Recently in Animation Category
I will not have access to the Internet between November 4th and the 18th, because I will be traveling on a sail boat from Grenada to Antigua. Please excuse the blog interruption.
I leave you for the time being with my undigested thoughts on the broad and relevant topic “the evolving nature and aesthetics of creative content”.
First, it covers the evolving structures of storytelling via new media. Examples of new media structures are foureyedmonsters.com and lonelygirl15.com; and interactive television content that is created on the web to supplement traditional shows. Reality TV is obviously interactive but LOST is the best original dramatic example of this interactivity; and then of course, their is the growth of user generated content from channels like YouTube and CNN): What do these new storytelling structures look like? How are these structures similar and different to their predecessors?
Television, can have a relationship with the internet that film cannot. I imagine that the nature of going to the movies will still demand High Imaging that allows for suspension of disbelief...but there is a degrading of image quality and techniques that lower-end digital technologies have supplanted into the aesthetic psyche of many younger viewers – just look at the ads created and aimed at the under 30 demographic. Old tricks. Why is that? Perhaps because they are expert consumers of electronic stories and know it’s manufactured.... They are deconstructing the image.
Another thought, I think of Mark Chiolis’ (Grass Valley) remark to me in my interview with him:
"Today there are a number of thought provoking questions that are being asked. What happens when there is a true RGB 4k (there isn't one today) sensor that rivals, if not exceeds, that of today's film stock? One of the arguments for film is that people like the "look" which includes the grain and movement through the gate. What happens when the "game-boy" generation takes over? Having grown up with "video" is this the "look" they want to see? Will they have a different set of standards to compare to?"
Film (theatrical features) is (are) different. I think they will demand even more heighten realism and I suspect that Digital 3D will become increasingly popular in that format in the years to come (an outgrowth of the gamers demand for a heightened experience).
What are the fundamental relationships that the younger generation seem to be exploring via this new media content and traditional content? Some may say the subject matter is generally solipsistic, passive - an outgrowth perhaps of the individuals solitary communion with the anonymous web or with media itself...but look at the bleeding edge technology and science of virtual reality. Look at the studies of the psycho-physical effects of these media tools on users in medical and defense research. Passive is not the right word to describe this relationship. Interactive is better. But with what (media) and whom (other players)?
I say one cannot understand this generation unless they have a MySpace page and love it. Why? There is a freedom of movement in the field of archetype and symbol that enables both artist and audience to observe without disclosure, absorb without acquisition, and create without the demand for conclusion. The repetition of archetypical representation uncovers both artist's and audience's collective mythologies, thereby revealing: The anonymous is personal.
Renowned urban planer Richard Florida notes that the fundamental social and economic changes that underpin the Creative Economy, demonstrate that in “virtually every aspect of life, weak ties have replaced the stronger bonds that once gave structure to society. Rather than live in one town for decades, we now move about. Instead of communities defined by close associations and deep commitments to family, friends, and organizations, we seek places where we can make friends and acquaintances easily and live quasi-anonymous lives. The decline in the strength of our ties to people and institutions is a product of the increasing number of ties we have.”
How have television and new media influenced the sensibility and subject matter of creative content. I see the primary relationship that the younger generation is exploring, is with the media itself (I am not talking about the news media, I am talking about media itself). You may critiqued the passivity of video games...but, perhaps that passivity masks an exploration with identity that is not understood by non-participants and therefore disregarded as irrelevant. I say this exploration is powerful and emergent in movies like Adaptation and I Heart Huckabees. This relationship between identity and media is increasingly portrayed as mystical, interactive, and “high touch”. Their is a propensity for role playing, a desire for authenticity coupled with a disdain of truthiness and even traditional ideology. For dramatic content and docu-reality, they create satire and even sarcasm (the mass may also create cynicism, but I would never characterize this generation as cynical. They know the line of complicity runs through each of them).
In some respects, “reality shows” seem like an outgrowth of this propensity for role-playing, a study of the dramas of personality. In deconstructing the “sit com” and “documentary” and even the “commercial brand”, there appears to be an investigation of topics like truth and being.
Regarding lonelygirl15.com. As one writer I spoke with remarked, “Entertainment is always flirting with reality. It seems that things that don't aim to be thought of as real do a much better job. Verisimilitude, it's what it's all about."
