We return to this topic in our discussion of recent treatments of space in film and
media theory below. Despite these potential misgivings, we have sought to craft
the combined term 'screen space'. We have done so on the basis of purely ...
Author: Susanne O. Saether
Publisher: Amsterdam University Press
Screen Space Reconfigured is the first edited volume that critically and theoretically examines the many novel renderings of space brought to us by 21st century screens. Exploring key cases such as post-perspectival space, 3D, vertical framing, haptics, and layering, this volume takes stock of emerging forms of screen space and spatialities as they move from the margins to the centre of contemporary media practice. Recent years have seen a marked scholarly interest in spatial dimensions and conceptions of moving image culture, with some theorists claiming that a 'spatial turn' has taken place in media studies and screen practices alike. Yet this is the first book-length study dedicated to on-screen spatiality as such. Spanning mainstream cinema, experimental film, video art, mobile screens, and stadium entertainment, the volume includes contributions from such acclaimed authors as Giuliana Bruno and Tom Gunning as well as a younger generation of scholars.
Abstract: "When surfaces intersect, one may desire to highlight the intersection curve in order to make the shape of the penetrating surfaces more visible.
Author: David C. Banks
Abstract: "When surfaces intersect, one may desire to highlight the intersection curve in order to make the shape of the penetrating surfaces more visible. Highlighting the intersection is especially helpful when the surfaces become transparent, because transparency makes the intersections less evident. This paper discusses a technique for locating intersections in screen space using only the information locally available to a pixel. The technique is designed to exploit paralleism at the pixel level and has been implemented on the Pixel-Planes 5 graphics supercomputer."
What is a projected image, and what is the history of projected-image art? These questions and others are explored in this thoughtful collection of nine essays by leading international scholars of film and projected-image art.
Author: Tamara Trodd
Publisher: Manchester University Press
Projected-image art occupies an increasingly important place in the contemporary art-world. But does the projected image have its own specificity, beyond the histories of experimental film and video on the one hand, and installation art on the other? What is a projected image, and what is the history of projected-image art? These questions and others are explored in this thoughtful collection of nine essays by leading international scholars of film and projected-image art. Clearly structured in three sections – "Histories," "Screen," "Space" -- the book argues for recognition of the projected image as a distinctive category in contemporary art, which demands new critical and theoretical approaches. The contributors explore a range of interpretive perspectives, offering new insights into the work of artists including Michael Snow, Carolee Schneemann, Pipilotti Rist, Stan Douglas, Gillian Wearing, Tacita Dean, Jane and Louise Wilson, amongst others. The Introduction supplies a concise summary of the history of projected-image art and its interpretation, and there is a focus throughout the book on detailed analysis of individual artworks.
You will note that the Rect Transform for the base Canvas is read-only for Screen
Space Canvases, as it is driven by the platform resolution to be full screen and
cannot be altered. However, you can also create child Canvas elements, whose ...
Author: Simon Jackson
Publisher: Packt Publishing Ltd
If you have a good understanding of Unity's core functionality and a decent grasp of C# scripting in Unity (although not essential if you are just using the Editor with the new UI), you'll be well placed to take advantage of the new UI feature set.
move from place to place, the terms by which peoples have encountered one
another, and how rulers governed populations” (2010, para. 6). Off-Screen Space
As I have argued elsewhere (Chapman 2014b; 2014c), virtual space that is only ...
Author: Adam Chapman
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
I have been made aware of the space between the screen and me while, before
this interruption, I was mainly conscious of the space I occupied in relation to
what was happening on screen. I tried for many years without success to have
Author: Roberta Pearson
The Critical Dictionary of Film and Television Theory clearly and accessibly explains the major theoretical approaches now deployed in the study of the moving image, as well as defining key theoretical terms. This dictionary provides readers with the conceptual apparatus to understand the often daunting language and terminology of screen studies. Entries include: *audience * Homi K. Bhabha * black cinema * the body * children and media * commodification * cop shows * deep focus * Umberto Eco * the gaze * Donna Haraway * bell hooks * infotainment * master narrative * medical dramas * morpheme * myth * panopticon * pastiche * pleasure * real time * social realism * sponsorship * sport on television * subliminal * third cinema * virtual reality Consultant Editors: David Black, USA, William Urricchio, University of Utrecht, The Netherlands, Gill Branston, Cardiff University, UK ,Elayne Rapping, USA
In Burch's fundamental distinction between screen space (the totality of the
visible space of the image) and off-screen space (the invisible space outside the
image), the difference between presence and absence initially refers to the ...
