Research Strand: Connecting with Audiences Presenters’ Abstracts & Bio-bibliographies BFI The Blue Room Wednesday 12th of March 2014 Morning Session: 09:30-13:00 Afternoon Session: 14:00-17:00 Hosted & Organised by: Ravensbourne College of Design and Communication Ravensbourne College of Design and Communication Ravensbourne College of Design and Communication has been developing the field of 3D stereoscopic media since 2011. Ravensbourne provides technical expertise, research, and training opportunities at postgraduate level in 3D stereoscopic media; and was the first institution to develop a Masters in this subject. Ravensbourne also develops and organises research skills programmes and events: 3D Storytelling 2011 (Ravensbourne) 3D MOTs 2011 (Ravensbourne) 3D Storytelling 2012 (Ravensbourne) 3D MOTs (Ravensbourne) The first MA in 3D Stereoscopic Media (Ravensbourne) 3D Creative Summit 2013 (at BFI) 3D Bootcamp 2013 (Ravensbourne) 3D Training Oct 2013 (Ravensbourne) 3D Creative Summit 2014 (at BFI) 3D Training March 2014 (Ravensbourne) Ravensbourne continues to progress in practice based research projects of this kind. Ravensbourne has brought together the Research Strand: Connecting with Audiences at the 3D Creative Summit to promote international researchers’, and industry innovators’ in 3D stereoscopic media. This pamphlet details the presenters’ abstracts and bio-bibliographies. For further information on Ravensbourne’s key participation in 3D Stereoscopic Media studies, and other courses please refer to the back pages of this pamphlet, and visit the website: rave.ac.uk 3D Creative Summit 2014 Research Strand: Connecting with Audiences RUNNING ORDER OF PRESENTATIONS BFI The Blue Room Wednesday 12th of March 2014 Morning Session: 09:30-13:00 Afternoon Session: 14:00-17:00 Name Organisation Topic Title Introduction to Keynote Professor Ravensbourne Lizzie Jackson College of Design and Communication Opening Keynote Dr Keith Johnson University of East Anglia Morning Session A: Martin Uren and Caroline Orme Ravensbourne College of Design & Communication Diekus Gonzalez The Autonomous Time Notes 09:30-09:35 Selling the 3-D Screen: Audiences, 3-D, and the Film Trailer Production Aesthetics Improving production and post-production aesthetics 3-D Stereoscopic 09:35-10:00 10:00-10:45 Including Q and A 10:45-11:15 Including University of Barcelona and Ravensbourne Coffee Break Morning Session B: Media: Articulating the third dimension online Q and A 11:15-11:30 Chair: Kathleen Schroeter Fraunhofer HHI Ralf Tanger, Fraunhofer HHI Sönke Kirchhof reallifefilm international GmbH Jean-Claude Rosenthal Fraunhofer HHI Lunch Afternoon – Panel Session A: Advanced Production Technologies Fraunhofer HHI & the 3D Innovation Center and it's work on tomorrows 3D Trifocal Capture: A new way towards S3D content production Research, Development and Use Case: The Trifocal System from a Producers’ and ASP from a Stereographers' Point of view ASP camera system: Automated Stereo Production Including Q and A 11:30-11:45 Including Q and A 11.45 - 12.15 Including Q and A 12:15-12:30 Including Q and A 12:30-13:00 Including Q and A 13:00-14:00 Dr Nick Jones Queen Mary, University of London Professor Ludger Pfanz Karlsruhe University of Art Dr Lisa Purse University of Reading Panel Discussion Chaired by Dr Keith Johnson Coffee Break University of East Anglia Emerging Storytelling Techniques: Audience Immersion and 3-D Stereoscopy Paradoxical Media: Defining 3-D Aesthetics 3-D Story Architecture: Structure and style of Space-Time Narratives. Sensing Space, Sensing Movement in Gravity 14:00-14:15 14:15-14:30 14:30-14:45 14:45-15:00 15:00-15:15 Afternoon – Panel Session B: Dr Bernard Harper Liverpool University Phillip Connolly University of Brighton Dr Robert Black Liverpool University Dr Lorna Moore Video Artist Panel Discussion Chaired by Dr Catherine Maffioletti Closing Keynote Dr Denise Quesnel Ravensbourne College of Design and Communication Emily Carr University, Canada Redesigning Spaces: Audience Experience of the Stereoscopic Mise en Scene. Movies and Vision: Why 3-D is better than 2-D. From Peppers Ghost to the iPhone: 3D and music videos Ask the audience: live study of a 3D viewing experience Be(ing) a part of you: In(bodi)mental: a real-time video performance 15:15-15:30 15:30-15:45 15:45-16:00 16:00-16:15 16:15-16:30 Creating engaging content for immersive storytelling, and evaluating individual experiences. (Skype from Canada) 16:30-17:00 Research Strand: Connecting with Audiences BFI The Blue Room Wednesday 12th of March 2014 Morning Session: 09:30-13:00 Afternoon Session: 14:00-17:00 Hosted & Organised by: Ravensbourne College of Design and Communication Presenters’ Abstracts & Bio-bibliographies Morning Session (09:30am – 13:00pm) Keynote: Dr Keith Johnson University of East Anglia Presentation Title: Selling the 3-D Screen: Audiences, 3-D, and the Film Trailer: Do audiences look for 3D content when making the decision to view a film? (09:35 -10:00am) Abstract Although “the audience” is often cited in industry and academic debates around 3D film (the conference CFP cites Eisenstein’s claim that 3D was a chance to connect with the audience, while critics regularly claim audiences dislike ‘bad’ 3D), there is little empirical research on audience interest in, and desire for, a 3D cinema experience. While box office statistics show 3D blockbusters among the most profitable films of the year, this tells us little about the actual popularity or preference for wider 3D adoption. As this paper will demonstrate, one way to explore whether 3D has become an expected part of cinema going is to explore the role that the technology plays in audience decision-making around film selection and viewing, particularly the place of 3D within audience response to film promotion. Previous studies of film marketing have shown that the trailer can be the most effective driver for decision making and film consumption. This paper will detail how a current research survey of trailer audience viewing habits and consumption patterns reveals the highest rated trailer elements that influence decision-making, promotional recall and the main sites of trailer viewing. Offering the first analysis of this unique data set, the paper will demonstrate the absence of 3D from key debates within audience decision-making, trailer content, and claims of trailer-film fidelity. Exploring these absences, the paper will show that even high-profile 3D films such as Gravity (2013) and The Hobbit: Desolation of Smaug (2013) are not highly rated by audiences in terms of awareness of 3D or desire for 3D product, and suggest why this should be of concern for the continued expansion of 3D cinema. Bio-bibliography Keith M. Johnston is Senior Lecturer in Film & Television at the University of East Anglia. He is an expert in 3D media history, 3D trailers, and film marketing, with publications on aspects of 3D in Film History, Historical Journal of Film, Radio and Television, Journal of Popular Film & Television and Convergence: The International Journal for Research into Media Technologies. He has spoken on 3D and film marketing at conferences in London, Edinburgh, Stockholm, Portland and Boston, and is heading a bid to create an international network of 3D scholars. Session A: Production Aesthetics (10:00-11:15am) Martin Uren and Caroline Orme Ravensbourne College of Design and Communication Presentation Title: Improving production and post-production aesthetics (10:00-10:45am) Abstract Sergei Eisenstein believed that connecting with audiences was at the heart of filmmaking or, as he put it, understanding how to “throw a bridge across the gulf separating the spectator and the actor” (Mendiburu et al, 2012). How to construct this bridge is central to the accumulated film work presented here as extracts and accompanying analysis from both production and reception perspectives. The body of experimental work firstly asks questions on the nature of the passive/active viewer and how audiences can be transported through an immersive mise-en-scene. Secondly investigations were made on the use of volume as a new creative tool; how to ‘sculpt in space’. Thirdly, Uren and Orme explore the production aesthetic of stereoscopic production and storytelling. The researchers will present and discuss ‘Back 2 The Wild’ (a pop promo teaser for Basement Jaxx) and ‘The Silver Ghosts’, a multi-camera as-live film-noire musical. ‘Back 2 The Wild’ uses a combination of metric montage and analytical editing with the added grammar of depth to enhance tension. During the sequence the depth arcs, taking the characters from screen space out to the viewer in audience space and finally back into screen space. Singers and dancers are camouflaged within nature enticing the viewer to go ‘Back 2 The Wild’. The background day for night grade combined with the surreal foreground shots creates a magical quality giving the viewer a hyper-real sensation. ‘The Silver Ghosts’ involved a crew and cast of forty people with three mirror rigs and a unibody camera. The film explores how 3D stereoscopic can be used as an integral part of the storytelling. One of the most significant camera set-ups is from the spectator’s perspective; the viewer therefore becomes essential to the narrative, ergo, one of the main central characters. Reference Mendiburu, B., Pupulin, Y. and Schklair, S. (2012), 3DTV and 3D Cinema: Tools and