The document provides details on shots for a presentation on augmented reality, including descriptions, transitions, video/audio elements, timing and narration. It discusses an introduction title showing augmented images, explaining what augmented reality is with a zoom into a person's glasses. It also describes a perspective shot through glasses showing augmented street images and information, and sections on how augmented reality works and privacy issues.
Ever wondered what it takes to create an animation? In this fun and descriptive eBook, you will learn how animation starts from imagination to the big screen! Lets take a step-by-step journey into the world of an animation studio.
1. Animation involves rapidly displaying sequential images to create the illusion of motion. It can be done by hand drawing or using software to animate graphics.
2. There are two main types of animators - lead artists who draw key frames showing major changes, and assistants who draw intermediate frames between key frames through a process called tweening.
3. Techniques of animation include onion skinning to see frames flow together, motion cycling for repetitive motions, and masking to make objects move behind protected areas of the frame. Color cycling and morphing are also techniques.
Willis O'Brien was an early pioneer of stop motion animation, creating animated films using three-dimensional puppet figures. He is most famous for his work animating the original King Kong film. Nick Park creates stop motion clay animation films using Aardman Animation's techniques, best known for the Wallace and Gromit and Shaun the Sheep films. Rear projection and claymation both have advantages and disadvantages for animation. Rear projection allows for large screen sizes but has issues with lamp replacement costs and space usage. Claymation allows for character morphing but is very time consuming and difficult to create detailed characters.
The quality and technical capabilities of computer animation have changed with the advancement of technology. This is an exciting opportunity and fun-filled opportunity for aspiring animators. Review our guide and see if it's a fit for you!
Stop motion animation is achieved by recording individual still frames of motion and playing them back sequentially to create the illusion of continuous movement. Each frame is a slightly altered version of the previous frame with objects moved in small increments. This labor intensive process can involve manipulating physical objects, cutouts, or live actors frame-by-frame to simulate movement. Different stop motion techniques produce varied effects and involve altering material positions gradually over many frames to depict animation.
Animation is the process of creating the illusion of motion by displaying a sequence of images that are slightly different from one another. The main types of animation are 2D animation, 3D animation, motion graphics, stop motion, and traditional animation. 2D animation involves hand-drawn or digitally created images, while 3D animation uses computer-generated 3D models. Motion graphics focuses on moving graphic elements or text, and stop motion animates real-world objects or puppets by moving them incrementally between photographs. Traditional animation historically involved drawing each frame by hand on transparent sheets called cels. The history of animation includes early inventions like the zoetrope and flip books in the 1800s and the first animated films in
This presentation provides an overview of animation. It discusses the history of animation from its origins in the late 19th century to modern computer generated animation. The presentation outlines the three main types of animation: traditional (hand drawn), 2D vector animation, and 3D CGI animation. The processes of traditional animation, 2D animation, and 3D animation are described. Traditional animation involves drawing each frame by hand while 3D animation uses 3D modeling, mapping, lighting, and rendering. The presentation concludes by discussing some common uses of animation in gaming, medical, simulation, and movie industries.
This document proposes an augmented reality theater experience called ART that aims to fully immerse audiences from the time they enter the theater until they leave. It involves five phases - preparation, buildup, initiation, climax, and wind-down - that transition audiences between real and augmented environments. Key aspects of the design include ART glasses that generate augmented reality and allow interaction, and an "experience room" related to the movie where audiences can interact with characters and environments before viewing the film. The goal is to provide a more engaging, social, and immersive experience than current theaters through emerging technologies like augmented reality and haptics.
Ever wondered what it takes to create an animation? In this fun and descriptive eBook, you will learn how animation starts from imagination to the big screen! Lets take a step-by-step journey into the world of an animation studio.
1. Animation involves rapidly displaying sequential images to create the illusion of motion. It can be done by hand drawing or using software to animate graphics.
2. There are two main types of animators - lead artists who draw key frames showing major changes, and assistants who draw intermediate frames between key frames through a process called tweening.
3. Techniques of animation include onion skinning to see frames flow together, motion cycling for repetitive motions, and masking to make objects move behind protected areas of the frame. Color cycling and morphing are also techniques.
Willis O'Brien was an early pioneer of stop motion animation, creating animated films using three-dimensional puppet figures. He is most famous for his work animating the original King Kong film. Nick Park creates stop motion clay animation films using Aardman Animation's techniques, best known for the Wallace and Gromit and Shaun the Sheep films. Rear projection and claymation both have advantages and disadvantages for animation. Rear projection allows for large screen sizes but has issues with lamp replacement costs and space usage. Claymation allows for character morphing but is very time consuming and difficult to create detailed characters.
The quality and technical capabilities of computer animation have changed with the advancement of technology. This is an exciting opportunity and fun-filled opportunity for aspiring animators. Review our guide and see if it's a fit for you!
Stop motion animation is achieved by recording individual still frames of motion and playing them back sequentially to create the illusion of continuous movement. Each frame is a slightly altered version of the previous frame with objects moved in small increments. This labor intensive process can involve manipulating physical objects, cutouts, or live actors frame-by-frame to simulate movement. Different stop motion techniques produce varied effects and involve altering material positions gradually over many frames to depict animation.
Animation is the process of creating the illusion of motion by displaying a sequence of images that are slightly different from one another. The main types of animation are 2D animation, 3D animation, motion graphics, stop motion, and traditional animation. 2D animation involves hand-drawn or digitally created images, while 3D animation uses computer-generated 3D models. Motion graphics focuses on moving graphic elements or text, and stop motion animates real-world objects or puppets by moving them incrementally between photographs. Traditional animation historically involved drawing each frame by hand on transparent sheets called cels. The history of animation includes early inventions like the zoetrope and flip books in the 1800s and the first animated films in
This presentation provides an overview of animation. It discusses the history of animation from its origins in the late 19th century to modern computer generated animation. The presentation outlines the three main types of animation: traditional (hand drawn), 2D vector animation, and 3D CGI animation. The processes of traditional animation, 2D animation, and 3D animation are described. Traditional animation involves drawing each frame by hand while 3D animation uses 3D modeling, mapping, lighting, and rendering. The presentation concludes by discussing some common uses of animation in gaming, medical, simulation, and movie industries.
