Shuen-git rl 周旋捷; Swann Jie sl/, 2011: N°1 Sculptures N°2 好奇藝術::舊+新 Kunstkammer :: Old+New & Film Reviews N°3 Digital Guqin Museum 數碼古琴互動藝術研究創作室 MicroTotalArt HandScroll Guqin; HuaKui cubes; === copyright: when using content of this blog, please use link,indicating source and author information. 版权声明:转载时请以超链接形式标明文章原始出处和作者信息 === http://swannbb.blogspot.fr/2015/02/sgc-2015-monumental-sculptures-etc.html ===
List of Monumental sculpture projects 2015
- 1 http://swannbb.blogspot.fr/2015/02/sunday-robot-play.html
- 2 http://shuengitswannjie.blogspot.fr/2015/02/interactive-reading-room-tea-house-2015.html
- 3 http://swannbb.blogspot.fr/2014/06/neo-ming-bed-luxembourg.html
- 4 http://swannbb.blogspot.fr/2013/02/yuzi-paradise-tell-moon.html
- 5 http://swannbb.blogspot.com/2011/09/12th-changchun-international-sculpture.html
- 6 http://www.saatchionline.com/Shuen-git
Friday, 29 November 2013
Sunday Robot : Bruce
dimension: 50 cm x 50 cm x 50 cm approx
stainless steel
March 2013
Shuen-git Natasha Chow
Wednesday, 27 November 2013
Tuesday, 26 November 2013
Thursday, 21 November 2013
Portfolio :: Life Drawing, paintings, design, virtual world creations, research papers and exhibition visuals
Portfolio ::
Life Drawing, paintings, design, virtual world creations, research papers and exhibition visuals
Life Drawing, paintings, design, virtual world creations, research papers and exhibition visuals
Wednesday, 20 November 2013
Monday, 18 November 2013
Sunday, 17 November 2013
xyz Qin:: KaiYuen Qin <開元琴>
唐·無名雷公琴
唐/無名雷公琴 日本東京國立博物館藏
※ 注:唐代雷氏所制之琴--世稱『雷公琴』
Shosoin
Shosoin
Shosoin
xyz Qin :: 法隆寺旧蔵<開元琴> 別名<雷氏琴> KaiYuen qin or Lai Qin
法隆寺旧蔵<開元琴> 別名<雷氏琴> KaiYuen qin or Lai Qin
日本琴學
Japan Qin study
法隆寺旧蔵<開元琴> 別名<雷氏琴>
現在、東京国立博物館の所蔵となっておりますが、法隆寺には唐代
鈴木蘭園(1741〜1790年)の『雷琴記』に詳細なレポート
「明和五(1768)年の春、大和の法隆寺が所蔵の古器を諸人に
面式
素材 桐 通長三尺五寸五分(約1m18cm)、幅五寸五分(約
(for the shosoin in Nara: according to a study by Dr. Kishibe, 114.2cm length, width, 16cm head ends, 19.2cm shoulder, 13.9cm waist, and tail 13.1cm.)
腹式
龍池と鳳沼の中の槽の腹部は少しく隆起
底式
底板の材不明 厚さ二分(約6.6mm) 軫 喪失 鳳足二箇
側式
厚さ六分五厘(約2.1cm)—七分五厘(2.5cm)
右四式、合わせて二十九条、皆今の曲尺をもって度る。」
東京国立博物館蔵
http://www.tnm.jp/
---
法隆寺的老財產<Kaiyuan Kin>別名<thunder的Kin>先生目前,它成為東京國立博物館舉行,已唐代古琴傳世的法隆寺。是“九隴縣在5月5日12歲在喀什開元”在Sumigaki身體內部的結構,到十二(724)年開原唐代,唐玄宗在位9隴県(它是古琴,這是產於四川成都辦事處彭県) 。此外,它也被稱為“雷聲大江東先生”假設雷鳴先生名斲琴(大沽金)家庭住房已產生的地名九隴縣。產地不明或介紹了如何對法隆寺。這就是所謂的古琴表達形式的豎琴,古琴,那些不古琴等表情獨特的形狀,這是黃金和白銀的純文本命正倉院一樣。有“閃電古琴鈴木胡姬花園( 1741年至1790年多)的詳細報告提到的” 。我們是正確的翻譯為“箏技工江戶時代的”岸鎮雄,“瀕危物種公約”的故事。春天“ 1768 (1768)年,是大和法隆寺表明各種人舊船控股。帝國寶藏和韓國(岸注在高麗, :王子Jogu (聖德太子)大家。傳聞有豎琴馬祖〜津市,字應留在除了這句話胡姬花園,雷鳴唐,這個傳聞我因為堅信健。可能Wasuresa 〜津市此傳聞我曾想過,我認為有一個豎琴,是馬祖〜津市從。 )是持懷疑態度,而喜歡古琴,想看到古老的豎琴。它沒有歡樂,只要為它已經被邀請兩個人的朋友來了解,這用所有的權利,你說,他們已經找到了寶藏的豎琴。各種獨自去,想複製類型的豎琴為僧,當我在身邊,因為沒有人來,揮毫潑墨準備手電筒,如秤取出測量,當我在這裡和那裡,身穿黃袍的和尚走近,譴責作為“無法無天什麼” 。左邊是不住點頭,說誰允許我指出的和尚就在身邊,應該有什麼爭吵,有一件事做的。由於遺憾,因為它是,問的和尚寺廟住宿到一些人的名字,去問問彌勒,央求以不同的方式,但它也不會出來。因為它可能是黑暗的他們,我已經交付牧師的地方寫凱士它通過調用介意歌曲。因此,它應該是想告訴你,明天早上在北條。實現超越比較喜悅的真實意圖。稱為波松寺廟前面的那個晚上,我在一家客棧。我發現我在第二天早上北條。如果你靜靜地看,它的形狀,以及它是不是。我畫的(漆)黑,有一個橫截面的波峰或整個圖表。的橫截面牛毛。世事如什麼是混合的梅花花。花瓣五津北路至少有兩個閥門,三,四閥。