The document discusses theories of interactivity and game studies. It covers several frameworks for studying games, including analyzing different layers of games, elements of gameplay, and theorists who evaluated components like competition, chance, and simulation. Examples are provided of early games from the 1960s-1970s and artistic games. Different genres like demoscene, art games, and films about gaming are mentioned.
I n t e g r a c i ó n e n l a o r g a n i z a c i ó nYesenia Salas
El documento describe las etapas del ciclo de vida del aprendizaje en una plataforma de e-learning. Explica que hay cuatro fases: diseño, administración, uso y auditoría. En la fase de diseño, el profesor organiza el curso y los contenidos. En la fase de administración, prepara los servicios de la plataforma. En la fase de uso, los estudiantes interactúan con los materiales. Y en la fase de auditoría, se evalúa el resultado del aprendizaje. El objetivo es ofrecer una experi
The Director of the Traffic, Parking and Transportation Office in Santa Rosa is concerned about traffic problems during rush hours downtown. As city council members, the students have been tasked with writing a report describing issues around schools during arrival and dismissal times, and suggesting solutions. They are instructed to organize into groups, analyze provided information, interview locals, research current regulations, and propose options to address the problems based on their findings.
Yaham provides LED corner display solutions with patented technology that offers broader perspectives and flexible applications. Their second generation seamless LED corner displays come in 90 and 135 degree angles and eliminate black lines for a smooth, natural effect compared to the first generation. The displays have wider viewing angles up to 270 degrees, come with IP65 high protection, and can be customized for pixel pitch and angle. They are suitable for outdoor advertising, creative advertising, and commercial and retail real estate applications.
This document is a curriculum vitae for Anand Sanand S. It summarizes his professional experience and qualifications. He has over 5 years of experience in human resources roles, currently working as Assistant Manager of HR at Mandovi Motors Pvt Ltd. Previously he held an HR role at Lahoti Motors Pvt Ltd. His responsibilities have included recruitment, compensation, performance management, training, and employee relations. He holds an MBA in HR and marketing and has experience with HR systems and processes.
This document is a certificate of completion for part one of a two-part course on key fundamentals of flood insurance. It was issued to Tracy Richardson by Dorothy Martinez, the director of training for the National Flood Insurance Program, on September 22nd, 2016 after completing a basic agent webinar. Completion of both parts is required to cover all mandated flood insurance content.
Bahrain is dependent on its oil industry, but the government is very supportive of entrepreneurship and innovation. An ecosystem of investors, mentors, and networks is growing the startup scene. While the country still deals with economic issues from falling oil prices and 2011 unrest, the number of startups and resources for entrepreneurs have grown over the past 5 years.
The document discusses theories of interactivity and game studies. It covers several frameworks for studying games, including analyzing different layers of games, elements of gameplay, and theorists who evaluated components like competition, chance, and simulation. Examples are provided of early games from the 1960s-1970s and artistic games. Different genres like demoscene, art games, and films about gaming are mentioned.
I n t e g r a c i ó n e n l a o r g a n i z a c i ó nYesenia Salas
El documento describe las etapas del ciclo de vida del aprendizaje en una plataforma de e-learning. Explica que hay cuatro fases: diseño, administración, uso y auditoría. En la fase de diseño, el profesor organiza el curso y los contenidos. En la fase de administración, prepara los servicios de la plataforma. En la fase de uso, los estudiantes interactúan con los materiales. Y en la fase de auditoría, se evalúa el resultado del aprendizaje. El objetivo es ofrecer una experi
The Director of the Traffic, Parking and Transportation Office in Santa Rosa is concerned about traffic problems during rush hours downtown. As city council members, the students have been tasked with writing a report describing issues around schools during arrival and dismissal times, and suggesting solutions. They are instructed to organize into groups, analyze provided information, interview locals, research current regulations, and propose options to address the problems based on their findings.
Yaham provides LED corner display solutions with patented technology that offers broader perspectives and flexible applications. Their second generation seamless LED corner displays come in 90 and 135 degree angles and eliminate black lines for a smooth, natural effect compared to the first generation. The displays have wider viewing angles up to 270 degrees, come with IP65 high protection, and can be customized for pixel pitch and angle. They are suitable for outdoor advertising, creative advertising, and commercial and retail real estate applications.