This document proposes an augmented reality theater experience called ART that aims to fully immerse audiences from the time they enter the theater until they leave. It involves five phases - preparation, buildup, initiation, climax, and wind-down - that transition audiences between real and augmented environments. Key aspects of the design include ART glasses that generate augmented reality and allow interaction, and an "experience room" related to the movie where audiences can interact with characters and environments before viewing the film. The goal is to provide a more engaging, social, and immersive experience than current theaters through emerging technologies like augmented reality and haptics.
The document discusses the history and process of special effects in filmmaking. It begins with a brief overview of how special effects have been used as far back as the 1700s by magicians and progressed to techniques like matte paintings and rear projection screens in early films. The document then focuses on modern special effects, highlighting CGI techniques used in films like Jurassic Park, Avatar, and Harry Potter to bring imaginary worlds and creatures to life. It also describes the multi-step post-production process that visual effects artists use to add effects like explosions and integrate computer graphics into live-action footage.
As we all know Animation is a technique to give motion to the still images.
Animation gives the life to the characters and elements which help to communicate with the audience.
Digital Media for the Classroom
Part 2 of 2
This is the second part of the APOP workshop on how to use digital media creation in the classroom for a variety of subject matters.
Multimedia involves combining different content forms such as text, audio, images, animation, video, and interactivity into one application or piece of media. There are five main elements in a complete multimedia system. Animation is the rapid display of images to create an illusion of movement, with each image being a frame. There are two main types of animation: 2D animation which involves moving drawings on a background either by changing drawings on clear sheets (cel animation) or moving objects along predetermined paths, and 3D animation which involves modeling, animating, and rendering 3D objects and scenes. The 12 basic principles of animation that help create realistic movement are timing, secondary action, follow through, straight ahead vs pose-to-pose action
This document provides an overview of animation, including its history, techniques, uses, and future. It discusses how animation evolved from early devices like the zoetrope and thaumatrope in the late 1800s. Popular current techniques include cel animation, stop motion, and computer animation. Animated movies employ techniques like squash and stretch. Animation is widely used in entertainment, education, scientific visualization and more. Challenges include the time and human effort required, though the future promises more advanced 3D and virtual reality animation with lower costs.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
The document proposes seven virtual reality theme park experiences for Niagara Falls, Canada. Installation I is called MetaStation, a four dome immersive theater featuring a train ride through interconnected domes displaying immersive stories and experiences. Installation II is called MetaSphere, featuring a planetarium and conference space for educational lectures and presentations, allowing audiences to be immersed in real NASA images of space. The document provides details on the proposed experiences, technology, and business model, with the goal of creating an engaging educational entertainment center for Niagara Falls visitors.
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.
This document discusses Ashley Toups' senior project on media productions. Toups has loved making videos since childhood and wants to create one last video for her senior project. She discusses the history of video equipment from heavy, separate cameras and VCRs to today's lightweight, integrated camcorders. Toups also covers preproduction, production, postproduction stages; tools for video creation like cameras, software, lighting; and types of videos like informational, educational, and entertaining. She concludes that videos are an effective way to present information compared to posters and she looks forward to applying her research knowledge to her Pineville High School video.
This is a general overview of the animation process. Covering the initial planning stage, pre-production, shot planning and output. Presented as part of a course introduction to digital graphics and animation series.
This document outlines Dr. Tan Wee Hoe's lecture on animation principles and production processes. It discusses the 12 principles of animation including squash and stretch, anticipation, staging, follow through, secondary action, exaggeration, and appeal. It also describes the key stages of animation production from pre-production to post-production for both 2D and 3D animation. Examples are provided to illustrate principles like squash and stretch, anticipation, and follow through.
Animation Film Production Pipeline By : animationgossips.com (Jayant Sharma)Jayant Sharma
Animation Film Production Pipeline By : animationgossips.com (Jayant Sharma)
Topic : Production Pipeline of Animation
What is the production pipeline?
Logical organization of the steps required to produce an animated feature film
Overlaps with the company organizational structure – departments, budgets
For more visit : http://www.animationgossips.com
Pipeline Organization
Every company has its own pipeline
Every movie changes the pipeline
– requirements are changing
– save money
– increase the quality of the movie
For more visit : http://www.animationgossips.com
Pipeline Organization
Many Departments
For more visit : http://www.animationgossips.com
Pipeline Organization
Pre-Production
For more visit : http://www.animationgossips.com
Pipeline Organization
Characters and Sets
For more visit : http://www.animationgossips.com
Pipeline Organization
Movement
For more visit : http://www.animationgossips.com
Pipeline Organization
Post-Production
For more visit : http://www.animationgossips.com
Stage 1:
In stage 1 we have to develop a concept or idea.
And from that concept or idea we collect more information related to it and start developing a story for our Animation Film/Clip.
For more visit : http://www.animationgossips.com
Stage 2: PRE-PRODUCTION
In Stage 2 we breakup our story in multiple scripts.
STORY = SCRIPT - 1 + SCRIPT - 2 + ... ... + SCRIPT - n
For more visit : http://www.animationgossips.com
Stage 2: PRE-PRODUCTION
Then we prepare thumbnails of each scripts separately.
Stage 2: PRE-PRODUCTION
Next Step is to prepare following from each thumbnails:
Character Designing
After story come characters
Consists mostly of drawings, or sculptures
body poses
facial expressions
key features from multiple points of view
Character Designing
Character in various Emotions and Face Impressions
Story Boarding
The film in outline form
specify the key scenes
specify the camera moves and edits
specify character gross motion
Typically paper and pencil sketches on individual
Sheets taped on a wall
For more visit : http://www.animationgossips.com
Stage 3: PRODUCTION
In this stage now we are going to animate our movie.