Processes for Creative Stereoscopy. Oxford: Elsevier. Bio-bibliography Caroline Orme and Martin Uren are both members of staff at Ravensbourne (Caroline is a Senior Lecturer on the Post Production BA programme while Martin is the Subject Leader for Broadcast Technology and runs the four Broadcast Technology pathway BSc courses.) Both have completed the MSc 3D Stereoscopic Media programme at Ravensbourne. They have collaborated on four 3D short films, which cover different genres, each increasingly ambitious in scope and content, and have extended their practice base as well as informing their research. Their work has featured in: 3DFF (3D Film Festival ), Los Angeles, 3D KIFF (Korean International Film Festival), Seoul3DFilmusic, 3D Film and Music Festival, Barcelona (Won Special Mention Award), Parallax Stereoscopic Video Art Festival, Prague. Diekus Gonzalez The Autonomous University of Barcelona and Ravensbourne College of Design and Communication Presentation Title: 3-D Stereoscopic Media: Articulating the third dimension online. (10:45-11:15am) Abstract The 3D capability of the World Wide Web is growing at an interesting pace with the introduction of technologies such as WebGL and frameworks like ThreeJS. These enable 3D model usage and native animation running in a browser without the need for plugins and with a good performance. Nonetheless, there is yet a gap in the study, experimentation and tool availability for the application of stereoscopic depth within user interface (UI) development in a web environment. Nowadays, a web page UI is built with HTML - an open UI development standard. However HTML tools for proper stereoscopic depth management are not available yet, but hopefully soon to come. In order to find a proper application, we played with HTML5 and HTML5 Canvas. We have managed to create the stereoscopic depth illusion using only the tools provided by the current web standards. Above all, we tried to tame this effect and use it as a tool for the development of better UIs. However, how do you articulate this? There are usability and design issues that need to be tackled. Can it be stated that the same patterns repeat over the 2D version of a web application and its 3D counterpart? Can we use depth as a semantic highlighter or hierarchical aggregator? In this space we expose our most recent findings, which include the built tools (both HTML5 and canvas based) and the results of an eye tracking experiment in which a search engine result page was used to examine the viewing pattern of the users. We will also open a debate on what defines our line of research regarding interaction and interface design in this stereoscopic area. Bio-bibliography Diego González Zúñiga (Diekus) is a computer engineer from Costa Rica. He holds a master degree in Information Systems from the Costa Rican Institute of Technology and a master degree in Multimedia Technologies from the Autonomous University of Barcelona. He is currently undergoing his PhD studies focused on Stereoscopic User Interfaces, and collaborates with Ravensbourne as a Research Associate. He will focus his talk on the work being done in this research group on stereoscopic 3D on the web. Coffee Break 11:15 - 11:30 am Session B: Advance Production Technologies (11:30am-13:00pm) Panel Session Chair: Kathleen Schroeter Fraunhofer HHI Presentation Title: Fraunhofer HHI & the 3D Innovation Center and it's work on tomorrows 3D. (11:30-11:45am) Bio-bibliography Kathleen Schroeter is working since 2007 for the 'Fraunhofer-Gesellschaft'. Starting with organisation of international fairs for Fraunhofer HHI's Image Processing Department, she changed in 2009 to the inhouse consulting area of Fraunhofer and helped the 'Fraunhofer-Marketing-Netzwerk' to build new structures under a new project management in Berlin. Finishing as the Project Co-ordinator she moved on to Fraunhofer's newly formed '3D Innovation Center' as its Executive Manager in early 2011. Earlier she worked in the field of Regional Broadcasting in Berlin, Germany, and Event Management in Sydney, Australia. Ralf Tanger, Fraunhofer HHI Presentation Title: Trifocal Capture: A new way towards S3D content production. (11:45am-12:15pm) Bio-bibliography Ralf Tanger graduated in Electrical Engineering at the Technical University of Berlin in 1996. In 1997 he joined the Image Processing Department of the Fraunhofer Institute for Telecommunications HHI as researcher. Since 2002 he is scientific project manager. He was and is engaged in several European and German research projects in the fields of segmentation, video conferencing and 3D video. Currently he is mainly interested in 3D video analysis, alternative production technologies for S3D and