This document is a curriculum vitae for Anand Sanand S. It summarizes his professional experience and qualifications. He has over 5 years of experience in human resources roles, currently working as Assistant Manager of HR at Mandovi Motors Pvt Ltd. Previously he held an HR role at Lahoti Motors Pvt Ltd. His responsibilities have included recruitment, compensation, performance management, training, and employee relations. He holds an MBA in HR and marketing and has experience with HR systems and processes.
This document is a certificate of completion for part one of a two-part course on key fundamentals of flood insurance. It was issued to Tracy Richardson by Dorothy Martinez, the director of training for the National Flood Insurance Program, on September 22nd, 2016 after completing a basic agent webinar. Completion of both parts is required to cover all mandated flood insurance content.
Bahrain is dependent on its oil industry, but the government is very supportive of entrepreneurship and innovation. An ecosystem of investors, mentors, and networks is growing the startup scene. While the country still deals with economic issues from falling oil prices and 2011 unrest, the number of startups and resources for entrepreneurs have grown over the past 5 years.
Visual effects are the various process by which imagery is created and manipulated outside the context of a live action shot.
CGI is the application of computer graphics to crate or contribute to image in art, printed media, video games, films, television programs, commercials, and simulators.
Rotoscoping is an animation technique in which animators trace over live- action film movement, frame by frame, for use in animated films.
A matte painting is a painted representation of a landscape, set, or distant location that allows filmmaker to create the illusion of an environment that is nonexistent in real life or would otherwise be too expensive or impossible to build or visit.
Motion capture (MOCAP) is an effective 3D animation tool for realistically capturing human motion.
This document discusses video editing and visual effects (VFX) techniques. It defines video editing as the process of assembling video segments, effects, and sound recordings. VFX involves integrating computer-generated imagery with live-action footage. Common VFX techniques include chroma keying to remove background colors, rotoscoping to trace live-action movements frame-by-frame, and morphing to seamlessly transition between images. While VFX provides opportunities to create realistic virtual environments, the costs of specialized software and hardware can be prohibitive for small productions.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
This document discusses animation techniques and principles. It begins by outlining the structure of animation and principles like persistence of vision. It then discusses different types of animation including 2D, 2.5D, and 3D animation. The document details the process of cel animation including keyframes and tweening. It also discusses computer animation software, file formats for animation, and considerations for using animation effectively.
Animation
The rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement.
Relies on the persistence of vision to create the illusion of movement.
In the early 1800s, the phenomenon known as persistence of vision gave mankind the first glimpse into the modern world of animation.
Persistence of vision refers to the way our eyes retain images for a split second longer than they actually appear, making a series of quick flashes appear as one continuous picture.
3D Shape and Indirect Appearance by Structured Light TransportMatthew O'Toole
3D Shape and Indirect Appearance by Structured Light Transport
Matthew O'Toole, John Mather, and Kiriakos N. Kutulakos. CVPR, 2014.
Abstract:
We consider the problem of deliberately manipulating the direct and indirect light flowing through a time-varying, fully-general scene in order to simplify its visual analysis. Our approach rests on a crucial link between stereo geometry and light transport: while direct light always obeys the epipolar geometry of a projector-camera pair, indirect light overwhelmingly does not. We show that it is possible to turn this observation into an imaging method that analyzes light transport in real time in the optical domain, prior to acquisition. This yields three key abilities that we demonstrate in an experimental camera prototype: (1) producing a live indirect-only video stream for any scene, regardless of geometric or photometric complexity; (2) capturing images that make existing structured-light shape recovery algorithms robust to indirect transport; and (3) turning them into one-shot methods for dynamic 3D shape capture.
Here is the ppt on VFX-Visual effects in which i have included:
-vfx,CGI,some of the categories of vfx,short view of founder ofmarvel comics and ILM-industrial light and magic and examples of same,etc......