Animate
Character Animation
Stage 4: POST-PRODUCTION
This is last stage for Animation movie/clip where we cover following:
Compositing
Rendering
Sound/Music Designing
For more visit : http://www.animationgossips.com
Stage 4: POST-PRODUCTION
Frames can take hours to render.
1800 frames for a single minute of animation.
Pixar has a HUGE render farm.
Stage 4: POST-PRODUCTION
Sound and Music must have to match your video theme and Character Voices have to match your characters.
Sound/Music Designing
For more visit : http://www.animationgossips.com
Thanks Jayant Sharma For more Info : http://www.animationgossips.com
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
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.
This presentation contains following topics -
What is Animation?
History?
Types of Animation
Advantages & Disadvantages
Uses
Any request for any presentation is accepted : nbhavsar506@gmail.com
Professional or Business Presentations will me charged.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
3D technology has been around for over 150 years, with the first 3D images created in 1838. While 3D movies and TV may seem futuristic, the basic concept is to provide different images to each eye to create the illusion of depth. There are different methods for achieving this, such as using anaglyph glasses with red and blue lenses or polarized glasses. Many companies are now developing 3D TVs and movies, but some disadvantages remain, such as the need for glasses, potential eye strain, and loss of brightness.
A collection of static images joined together and shown consecutively so that they appear to move.
Animation is about storytelling by bringing things to life (making them move).
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
The production of an animated film involves three main stages: pre-production, production, and post-production. In pre-production, the story, characters, and animatics are developed. Production includes modeling, texturing, lighting, rigging, and animating the characters. Post-production consists of compositing the elements, adding sound editing, and video editing to finalize the film.
Writing for television and video presentaiton thomas mc_diarmidThomas Mcdiarmid
This document discusses several legal and ethical considerations for writers, including copyright, censorship, plagiarism, and time management. Copyright protects writers from having their work copied without permission and requires payment of royalties to use other writers' work. Censorship involves prohibiting certain speech or content deemed harmful by governing bodies. Plagiarism is presenting another's work as one's own. Successful writers must manage their time well to meet deadlines and continually create new content.
Commissioning Process for Writing for Television and Video. D_C_Ldarrenv96
The document discusses the commissioning process for writing for television and video. It covers three main topics: becoming a writer, job roles in the commissioning and writing process, and legal and ethical considerations. For becoming a writer, it emphasizes building a portfolio and network through critiques. It outlines various job roles in the process like commissioning editors, producers, and writers. Finally, it discusses legal issues like copyright and ethical issues like censorship that writers must consider.
The document discusses the history and process of special effects in filmmaking. It begins with a brief overview of how special effects have been used as far back as the 1700s by magicians and progressed to techniques like matte paintings and rear projection screens in early films. The document then focuses on modern special effects, highlighting CGI techniques used in films like Jurassic Park, Avatar, and Harry Potter to bring imaginary worlds and creatures to life. It also describes the multi-step post-production process that visual effects artists use to add effects like explosions and integrate computer graphics into live-action footage.
As we all know Animation is a technique to give motion to the still images.
Animation gives the life to the characters and elements which help to communicate with the audience.
Digital Media for the Classroom
Part 2 of 2
This is the second part of the APOP workshop on how to use digital media creation in the classroom for a variety of subject matters.
Multimedia involves combining different content forms such as text, audio, images, animation, video, and interactivity into one application or piece of media. There are five main elements in a complete multimedia system. Animation is the rapid display of images to create an illusion of movement, with each image being a frame. There are two main types of animation: 2D animation which involves moving drawings on a background either by changing drawings on clear sheets (cel animation) or moving objects along predetermined paths, and 3D animation which involves modeling, animating, and rendering 3D objects and scenes. The 12 basic principles of animation that help create realistic movement are timing, secondary action, follow through, straight ahead vs pose-to-pose action
This document provides an overview of animation, including its history, techniques, uses, and future. It discusses how animation evolved from early devices like the zoetrope and thaumatrope in the late 1800s. Popular current techniques include cel animation, stop motion, and computer animation. Animated movies employ techniques like squash and stretch. Animation is widely used in entertainment, education, scientific visualization and more. Challenges include the time and human effort required, though the future promises more advanced 3D and virtual reality animation with lower costs.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
The document proposes seven virtual reality theme park experiences for Niagara Falls, Canada. Installation I is called MetaStation, a four dome immersive theater featuring a train ride through interconnected domes displaying immersive stories and experiences. Installation II is called MetaSphere, featuring a planetarium and conference space for educational lectures and presentations, allowing audiences to be immersed in real NASA images of space. The document provides details on the proposed experiences, technology, and business model, with the goal of creating an engaging educational entertainment center for Niagara Falls visitors.
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.
This document discusses Ashley Toups' senior project on media productions. Toups has loved making videos since childhood and wants to create one last video for her senior project. She discusses the history of video equipment from heavy, separate cameras and VCRs to today's lightweight, integrated camcorders. Toups also covers preproduction, production, postproduction stages; tools for video creation like cameras, software, lighting; and types of videos like informational, educational, and entertaining. She concludes that videos are an effective way to present information compared to posters and she looks forward to applying her research knowledge to her Pineville High School video.
This is a general overview of the animation process. Covering the initial planning stage, pre-production, shot planning and output. Presented as part of a course introduction to digital graphics and animation series.
This document outlines Dr. Tan Wee Hoe's lecture on animation principles and production processes. It discusses the 12 principles of animation including squash and stretch, anticipation, staging, follow through, secondary action, exaggeration, and appeal. It also describes the key stages of animation production from pre-production to post-production for both 2D and 3D animation. Examples are provided to illustrate principles like squash and stretch, anticipation, and follow through.
Animation Film Production Pipeline By : animationgossips.com (Jayant Sharma)Jayant Sharma
Animation Film Production Pipeline By : animationgossips.com (Jayant Sharma)
Topic : Production Pipeline of Animation
What is the production pipeline?