content creation for AS3D. Ralf is a member of IEEE, SMPTE and VDI. Sönke Kirchhof, reallifefilm international GmbH Presentation Title: Research, Development and Use Case: The Trifocal System from a Producers’ and ASP from a Stereographers' Point of view (12:15-12:30pm) Bio-bibliography Sönke works as producer, stereographer and consultant. He is also a sought-after instructor for workshops and lectures at universities and private academies. In 2006 he founded reallifefilm international GmbH (rlf int), a Company highly specialized in research and development as well as stereoscopic 3D filmmaking from development to postproduction. With his expertise, he is involved in all kinds of Projects, from Live Broadcast to Feature Film Projects. Partners and Clients of reallifefilm international belong to research and development institutions (e.g. Fraunhofer / Heinrich Hertz Institute, 3D Innovation Center) and Industry-Leading Companies (e.g. Walt Disney Studios, ARRI). Jean-Claude Rosenthal Fraunhofer HHI Presentation Title: ASP camera system: Automated Stereo Production (12:30-13:00pm) Bio-bibliography Jean-Claude Rosenthal graduated in Computer Science at the University of Koblenz-Landau in 2006. He wrote his diploma thesis about feature matching at the DLR/German Aerospace Centre in Berlin. Since 2007 he was working for three years in the field of industrial photogrammetry. In 2010 he joined the Image Processing Department of the Fraunhofer Institute for Telecommunications HHI as a research associate. Since late 2012 he is a scientific project manager for the German research project automated stereo production (ASP). He was and is engaged in research projects in the fields of feature extraction and matching, 3D panoramic imaging and 3D video. Currently he is mainly interested in mobile 3D video analysis and 3D video streaming applications. Lunch Break 13:00-14:00pm Afternoon Session (14:00 -17:00pm) Session A: Emerging Storytelling Techniques: Audience Immersion and 3-D Stereoscopy (14:00 – 15:00pm) Dr Nick Jones Queen Mary, University of London Presentation Title: Paradoxical Media: Defining 3-D Aesthetics (14:00-14:15pm) Abstract Is 3-D a stylistic add-on, a technological addition that only slightly modifies its planar source material of complementary overlapping images? Or does it completely diverge from 2-D, the 3-D apparatus transforming its twinned planar inputs into a fundamentally different kind of media presentation, offering as a result a unique spectator experience? While theoretical explorations of 3-D by Miriam Ross and Thomas Elsaesser (not to mention comments by many industry luminaries) stress the latter, the prevailing manner in which 3-D films are released – in which they exist in the marketplace alongside a 2-D version – emphasises the former. This paper will explore how filmmakers seek to reconcile these disparate understandings of 3-D, as they create and market films that both feature 3-D as a supplementary thrill, yet also assert the primacy and uniqueness of the 3-D ‘experience’. Arguing that stereoscopic exhibition is – due to its intensely embodied qualities – wholly different to 2D exhibition, this paper will proceed to examine the methods by which filmmakers nonetheless put stereoscopy to work in the service of media forms (such as narrative feature films) whose bases of reference are overwhelmingly planar. At issue is how these texts negotiate the potentially competing demands of stereoscopic appeal and planar legibility. This is revealed to be a paradox: 3-D films must provide enough stereoscopic spectacle (including but far from limited to emergence effects) to justify their use of the format, yet they must also successfully function as non-stereoscopic entertainment in both cinematic and domestic contexts. As will be shown, it is through the rigorous application of continuity filmmaking systems and the infrequent foregrounding of parallax effects that this paradox is stylistically, if not resolved, then at least worked around. Such an approach allows these films to operate as trans-media artefacts, being both planar and stereoscopic (a status reflected in their promotion within the cinematic marketplace). A 3-D aesthetic has thus developed which is simultaneously highly particular and deeply indebted to planar methods of cinematic representation. Bio-bibliography Nick recently completed his PhD on contemporary Hollywood and spatial theory at Queen Mary, University of London. He has recently published an article on digital special effects in Animation: An Interdisciplinary Journal (November 2013), and has an article exploring the intersection of continuity editing systems and 3D aesthetics forthcoming in Cinema Journal. He is