Make a Career in VFX Artist. The Visual Effects Master course by Animation Bugs in visual effects (VFX) that makes you professional in the field of Visual Effects with its leading education channel partner Post Production Institute. Visual Effects course not only combines the artistic but also the technical aspect of integrating computer created imagery with live action footage in VFX. Any individual with 10+2 or equivalent can join this course. Join Animation Bugs which is the Best VFX Coaching Institute in Jalandhar
The document discusses animation and its various types and techniques. It defines animation as the generation and display of a sequence of images to create an illusion of movement similar to movies. The key types are 2D animation using bitmap or vector graphics and 3D animation using digital modeling. The basic rules of animation are squash and stretch, slow in/out, and maintaining 3D effects. Computer animation is created digitally on a computer through techniques like object definition, path specification, key frames, and in-betweening.
This document contains summaries of multiple papers and projects related to computer graphics, virtual environments, and image processing. It includes 3 papers that discuss techniques for colorizing digital images based on sample colors, creating an interface for game controls using shadow detection, and developing a social component for collaborative virtual environments. It also mentions projects on non-destructive infrared inspection and combining 3D images with hatching effects.
Recent developments in technology have significantly affected animation in several ways. YouTube has increased the reach of animators by providing a platform to share their work worldwide. This has led to more amateur animators creating animations since the equipment and software required is now more affordable. Onion skinning, computers, and digital photography have also made the animation process easier and cheaper by allowing animators to edit their work throughout the process rather than waiting until completion.
This document describes a Pong-inspired interactive art installation called Pong Sketch Two Project. Users can interact with a digitally projected bouncing ball using their full body motions, which are tracked via video camera. Their silhouettes and the ball are projected on a screen. Users can pass the ball back and forth or trap it in different ways. The installation aims to create an engaging interactive experience through whole-body gestures without restrictions of wires or hardware.
Montage is an animation studio in Dubai that specializes in creating high-quality, 2D and 3D animated content. Visit here to know more about our services: https://www.montage.ae/
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Cartoonization of images using machine LearningIRJET Journal
The document presents a method for cartoonization of images using machine learning. It discusses converting real-world photos into cartoon images using a GAN-based approach. The key steps include:
1. Importing required modules like OpenCV, NumPy for image processing and GAN modeling.
2. Pre-processing input images by converting them to grayscale, smoothing, and edge detection.
3. Training a GAN using cartoon and photo images to generate new cartoon images.
4. For video cartoonization, frames are extracted from videos using OpenCV, individually cartoonized using the GAN, and reconstructed into a cartoon video.
The proposed system is able to convert images and videos to cartoon style in real-time using deep learning
This document discusses interactive dynamic videos (IDV), which analyze videos to predict how recorded objects will respond to new, unseen forces. IDV turn videos into interactive animations that users can manipulate with virtual forces. It works by extracting models from video frames using MATLAB then exporting them to a simulation software written in C++ for rendering. Potential applications include interactive animations, special effects, augmented/virtual reality games, and predicting structural responses in engineering.
This document proposes a method for drawing in 3D using view-dependent silhouette strokes that can represent uncertainty and occlusion. It discusses previous work on 3D drawing that was limited to specific interfaces or primitives. The proposed approach models silhouette strokes as 3D curves with associated surfaces, and renders them from different viewpoints while managing occlusion. An interface allows drawing lines and silhouettes in empty space or on objects. Applications include illustration, annotation, and guided 3D design. Future work includes handling tubular objects and real-world testing in teaching anatomy.
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
Visual effects are the various process by which imagery is created and manipulated outside the context of a live action shot.
CGI is the application of computer graphics to crate or contribute to image in art, printed media, video games, films, television programs, commercials, and simulators.
Rotoscoping is an animation technique in which animators trace over live- action film movement, frame by frame, for use in animated films.
A matte painting is a painted representation of a landscape, set, or distant location that allows filmmaker to create the illusion of an environment that is nonexistent in real life or would otherwise be too expensive or impossible to build or visit.
Motion capture (MOCAP) is an effective 3D animation tool for realistically capturing human motion.
This document discusses video editing and visual effects (VFX) techniques. It defines video editing as the process of assembling video segments, effects, and sound recordings. VFX involves integrating computer-generated imagery with live-action footage. Common VFX techniques include chroma keying to remove background colors, rotoscoping to trace live-action movements frame-by-frame, and morphing to seamlessly transition between images. While VFX provides opportunities to create realistic virtual environments, the costs of specialized software and hardware can be prohibitive for small productions.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
This document discusses animation techniques and principles. It begins by outlining the structure of animation and principles like persistence of vision. It then discusses different types of animation including 2D, 2.5D, and 3D animation. The document details the process of cel animation including keyframes and tweening. It also discusses computer animation software, file formats for animation, and considerations for using animation effectively.