這是一種東西叫梅花交叉。眼淚沒有聖多美- RA能夠看到的喜悅和驚喜地看到這一點,到今天的世界。梅花丹感謝古老的財寶在壩頂的橫截面約數。報導說,這是不超過1000年通過。現在我複製的正面和背面的細節,例如頭 - 到 - 尾寬長。 18個字符,被稱為“九隴縣在5月5日12歲在喀什開元”它在的楷字當你看看Tatsuike的結構。我辭去了寺廟,並表示很高興聽到這樣的事情,因此,在過去。自住的地方,你在雷霆舒先生(四川) ,這豎琴就是打雷毫無疑問,唐玄宗時代,九隴開源的。雷鳴先生是一個人,他說,有沒有人排隊唐代古琴大師。聽起來圖,據報導,即使沒有Tagui江東(如演奏家輪,春秋時期齊人)車輪扁真正。世界人民是強調珍惜簡稱為(雷霆)陳樹堅如果你離開。寫那些罕見的世界成為可能,並放置在頒獎雷聲宋代的蘇東坡先生看到豎琴。這是今天你放屁了一千多年,離開了唐代,跨越中國邊境的國家,更不用說卡諾。有些事情你調情的古董諸如此類的東西,但只是滅絕(中世紀)中旬以來,人們更喜歡現在少了,因為它是唯一的豎琴,沒有人知道這個風頭健先生。國家荻生徂徠武藏是一個外行,美琴“古可能維持(法隆寺,甚至是正倉院),例如在南部首都當你嘗試新在其尺寸在其作者,古也如“,將看到我寫的古琴聲。有抱負,但沒有這麼拍志(下鄉徂徠人從京都人的)人的小雞。我能夠重現的形狀更幸運的是,今天看到這箏。而且我認為,如果你放棄,即使人誰做志同道合,將Nokoro後人長,和描述的詳細尺寸TE份額的四個表面表達(表1 ) ,底部公式(回) ,腹部(腹部) ,側式(側) ,另外,擔任繪製圖表類型表,就回去了。表面表達五分鐘五個維度腰帶材料通過長期鑽(約1m18cm ) ,五分鐘五維寬(約18厘米) - 八分鐘三個尺寸(約12cm )武花梨木腹部的在沼澤和馮Tatsuike隆起Sukoshiku的腹部的浴底公式底板兩分鐘的厚度未知材料(約6.6毫米)的軫損失峰腳尼卡材料不明側面公式五煽動6分鐘厚度(約2.1厘米) - 凜五7分鐘(2.5厘米)四公式權利,與此同時第29條,一個木匠的廣場現在大家都茹程度。 “
Wednesday, 13 November 2013
Machinima 實時計算機造-動畫影片 paper, Conf at TNNUA 21nov2013, without jpeg, text only
Nov2013
Machinima 實時計算機造-動畫影片
Real Time Computer Graphics for Cinematic Animation
Shuen-git Natasha Chow 周 旋 捷
Visiting Associate Professor
Interdisciplinary Artist
國立臺南藝術大學動畫藝術與影像美學研究所
Tainan National University of the Arts
Graduate Institute of Animation and Film Art
email: atashashuengitchow@gmail.com
http://swannbb.blogspot.com
Interdisciplinary Artist
國立臺南藝術大學動畫藝術與影像美學研究所
Tainan National University of the Arts
Graduate Institute of Animation and Film Art
email: atashashuengitchow@gmail.com
http://swannbb.blogspot.com
Machinima is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. It is approximately 15 years old.
My interest and creations in the virtual world has a main focus of bringing ancient Chinese culture through New Media platforms.
In this paper, I will expose two to three main types of Machinimas, and within each type a range of graphic inventiveness and specific purpose for various audiences.
The First is an online Virtual World Platform, Secondlife - which has no predetermined gaming elements, it has a blank volume for users to create their world. It provides storage and the Graphic Engine itself with building tools and scripts. Therefore, it is not yet a game, but an online tool for sharing real time graphic information - to create playing elements - in real time.
The Second type would be the artistic deployment of Video Game engines to record the graphic display as films. This would include regular game play and also creative, inventive use of the characters in the game platform as "talents" in the film.
"Second Life's true advantage is its ability to provide a plethora of virtual filming
locations or, at the other extreme, a blank canvas upon which one can build an
environment quite inexpensively."
-Machinima: "The Art and Practice of Virtual Filmmaking",
by Phylis Johnson and Donald Pettit
"Second Life's true advantage is its ability to provide a plethora of virtual filming
locations or, at the other extreme, a blank canvas upon which one can build an
environment quite inexpensively."