Is there a common thread in the subject and structures explored by newer creative content, a post-post modern sensibility? See the NYT’s article, “Brand Underground”:
http://www.nytimes.com/2006/07/30/magazine/30brand.html?ex=1311912000&en=82edb890b1d6c977&ei=5088&partner=rssnyt&emc=rss
There are several larger forces manifesting in the recent development of MTV's Virtual Laguna Beach for example. One of them is the evolution of brand: how the concept has extended itself into the realm of branded communities in the digital age. Gamers (the generation under age 35 and including generations X and Y) have grown up in a world saturated by brand so that the phenomenon is now a vehicle for personal expression and identity beyond the ostensible confines of a corporate mandate (well, except their own). Commentators like Rob Walker (The Brand Underground, NYT) have elucidated the social phenomena well, however, they tend to look at the expression as another failed modernist attempt to beat the system. Hand me the cyanide, the revolution is over and we lost!
Boomers are wired to view creativity as a choice between “selling out” or “sticking it to the man” and the quest for the great society as a dogmatic battle between the mediocrity of relativism and the virtue of absolutes. To use former bohemian terminology, today’s generation does not have that hang up. “They have relatively little generational consciousness,” writes David Brooks, “because this generation is for the most part not fighting to emancipate itself from the past.” The suggestion is provocative considering that while “the baby boom included the largest U.S. birth cohort to date, the game generation will ultimately outdo the baby boom in size, in scope, and presumably in influence,” notes John C. Beck and Mitchell Wade in their study of the game generation’s influence on organizational values in business. “The total size of the game generation is already greater than the baby boom ever was,” and the whole generation of gamers, “including X and Y and letters to be named later-simply approach the world differently than their predecessors.”
I am a broken record, but like dissident antipoliticians from the former Czechoslovakia, who used satire and absurdity to highlight the fact that in a postmodern consumer society the “line of complicity runs through each of us," this new American generation distrusts political grandstanding and even traditional forms of organized politics. Hence, the popularity of so-called no brow satires like South Park, The Colbert Report, and The Daily Show.
The playwright Heiner Mueller once remarked that the potency of theater in his native East Germany was based on the absence of other ways of getting messages across to people. "As a result," Mueller says, "Theater here has taken over the function of other media in the West," before now. While the never ending surface chatter of talking points and double speak on both the left and the right continue to erode the value of words, they also inflate the space between the lines.
None of this mentions how the game generation take globalization for granted and the growing crossover of cultural content from other traditions, “bollywood”, Japanese Anime et cetera.
Excerpts:
UTV founder-promoter Ronnie Screwvala has shown again and again that he is a smart dealmaker. He got a string of private equity funds and News Corp. to invest in his TV content company which had successfully expanded into a diversified media model
But nothing can get him more excited than the latest deal he cut out with Walt Disney. The buyout of Hungama TV ($30.5 million) and a 14.9 per cent stake in UTV ($14 million) has given him the potential to build a war chest of Rs 5 billion. "In media, that offers lots of opportunities," he says.
On Screwvala's expansion plate is not just movies and animation but also new media content including gaming. The fun, as he says, is playing in a bigger field.
In an interview with Indiantelevision.com's Sibabrata Das, Screwvala talks of the business model he has carved out for UTV's second phase of growth and the script his company plans to write with Walt Disney.
News From broadcastbuyer.tv - GDC Technology Delivers Monster House In Digital 3D In Asia
GDC Technology says its proud to be the first to deliver Columbia Pictures’ Monster House in 3-D on its flagship SA1000 DSR Digital Film Server in Asia.
Advertising Age - MediaWorks - MTV Wants to Be Marketers' On-Ramp to the Web
Here are some exceprts:
Around the Google deal, it really is the first time where anybody in the content business can use video and create a new content economy on the internet by marrying a video to an advertisement and allowing smaller owners to place that on their sites. It promises to be a groundbreaking way for content to be distributed and monetized on the internet. We brought this idea to Google. Eric Schmidt and I negotiated the deal and it's the first of many [MTV will] be doing in the digital media space.