Animation
The rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement.
Relies on the persistence of vision to create the illusion of movement.
In the early 1800s, the phenomenon known as persistence of vision gave mankind the first glimpse into the modern world of animation.
Persistence of vision refers to the way our eyes retain images for a split second longer than they actually appear, making a series of quick flashes appear as one continuous picture.
3D Shape and Indirect Appearance by Structured Light TransportMatthew O'Toole
3D Shape and Indirect Appearance by Structured Light Transport
Matthew O'Toole, John Mather, and Kiriakos N. Kutulakos. CVPR, 2014.
Abstract:
We consider the problem of deliberately manipulating the direct and indirect light flowing through a time-varying, fully-general scene in order to simplify its visual analysis. Our approach rests on a crucial link between stereo geometry and light transport: while direct light always obeys the epipolar geometry of a projector-camera pair, indirect light overwhelmingly does not. We show that it is possible to turn this observation into an imaging method that analyzes light transport in real time in the optical domain, prior to acquisition. This yields three key abilities that we demonstrate in an experimental camera prototype: (1) producing a live indirect-only video stream for any scene, regardless of geometric or photometric complexity; (2) capturing images that make existing structured-light shape recovery algorithms robust to indirect transport; and (3) turning them into one-shot methods for dynamic 3D shape capture.
Here is the ppt on VFX-Visual effects in which i have included:
-vfx,CGI,some of the categories of vfx,short view of founder ofmarvel comics and ILM-industrial light and magic and examples of same,etc......
Make a Career in VFX Artist. The Visual Effects Master course by Animation Bugs in visual effects (VFX) that makes you professional in the field of Visual Effects with its leading education channel partner Post Production Institute. Visual Effects course not only combines the artistic but also the technical aspect of integrating computer created imagery with live action footage in VFX. Any individual with 10+2 or equivalent can join this course. Join Animation Bugs which is the Best VFX Coaching Institute in Jalandhar
The document discusses animation and its various types and techniques. It defines animation as the generation and display of a sequence of images to create an illusion of movement similar to movies. The key types are 2D animation using bitmap or vector graphics and 3D animation using digital modeling. The basic rules of animation are squash and stretch, slow in/out, and maintaining 3D effects. Computer animation is created digitally on a computer through techniques like object definition, path specification, key frames, and in-betweening.
This document contains summaries of multiple papers and projects related to computer graphics, virtual environments, and image processing. It includes 3 papers that discuss techniques for colorizing digital images based on sample colors, creating an interface for game controls using shadow detection, and developing a social component for collaborative virtual environments. It also mentions projects on non-destructive infrared inspection and combining 3D images with hatching effects.
Recent developments in technology have significantly affected animation in several ways. YouTube has increased the reach of animators by providing a platform to share their work worldwide. This has led to more amateur animators creating animations since the equipment and software required is now more affordable. Onion skinning, computers, and digital photography have also made the animation process easier and cheaper by allowing animators to edit their work throughout the process rather than waiting until completion.
This document describes a Pong-inspired interactive art installation called Pong Sketch Two Project. Users can interact with a digitally projected bouncing ball using their full body motions, which are tracked via video camera. Their silhouettes and the ball are projected on a screen. Users can pass the ball back and forth or trap it in different ways. The installation aims to create an engaging interactive experience through whole-body gestures without restrictions of wires or hardware.
Montage is an animation studio in Dubai that specializes in creating high-quality, 2D and 3D animated content. Visit here to know more about our services: https://www.montage.ae/
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Cartoonization of images using machine LearningIRJET Journal
The document presents a method for cartoonization of images using machine learning. It discusses converting real-world photos into cartoon images using a GAN-based approach. The key steps include:
1. Importing required modules like OpenCV, NumPy for image processing and GAN modeling.
2. Pre-processing input images by converting them to grayscale, smoothing, and edge detection.
3. Training a GAN using cartoon and photo images to generate new cartoon images.
4. For video cartoonization, frames are extracted from videos using OpenCV, individually cartoonized using the GAN, and reconstructed into a cartoon video.