-Machinima: "The Art and Practice of Virtual Filmmaking",
by Phylis Johnson and Donald Pettit
I begin first with a Machinima documentary film of the functional aspects of a Virtual World. This demonstrates why for certain real life problems, a Virtual World is a breakthrough and proven to be useful in a unique way which is not possible with other forms of solutions.
Then, I will present the various types of artistic Machinimas, for animation film making and esthetic enjoyment purpose.
Lastly, I will show the current state of Machinima in the economic-business world and the applications of computer animation using video games graphics for commercial purpose.
First group:
Secondlife Virtual World Tool
Secondlife, a blank interactive online 3D tool platform, provides a canvas for players to interact with self-created content
Example 1: Close identification of the avatar with the player enhances cures for Parkinson's disease.
Secondlife investigator : what is inside the world of Secondlife? https://www.youtube.com/watch?v=nyiiWxNguGo
Then, I will present the various types of artistic Machinimas, for animation film making and esthetic enjoyment purpose.
Lastly, I will show the current state of Machinima in the economic-business world and the applications of computer animation using video games graphics for commercial purpose.
First group:
Secondlife Virtual World Tool
Secondlife, a blank interactive online 3D tool platform, provides a canvas for players to interact with self-created content
Example 1: Close identification of the avatar with the player enhances cures for Parkinson's disease.
Secondlife investigator : what is inside the world of Secondlife? https://www.youtube.com/watch?v=nyiiWxNguGo
Example 2: Architecture 3D design students using the real time online Global online features.
Collaboration of an architecture project between Kansas University Students with Cairo University using the platform of Secondlife in real time. USA+Egypt
https://www.youtube.com/watch?v=Cz0yTqo35d8 (part 2)
There are other functional oriented Machinimas, we could imagine, simulation training for firemen, hospital care, briefing diplomats to ease into a foreign culture via a simulated foreign environment, so on so forth.
Next, we will see some Artistic Machinimas. These are chosen for graphic, aesthetic, and quality of the story. I will skip most "Fan-laborer"s work because they require a huge amount of enthusiasm and experience of the specific games for the delicacies of the films to be understandable.
Second group:
Artistic Machinimas
Collaboration of an architecture project between Kansas University Students with Cairo University using the platform of Secondlife in real time. USA+Egypt
https://www.youtube.com/watch?v=Cz0yTqo35d8 (part 2)
There are other functional oriented Machinimas, we could imagine, simulation training for firemen, hospital care, briefing diplomats to ease into a foreign culture via a simulated foreign environment, so on so forth.
Next, we will see some Artistic Machinimas. These are chosen for graphic, aesthetic, and quality of the story. I will skip most "Fan-laborer"s work because they require a huge amount of enthusiasm and experience of the specific games for the delicacies of the films to be understandable.
Second group:
Artistic Machinimas
Example 3: Machinima using Online game play with stylish graphics. Habbo Hotel
https://www.youtube.com/watch?v=PDJh0hHAkuY
Habbo Hotel : fiction using game engine, live collaborative playing, many players behaving with or without a script
Example 4: Minecraft. Mixed reality
https://www.youtube.com/watch?v=m5sW8jxqQ5g
Minecraft : mixed reality
real life footage + online footage, post production work; with script
Example 5 : Vola Vola, Fly Me. Director : Berardo Carboni
A full feature Machinima made as a maquette for a real life film
Vola Vola : film maquette shot in Secondlife as preparation for the real life feature film
Scripted, with real life actors manipulating the e-puppets (avatars), actors are from around the world, Japan, USA, Italy, Amsterdam. 90mn
Notice the graphics inside the computer of the sl avatar. What we see is Secondlife roaming around by Secondlife avatar. Its a Secondlife for Secondlife avatar.https://www.youtube.com/watch?v=gbroeNoRfRk&list=PLCC11C8482D665F29
Example 6 : Testing of tools in Secondlife.
Swannjie in Tainan: Incrustation of video display with Chroma screen for a short film.
Chroma Green screen with giant tv viewing, live footage from Secondlife.
There are many filming tools created by third parties for the Secondlife platform. And many cinema sets created for film making.
http://youtu.be/3d8qm3iKlM8
Example 7 : Testing of a short Machinima+real life (Tainan), screening in Secondlife.
This is a live screening at the Digital Guqin Museum Garden Lot.
Example 8 : Testing of tools in Secondlife.
Mock up of a real sculpture : Virtual World platform used as a testing ground, a studio for sculpture modelling. It has the advantage of allowing visitors to see the work and walk around it in 3d.
http://www.youtube.com/watch?v=n5F1IG0BiAI
Example 9 : Interview of Motion Capture creator in sl+rl, Drax Files
Motion Capture Animation creator :
Drax Files: interview of a motion capture artist in sl from Scotland.
https://www.youtube.com/watch?v=3nSJpzzN4Ug
Example 10 : Re building a movie set for the pleasure of visitors. Playing.
Spirited away in Secondlife : The movie set Spirited Away was re-created in Secondlife by a Fan-artist. Visitors could walk around the scenes and be the talent, interact with others and have their own personal stories for memories.
https://www.youtube.com/watch?v=KUXPta2koTQ
Example 11 : The Third Cat : MosMax+Chris Marker's Machinima in Secondlife
THE THIRD CAT : by gorrr aka. Mosmax, with Chris Marker's using Marker's cat who visits various locations around the world in the Virtual World, just like he did in real life movies.
http://vimeo.com/16533965
Example 12 : Music video for Danish group "Pixelated Truth"
Pixelated Truth: Giana Factory - Pixelated Truth - Pop Art Lab Music Video Entry
Film produced by FuzOnAcid & Fuschia Nightfire
Filmed in Second Life at Mata Hari, Idle Rogue, Pop Art Lab, Art Maze on Zindra, Mysterious Wave & Saiwa
Particles by PoofmaniaLove Guitar: Designed by Tinkle Pudless
As we could see by this example, for a short music video, it takes a lot of team work.