Realism is, hands down, the holy grail for game developers, and their journey towards photo-realistic gameplay is getting a very nice boost courtesy of ATI. ATI is showcasing a new technology called Parallax Occlusion Mapping at its booth on the show floor. For those of you somewhat familiar with graphical terms, think of POM as a variant of bump mapping or normal mapping, but with actual depth -- not the "simulated" depth other technologies create with fancy lighting effects. To show off the technology to me yesterday, ATI loaded a 3D representation of a cobblestone street in which each stone had a significant height raised well above its setting in the ground. The stones were not, however, shaped individually by a 3D artist; rather, the whole walkway was modeled as a perfectly flat, two-polygon surface (one polygon is a triangle, so just two are needed to make a rectangle). The POM technology gave the walkway actual depth, making it seem as though thousands of polygons were used to create a vision actually modeled with only a couple. To really show it off, an employee at the booth panned the camera down and swung it between two cobblestones -- something utterly impossible with normal mapping's "simulated" depth, which is revealed as truly flat at such ranges and angles. POM looks to be singularly awesome, and it's already hitting the streets on the XBOX 360. Gamers, cue your drooling.Tomorrow's Treasures, Day 2 - SIGGRAPH 2006 - Computerworld Blogs
I watched as users opened multiple instances of the same map, resized and moved the windows to partially overlap each other, set each instance to display the single map differently (one topographically, another politically, etc.), and then effortlessly scroll, rotate, and zoom the map, watching as it dynamically shifted to their easy touch.
To put it short and sweet, this is exactly the kind of technology that would be positively awesome to see in a future kitchen. Forget posting pictures on the refrigerator -- just bring them up on the wall, scale them, crop them, cut them, rotate them, and organize them at your leisure. Stop buying post-its for use in to-do lists; just use the integrated wall-keyboard to tap out animated notes for your loved ones. Need to check a map before heading out? I couldn't imagine an easier-to-master interface.
Tomorrow's Treasures, Day 3 - SIGGRAPH 2006 - Computerworld Blogs
Though graphics and animation are obviously the overriding themes of SIGGRAPH 2006, there are several sub-themes that unite the various showcased technologies into mini-groups. For example, there are numerous innovative touch interfaces throughout the conference, both in the Emerging Technologies hall and on the main floor (the Multi-Touch Wall I mentioned yesterday being one of the stronger contenders in the area). One sub-theme of the conference is, unsurprisingly, game-related technology; considering the fact that computer and video games so often drive the development of video tech, many companies on the show floor are using games to show off their individual products, while others are simply showing off their games.
One of the booths I stopped by yesterday was run by Linden Lab, the creators of the massively multiplayer online community known as Second Life. Jeffrey Ventrella, one of the technical developers for the game, invited me to take a gander at a player-driven animation technology he was working on, and I must admit that I was impressed, despite the fact that I don't play the game. Apparently, players will soon be able to pose their online avatars by moving and manipulating body parts through a very intuitive, point-and-click interface. Not long afterwards, they'll be able to create personalized animations using the technology, saving them for hotkey-use in future sessions.
LucasArts, the gaming arm of George Lucas's development kingdom, is also sharing some new technology at the show. The company showed off a technology yesterday called euphoria (all lowercase, because apparently that makes it look modern) by Natural Motion Ltd. euphoria is being used in LucasArts' upcoming Indiana Jones title, driving much of the animation of the game using a set of predefined rules rather than scripted keyframes. When something smacks our good friend Indy in the back of the head, for instance, euphoria determines how he'll be jarred forward, will attempt to recover his balance, and then either stay up or fall over, creating all the animations on the fly. Thus, almost every time anything animates in the game, the movements are subtly different. It's a step in the right direction for realism.
Realism is, hands down, the holy grail for game developers, and their journey towards photo-realistic gameplay is getting a very nice boost courtesy of ATI. ATI is showcasing a new technology called Parallax Occlusion Mapping at its booth on the show floor. For those of you somewhat familiar with graphical terms, think of POM as a variant of bump mapping or normal mapping, but with actual depth -- not the "simulated" depth other technologies create with fancy lighting effects. To show off the technology to me yesterday, ATI loaded a 3D representation of a cobblestone street in which each stone had a significant height raised well above its setting in the ground. The stones were not, however, shaped individually by a 3D artist; rather, the whole walkway was modeled as a perfectly flat, two-polygon surface (one polygon is a triangle, so just two are needed to make a rectangle). The POM technology gave the walkway actual depth, making it seem as though thousands of polygons were used to create a vision actually modeled with only a couple. To really show it off, an employee at the booth panned the camera down and swung it between two cobblestones -- something utterly impossible with normal mapping's "simulated" depth, which is revealed as truly flat at such ranges and angles. POM looks to be singularly awesome, and it's already hitting the streets on the XBOX 360. Gamers, cue your drooling.
