Beyond Virtual Production
Integrating Production Technologies
Herausgeber: Mackness, Cameron; Wallin, Zoe; Barnett, Tully; Bevan, Jason
Beyond Virtual Production
Integrating Production Technologies
Herausgeber: Mackness, Cameron; Wallin, Zoe; Barnett, Tully; Bevan, Jason
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Beyond Virtual Production brings together a range of creative practice research projects that have been undertaken in The Void, an early-adopter university-based virtual production studio at Flinders University in South Australia.
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Beyond Virtual Production brings together a range of creative practice research projects that have been undertaken in The Void, an early-adopter university-based virtual production studio at Flinders University in South Australia.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 208
- Erscheinungstermin: 8. Januar 2025
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781032582924
- ISBN-10: 1032582928
- Artikelnr.: 71234708
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 208
- Erscheinungstermin: 8. Januar 2025
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781032582924
- ISBN-10: 1032582928
- Artikelnr.: 71234708
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
Tully Barnett is Associate Professor of Creative Industries at Flinders University in South Australia, where she serves as Director of Assemblage Centre for Creative Arts. As an interdisciplinary scholar, her research considers digitisation and its impact on cultural experience and cultural work, as well as cultural policy and value. Jason Bevan is a Senior Lecturer in Visual Effects and Entertainment Design at Flinders University, a Senior Fellow of the Higher Education Academy and practitioner in Visual Effects, Postproduction, Animation, Virtual Production and Film-related projects. Cameron Mackness is a cinematographer/editor/director. In 2020 he co-founded The Void - Flinders' Motion Capture and Virtual Production Studio. Cameron is now the Digital Business Developer for the Void and an expert in all thing Motion Capture and Virtual Production. Zoë Wallin is a research assistant at Flinders University. She has published research on the industrial operations of the film Hollywood industry and is the author of Classical Hollywood Film Cycles.
Introduction 1 From Virtual Production to 'Integrated Production
Technologies': The Development of The Void 2 Life Savings: An
Interdisciplinary Short Film Collaboration 3 Digital Media Frontiers in
Teaching and Learning: Using The Void as a Space for Student and Staff
Skills Acquisition, Collaboration, and Teambuilding 4 From an Unreal World
to an Integrated One 5 The Beginnings of Big Sand Live: Real-time Virtual
Performance in a Physical Venue 6 The Line Where Red Meets Blue: Big Sand
Pioneers New Approach to Live Metaverse Performance Using Virtual
Production 7 Gender Diversity in Art and Technology: A Conversation in The
Void 8 Explorations in Motion Capture and Digital Art 9 Interview with
Rosina Possingham 10 Interview with Tiffany Knight 11 Deeper not Broader:
In Pursuit of an Actor Training Language to Elicit Nuance and Complexity in
Motion Capture Performance 12 The Role of Educational Environments in
Influencing the Experience of Women and Gender Diverse People in the
Virtual Production Sector 13 Derrida in Practice: The Possibilities of
Theory in The Void 14 Photogrammetry and Geophysics for Archaeological and
Historical Research Using Immersive Environments: The Case of Martindale
Hall 15 SONNY: The Unreal Affordances of Real-Time Game Engine Technologies
for Screen Production 16 A Game of Rhetoric: Creating an Interactive
Plato's Cave with Performers and AI in The Void
Technologies': The Development of The Void 2 Life Savings: An
Interdisciplinary Short Film Collaboration 3 Digital Media Frontiers in
Teaching and Learning: Using The Void as a Space for Student and Staff
Skills Acquisition, Collaboration, and Teambuilding 4 From an Unreal World
to an Integrated One 5 The Beginnings of Big Sand Live: Real-time Virtual
Performance in a Physical Venue 6 The Line Where Red Meets Blue: Big Sand
Pioneers New Approach to Live Metaverse Performance Using Virtual
Production 7 Gender Diversity in Art and Technology: A Conversation in The
Void 8 Explorations in Motion Capture and Digital Art 9 Interview with
Rosina Possingham 10 Interview with Tiffany Knight 11 Deeper not Broader:
In Pursuit of an Actor Training Language to Elicit Nuance and Complexity in
Motion Capture Performance 12 The Role of Educational Environments in
Influencing the Experience of Women and Gender Diverse People in the
Virtual Production Sector 13 Derrida in Practice: The Possibilities of
Theory in The Void 14 Photogrammetry and Geophysics for Archaeological and
Historical Research Using Immersive Environments: The Case of Martindale
Hall 15 SONNY: The Unreal Affordances of Real-Time Game Engine Technologies
for Screen Production 16 A Game of Rhetoric: Creating an Interactive
Plato's Cave with Performers and AI in The Void
Introduction 1 From Virtual Production to 'Integrated Production
Technologies': The Development of The Void 2 Life Savings: An
Interdisciplinary Short Film Collaboration 3 Digital Media Frontiers in
Teaching and Learning: Using The Void as a Space for Student and Staff
Skills Acquisition, Collaboration, and Teambuilding 4 From an Unreal World
to an Integrated One 5 The Beginnings of Big Sand Live: Real-time Virtual
Performance in a Physical Venue 6 The Line Where Red Meets Blue: Big Sand
Pioneers New Approach to Live Metaverse Performance Using Virtual
Production 7 Gender Diversity in Art and Technology: A Conversation in The
Void 8 Explorations in Motion Capture and Digital Art 9 Interview with
Rosina Possingham 10 Interview with Tiffany Knight 11 Deeper not Broader:
In Pursuit of an Actor Training Language to Elicit Nuance and Complexity in
Motion Capture Performance 12 The Role of Educational Environments in
Influencing the Experience of Women and Gender Diverse People in the
Virtual Production Sector 13 Derrida in Practice: The Possibilities of
Theory in The Void 14 Photogrammetry and Geophysics for Archaeological and
Historical Research Using Immersive Environments: The Case of Martindale
Hall 15 SONNY: The Unreal Affordances of Real-Time Game Engine Technologies
for Screen Production 16 A Game of Rhetoric: Creating an Interactive
Plato's Cave with Performers and AI in The Void
Technologies': The Development of The Void 2 Life Savings: An
Interdisciplinary Short Film Collaboration 3 Digital Media Frontiers in
Teaching and Learning: Using The Void as a Space for Student and Staff
Skills Acquisition, Collaboration, and Teambuilding 4 From an Unreal World
to an Integrated One 5 The Beginnings of Big Sand Live: Real-time Virtual
Performance in a Physical Venue 6 The Line Where Red Meets Blue: Big Sand
Pioneers New Approach to Live Metaverse Performance Using Virtual
Production 7 Gender Diversity in Art and Technology: A Conversation in The
Void 8 Explorations in Motion Capture and Digital Art 9 Interview with
Rosina Possingham 10 Interview with Tiffany Knight 11 Deeper not Broader:
In Pursuit of an Actor Training Language to Elicit Nuance and Complexity in
Motion Capture Performance 12 The Role of Educational Environments in
Influencing the Experience of Women and Gender Diverse People in the
Virtual Production Sector 13 Derrida in Practice: The Possibilities of
Theory in The Void 14 Photogrammetry and Geophysics for Archaeological and
Historical Research Using Immersive Environments: The Case of Martindale
Hall 15 SONNY: The Unreal Affordances of Real-Time Game Engine Technologies
for Screen Production 16 A Game of Rhetoric: Creating an Interactive
Plato's Cave with Performers and AI in The Void