The talents in the virtual world is just like in the real world, each role is taken by a real person and is manipulated in a co-ordinated script. Lighting, scenario, location scouting, script. It is a total miniaturised film making at a fraction of the cost of a physical music video production.
Loui Foo of Giana Factory said:
"The winning video is amazingly abstract! It pictures an absurdity and a parallel universe,
we could not even imagine existed. We find the colors and the playfulness and creativity
in the universe very attractive. It's unpredictable and avant garde and still pure eye
candy, and has an almost burlesque feel to it. Besides that, we think it goes well with the
tune and keeps the story untold, and it's up to the viewer to create their own."
Actors:
MommaLuv Skytower, Diawa Bellic, Serena Lekvoda, Slappy Doobie, Chryblnd Scribe,
Madison Pinelli, Fuschia Nightfire, Jewellah Magic, Dogman Sparta, Midnight Zepp,
Curti5 Rexen, Ellie Criss, Boo Eberhardt, Mozy Pera, 13ANGELSMINE Bluebird, Zoe
Babineaux, TeuffelHunde Mandelkorn, Anje Aichi, Eifachfilm Vacirca, NicoleX Moonwall,
and Spiral Silverstar.
Example 13 : A simple poetic Machinima/animation film based on a flash game.
But that was yesterday: This is a simple online flash game, after filming the various sequences together, you get different endings of an animation film. There is no group participation here. Only a record of the "film", game play that you have seen/experienced.
Video recording of a game play
https://www.youtube.com/watch?v=wMZrGipRQBU
Original Playable game online here:
http://jayisgames.com/games/but-that-was-yesterday/
Lastly::
In China
Example 14 : Massive Virtual World simulation trainings for sales-personnels.
Sales training simulations:
http://www.ctitv.com.tw/news_video_c15v147120.html
Secondlife expert from Taiwan Nomilly Valeska :
A professor from Taiwan, specialist in Secondlife comments on FB that, 3D virtual world's specific functions are right here, for commercial training purpose.
Why do we Taiwanese not see this future?
3D虛擬世界的功用就在此,為何台灣這麼多人看不到這前景?
Elsewhere
Functional + Entertainment + Cultural Heritage
Example 15 : Canadian Hospitals investments in Simulation trainings for Health Care. Canadian Hospitals: Simulation for practical purpose ie hospitals. Canadian hospitals (private internal sim)
http://toronto.ctvnews.ca/video?clipId=919306&playlistId=1.1266296&binId=1.815897&playlistPageNum=1
Example 16 : Digital Guqin Museum Stone Castle building found which was used as a club in a Western Style setting.
Digital Guqin Museum Building: Came across this castle and I purchased the same and did interior settings to make it the Digital Guqin Museum Home (no machinima footage, only stills for memory)
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0yq_Iq5OaaQV90I-Ahhz6lQec8UK18gTWY8rnFLGrrKomhOffGR_-DbjOoXLHT2M9Uq9510KDInohyjDKJp6110kEIxPqL4L9wwE3byeJ9bNTn-Xo7n4wa4LLLdxGC5x_tAMFOI6uAK-X/s1600/same+castle+for+bdsm+club%21+closeup2.JPG
Example 17 : Digital Guqin Museum Stone Castle used as a Guqin Playing Venue
Digital Guqin Museum Building: Borrowed another persons Stone Castle for guqin playing venue to test the setting and vegetal nature themed ambiance.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP3OrBU_jRrANp8SKaSjY-vp3CSThx3mbpm2IDS9V87JKEg-aSYcQkteyxMt3njJTsznXoOlol30PKSlmwEKaz7KqA3alvhUF0CRcYDOgGhwplhc6DItciKwrOpmpTrxPCY0P0HRzt9W6k/s1600/tea+nice+guqin+playing+place.JPG
Example 18 : Digital Guqin Museum Stone Castle used as a Guqin Playing Venue
Final Digital Guqin Museum setting: interactive realtime online White Board Graffitti wall - courtesy of Mississippi University (scripting); Mahjong Table - Japanese creation - a real game for playing with other avatars or by yourself; Library, guqin playing costumes created by Swannjie, all free.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk0Te66mKwlBsGJ7lQk3-mR4SRN9WLfiu7pZJ3acr0wh5B_M6UxAACxpQ5grc9_4dbetQ0OVDa2dOShzAtfXxQou_WFajOMs2GY9lg3KA0Z2dc_dqmY_C4H5ywvWYGtA1DeEZ88hydob8Q/s1600/dgm+stone+castle+terrace+library+shelf+tv+screen+tree.jpg
Example 19 : Digital Guqin Museum : Guqin Playing Venue and Library Books
Book Publishing: Prize winning Guqin Book (Swedish and English) in real life by Professor Cecilia Linqvist, here displayed introduction to the guqin for non-Chinese speakers. There are also many books published in the Virtual World - just like eBooks in real life.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj_d4r0WyPSzfEKSzlNTdA_tiSHY0xYSReAXjkb1xJ4_81Qhu50pHPyv6d-QzNkqhwhC4r4M1CFckIgszVEH1R8WslIuxZtND5NEgPlZ1BFR0imGPCBdBVXQ7Du_XkToW76_9gxBPXAZ2C/s1600/DGM+tree+stone+castle+w+book+painting.JPG
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj_d4r0WyPSzfEKSzlNTdA_tiSHY0xYSReAXjkb1xJ4_81Qhu50pHPyv6d-QzNkqhwhC4r4M1CFckIgszVEH1R8WslIuxZtND5NEgPlZ1BFR0imGPCBdBVXQ7Du_XkToW76_9gxBPXAZ2C/s1600/DGM+tree+stone+castle+w+book+painting.JPG
Fashion Design and Sale: Real life Universities used Secondlife for training fashion. ie London College of Fashion. Some Secondlife garments are purchasable through pre-order as made to order item from Virtual World to the Real World.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHw7UY_6_RSiBj3cyrZEbndXbBb69TXTz_VJXtszGryDLLFR2Ji8z97xYKwx-PLiQ5zUwYzBLtzbYcYsUUOIU6THETl-Ayiq1B7TOkv8_OB9QT_qR7AaPOZOTRl-dYVj2LpJT0yjhMlk90/s1600/QiQ+at+DGM.bmp
Example 21 : Digital Guqin Museum presentation live with Transmusicale Event with Rennes, France.