Tomorrow's Treasures, Day 4 - SIGGRAPH 2006 - Computerworld Blogs
One of the more frequently-used technologies in the realm of VR here at SIGGRAPH is a subsonic noise-based tracking system developed by a company called InterSense. Though several booths were showing off giant VR screens for various marketing purposes, they all used InterSense tracking systems to allow users to interact with their virtual wares. The tech works by implementing a set of three tracking bars on the top and sides of a given VR screen (itself little more than a rear-projection screen about 10 feet diagonally). Each bar both emits and receives sonic waves to and from a pair of wireless devices: a glasses-mounted sensor to track eye position (and thus modify a projected VR image on the fly to align it perfectly with the user's eyes) and a handheld sensor attached to an interacting pointer device. In order for the pointer to emit a virtual beam on the screen, giving it a presence in the virtual world, InterSense's sensors must track its location and orientation so that its virtual reflection can be displayed to match.
Thus, when a user pops on a pair of stereo glasses and grabs the pointer, a virtual beam of light is "emitted" from its tip, perfectly aligned no matter where the user is standing or the device is held. Given a virtual representation of a human heart, for instance, a user could hold the pointer horizontally, casting its beam in front of the heart, and then literally step forward, swing the beam around, and cast it through or behind the heart. The effect is startlingly convincing, as though you're moving a handheld pointer around and behind an actual three-dimensional object, pointing at (or modifying at will) different parts of it.
Different VR projectors are provided by different companies and paired with different kinds of eyewear, even though InterSense's technology is used for tracking purposes almost universally. There are two different kinds of stereo projection techniques: passive and active. Passive stereo is what you're probably used to: two projectors simultaneously emit images to the screen, but each projector emits polarized light at different angles. A user wears a pair of polarized glasses to view the image, so that each eye is fed a view from a different projector. Assuming that the distance and angle of the two projected images are calibrated correctly to each other and the viewer (helped along under optimal conditions by one of InterSense's glasses-mounted trackers), you end up with a very decent 3D image. IMAX uses such technology to full effect every day; here at SIGGRAPH, Purdue University is using passive projectors to drive a VR flythrough of its entire campus.
Active stereo, however, takes things a step further than their counterparts. A single projector emits a flip-flopping image to the VR screen, toggling back and forth between the view designed for one eye and the view designed for the other. The user wears special glasses that have tiny shutters in the lenses, opening and closing in time with the projector (which, as you can imagine, is far too fast for the eye to notice). The left shutter opens to view the left image exactly when the projector displays it, and then the process shifts to the right eye. Back and forth, dozens of times a second, and you end up with a 3D image that doesn't suffer from the slight hazing that passive stereo is so often plagued with. InterSense itself is using active stereo at its booth here at SIGGRAPH, as is Barco -- though the latter company has taken things a step further than anyone else by providing six-sided VR cubes for highly immersive experiences.
Tomorrow's Treasures, Day 5 - SIGGRAPH 2006 - Computerworld Blogs
As the final day of ACM's SIGGRAPH 2006 graphics and animation conference rolls around, I wanted to sit down and examine three different technologies showcased at the Boston convention that, given just a bit more development time, could theoretically be used together as the veritable Voltron of virtual reality experiences.
In order to create that experience, we would need technology that could fool the senses into suspending disbelief. Dismissing the olfactory and gustatory systems (smell and taste, respectively), we'd still need to replicate sound (which is easy), sight (which is pretty darned difficult to do convincingly), and touch (which is nigh impossible to accurately simulate). If we wanted to immerse someone -- let's call him Jimmy -- in an environment, we'd need to give him the ability to hear it, see it, feel it, and finally, traverse it.