Logical organization of the steps required to produce an animated feature film
Overlaps with the company organizational structure – departments, budgets
For more visit : http://www.animationgossips.com
Pipeline Organization
Every company has its own pipeline
Every movie changes the pipeline
– requirements are changing
– save money
– increase the quality of the movie
For more visit : http://www.animationgossips.com
Pipeline Organization
Many Departments
For more visit : http://www.animationgossips.com
Pipeline Organization
Pre-Production
For more visit : http://www.animationgossips.com
Pipeline Organization
Characters and Sets
For more visit : http://www.animationgossips.com
Pipeline Organization
Movement
For more visit : http://www.animationgossips.com
Pipeline Organization
Post-Production
For more visit : http://www.animationgossips.com
Stage 1:
In stage 1 we have to develop a concept or idea.
And from that concept or idea we collect more information related to it and start developing a story for our Animation Film/Clip.
For more visit : http://www.animationgossips.com
Stage 2: PRE-PRODUCTION
In Stage 2 we breakup our story in multiple scripts.
STORY = SCRIPT - 1 + SCRIPT - 2 + ... ... + SCRIPT - n
For more visit : http://www.animationgossips.com
Stage 2: PRE-PRODUCTION
Then we prepare thumbnails of each scripts separately.
Stage 2: PRE-PRODUCTION
Next Step is to prepare following from each thumbnails:
Character Designing
After story come characters
Consists mostly of drawings, or sculptures
body poses
facial expressions
key features from multiple points of view
Character Designing
Character in various Emotions and Face Impressions
Story Boarding
The film in outline form
specify the key scenes
specify the camera moves and edits
specify character gross motion
Typically paper and pencil sketches on individual
Sheets taped on a wall
For more visit : http://www.animationgossips.com
Stage 3: PRODUCTION
In this stage now we are going to animate our movie.
Animate
Character Animation
Stage 4: POST-PRODUCTION
This is last stage for Animation movie/clip where we cover following:
Compositing
Rendering
Sound/Music Designing
For more visit : http://www.animationgossips.com
Stage 4: POST-PRODUCTION
Frames can take hours to render.
1800 frames for a single minute of animation.
Pixar has a HUGE render farm.
Stage 4: POST-PRODUCTION
Sound and Music must have to match your video theme and Character Voices have to match your characters.
Sound/Music Designing
For more visit : http://www.animationgossips.com
Thanks Jayant Sharma For more Info : http://www.animationgossips.com
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
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.
This presentation contains following topics -
What is Animation?
History?
Types of Animation
Advantages & Disadvantages
Uses
Any request for any presentation is accepted : nbhavsar506@gmail.com
Professional or Business Presentations will me charged.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
3D technology has been around for over 150 years, with the first 3D images created in 1838. While 3D movies and TV may seem futuristic, the basic concept is to provide different images to each eye to create the illusion of depth. There are different methods for achieving this, such as using anaglyph glasses with red and blue lenses or polarized glasses. Many companies are now developing 3D TVs and movies, but some disadvantages remain, such as the need for glasses, potential eye strain, and loss of brightness.
A collection of static images joined together and shown consecutively so that they appear to move.
Animation is about storytelling by bringing things to life (making them move).
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
The production of an animated film involves three main stages: pre-production, production, and post-production. In pre-production, the story, characters, and animatics are developed. Production includes modeling, texturing, lighting, rigging, and animating the characters. Post-production consists of compositing the elements, adding sound editing, and video editing to finalize the film.
Writing for television and video presentaiton thomas mc_diarmidThomas Mcdiarmid
This document discusses several legal and ethical considerations for writers, including copyright, censorship, plagiarism, and time management. Copyright protects writers from having their work copied without permission and requires payment of royalties to use other writers' work. Censorship involves prohibiting certain speech or content deemed harmful by governing bodies. Plagiarism is presenting another's work as one's own. Successful writers must manage their time well to meet deadlines and continually create new content.
Commissioning Process for Writing for Television and Video. D_C_Ldarrenv96
The document discusses the commissioning process for writing for television and video. It covers three main topics: becoming a writer, job roles in the commissioning and writing process, and legal and ethical considerations. For becoming a writer, it emphasizes building a portfolio and network through critiques. It outlines various job roles in the process like commissioning editors, producers, and writers. Finally, it discusses legal issues like copyright and ethical issues like censorship that writers must consider.
This document defines and provides examples of 6 documentary styles: poetic, expository, observational, participatory, reflexive, and performative. It summarizes examples for each style, including Koyannisqatsi for poetic, America's Most Wanted for expository, Big Brother for observational, Life of Michael Jackson By Bashir for participatory, and A Man With a Movie Camera for reflexive. Each summary highlights key elements that characterize the documentary style, such as use of editing, interviews, hidden cameras, or inclusion of the filmmaker.
This document outlines different conventions used in documentary filmmaking. It describes expository conventions which use a voiceover and edited footage to make an argument. Observational conventions involve location shooting with no voiceover or interviews to hide the filmmaker's presence. Reflexive conventions borrow fiction techniques for emotional responses and rely on suggestion over facts. Performative conventions involve the filmmaker interacting with subjects and addressing the audience directly on personal topics like identity. Participatory conventions also involve interaction and informal interviews with archive material and location shooting. Poetic conventions give a subjective view without a narrative through mood, tone, and unrelated shots linked by music.
Bill Nichols outlines 6 modes of documentary filmmaking:
1) Expository mode uses voiceover narration and images to illustrate an argument.
2) Poetic mode focuses on emotional and artistic expression over continuity.
3) Observational mode attempts to observe the world without commentary or interference.
4) Participatory mode involves interviews between filmmaker and subjects.
5) Reflexive mode draws attention to the assumptions and limitations of documentary representation.
6) Performative mode emphasizes the filmmaker's personal experience to provide insight into society.