Mixed Reality - eRobots/avatars : an electronic music+digital art and technology event. This was filmed from both in Virtual World and Real World. There is a documentary Machinima archived by the Transmusicale Organiser. On screen, you see the real world live streaming - it is a two way transfer. The viewers see the Virtual World and could talk to the avatar and the avatar could see the action in the Real World. Somewhat like Skype - but from RW to VW and back. i.e. Ars Electronica in 2009 did a simultaneous broadcast of the mayors opening speech at the opening ceremony with the real mayor on stage at the same time. In 2013, at ars electronica, a Japanese professor presented a robot - replica of himself - to speak to the audience at the same time. His robot is a physical robot - whereas the Virtual World avatar is an eRobot.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-1tMpxTDReMVwcd6F4eJB54D8QbOhEJERnyK7IlY4GUFrqJdj7OH-4Z-LVZFvdQ7mnCUsMYQ0fmx-6M_XFOLskK0nntNw_t-m8otv23lx9pHCp90bs_QfGRHR-WPYiJFORVmHCq7Zy9Q/s1600/sl+night+clap+clip+watching+scene.JPG
Mixed Reality Real Life newspaper coverage: the event was covered by local media newspaper, and the mixed reality system was expanded to stream a real life opera from Lyon Opera House into Secondlife the following year.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6-j1mMcjIchchUihi_eTTIMYRL3FmhaLOOPY34dLy4XecLjdxB4wD_JhX0tcDs6AeEOEOJQxOlaJNqGU08Y6CM6OMOP-yEZLV86mFaAd2rpkD9nBuLF2DB5DMSLmpFMap6CExNExAJyw/s1600/rn10_2100973_1_px_470_.jpg
Example 23 : 3D narrative driven Videogame as Art // Art Games ::
Video-game art as art in a museum : Die Veterraanen 1995 : prize winning interactive cd-rom thats designed as an art piece not a game. Spiritual, aesthetic, or simply fun without other functional purpose games.
http://www.liberation.fr/medias/1995/01/12/le-multimedia-a-rendez-vous-a-cannes_120161
Example 24 : Goal Oriented games with artistic renderings and traditional story telling
Myst : started work in 1991- released 1993
creators:: Brothers Rand and Robyn Miller, with help from sound designer Chris Brandkamp, 3D artist and animator, Chuck Carter, Richard Watson, Bonnie McDowall, and Ryan Miller, who together made up Cyan, Inc.
"Myst" 1993- 2012 (24a)released on various devices. Collected by Musuem of Modern Art, New York.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjugV0JbQWjQ4tcdrcDmVuEaZQhkE8gAs4Md6RHAm0O6tae6lsAfk2k5BLyc-PMmB6JHX2lleHG1BF-_w1bDr8ogDpgw1057XPrt531Y_5EyMKQSemkvkBH9jdWCpk-odP433o0BggHdU97/s640/myst+6+cov+pic.tiff
http://www.moma.org/explore/inside_out/inside_out/wp-content/uploads/2012/11/Myst-Island-5.sm_.jpg
"Myst 5" 2005 (24b)
http://beust.com/pics/myst5.jpg
Example 25 : Non-narrative Secondlife creative artistic experiences sims
Clock Island 2007 : no longer exists, no specific goal - similar to Myst but no mystery to solve. Franck Mullers clocks, time machines, fashion, mystery treasure hunt game + time space ambiance immersive experience. The clock tower with ever falling numbers in a scenario of white.