also managing editor of the website Mapping Contemporary Cinema (mcc.sllf.qmul.ac.uk) and a co-founder of Look/Think Films (cargocollective.com/lookthinkfilms), whose first feature, Benny Loves Killing, won Best Horror at the Oregon Independent Film Festival in 2013. Prof. Ludger Pfanz Karlsruhe University of Art Presentation Title: 3D Story Architecture – Structure and Style of Space-Time Narratives. (14:15-14:30pm) Abstract To create specific and original 3D content will be the crucial threshold in the future of 3D Cinema and when it comes to 3D-TV and the use of 3D on mobile devices. So far we have with a few mentioned exceptions mainly 2D films with an attached “Third Dimension”, that is because producers want to have 3D films but also want to milk the 2D markets and because the Art of 3D Story-telling is not developed yet. In the lecture I want to develop one of the possible models of a 3D dramaturgy based on the following thesis: 3D starts with the script. Each picture “frame” in 3D is a “stage”. The space “topos” and its coordinates have (need) “meaning”. 3D movies need depth dramaturgy. There are new possibilities not only to create tension und suspense in time but also to create vertical, horizontal and z-Axis dramaturgy. Bio-bibliography Prof. Ludger Pfanz is Head of BEYOND FESTIVAL. Ludger Pfanz is a director and producer, known for Greenpeace gegen Shell (2005), Der Schwarzarbeiter (2002) and Las Américas (1996). Ludger Pfanz was born in Schopfloch, Germany, in 1958. After studying theatre and literary theory at the Free University of Berlin, he completed the degree course in filmmaking at the Academy of Fine Arts in Hamburg with honours. He has been an instructor and head of the studios at the University of Arts and Design at the ZKM Karlsruhe since 1997, as well as the spokesman of the Media Arts faculty since 2002. http://www.hfg-karlsruhe.de/lehrende/akad-mitarbeiter/ludger-pfanz.html He graduated from the EAVE continuing education program for European producers in 2002. He is director and founder of "Expanded Cinema 3Digital Laboratory", the "3D Alliance Karlsruhe", the international festival " BEYOND ", the international academic "3D Consortium" and the international symposium "Future Cinema-Future TV: 3D and BEYOND". http://www.beyondfestival.com Since 2010 he is also an honorary professor of the KarlsUniversity for "Cultural Management" and "Media Management". http://karlshochschule.de/de/hochschule/menschen/lehrbeauftragte/profludger-pfanz/ He is coordinator of the EU training project "Parallax". One qualification campaign with the Czech Republic and France. http://www.parallaxproject.eu Ludger Pfanz teaches worldwide in German, English and Spanish, among others, at the NFTS in London England, at CIANT Prague Czech Republic, HFF Potsdam, HFF Munich, ifs Cologne, Liège Belgium, "Universidad de Bellas Arges" Santa Cruz and “University of Barcelona” Spain, University of Aberdeen, University of Helsinki, at the University of California, USA, KEYO University in Tokyo Japan, Nanyang University in Singapore, Campo Grande in Brazil and Disney research in Zurich. Ludger Pfanz was elected by the German government as cultural and creative pilot Germany 2012 and in the same year his symposium "BEYOND" received the award "Germany Land of Ideas". 2014 he founded the European Program “Future Design: Artictic visions for Europe and BEYOND” and “The European Film-Winter-School” on the Canary Islands. Ludger Pfanz works as a producer, director and author. Dr Lisa Purse University of Reading Presentation Title: “I’m off structure and I’m drifting”: sensing space, sensing movement in Gravity (14:30-14:45pm) Abstract In this paper I want to challenge a trend, evident in many of the critical responses to Gravity, towards undervaluing the contribution 3D makes to the film as a narrative experience. Certainly, Gravity has been lauded as a ‘game-changer’ in terms of its ground breaking technological advancements and in its long take practice, which is characterized by an unmooring of the frame from traditional figure/ground relations, a highly mobile camera, and what cinematographer Lubezki has called ‘elastic shots’ (Chang 2013) which shift between camera distances and between subjective and objective views without cutting. And yet the critical discussion of the film’s 3D is usually curtailed, rolled into a general statement about the film’s immersive aspects, or about the film as spectacle. Once again, 3D is associated with thrill rides and spectacular attractions, rather than with the sophisticated production of meaning. What of the narrative potential of 3D? This paper seeks to correct this persisting critical association of 3D only with spectacle, and