Author: Sulgi Lie
Publisher: Amsterdam University Press
Towards a Political Aesthetics of Cinema: The Outside of Film is a contribution to an aesthetics of cinema rooted in Marxist theory. Rather than focusing on the role that certain films, or the cinema as an institution, might play in political consciousness, the book asks a different question: how can the subject of politics in film be thought? This problem is presented in a systematic-theoretical rather than historical manner. The main aim of this book is a retrospective rehabilitation of the psychoanalytical concept of "suture," whose political core is progressively revealed. In a second step, this rereading of "suture"-theory is mediated with the Marxist aesthetics of Fredric Jameson. From the perspective of this reconfigured aesthetics of negativity, films by Hitchcock, Antonioni, Haneke and Kubrick are analyzed as articulations of a political unconscious.
The depth buffer of the final image contains depth values z"/w' in screen space.
Therefore, using depth values from one perspective projection (texture space) to
correct depth values in another space (screen space) requires reversing the ...
Author: Julie Dorsey
Publisher: Springer Science & Business Media
The book contains the proceedings of the 8th Eurographics Rendering Workshop, which took place from 16th to 18th June, 1997, in Saint Etienne, France. After a series of seven successful events the workshop is now well established as the major international forum in the field of rendering and illumination techniques. It brought together the experts of this field. Their recent research results are compiled in this proceedings together with many color images that demonstrate new ideas and techniques. This year we received a total of 63 submissions of which 28 were selected for the workshop after a period of careful reviewing and evaluation by the 27 mem bers of the international program committee. The quality of the submissions was again very high and, unfortunately, many interesting papers had to be rejected. In addition to regular papers the program also contains two invited lectures by Shenchang Eric Chen (Live Picture) and Per Christensen (Mental Images). The papers in this proceedings contain new research results in the areas of Finite-Element and Monte-Carlo illumination algorithms, image-based render ing, outdoor and natural illumination, error metrics, perception, texture and color handling, data acquisition for rendering, and efficient use of hardware. While some contributions report results from more efficient or elegant algo rithms, others pursue new and experimental approaches to find better solutions to the open problems in rendering.
In doing this, Epp demonstrates just how complex off-screen space is and shows
how many forms it can assume. At the end of the film, we realize that the
relationship between the various spatial fragments is inscrutable and that we
Author: R. Bruce Elder
Publisher: Wilfrid Laurier Univ. Press
What do images of the body, which recent poets and filmmakers have given us, tell us about ourselves, about the way we think and about the culture in which we live? In his new book A Body of Vision, R. Bruce Elder situates contemporary poetic and cinematic body images in their cultural context. Elder examines how recent artists have tried to recognize and to convey primordial forms of experiences. He proposes the daring thesis that in their efforts to do so, artists have resorted to gnostic models of consciousness. He argues that the attempt to convey these primordial modes of awareness demands a different conception of artistic meaning from any of those that currently dominate contemporary critical discussion. By reworking theories and speech in highly original ways, Elder formulates this new conception. The works of Brakhage, Artaud, Schneeman, Cohen and others lie naked under Elder’s razor-sharp dissecting knife and he exposes the essence of their work, cutting deeply into the themes and theses from which the works are derived. His remarks on the gaps in contemporary critical practices will likely become the focus of much debate.