The island setting (25a) : clock tower
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFXICrmyBEAhbc9FckMKYx7ZQSy6_s7NEzNmygSzgEsvc_aRenoNU3rEzMwbq3GKs2JxAl13xIOoyEyh3exlqIEg31NPSXUhCUfhyphenhyphenhKVwWegRH7vEWeVkMz7Jzgv8iefTmn00ZNUqQBeBF/s640/54+Clock+Island+from+NWN.JPG
Inside the clock tower (25b) :
The clock tower with ever falling numbers in a scenario of white.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yteJUvU8q2iCBBR6gIfWsDOpDyFakPVAKPFtS8JyNRz66MEB7kQu2jD7_zRwQvtHwjOGq_sK4Mu41ggscIqcNCMlByR9rOivak7w6KthTQOzh7PKFqurwAaIjnsu6dIQXOZEeYWc1BL6/s640/54+Clock+Island+from+Ana+Lutetia.JPG
Franck Muller dress gift (25c) : Fashion with the time theme
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFqVK6BxcsZyM2RIWnYaNlIpwiABT8IEfPEV0LbUd7H69tuTXIZPNDfY2Ww9yy9o-DUpa02Z6_IxKopRF1HA5HNr-TPpfEkCjLLuV7uDWZjObZ5wEXzl-1Hgcl9s4iTuXT1t18K4_fLGao/s640/franck+muller+dress+from+clock+island3.JPG
Example 26 : Non-narrative environment in Secondlife for creative play and commercial real life+virtual world experiences
Greenies Sim : up to 2009, no longer exists
Spaceship theme with tiny green spacemen in a 50s kitchen setting - the sim offers merchandise - ie tiny green avatars, accessories, playthings. Served as a virtual world advertising backdrop for real life L'Oreal products etc.
Exploratory sets for events to happen. Players create the events, and the sim owner host commercial events as well. Successful match of commercial with ludic activities. Parallel to real life Disney Land, where the commercial is the target driven by the playful.
Swannjie plays the guqin (26a) to two avatars - promotion of the art of guqin
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRK1ovoeB7BX3me3CVxA9KnqPmlpEYCIUHt2eWUZZYeu1x8qLgWSxPZ5oBygIrYLrj0nHL9xrr9wY1msz-GfKBuSpCOFjLA7LaLI2kW4BDwZ4ZVkMF6G1KTV9PBxLW31X1D-R0So9GQa4/s640/2+listener+at+greenies+guqin+concert.jpg
Guitar sits on the kitchen table (26b) : aerial view of the sim setting
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjECtukNV1fS7_m7qenGyrhuNJ0qrpubhUs0xnaTv1K-QN0pzXDc9knnPhQD0IRJ0LceguFAVyqgKknrb1geaxmXmfRPFqWaS3ws59A2WlvRvU26CXYwskzOItqaGoL2ipKqgjvw57U86g/s640/greenie+aerial+view.jpg
L'Oreal makeup promotions in real life (26c) : l'Oreal ad in Greenie sim cost 100k, 2007
http://www.kzero.co.uk/blog/a-strikingly-fresh-approach-to-real-world-advertising-in-second-life/
http://www.kzero.co.uk/wp-content/uploads/2008/02/oreal-kitchen_001.jpg
Example 27 : Non-narrative environment in Secondlife for creative play and education of graphic tools.
"Second China" : artistic sim from Hangzhou Academy of the Arts
We could walk around in an ink painting literally. This is a privately funded sim which is very popular as an artistic hangout. The teacher teaches Virtual World as a tool. It is not supported by the school.
Swannjie visits China sim, installs house in a Chinese landscape by Aston Leison
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJGmqOxI_9JTjwnTOvKqBOyTbfgXV4JMQJsgHdU50yN4ljACe94JVQv0Y-umSs6LqAW3vefanWBWuaHcArZlbr95OwSnSFHcDi5BRRJOJPx1_hAYXjjk3zY3PzkMBn0AbZUL7C838kIqPS/s1600/china+sim+ink+painting1.JPG
Example 28 : Online interactive artistic games: "Hotel", on Arte-Creative TV.
"Hotel" began as a machinima animation, the story is further transposed to an online platform, funded by French Arte-Creative tv
http://www.gamescenes.org/2010/04/event-atopic-machinima-film-festival-paris-2009.htm
"HOTEL" trailer from Benjamin Nuel on Vimeo.
Terrorists from two camps in a retirement home.
http://vimeo.com/38380296
http://creative.arte.tv/en/search/gss/Nuel
Example 29 : Machinima as artistic animation, graphics with music
"Standby": melancholic atmosphere video by Bryn Oh
https://www.youtube.com/watch?v=q8RgAuhcBOw
Example 30 : Machinima as artistic animation, graphics with music.
"Push": Playful graphics w character by Lainy Voom
http://vimeo.com/5543976
Example 31 : Real Time Animation :: Machinima ::for passive viewers as a video in the style of Disney
"Source film maker" : software. Mar27 2013
https://www.youtube.com/watch?v=Zri1c_If6Ic
"Source Filmmaker" Test: Bromley and Winfield: 3d animation studio.
Example 32 :
The Walking Dead : Images of the Graphic Novel
http://collider.com/comic-con-the-walking-dead-robert-kirkman/
The Walking Dead : machinima
https://www.youtube.com/watch?v=YGhhf5wDBN8
The Walking Dead : machinima
https://www.youtube.com/watch?v=YGhhf5wDBN8
It is painted on, like the characters in the movie "A Waking Life" - in fact, this is a way of making "A Waking Life" type of graphics but in animation without having to paint every frame!
If I dressed up my sl avatar in "line drawing" skin, then, the character would be "line drawing" person walking, talking, moving in a simulated realistic landscape.
And my character could be in any type of skin. Its just the background would still be the realistic graphics of existing sl.