to fully recognise the potential of 3D to be narratively communicative, and in doing so seeks to reverse one of the emerging myths about Gravity – that it has minimal narrative dimensions. Through an analysis of the interaction of stereoscopic design and long take practice in the film, I will argue that the narrative aspects of Gravity extend beyond its allegedly stripped down narrative set-up. Stereoscopic design is key to the film’s elucidation of its main character’s experience of moorings, trajectories and agency lost and found, and key, too, to our embodied identification with that experience. Showing how long take duration, mobile framing, diegetic depth and diegetic movement are dramatised in creative, narratively communicative ways across the 3D depth budget, this paper demonstrates the affective power and artistic potential of digital 3D and complicates our ideas of what it means to say a film is ‘immersive’. Bio-bibliography Dr Lisa Purse is Associate Professor of Film in the Department of Film, Theatre & Television at the University of Reading. Her research focuses on digital aesthetics, genres, and the relationship between film style and the politics of representation in contemporary cinema. She is the author of Digital Imaging in Popular Cinema (EUP, 2013) and Contemporary Action Cinema (2011), and her work has been published in, among others, Screening Women (2011), American Hollywood: Directory of World Cinema (2011), Film Moments: Critical Methods and Approaches (2010), Cinephilia in the Age of Digital Reproduction: Film, Pleasure and Digital Culture vol. 1 (2009) and the journal Film Criticism. She is currently working on a project on the aesthetics of Digital 3-D. Session B: Redesigning Spaces: Audience Experience of the Stereoscopic Mise en Scene. (15:15 – 16:15pm) Dr Bernard Harper Liverpool University Presentation Title: Movies and Vision: Why 3-D is better than 2-D. (15:15-15:30pm) Bio-bibliography Dr Bernard Harper is qualified professional photographer who completed his PhD in Visual Perception at the School of Psychology in University of Liverpool in 2007. His thesis explained for the first time how technically correct 2D photography can be both fattening and convey distorted perception of true shape and size. The experiments were funded by the UK government’s Independent Television Commission. They were designed to explore the advantages and disadvantages of 3DTV and investigate claims by TV performers and presenters that TV cameras "add 10 lbs" (4.5 Kg) to on-screen body-weight. This claim was strongly supported by the research. The main findings were that 2D photography is an innately fattening medium that produces consistently overweight images of people over a wide range of photographic conditions. A counter-intuitive finding was the fattening effect is sexually dimorphic, and made women appear much fatter than men under the same photographic conditions. This explains why actresses and models are often so slim, as only the slimmest women can counteract the innate fattening effects of photography. Philip Connolly University of Brighton Presentation Title: From Peppers Ghost to the iPhone; using 3D to help music videos reach new audiences in a post digital world. (15:30-15:45pm) Abstract Independent Music Videos: The barriers to low cost production and worldwide distribution have been broken down by the digital revolution. It’s never been so easy to get your work out there. Conversely it’s never been so difficult to get noticed. In the online battleground can the use of different viewing experiences such as 3D, help get your work noticed? 3D has always been a way of making, your work stand out from the crowd (pun intended). It’s still been underutilized in music video production. Generally budgets and limited places to screen the work have prevented widespread usage of 3D. The use of apps and new 3D viewing technique’s hasn’t been fully investigated. This presentation will look at a practice based research project that investigates the opportunities offered by the Palmtop theatre (www.palmtoptheater.com) and the iPhone gyroscope method for simulating depth by moving the device. The palmtop theatre applies the principle of Peppers Ghost to the iPhone, 3 half mirrors spaced at different depths from the viewer reflect video content from the iPhone screen. It’s not stereoscopy but due to parallax you get an impressive 3 dimensional effect. It doesn’t require glasses and image accommodates head movements. The gyro process, recreates the parallax layers of the palmtop theatre and uses the phone’s gyroscope to adjust the virtual depth of the layers in 3D space. This conference presentation will look at these new personal ways of