. Fodd bynnag, o safbwynt treftadaeth ddigidol neu rithwir, ac yn y dwylo iawn, maent hwy hefyd yn cynnig posibiliadau cyffrous a mwyfwy fforddiadwy o ran datblygu a darparu profiadau addysgol cyfoethog a rhyngweithiol ar gyfer amrywiaeth eang o ddefnyddwyr terfynol a chynulleidfaoedd.
Yn y cyflwyniad hwn, bydd yr Athro Bob Stone, Cyfarwyddwr y Tîm Technolegau Rhyngwyneb Dynol ym Mhrifysgol Birmingham, yn disgrifio nifer o astudiaethau achos ym maes treftadaeth arforol gan mwyaf a ddatblygwyd yn ystod 2014 a 2015 lle mae technolegau VR, AR a drôn wedi cael eu defnyddio’n effeithiol iawn wrth arolygu ac ail-greu’n ddigidol safleoedd sydd yn aml yn anhygyrch ac wrth gyflwyno’r canlyniadau i ystod eang o gymunedau a phobl o sawl oedran. Mae’r portffolio o astudiaethau achos yn cynnwys safleoedd llongddrylliadau’r SS James Eagan Layne (Whitsand Bay, 1945); Llong Danfor A7 Ei Mawrhydi (Whitsand Bay, 1914); y Maria (Firestone Bay, Plymouth 1774) – lle cafwyd yr achos cyntaf o danforwr yn colli ei fywyd; llongddrylliadau Llyn Hooe yn Plymouth; cynefin is-for cyntaf y DU – y GLAUCUS (1965) – sydd bellach yn sgerbwd rhydlyd ger Breakwater Fort yn Plymouth; a phrosiect llongddrylliad yr Anne (1690), lle cafodd llong hanesyddol ei hatgyfodi’n ddigidol am y tro cyntaf erioed gan ddefnyddio technegau Realiti Estynedig ar fwrdd ‘quadcopter’ a fu’n hedfan dros orffwysfan terfynol y llong ar Draeth Pett Level ger Hastings.
This ident for MTV shows a black blob forming into speakers in a lake, making the water ripple from the music. Text then appears over a close-up of the vibrating speakers. Animation is used to form the speakers and ripple the water. Visual effects create a hole in the lake. Movement occurs as the speakers form and the water ripples. Blur shows something loud happening, and rotation zooms into the sharp speaker. The video is 240x240 pixels in HD format.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
Jackie Calderwood creates collaborative filmmaking mediascapes that allow people to contribute user-generated content across physical and digital spaces. Her projects include e-merge, a filmmaking walk in St. James Park that mapped participant films onto a website, and Ambience, which mapped films from a public call onto a mediascape using PDAs and large-format projections. Her current project Soundlines will use film, sound, and web to engage communities with local landscapes over time. Calderwood's work explores how digital technologies can foster democratic cultural participation and community imaging through movement, collaboration, and shared experience.
The document proposes a connected platform called "Lifelines" to provide contextualization of artwork by the artist Joan Miró at the Berrocal Museum. It involves a wearable device called a "TimeTuner" that uses RFID and sensors to give visitors audio and visual summaries and timelines when near different artworks and exhibits. It also includes a touchscreen map to bookmark highlights and see recaps, and an installation that expands different categories and periods on the artist's timeline through pulled strings, giving more audiovisual content. The goal is to situate the art in the artist's life and times in an engaging, nonlinear way and foster social interaction among visitors.
Golden Gate Bridge Celebration ProposalKay Voyvodich
The document promotes programs celebrating the 75th anniversary of the Golden Gate Bridge that aim to strengthen STEM skills through hands-on educational activities, innovative outreach programs, and natural history exhibits utilizing images and technology. Funding is requested to support various proposed exhibits and an engineering competition, with sponsorship opportunities offered at different levels providing recognition and access to anniversary events.
The document proposes Project VEED, a technology that allows users to immerse themselves in historical surroundings through augmented reality. It would superimpose 3D images onto reality to give users a better understanding of a nation's past by connecting their modern identity to cultural heritage. This is important as newer, more immersive technologies can better link the past to the present. The proposed technology includes augmented reality goggles, an audio piece, and a mouse to interact with 3D images. It would also connect to users' phones for additional features.
Similar to Jackie Calderwood: Locative Media. Guest lecture/workshop for Kingston University, 8th December 2010 (20)
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Film vocab for eal 3 students: Australia the movie
Jackie Calderwood: Locative Media. Guest lecture/workshop for Kingston University, 8th December 2010
1.
2. Loca%ve
media
Workshop
Outline
for
Day:
10.10
Introduc%on
to
gps
loca%ve
media,
research
prac%ce
and
plaAorms.
Examples
of
mediascapes,
different
approaches
for
interac%on.
40mins
10.50
Workshop
ideas
using
materials
brought,
gather
further
material
if
necessary
35
mins
11.25
Mscape
build
and
upload
(all
versions
if
poss)
Equipment
handout.
75
mins
12.25
Break
(op%onal
start
of
mediascape
experience)
15
mins
12.40
Experience
75
mins
1.55
Hand
in
equipment
5
mins
2.00
Design
guidelines
&
Reflect
/discussion
of
experiences
20
mins
2.20
Plan
proposal
for
further
ac%vi%es:
what
next/formats/purpose/%meframe/what
needed
to
make
happen/what
can
you
do
in
the
mean%me??
15
mins
2.35
Evalua%on
of
day
workshop
5
mins
2.40
End
14. Ambulant
Content
source:
Method
of
Interac;on:
Experien;al
Matrix:
Filmmaking
Mediascapes
Role
of
Audience
Main
Loca)on
e-‐merge
Ar%st’s
response
Select
music
Individual:
hand-‐held
on-‐site
(visual)
Walk,
collec%ng
video
clips
[Op%ons
to
view
Map/Content
Regions]
Individual
displaced:
hand-‐held
St.