Unity Specifics Screen, Viewport, and World Vectors Unity, as with all 3D
graphics systems, has three coordinate systems: screen space, viewport, and
world. The screen and the viewport are 2D systems, and the world is 3D. The
Author: Penny de Byl
Publisher: Taylor & Francis
The independent developer has ascended, and the new business model demands agility. You have to be able to work on all aspects of game creation, and your team's game will publish directly to platforms like Android, iPhone, and Facebook. You'll use Unity, the hottest game engine out there, to do it. In order to earn your place on the elite development team, you must master both sides of the development coin: art and programming. Holistic Game Development with Unity is an authoritative guide to creating games in Unity. Taking you through game design, programming, and art, Penny de Byl uses a holistic approach to equip you with the multidisciplinary skills you need for the independent games industry. With this book, you will master essential digital art and design principles while learning the programming skills necessary to build interactivity into your games. The tutorials will put these skills into action. The companion website offers: source code for completed projects from the book, art assets, instructional videos, a forum, author blog and lesson plans and challenge questions for professors. Examines art and programming in unison-the only one-stop shop for individual developers and small teams looking to tackle both tasks.
The movement of the gas (solid texture, hypertexture) is created by moving the
fixed three-dimensional screen space point along a path over time through the
solid space before evaluating the turbulence function. Each three-dimensional ...
Author: David S. Ebert
Publisher: Academic Press
Congratulations to Ken Perlin for his 1997 Technical Achievement Award from the Academy of Motion Picture Arts and Science Board of Governors, given in recognition of the development of "Turbulence", Perlin Noise, a technique discussed in this book which is used to produce natural appearing textures on computer-generated surfaces for motion picture visual effects. Dr. Perlin joins Darwyn Peachey (co-developer of RenderMan(R), also discussed in the book) in being honored with this prestigious award. * * Written at a usable level by the developers of the techniques * Serves as a source book for those writing rendering systems, shaders, and animations. * Discusses the design and implementation of noise functions. * Contains procedural modeling of gases, hypertextures, mountains, and landscapes. * Provides a toolbox of specific procedures and basic primitive functions for producing realistic images. * Procedures are presented in C code segments or in Renderman shading language. * 3.5" disk contains the code from within the book for easy implementation
In this part we will cover three rendering algorithms that operate primarily in
image or screen space. While there are multiple reasons for working in image
space, one particularly nice property is that such techniques are usually
Author: Wolfgang Engel
Publisher: CRC Press
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.
DetectAndSimulate needs to store representations of circles and lines in both 2D
screen space and 3D world space. These representations do not need to be
visible to any other class in our application, so it is appropriate to define their
Author: Joseph Howse
Publisher: Packt Publishing Ltd
This book is for programmers who want to expand their skills by building fun, smart, and useful systems with OpenCV. The projects are ideal in helping you to think creatively about the uses of computer vision, natural user interfaces, and ubiquitous computers (in your home, car, and hand).
On the one hand, curation that is focused on the screen and its possibilities for
reifying a hybrid and experimental space of activity, and on the other, curating
that is focused on the representation and inscription of dance in order to reinforce
Author: Douglas Rosenberg
Publisher: Oxford University Press
The relationship between the practice of dance and the technologies of representation has excited artists since the advent of film. Dancers, choreographers, and directors are increasingly drawn to screendance, the practice of capturing dance as a moving image mediated by a camera. While the interest in screendance has grown in importance and influence amongst artists, it has until now flown under the academic radar. Emmy-nominated director and auteur Douglas Rosenberg's groundbreaking book considers screendance as both a visual art form as well as an extension of modern and post-modern dance without drawing artificial boundaries between the two. Both a history and a critical framework, Screendance: Inscribing the Ephemeral Image is a new and important look at the subject. As he reconstructs the history and influences of screendance, Rosenberg presents a theoretical guide to navigating the boundaries of an inherently collaborative art form. Drawing on psycho-analytic, literary, materialist, queer, and feminist modes of analysis, Rosenberg explores the relationships between camera and subject, director and dancer, and the ephemeral nature of dance and the fixed nature of film. This interdisciplinary approach allows for a broader discussion of issues of hybridity and mediatized representation as they apply to dance on film. Rosenberg also discusses the audiences and venues of screendance and the tensions between commercial and fine-art cultures that the form has confronted in recent years. The surge of screendance festivals and courses at universities around the world has exposed the friction that exists between art, which is generally curated, and dance, which is generally programmed. Rosenberg explores the cultural implications of both methods of reaching audiences, and ultimately calls for a radical new way of thinking of both dance and film that engages with critical issues rather than simple advocacy.