viewing 3D. Provide a case study production for this process with a music video that I directed, “Beatie Wolfe: Lied”. Then discuss the marketing strategy for the release and how 3D technology supported this: http://www.youtube.com/watch?v=icqD0W38xco The presentation will discuss the challenges and practicalities of producing content in the palmtop theatre and gyro format. Consider if it’s a format that’s particularly suited to music videos and how it impacts production budgets. Having produced a video in this format I will analyze the impact and successes of the project. Did it get noticed? Did the technology improve the viewing experience beyond a traditional flat music video? How is the experience different from conventional stereoscopy? How does the interactive element increase audience engagement? The production process opened the doors to many creative possibilities. It can be argued that technology is also a new and exciting art form in its own right. Even if the palmtop theatre may never become a mainstream device, it lays the groundwork for other exciting uses of the technology – Peppers Ghost may be back to haunt us again. Press for the App: http://www.wired.co.uk/wired-insider/2014/meet-beatie-wolfe-and-her-3d-interactive-album http://www.gq-magazine.co.uk/entertainment/articles/2013-09/25/beatie-wolfe-album-8ight-preview Bio-bibliography Phillip Connolly is a senior lecturer in Film and Television production at Brighton University and filmmaker. Previously, Philip worked as a transmission engineer for Channel 4 and Ascent Media, and then moved to post production working at Evolutions. He completed an MA in Television Directing at the National Film and Television school and has since divided his time between academia and production. As a director Philip has made short narrative films, music videos, interactive 3D music videos and documentaries. Including an award winning viral promo for Toshiba. Philip has research interests in media technology, transmedia storytelling, 3D and interactive production techniques. Dr Robert Black Liverpool University Presentation Title: Ask the audience: live study of a 3D viewing experience. (15:45-16:00pm) Abstract What acquisition factors affect the experience of stereoscopic 3D? Plenty of studies use 3D video content, but while the display parameters are known (how much parallax and where it is distributed), the acquisition parameters of interaxial (IA), Horizontal Image Translation (HIT) and Field of view (FOV) are often lost in preparation. Other studies use simplified 3D objects, but at the expense of ecological validity (confidence in finding the same result outside of the lab). Can the experience of 3D be predicted by the amount of parallax alone? My research to date (Black, Wueger & Meyer, 2013; op. cit. 2014) suggests that when viewing simple hinge objects, the amount of distortion perceived approximately matches what can be predicted through ray-tracing. Also, the amount of parallax does not reliably predict comfort. The only time parallax is measurably related to comfort is when the HIT approximately matches Inter-Pupillary Distance (IPD). When viewing simple hinge objects with HIT set to approximately IPD, people rate 3D as (slightly) more comfortable. But this may be due to the choice of stimulus, and is not definitive advice for content production. The above experiments fixed viewing position centrally with a chinrest, with the display field of view matched to that of the camera. So how important is seating position? How does the use of wide angle or telephoto lenses affect the 3D viewing experience? And is there any interaction between the above factors? Recent research has shown that off-axis viewing of 3D content on a 3DTV is fairly insensitive to viewing angle, in line with the distortions experienced when 2D at all but the most extreme viewing angles (Bank, Held & Girshick, 2009; Hands & Read, 2013). Is there any difference when this experiment is repeated in a cinematic environment? And does changing the acquisition factors exacerbate perceived distortion? The audience will be shown a range of simple 3D objects, generated from a selection of 3D acquisition parameters including IA, HIT and FOV. The presented stimulus will still be a simple object, not a movie scene. The order of presentation will be randomly interleaved to reduce second-guessing the outcome. Audience members will respond using a web app on their smartphones (with paper backup). They will input their seating co-ordinates which will be factored to the dimensions of the cinema, so each audience member’s distance and inclination from the screen will be known. Audience members will then rate a selection of 3D scenes for distortion