A storyboard is a graphical visualization of the shot sequence for a video. It depicts each scene through drawings of the physical environment, set design, characters, and more. Storyboards allow filmmakers to visualize and refine their ideas, and communicate their vision to the production team. They serve as a link to preserve ideas for use in the finished product and let production start work early. Storyboards can be created by hand with pen and paper or digitally using software.
The document outlines six styles or modes of documentary film as developed by theorist Bill Nichols: poetic, observational, reflexive, expository, participatory, and performative. Each style is defined by its particular traits, conventions used, and relationship to subject matter. For example, a poetic documentary emphasizes personal expression through techniques like music and camera work, while an observational documentary aims to be a neutral, fly-on-the-wall perspective.
The document discusses the media production of Connor Barclay and Damien Johnson. It covers how they used conventions of horror/thriller genres in their poster and radio trailer. It also discusses how they developed conventions through their chase scene and challenged conventions through a lack of dialogue and diegetic sound. The document then covers their use of various media technologies in the research, construction, and evaluation stages of their project. This included using YouTube, Final Cut Express, GarageBand, and other tools. Finally, it summarizes the positive feedback received about the story, editing, soundtrack, and camerawork while also noting feedback about improving lighting in some scenes.
The document discusses the media production of Connor Barclay and Damien Johnson. It covers how they used conventions of horror/thriller genres in their poster and radio trailer. It also discusses how they developed conventions through their chase scene and challenged conventions through a lack of dialogue and diegetic sound. The document then covers their use of various media technologies in the research, construction, and evaluation stages of their project. This included using YouTube, Final Cut Express, GarageBand, and other tools. Finally, it summarizes the positive feedback received about the story, editing, soundtrack, camerawork and how it conveyed the psychological nature of the story.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
The document discusses the history and process of special effects in filmmaking. It begins with a brief overview of how special effects have been used as far back as the 1700s by magicians and progressed to techniques like matte paintings and rear projection screens in early films. The document then focuses on modern special effects, highlighting CGI techniques used in films like Jurassic Park, Avatar, and Harry Potter to bring imaginary worlds and creatures to life. It also describes the multi-step post-production process that visual effects artists use to add effects like explosions and integrate computer graphics into live-action footage.
Key Findings- A2 Media Audience Feedbackkanda11821
The document summarizes audience feedback on a teaser trailer, film poster, and magazine front cover for a horror media product. Key findings include:
- The teaser trailer successfully built tension and mystery while evoking emotions of fear and anticipation.
- Audiences correctly identified the genre as horror and found aspects like the music and jump scares appealing.
- The film poster and magazine cover effectively captured the narrative through imagery of scarring and linked back to elements in the teaser trailer.
- All promotional materials were seen as cohesive through their common focus on the main character and repetition of disturbing messages and imagery.
Disney is a large media conglomerate that owns a wide range of subsidiaries across film, television, publishing, and theme parks. This allows Disney to effectively use cross-promotional synergy between its properties. For example, Disney promoted the film Tron: Legacy through soundtrack releases, theme park events, and television appearances to maximize revenue. New technologies have both benefits and challenges for companies like Disney. While technologies have increased piracy and competition, Disney innovates with products like digital distribution and second screen apps to engage audiences. Disney employs targeted viral marketing and social media campaigns as well as traditional synergy to promote its films among consumers.
The document provides information about the AS Media Studies exam, which has two sections. Section A focuses on analyzing representations in a TV drama extract, while Section B examines issues related to the film industry, including institutions, audiences, ownership, marketing, and technology. Key concepts discussed include concentration of media ownership, cross-media convergence, synergy, viral marketing, changing models of distribution, and the impacts of new technologies. Disney is used as a case study to illustrate synergy and how a major media conglomerate leverages its various subsidiaries and platforms.
UX for XR: Creating User Flows for Mixed RealityLillian Warner
This is my talk about UX design for mixed reality. I dive deep into how designers can create clear, compelling and concise user flows for mixed reality. Mixed reality is a new medium that requires a much different type of user flow than traditional web/mobile applications.
View my work and the mixed reality design template here:
https://www.lillianwarner.com/mixed-reality-userflows
This document contains a storyboard for a video about Google Plus. It consists of 16 sequences showing various shots and transitions. The shots demonstrate features of Google Plus like Circles for organizing contacts, Hangouts for video chatting, user Profiles, and Instant Upload for automatically uploading photos. Each sequence includes a description of the shot, transitions, video/audio elements, estimated time, and narration/script. The storyboard provides a detailed outline for a video that will explain and showcase key features of the Google Plus social media platform.
1. The storyboard describes 20 sequences to create a video comparing and contrasting Google+ and Facebook. It outlines the shots, transitions, audio, and narration for each sequence.
2. The video would introduce Google+, describe some of its key features like Circles, Hangouts, and Profiles, and demonstrate how to use those features.
3. It compares Google+ to Facebook and suggests switching to Google+ by saying "goodbye" to Facebook and "hello" to Google+.
1. The storyboard describes 20 sequences to create a video comparing and contrasting Google+ and Facebook. It will highlight features of Google+ like Circles, Hangouts, profiles, and instant uploading.
2. Each sequence lists the shot description, transitions, video/audio elements, estimated time, and narration.
3. The video will demonstrate how to use specific Google+ features like creating circles, sharing posts, and enabling instant upload from a phone. It aims to convince viewers to use Google+ over Facebook.
This document contains a storyboard for a video about Google Plus. It consists of 16 sequences showing various shots and transitions. The shots demonstrate features of Google Plus like Circles for organizing contacts, Hangouts for video chatting, user Profiles, and Instant Upload for automatically uploading photos. Each sequence includes a description, transition, video image, audio, estimated time, and narration/script. The storyboard provides a detailed outline for a video that will explain and showcase key elements of the Google Plus social network.
This document discusses conventions used in two Netflix documentary series - The Movies That Made Us and The Social Dilemma.
For The Movies That Made Us, each episode focuses on a classic film, interviewing those involved to discuss production details. Clips from the film and interviews are included.