The proposed system is able to convert images and videos to cartoon style in real-time using deep learning
This document discusses interactive dynamic videos (IDV), which analyze videos to predict how recorded objects will respond to new, unseen forces. IDV turn videos into interactive animations that users can manipulate with virtual forces. It works by extracting models from video frames using MATLAB then exporting them to a simulation software written in C++ for rendering. Potential applications include interactive animations, special effects, augmented/virtual reality games, and predicting structural responses in engineering.
This document proposes a method for drawing in 3D using view-dependent silhouette strokes that can represent uncertainty and occlusion. It discusses previous work on 3D drawing that was limited to specific interfaces or primitives. The proposed approach models silhouette strokes as 3D curves with associated surfaces, and renders them from different viewpoints while managing occlusion. An interface allows drawing lines and silhouettes in empty space or on objects. Applications include illustration, annotation, and guided 3D design. Future work includes handling tubular objects and real-world testing in teaching anatomy.
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
Class 01 - Introduction to Videogames and ArtsBryan Chung
This document provides an overview of a college course on videogames and art. It includes the class schedule, objectives to introduce games and videogames as an art form, and benefits of enhancing problem solving skills. The class format will include presentations, lectures, tutorials, workshops and screenings. Students will be required to design an original game addressing a social issue. The document also provides definitions of play, games, and Roger Caillois' four types of games: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Finally, it briefly introduces the history of early videogames.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document outlines a workshop on digital image fundamentals and image processing using TouchDesigner software. It includes an introduction to computer graphics, hands-on experience with projection mapping, and references for further exploration. Exercises include identifying visual patterns in the environment, describing images in text, and creating self-portraits on graph paper and with pixel grids. Challenges addressed are specifying precise positions, arranging visual elements, and generating new forms.
This document discusses the demoscene, which is an international community of programmers, artists, and musicians who create audio-visual presentations in real-time using computers. It covers the history and origins of the demoscene in the 1980s, how crackers would modify games and share them, and the social networks that developed. It also discusses whether demos should be considered an art form and their influence on art, games, and culture.
Movement in Space Project Launch SeminarBryan Chung
This document discusses experiments with online harmonographs, which are devices that draw patterns using pendulums or sine waves. It introduces the project called "Movement in Space", which was supported by the Hong Kong Arts Development Council. The project website allows users to create drawings by manipulating the variables in the general formulae that define sine waves. Users can extend the complexity of the drawings by adding more variables to the equations that determine the x and y coordinates over time.
Design for Hypermedia - Class 08 (2015B)Bryan Chung
This document discusses different types of interfaces, including graphical user interfaces, gestural interfaces, and conversational interfaces. It covers terminology related to interfaces like WIMP (window, icon, menu, pointer) and explores examples of interfaces throughout history from early GUIs inspired by science fiction to modern touch interfaces on devices like tablets and smartphones. The document also looks at interfaces that use new technologies like gestural control and projected interfaces.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
Value based approach to heritae conservation -.docxJIT KUMAR GUPTA
Text defines the role, importance and relevance of value based approach in identification, preservation and conservation of heritage to make it more productive and community centric.
1. Image-based artworks
Bryan CHUNG Wai-ching
http://www.magicandlove.com
http://www.youtube.com/user/chungbwc
Assistant Professor
Academy of Visual Arts
Hong Kong Baptist University
Interactive Arts
Computer Graphics
2. Slit scan experiment, 2009
The work adopts the slit scan technique commonly found in motion picture effect and uses
in an installation with live video input and moving image projection.
4. Particle system drawing machine, 2010-2011
The following artworks are created by a custom software the artist develops. It simulates
and enhances the visual forms of various natural phenomena, such as explosion, waterfall,
and pendulum. All the samples here are snapshots of the original moving images. No
editing and post-production are necessary. The interactive artworks are performed by the
artist as demonstration.
13. Motion studies of a portrait machine, 2013
The piece is a work in progress of a portrait machine that gradually distorts the viewer’s
portrait due to changes in expression and gesture.