James’s
Commissioning:
Choose
to
stop
and
watch
film
on
loca%on
on
Park,
London
New
and
exis%ng
work
Editor
(mediascape)
new
site
(audio)
User
(web
gallery)
Remote:
web
gallery
Ambience
Public
response
to
Select
music
Open
Call:
Walk,
collec%ng
video
clips
[Op%ons
to
view
Individual:
hand-‐held
on-‐site
Bristol
Exis%ng
and
new
work
Map/Content
Regions]
Harbourside
(visual)
Choose
to
stop
and
watch
film
on
loca%on
Communal:
big
screen
on-‐site
Editor
(mediascape)
Invited
exis%ng
work
Performer
(walker)
(audio)
Audience
(big
screen)
Soundlines,
Collabora%ve
Walk,
triggering
music
live
(and
anima%on
Individual:
hand-‐held
on-‐site
With
Strata
interpreta%on:
for
displaced
mediascape)
Remote:
web
gallery
Collec;ve
New
work
generated
Choose
to
stop/start
new
walk
through
facilitated
Composer/Editor
(mediascape)
Individual
displaced:
hand-‐held
Sand
Point,
workshop
series
on
new
site
North
(audio
and
visual)
Sand
Point
walks
filmed
for
off-‐site
Somerset
documentary
screening:
Communal
displaced:
big
screen
Minimal
post-‐ Performer
(big
screen)
off-‐site
at
event
produc%on
(audio)
Audience
(big
screen)
Communal
remote:
web
gallery
User
(web
gallery)
at
event
23. Ambience
Collaborative Filmmaking Mediascape
for the Bristol Festival October 2009
Supported by: Pervasive Media Studio, Watershed, Bristol Festival
33. Soundlines Video Intro
http://vimeo.com/11054415
Practice-based research: seeking a place for improvisation and experimentality.
Challenge:
How do we balance Experimentality with Notation and Understanding?
34. Aim: Explore the potential of pervasive media and
site-specific music to facilitate strengthened
awareness of connection with place and
significance of the human journey.
Values / Objectives ……..
1. Participatory process
2. Fluid interaction of individual and ‘whole’
3. Explicit and iterative process
35. Introductory Workshop.. Stories of Sand Point:
VOLCANO
Long ago when all the hills were being formed, a crack appeared in the sea floor.
A volcano erupted and spilled hot ash and lava over Sand Point.
This happened several times, with times in between when the sea, full of strange
creatures, came back and covered the new volcanic rocks.
Finally, hot lava poured out and turned into huge lumps of rock.
You are the volcano – and the sea!
38. Community Premiere at Café Willow, Worle School
Mediascapes, Film Screening, Website Launch, Photographic Displays,
Animations, Refreshments, Maps, Stories, Walking Groups, Healthy Living…
Screenshots: Sand Point Walks Gallery
http://www.stratacollective.org/soundlines/playback
39.
40.
41.
42. Example: ‘place’ in menu
region, showing the current
(consecrated) and demolished
(unconsecrated) chapels.
Touch screen interface
for menu-driven
‘MapDisplayer’. Map of cemetery content region.
paths with colour-coded audio
region locations, visible to walkers
using the tour, augmented by a
pin figure displaying their
live position.
Milton Cemetery Audio Tour
46. • Portable
GPS: Qualities of medium
• Anchored
Why locative?
Route/free to explore?
• Tour
Duration?
• Game
Limitations: screen, memory,
• Film trailer
platform, battery…
Real world sights & sounds
• Guide
• Quiz
Technical limitations: camera?
gps signal? headphones?
• Drama
Safety: road, pedestrians, other
• Mystery
hazards…
47. The descriptive template addresses the following
categories:
Activity What your body does, ‘you walk around there’.
Place Where does it happen, ‘in Queen Square’.
Equipment The visible equipment eg headphones, backpack and ‘The small screen that you hold’
Content What is it about ? eg ‘personal stories’
Media mode Sound and still images
Genre E.g. history, drama, documentary ‘the real sounds that happened in that place’
Affect How does it make you feel, ‘special “Magic Moments”, ‘a bit spooky/scary’, ‘like eavesdropping’
Sociality Is this something you do on your own or with other people?
Skills Do you need any special abilities to do it ? ‘Its simple to use, easy to learn how to make it work’
by Jon Dovey & Constance Fleuriot
in RIESER, M. (2010) The Mobile Audience. Rodopi.
48. The design dimensions:
Immersion SURFACE <> DEPTH
INFORMATION <> EVOCATION
User Control NONE <>TOTAL
CLEAR RULES<>UNCLEAR RULES
Space / Place ARBITRARY MAPPING<>MEANINGFUL MAPPING
LINEARITY <> NON LINEARITY
Time FIXED RUNNING TIME <> OPEN RUNNING TIME
TIME SPECIFIC <> TIME UNSPECIFIC
PERMANENT INSTALLATION <> ONE OFF INSTALLATION
Data Depth ONE LEVEL OF DATA <> SEVERAL LEVELS OF DATA
Social Dimension PRIVATE <> PUBLIC
SOLITARY <> SHARED <> COLLABORATIVE
Producer Expertise PROFESSIONAL MEDIA PRODUCER<>’AMATEUR’
Relation To Existing Experience AUGMENTATION <> NEW EXPERIENCE/STAND ALONE
by Jon Dovey & Constance Fleuriot
in RIESER, M. (2010) The Mobile Audience. Rodopi.