The Social Dilemma uses interviews, reenactments, and footage to examine how social media platforms manipulate users. Interviews are from those who worked on the platforms. Reenactments visualize topics.
Key techniques discussed include interviews, clips, continuity editing, and incorporating related imagery to explain topics without confusion. Theories around documentary purpose and audience are also summarized.
How did you use media technologies question 4Leanne Gelder
The document discusses the various media technologies used at different stages of a coursework project. It describes using the internet for research through search engines and YouTube. Other technologies mentioned include Panasonic DV cameras for recording research footage, Adobe Premiere Pro and Windows Movie Maker for video editing, PowerPoint for presentations, Photoshop for print productions, and Blogger for sharing work online. The document also discusses how access to new technologies has enabled more creative works and allowed unknown artists to promote themselves globally through platforms like YouTube.
How did you use media technologies question 4Leanne Gelder
The document discusses the various media technologies used at different stages of a coursework project. It describes using the internet for research, YouTube and Myspace to find music videos and artists, cameras to record footage, Adobe programs for editing video and photos, PowerPoint for presentations, Blogger for sharing work, and an iPod Touch for mobile access. The document argues that technological development influenced the project by enabling certain creative possibilities and determining aspects of the process.
John Schrag, an experience design architect at Autodesk, presented on designing for virtual reality beyond games. He discussed that VR engages the brain differently than traditional screens by encoding experiences as "I was there," not "I saw that." However, VR can cause health issues like cyber sickness if not designed properly. The presentation covered brain science, applications beyond games, health and safety concerns, and challenges of scaling and information overload in VR design.
The student created a dark and mysterious music video without featuring the artist. They used masks and black and white filming to create an ominous tone that matched the electronic music. Feedback from viewers on YouTube was positive, praising the fast pacing and use of masks. The video challenged conventions by not prominently featuring the artist but kept the masks as the artist's signature element across other promotional materials.
This document outlines 8 sequences for a video presentation on Google Glasses. Each sequence includes a shot description, transitions, video and audio elements, estimated time, and narration/script. The sequences will cover an intro to Google Glasses, their history and development, design, possibilities, a point of view shot, advantages of having multiple purposes, disadvantages since they are not fully developed, and ending with credits.
Film Production Industry And Its Recording ProcessGina Buck
The document discusses how mobile edge computing (MEC) can help achieve the goals of 5G networks by providing satisfactory quality of experience for multimedia services like video streaming. MEC places computing and storage resources closer to wireless users to improve performance. It addresses issues like high latency over long network paths for video. Real-time applications are sensitive to delay and packet loss, so MEC can help provide quality of service guarantees. As high-definition video usage increases, MEC will be important for developing 5G networks to efficiently deliver mobile content.
A Light Intro to Adobe Character Animator 2022Shalin Hai-Jew
If it has seemed difficult to make talking characters for videos, the Adobe Character Animator might be just the software app for you. This tool offers a variety of rigged puppet characters—animal, human, object—that can be animated through movements of a webcam…and can emulate mouth motions linked to speech (visemes, sound). These are glorious “shallow fakes,” but they are eye-catching and lots of fun. The various motions and sounds may be exported as individual keyframes for usage in video sequences and other applications (including live-streaming in character). Adobe Character Animator originally came out in 2015.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Monitoring Java Application Security with JDK Tools and JFR Events
Storyboard FINAL
1.
2. Shot Description: Introduction/showing the start of the presentation.
“Introducing Augmented Reality”; the words are the title, showing the
topic. Pictures popping out to show „augmented images‟ around the title
– an example of what the topic is about.
Transition In: Circle
Video Image: Words of “Introducing Augmented Reality”. Title will be
animated. Pictures of different objects “popping” out from around it,
showing the augmented images. Making the words look 3d/4d.
Audio Recorded: None
Added Audio: Music, FX (sound effects) such as „growth‟ noises, bubble
noises.
Transition Out: Flip
Estimated Time of Take: 10 seconds
Narration/Script:
3.
4. Shot description: After the introduction title, the word “What is
augmented reality?” comes on the screen, explaining what the topic is.
Then it zooms out into a person‟s face, and then zooms into the person‟s
glasses on her face, getting ready for the next sequence (which is a
perspective shot).
Transition In: Slide up
Video Image: “What is augmented reality?”; the words appear on the
screen. Then fades out to show it is on a shirt on a person. Zooms out to
view the whole person. Person has glasses. Screen zooms into the
person‟s face, into the glasses. Fades black.
Audio Recorded: Narration/Dialogue
Added Audio: Music, FX (sound effects) such as „zooming out‟ noises.
Transition Out: Spin
Estimated time of take: 20 seconds.
Narration/Script: “What is Augmented Reality?”
5.
6. Shot Description: A perspective shot through the glasses, a continuation from the last
sequence. An example of augmented reality. Glasses moving through street (because
person is walking), the objects start to pop out from original picture, showing contrast
and the augmented reality. Some information is labelled on some of the augmented
images.
Transition In: Eye
Video Image: The glasses are first seen being put on, and then becomes a perspective
shot from glasses. The glasses‟ view is firstly black but then fades out to show a street.
Through the view of the glasses, they start looking left and right, looking at their
landscape to their fingers. The person behind the glasses begins to move (walk) through
the street, which is firstly normal, but then start to pop out, showing augmented reality.
The images have some of the information and dialogue labelled on it. The person‟s
fingers tries to touch on of the augmented images, but it bursts and the colour of it
splashes all over the person‟s glasses, finishing the sequence.
Audio Recorded: Narration/Dialogue
Added Audio: Music, FX (sound effects) such as footsteps, bubble noises.
Transition Out: Circles
Estimated Time of Take: 40 seconds.
Narration/Script: Augmented reality is a real scene and a virtual image overlapping it,
which makes the user cannot tell the difference between the actual reality and the
virtual reality. It is a computer generated, by adding graphics, sound and sense
enhancements to the real world. Although it is very advanced technology that has been
created… It is still in an early stage of development.