This makes sense, as the Screen Space is in relation to the camera, and the
camera's position and Aspect Ratio drive the UI bounds. When the UI
GameObject is set to World Space, the Rect Transform can be used. Since World
Space uses X, ...
Author: Matthew Johnson
Publisher: Addison-Wesley Professional
The Unity Engine Tutorial for Any Game Creator ¿ Unity is now the world’s #1 game engine, thanks to its affordability, continuous improvements, and amazing global community. With Unity, you can design, code, and author your game once, and then deploy it to multiple platforms, reaching huge audiences and earning maximum returns. Learning 2D Game Development with Unity® will help you master Unity and build powerful skills for success in today’s game industry. It also includes a bonus rundown of the new GUI tools introduced in Unity’s version 4.6 beta. ¿ With this indispensable guide, you’ll gain a solid, practical understanding of the Unity engine as you build a complete, 2D platform-style game, hands-on. The step-by-step project will get you started fast, whether you’re moving to Unity from other engines or are new to game development. ¿ This tutorial covers the entire development process, from initial concept, plans, and designs to the final steps of building and deploying your game. It illuminates Unity’s newly integrated 2D toolset, covering sprites, 2D physics, game scripts, audio, and animations. Throughout, it focuses on the simplest and lowest-cost approaches to game development, relying on free software and assets. Everything you’ll need is provided. ¿ Register your book at informit.com/title/9780321957726 to access assets, code listings, and video tutorials on the companion website. ¿ Learn How To Set up your Unity development environment and navigate its tools Create and import assets and packages you can add to your game Set up game sprites and create atlas sheets using the new Unity 2D tools Animate sprites using keyframes, animation controllers, and scripting Build a 2D game world from beginning to end Establish player control Construct movements that “feel right” Set up player physics and colliders Create and apply classic gameplay systems Implement hazards and tune difficulty Apply audio and particle effects to the game Create intuitive game menus and interface elements Debug code and provide smooth error handling Organize game resources and optimize game performance Publish your game to the web for others to see and play ¿
chapter 7 The shift from stage to screen: space, performance, and language in
The Knack ... and How to Get It Christine Geraghty Looking back on the “
explosion of world cinema” in the 1960s, Peter Cowie noted that The Knack ...
and How to ...
Author: R. Barton Palmer
Publisher: Cambridge University Press
This collection of essays offers the first comprehensive treatment of British and American films adapted from modern British plays. Offering insights into the mutually profitable relationship between the newest performance medium and the most ancient. With each chapter written by an expert in the field, Modern British Drama on Screen focuses on key playwrights of the period including George Bernard Shaw, Somerset Maugham, Terence Rattigan, Noel Coward and John Osborne and the most significant British drama of the past century from Pygmalion to The Madness of George III. Most chapters are devoted to single plays and the transformations they underwent in the move from stage to screen. Ideally suited for classroom use, this book offers a semester's worth of introductory material for the study of theater and film in modern Britain, widely acknowledged as a world center of dramatic productions for both the stage and screen.
Under this scenario, the other two Button UI elements will expand equally, and fill
the remaining screen space. If the third UI Button element were to be given a
weight of 2, instead of 0, that UI Button would be specified as being more
Author: Wallace Jackson
Anybody can start building multimedia apps for the Android platform, and this book will show you how! Now updated to include both Android 4.4 and the new Android L, Android Apps for Absolute Beginners, Third Edition takes you through the process of getting your first Android apps up and running using plain English and practical examples. If you have a great idea for an Android app, but have never programmed before, then this book is for you. This book cuts through the fog of jargon and mystery that surrounds Android apps development, and gives you simple, step-by-step instructions to get you started. Teaches Android application development in language anyone can understand, giving you the best possible start in Android development Provides simple, step-by-step examples that make learning easy, allowing you to pick up the concepts without fuss Offers clear code descriptions and layout so that you can get your apps running as soon as possible This book covers both Android 4.4 (KitKat) and Android L, but is also backwards compatible to cover the previous Android releases since Android 1.5.
... v) to choose for the display. There are many approaches to this and there are
several references to further information for the interested reader in the
bibliography. In essence, we need a function that goes from screen space to
texture space, ...
Author: Nik Lever
Publisher: Taylor & Francis
Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.