In any painting, the foreground and background should be in the same graphic conditions - otherwise the mixing of "genre of painting" would give the viewer of the painting additional meanings that might not be intended. For example to have a real person walking around in a cartoon styled country side - mixing of two different genres - would be sending additional message and not the same as a real person walking around in a real country side.
Example 33 : "A Waking Life"
A Waking Life : Filmed in real life, with post production frame by frame painting :: rotoscoping - It is not machinima - but the artistic hand painting style had influenced the hand painted post production styles in machinima.
https://www.youtube.com/watch?v=veqkUUOlLLE
Machinima : for the amateur video gamer market
Machinima, the art of creating animated videos in real-time virtual game environments.
'Machinima', is a portmanteau of the words 'machine' and 'cinema', and relates to the use and manipulation of video-game technology to create animations.The website has helped to bring attention to machinima, the art of creating animated videos in real-time virtual game environments, and to encourage productions based on game engines other than those of id Software's first-person shooter computer game series Quake. As of July 4, 2013, Machinima has over 663,204 followers on Twitter, 1.19 million fans on Facebook, and over 8,374,592 subscribers to its YouTube channel
As a Multi Channel Network Machinima has over 5000 partners worldwide who are contracted to produce video content under the Machinima brand. The company has been criticised for the use of perpetual contracts. Ben Vacas, known to the YouTube community as 'Braindeadly', attracted media attention in January 2013 over contractual issues with Machinima. Under the terms of his contract, Machinima were permitted to place advertisements on Vacas's videos and in return he would receive a percentage of the profits generated. However, the contract also disclosed that it existed "in perpetuity"; meaning Machinima would hold the rights to any content created by Vacas published on his partnered youtube channel in his lifetime, a detail Vacas failed to read. - - wikipedia
Tracing the origin of Video games/graphics/narration :
The question of whether Video games has to be goal oriented as "winning/losing" has been studied as far back as cd-rom games:
Die Veterranen 1995
Sequences of interactive narratives leads to philosophical questions and does not lead to any preset winning or losing targets.
Art in the Age of Videogames
http://www.gamescenes.org/2013/06/video-owen-goss-is-it-art-or-is-it-a-game-2013.html
Conclusion:
Mainstream Players "gaming" objectives have not changed, they will have their Machinima channel with game play sharing as the primary motivation. These films are made by "fan-laborers", and the sheer number of gamers brings massive advertising and business opportunities.
The second group, are "players" who want their video game as Art and their Machinima to be Art oriented. There are less of these Machinimas, which are high quality memorable poetic feelings captured in a contemporary poetic visual language.
The third group, driven by business opportunity and necessity, are Machinimas powerfully funded: because it is useful and could solve real life problems and could bring us a better world. This last group include real life simulation training, and simultaneous cultural events, cultural heritage sharing, University education, general language school, book publishing, and many other types of e-learning possibilities. These will be embraced through professional research and development.
Cultural Heritage via an immersive playing environment
Example 34 : A real life Guqin Elegant gathering (雅集) in 2013, Oct, Kyoto
http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash4/183776_139518079448727_7983936_n.jpg
Muka Fushimi is playing guqin in a yajis (雅集) setting . This immediately puts into my mind, many years ago - a certain sl avatar was invited to do her first performance. I am not saying this is the same level of expertise, but the setting, the way people are sitting all around, is unlike most yajis, but really similar to the the sl experience.
Example 35 :
Swannjie playing guqin : Swannjie presented the Guqin in a Concert presentation, in Sept 2008, organised by Owl Bay Island - a Portuguese High School Group in real life - for their Chinese Culture Festival. During the event, avatars are also invited to try the instrument. The event lasted approximately 1 hour with 30mn question and answer.
Lower right picture, a Secondlife Guqin Concert (Yaji 雅集), and a lot of people came dressed in their Asian fineries - freely interpreted. Its for fun for a first introduction to the Guqin instrument through microscopic steps.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-kHfvyXuTTpfswQqS2te5c6Wd8pQ3cm8dpIn7lscScbOwN5YrplCkjxbUmuTOotgEyNnnl_G55jDb7jBY1yVr_aPR2W9vhANrnoLhsfG2rE27ubZS1VD73EEPYE2tTvkLzES026ZdAtRP/s1600/2+new+isakaya.jpg
Machinima - the making of it
The making of a Machinima is real life because it is real time. It lives in our memories, its an active animation which stays in our minds!
The version we see are our sharing of an experience, be it a game play, a social event, an exploration or an adventure beyond our comfort zone.
Everybody is a "talent" in the making of a Machinima.