7.
8. Shot Description: Continuation of last sequence, the letters are
the title for the next sub-topic; “How does augmented reality
work?” Then letters comes together, forming a coloured screen.
Transition In: Dissolve Rough
Video Image: Words of “How does augmented reality work?”
appear, then come together and spread over the screen, leaving
it in a plain colour.
Audio Recorded: Narration/Dialogue
Added Audio: Music, FX (Sound affects) such as bubble noises.
Transition Out: Shatter Out
Estimated Time of Take: 10 seconds.
Narration/Script: “How does augmented reality work?”
9.
10. Shot Description: An example of a person holding a card is on the screen, and then
he walks towards a computer. Then the person takes the card, goes to the computer
and puts the card down onto the keyboard. Moments later, an image appears. This is
an example of how augmented reality works, through recognition, tracking and mix.
Then shows the person holding the card with the image and the computer next to it.
Some labelled dialogue balloons around the image.
Transition In: Dissolve
Video Image: The person walks to the computer, takes out a card, and waves it in
front of the computer. An image appears on it and starts to move. Shot at a side
shot. Dialogue balloons around the computer, person and image.
Audio Recorded: Narration/Dialogue
Added Audio: Music, FX (Sound effects) such as footsteps, beeping.
Transition Out: Bars - Horizontal
Estimated Time of Take: 30 seconds
Narration/Script: To use augmented reality, there are three steps you should follow
in order to use it. First is recognition, of an object, face or body. The second step is
tracking, by using the space location in the real time of the image. And last but not
least, it is mix, by using software of a media onto the image. It gives you a different
perspective of our real-world environment, and is interactive with the user.
11. Sequence: #1
Shot Description: Oblique Shot
Transition In: Pixelate
Video Image: Props including Google Glasses, Cockroaches and a Gaming Set
Audio Recorded: Narration/Script
Added Audio: Instrumental Music
Transition Out: Flip
Estimated Time of Take: 1 minute
Narration/Script: “Augmented Reality can be used for a various amount of reasons. One example, is
that it can help with overcoming your fears. You may not believe this, but it‟s true. Take someone
who is afraid of cockroaches for example. Augmented Reality can help this person overcome their
fear, as when they look anywhere, like a screen for example; Augmented reality will automatically
project the surface with cockroaches. The idea of this is that it will expose this person to their fear
(by controlling the amount of cockroaches they want to appear) to gradually extinguish it. This does
not only work for cockroaches however, as it can also help other fears such as flying or falling.
Another example that augmented reality can be used for is to enhance gaming, which is currently the
most common use for augmented reality. How, you may ask. Well, it can change gaming by bringing
your game out of the screen and into the real world, by projecting it in places around you, making
you the main character of your own game. These are many more uses for this upcoming advanced
piece of technology and the possibilities are endless.”
12. Sequence: #1
Shot Description: High Angle Shot
Transition In: Flip
Video Image: Props including Technicians, Hospitals and People
Audio Recorded: Narration/Script
Added Audio: Instrumental Music
Transition Out: Crossfade
Estimated Time of Take: 30 seconds
Narration/Script: “Augmented Reality has already been in the process of development
for decades and is now currently on its way to entering the market. This can pose as an
advantage for augmented reality, as through releasing this newly developed and
sophisticated technology, it could help in increasing and advancing technology in
specialised places such as hospitals, where it would not only help in the survival of the
sick patients but it can also be a source of entertainment and education for them while
they are there. Releasing augmented reality also increases the standards of future
technology, therefore challenging other manufacturers to also create and develop new
and advanced technology that will sophisticate the future.”
13. • Sequence #6: Advantages – Has many
purposes
• Shot Description: A description of how
augmented reality has many purposes with
some examples.
• Transition In: Page Curl Top Right
• Video Image: The words “many purposes”
appear and then images of what it can do
appears.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Page Curl Top Right
• Estimated Time of Take: 40 seconds
• Narration/Script:
“Another Advantage of Augmented Reality is that
it is multi purpose; meaning it can be used for
many different purposes. It can be used for
anything and everything. This includes using it
for Sport; if you wanted to learn which team a
jersey belonged to, Art; if you wanted to know
how to draw a particular thing, Education; if
you wanted to know how to do multiplication
with fractions, Cooking; if you wanted dto
find out how many millilitres were in a cup.
The list goes on! Augmented Reality can help
with all these problems efficiently. Augmented
Reality is suited to everyone no matter what
they do.”
14. Sequence: #1
Shot Description: Close up Shot
Transition In: Crossfade
Video Image: Props including a Person, Money and a Company
Audio Recorded: Narration/Script
Added Audio: Instrumental Music
Transition Out: Pixelate
Estimated Time of Take: 20-30 seconds
Narration/Script: “With many individuals going through financial problems in today‟s
society, it may become difficult for augmented reality to be successful in sales. This
therefore, can come as a disadvantage to both consumers and the manufacturers of
augmented reality. It will affect the manufacturers itself, as if they don‟t sell their
products successfully, then they won‟t be able to make a profit and creating these
products may be considered a waste of both time and materials. It will affect the
individuals in a different way however, as they may not have enough money to afford
this sophisticated piece of technology.”
15. • Sequence #7: Disadvantages – Not fully developed
yet
• Shot Description: A description of how augmented
reality is not yet ready to be released to the public
yet but is still under trial.
• Transition In: Page Curl Top Left
• Video Image: “Not Fully Developed” appears by
letter and is accompanied with some images that
support dialogue.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Page Curl Top Left
• Estimated Time of Take: 40 seconds
• Narration/Script:
“Another disadvantage of augmented reality is the fact
that it is not full developed yet. Even though
amazing examples of what it can do has been
showcased it is not completely ready for public use
yet due to alterations made to improve it so that it
becomes a greater success. So it is a disadvantage
for the public not being able to experiment with it
but in the future we can all expect augmented
reality to be bigger and better.”