Hearing, as I said, is a piece of cake; give Jimmy a pair of headphones and a decent sound card and we're set. Seeing is a little harder, though, which is where the good folks at Sensics Inc. come in. Sensics is demonstrating their piSight head-mounted display at SIGGRAPH, which boasts an incredible 150-degree viewing angle -- just an imperceptible smidgen beneath that of human eyesight. The piSight uses multiple OLED-powered displays focused into the eyes with twelve lenses per eye; combine it with InterSense's tracking technology, which I mentioned yesterday, and you get a pretty convincing, fully-3D visual. The level of detail and quality could certainly use a bit of work, but it's unquestionably the best head-mounted display I've ever heard of, much less used.
Immersion is the company responsible for force-feedback technology, so if you've ever felt the rumble of an XBOX controller in response to a game or felt a joystick buck in your hands, that's them talking to you. They produce a product line based on their CyberGlove, which can monitor hand and finger motion. Combined with an exoskeleton they develop (it's ugly as heck, but Jimmy will have his headset on, so he won't notice), the CyberGlove can deliver actual feedback and pressure to the hand, meaning Jimmy could be stopped by a wall in front of him, could pick up and feel a can of soda, could feel the weight of a brick or a suitcase, or could trace the outline of a sculpture with his finger. Let's slip those on Jimmy: not only can he see everything around him, but now he can interact with it all too.
Finally, we need to give Jimmy the ability to walk around in his environment. I'm talking about actual foot motion -- forget about using buttons on the hands to float through virtual space, the only way to be immersed in a VR experience is to be able to walk through it at your own speed and leisure. For that, we have to turn to Hiroo Iwata at the University of Tsukuba in Japan, and his dully-named Powered Shoes, which he presented at SIGGRAPH's Emerging Technology exhibition. The Powered Shoes are literally a form of roller skates whose wheels are actuated by motors. If we were to slip them on Jimmy and he were to walk, the wheels would counter his movements and roll just enough to keep him in one spot. A lot of work still needs to go into the shoes -- changing direction is a little awkward, and you can't run yet -- but the concept is sound, and it works well enough already; it just needs a bit more time to reach perfection.
WSJ.com - Digital Replicas May Change Face of Films
Excerpts and Highlights:
Steve Perlman became famous in Silicon Valley for pushing the boundaries of technology and entertainment. Now he is trying to change the face -- literally -- of characters in movies and videogames.
Excerpts:
Off-Broadway? Try online. That's where you'll find Absolut Ruby Red: The Evolutionary Musical, an oddball animated production by Stockholm-based agency Great Works that trumpets the Swedish vodka brand's newest flavor. The word "surreal" doesn't even begin to describe this interactive musical, which puts viewers in the director's chair by allowing them to choose the narrative path of a heroic grapefruit as it evolves from a simple fruit into a glorious alcoholic beverage—all while encountering flying sharks, anthropomorphic camels and other similarly bizarre characters along the way. After completing the musical "choose-your-own-adventure"-style, viewers can download their masterpiece onto their PSP or iPod. And for those who'd rather play composer than director, the Song-O-Gram feature lets you pick the words and genre for a personalized musical shout-out to all of your unsuspecting friends.
Thanks to Cinematech I came across this audio file from a March panel presented by the Commonwealth Club in San Francisco entitled: "The Digital Revolution".
The panel included "Richard Chuang [PDI/DreamWorks], Jeff Fino, [Wild Brain], John Knoll, visual effects [ILM], and Stu Maschwitz, [The Orphanage].
Ultimately, television can have a relationship with the internet that features cannot. “Features have been able to grab on to what internet can do for marketing and publicity,” says Megan Wolpert, executive vice president of Spyglass Television, when I interviewed her in January this year: “However, TV can do what movies can’t with that relationship, because they don’t need to add a step. They don’t need to say come see us. They just show it. You can show a memoir, a travelogue, a serialized anything on the internet. I think even if you just look at the act of watching a movie versus watching television, it’s more analogous to the act of watching a computer.”
Certainly, the popularity of Reality TV is the outcome of the game generation trend towards interactivity. What is happening more recently, however, is an extension of the relationship between television and internet with show like Lost and VH1 Webjunk. Now MTV introduces MTV Flux a combination social networking portal/television channel.
Excerpts:
"Animation: Timeline: From Trick Effects To CGI"from the British Film Institute Sight and Sound August 2006 issue.