--- Reference sources:
1//wikipedia - machinima; visual arts journals
2//google - video games, online flash games
3//machinima film festivals - Atopic Festival, Paris, 2009
4//Virtual World Machinimas of Secondlife:
Example 36 : An interview with Rod Humble, CEO of Secondlife. June 2013
Explanation of research and development of Secondlife's future, and where Secondlife is at right now in 2013.
https://www.youtube.com/watch?v=kwNCU3RGruE
5// blogs - new world notes, Dusan Writer
6// Phylis Johnson and Donald Pettit, "Machinima: The Art and Practice of Virtual Filmmaking", publ.McFarland Publishing, 2012
7//Edited by Henry Lowood and Michael Nitsche, "The Machinima Reader", publ. MIT Press
8//Edited by Matteo Bittanti, Henry Lowood, "Machinima! Teorie. Pratiche. Dialoghi. ", Edizioni Unicopli
9//Edited by Jenna Ng, "Understanding Machinima ", Publ. Bloomsbury Academic, 2013
10//First hand data
http://swannbb.blogspot.tw/2010/09/digital-guqin-museum-rlsl-research.html
http://swannbb.blogspot.tw/2013/02/huahui-huakui-mobile-music-house.html
More:
11//A Taiwanese Fan-Laborer work:
Lastly, I want to show an example of Fan-Laborer work that has won an international prize to show the difference between fan work and art work.
http://m.udn.com/xhtml/ViewFreeArticle?type=news&cate=0&page=1&articleid=3559571&sn=1
台灣知名機造影片(Machinima)團隊「AFK PL@YERS」在全球影片大賽中勇奪亞軍
An example of a "Fans" category Machinima created by Taiwanese Machinima Film maker group AFK PL@YERS . The creators have won a Second prize at an International Machinima film festival and will next try to create their own scripts and characters.
https://www.youtube.com/watch?v=KMXtMj59Tr4
== end ==
概括摘要
實時計算機造-動畫影片
Machinima = Machine + Cinema 的動畫影片.
這類動畫利用實時(real time)計算機圖形引擎,來創建的一種合成電腦圖像動畫。大多數的實時計算機動畫都是從電腦遊戲裏的人物預定動作借用過來, 加上新的遊戲規則, 再把這新的畫面, 故事取橋段錄影再編輯成影片. 玩家(MMORPG : massive multiple online role playing games = 大規模, 眾多人物在線角色扮演遊戲) 操作人物 - 如同一種電玩傀儡娃娃 - 與其他在線的玩家共同創作的實時動畫視頻遊戲的計算機動畫。
我的興趣和創作的主要焦點是 通過新媒體的平台 - 如虛擬世界 - 把中國古代藝術文化帶到當代. 透過各種當代數字實時動畫, 我嘗試把古中國文化保存及介紹; 以便當代的跨國世界人- 老少來者都不拒 - 都可以體驗; 無論有強烈儀式化, 需要典範的, 到從容自由自在的, 各式各樣的中華文化的詩意; 都可以開始親近.
我將介紹三類主要實時電腦動畫. 連帶精選的例子給大家分享. 每種類型的主要挑選原則以其獨特創新的用途及表現手法的藝術性為先. 大多數的在線玩家的"粉絲"作品將不會被包括在內.
第一類: 生活實用及教育
醫療用途, 教學用途: 外語, 建築, 設計, 時裝, 危急情況模擬訓練, 社交禮節, 禮儀; 綱上買賣商業, 虛擬商店, 廣告活動
"第二人生" 2003- (SecondLife = sl)的在線的免費虛擬世界平台- 這是最大, 最多人用的, 沒有既定的遊戲元素的創作平台. 所有見到的人物, 互動, 故事都是用戶創造的, 是他們自己的微形, 精神內在轉化成畫面的世界. "第二人生"開始時是空白的. 只提供存儲圖形工能及引擎建設工具, 沒有腳本。因此, 它不是一個遊戲,而是一個在線工具,分享實時圖文信息 - 實時打造扮演角色的各種要素 。
第二類: 藝術, 文化, 實驗, 創造
有或沒有腳本的遊戲記錄編輯成動畫電影藝術。
這包括原形遊戲的人物及動作被大幅度改編情節來創作成新的另類, 非主流電影故事. 玩家使用在遊戲中已預設的塲景, 動作來創造要說的故事 或 音影藝術效果。玩家本身就是主角; 與他人互動的過程就是故事的來源. 他可以很抽離地造實驗, 也可以將自己作為縮小的自我來延伸到真身上.
這類的重點在於開發還未存在, 或現實中不可能存在的情景.
例 1 : 一個行為藝術作品: 實時環球性共同參觀一朵花的內部結構, 和在裏面遊走及與偶然相遇的人交往.
例 2 : 創建一座單間雲中高樓: 一朵有電梯功能的小花蕾為家! 而這朵花蕾屋是有真人接收的聖誕禮物. 這個建築創作的藝術性遠遠超過一般的實用性, 是個別人類感情世界透過象徵性實物呈現的共通詩意藝術性創作.
第三類: 商業
視頻遊戲動畫作商業用途的經濟效益和電腦遊戲動畫的應用狀態。
以上各類都有例子, 請各位自行進入, 啟動在線錄像觀賞.
第三類: 商業
視頻遊戲動畫作商業用途的經濟效益和電腦遊戲動畫的應用狀態。
以上各類都有例子, 請各位自行進入, 啟動在線錄像觀賞.
http://www.eitc.org/conferences/eita-new-media-2013/planning-committee
請往下到 : Shuengit Natasha Chow, 再點 “viewgraphs”
或
http://swannbb.blogspot.tw/2013/11/machinima-eitc-conference-paper.html
周 旋 捷
"新媒體與數字藝術"
客座副教授
國立臺南藝術大學動畫藝術與影像美學研究所
請往下到 : Shuengit Natasha Chow, 再點 “viewgraphs”
或
http://swannbb.blogspot.tw/2013/11/machinima-eitc-conference-paper.html
周 旋 捷
"新媒體與數字藝術"
客座副教授
國立臺南藝術大學動畫藝術與影像美學研究所
atashashuengitchow@gmail.com
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