16.
17. Shot Description: A disadvantage of augmented reality is privacy issues.
It explains the disadvantage of privacy issues. Uses images as examples of
the disadvantages, then putting a red cross over them stating that they
are weaknesses.
Transition In:
Video Image: There are images of advertisements (spam), counterfeit
software (ingenuity of the information/comparing it to the real to
fake), mobile phones sending out “waves” (broadcasting
information), computer open with profile (unable to secure information)
and fake ID‟s (identity theft). All these images then get a red cross over
them, showing how they are disadvantageous.
Audio Recorded: Narration/Dialogue
Added Audio: Music, FX (sound effects) such as a buzzer.
Transition Out:
Estimated Time of Take: 20 seconds.
Narration/Script: Augmented reality also has its downsides. It is also able
to invade a user‟s privacy. It is able to send unwanted spam, broadcast
your private information and may not be able to secure the information
put on it. It could also have counterfeit information and able to steal
your identity.
18. • Sequence #1: Google Glasses – Intro
• Shot Description: Opening animation
with google glasses being featured.
• Transition In: Diagonal Box Out
• Video Image: Glasses appear in by parts,
one part at a time and a title is added.
Triangles also pop out.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Diagonal Cross Out
• Estimated Time of Take: 15 seconds
• Narration/Script:
“Presenting Google Glasses 101! Everything
you need to know about these amazing
state of the art glasses!”
19. • Sequence #2: Google Glasses – Development
• Shot Description: A brief overview of the history of
google glasses; preparation and creation.
• Transition In: Filled V Left
• Video Image: Google logo appears, then google glasses
and key words spoken by narration. Little drawings will
also be added to fit script.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Filled V Right
• Estimated Time of Take: 40 seconds
• Narration/Script:
“Introducing; Google Glasses also known as Project Glass. The
project was announced to have been taken on by the
Google X Lab and on April 5, 2012 a prototype was worn
at a charity event :Foundation Fighting Blindness.” Google
themselves have been advertising these glasses also
through various videos posted on youtube and pictures
uploaded on Google+. Google glasses are expected to be
very impactful to the future, especially because of the
fact that they may be able to assist the hearing impaired
population. How you may ask? Well, google glasses are
able to interpret sounds by their frequency and pitch
which then tells the user how far away the sound is, what
direction it‟s from, what caused the sound as well as
having a transcript available. A lot can be expected as
they practically revolutionalize the technological world.”
20. Sequence #3: Google Glasses – Design
Shot Description: A visual and oral description of google
glasses, identifying main parts.
Transition In: Pixelate
Video Image: A person‟s face will be shown close up and
then a pair of google glasses wills slide from the top of the
frame down to the person‟s face. When showing the other
sides of the glasses the person will be turned. Arrows and
words will be shown.
Audio Recorded: Narration
Added Audio: Music
Transition Out: Pixelate
Estimated Time of Take: 30 seconds
Narration/Script:
“Now let‟s take a closer look at the design of Google Glasses.
Their design is nearly exactly like real glasses except,
THEY HAVE NO LENSES! They‟re made to fit the user very
well. As seen near the left there it is quite rectangular,
here is where the augmented reality works. A camera is
also found in the glasses to be used to view the
environment. The google glasses are quite slim fitting and
are not very bulky which is a good thing. While wearing
these glasses they should feel like your normal everyday
glasses, proving to be comfortable and convenient. Even
though these glass may look a bit strange they can be
expected to be a large trend and an even bigger fashion
statement in the future. ”
21. • Sequence #4: Google Glasses – Possibilities
• Shot Description: Some brief ideas of how the glasses
could be used. Two – Four ideas.
• Transition In: Circles
• Video Image: “Possibilities” is spelt and then pictures of
these possibilities are shown.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Wheel
• Estimated Time of Take: 1 minutes
• Narration/Script:
“With Google Glasses anything is possible! Everyday problems
that take forever to complete can be done in the span of
only a couple of minutes using google glasses. For
instance, if you were in an unknown area and were
looking for the train station, google glasses could help
navigate you to it using a very quick and easy route.
Also, if you were looking at something that was in a
foreign language, google glasses could enable you to read
this in any language that you would want! If you were
looking for the best restaurant in a shopping centre you
could use your google glasses to scan certain restaurants
and guide you to a good choice. Also if you saw something
very interesting you could use your google glasses to take
a picture of it, saving you all the trouble of actually
taking out a camera or a phone. The possibilities to what
google glasses can do are endless, now it just depends on
what you would like to do with them.”
22. • Sequence #5: Google Glasses – POV SHOT
• Shot Description: A point of view shot from the
perspective of a person wearing the glasses and using
them to their full capabilities.
• Transition In: Zig Zag Horizontal
• Video Image: A background is shown being coloured in
with glasses popped ontop. Then various arrows and
boxes appear with labels being explained in dialogue.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Zig Zag Vertical
• Estimated Time of Take: 1 minute
• Narration/Script:
“Now, let‟s have a look at life with google glasses! Here
as seen different things pop up just from viewing a
regular street. The names of the shops appear as well
as their telephone numbers and what they specialise
in, with one glance at the parking meter the user
knows how long they have until they need to move
their car, looking at the sun the temperature is given.
From all of these examples you can see how effective
google glasses are in creating a whole new world.”
23. • Sequence #8: Credits
• Shot Description: A roll of all the
sources used and music is shown.
• Transition In: Reveal Down
• Video Image: The credits will slide
up and appear on the screen;
similar to the movement of credits
rolling.
• Audio Recorded: Narration
• Added Audio: Music
• Transition Out: Wipe Narrow Down
• Estimated Time of Take: 25
seconds
• Narration/Script:
“Special thanks to the following
sources and musicians~”
“Created and filmed by Nicole
Malonzo, Anjeli Ramos and Justine
Ching”
“THANK YOU FOR WATCHING!”