and comfort using sliders. The results will be processed in real time and displayed live for the audience. Does a creative choice of HIT cause unnatural looking 3D or do audiences not care? Is a matched seating position to focal length important for comfort? And is the amount of off-axis 3D distortion experienced affected by the amount of parallax presented? By engaging the audience to take part and experience an experiment using controlled 3D stimuli, this simple, quick form of data collection can be a useful tool for 3D content makers to give confidence that their audience is sitting comfortably. Acknowledgements: EPSRC Grant No. 113300095 ‘Human factors in the design of stereoscopic 3D’ Creative Industries KTN & Sony Computer Entertainment Europe. Bio-bibliography Based at the University of Liverpool, Rob is an academic turned stereographer turned industry-facing academic sponsored by Sony Computer Entertainment and the EPSRC. He enjoys the practical application of vision science to on-set scenarios. And looks forward to succeeding at that task some day! He holds a patent for a synopter optical device which made claims to increase depth and detail in 2D images; and hopes he can contribute this knowledge in particular to have a small role in further advancing the development of immersive displays. Dr Lorna Moore Video Artist Presentation Title: Be[ing] a part of You: In[bodi]mental a Real-time video performance (16:00-16:15pm) Abstract This paper will present a discourse on the live video performance In[bodi]mental performed at The Public in West Bromwich 2011. It will discuss what happens to our perception of self when we move across the boundary between the corporeal self and the live digital image as other. It argues that In[bodi]mental draws the performer/participant through the video frame were both participants are immersed in each other. Both performers are suspended in the belief that the live digital image of the other performer is a part of their own corporeality. The work involves two participants wearing a Head Mounted Display System linked to a live video feed. Each performers live video feed is swapped over via a real-time video programme so each participant sees through the eyes of the other performer. The aim of the work was to perceptually swap the bodies of two performers using real-time video technology and HMDs to bridge the gap between the performer and the performed, subject and object. The findings from this work has seen the emergence of an augmented self which phenomenologically stretches the materiality of the lived body beyond the parameters of a single self where we share an inter-corporeal experience. My work focuses on be[ing] rather than becoming and looks to find new ways to immerse the viewer/participant within the artwork. An exploration into real-time video technology is demonstrating that we can experience an overlap between subjects were the binary oppositions between self and other are no longer clear cut divisions but are now emerging as blurred modalities of be[ing] in the world. This paper will draw on the work of Roy Ascott a pioneer in consciousness studies and his work on syncretic reality, phenomenology, psychoanalysis and neuroscience. Locating my work within these fields articulates the impact In[bodi]mental has had on a participants perception of self. The reversibility of being able to see through the eyes of the other has created an overlap between the corporeal body and the real-time digital image which has been the focus of my practice-led doctoral research. My findings have concluded that when we interact with our real-time video image we do experience a merger between the body and the real-time video image. This is most powerful when there is a disruption in the proprioception of the body through the immersive experience. What seems to accompany this is a feeling of the uncanny. I argue that when we experience the uncanny we are somewhat closer to an unfamiliar part of self we have rekindled during the experience – a hyperreal experience of self. Though I am looking to develop these ideas through 3 Dimensional stereoscopic Head Mounted Display Systems to immerse the participant further into the frame I would like to present these ideas and the direction my work is going in. In[bodi]mental Bio-bibliography Doctor Lorna Moore has just completed her practice-led PhD at the University of Wolverhampton. She is an interactive video artist and has had her work exhibited internationally. Lorna has curated a number of art exhibitions, collaborated with a number of artists and been an educationalist for twenty years. Originally from Liverpool Lorna is now living in Bedfordshire were she continues to develop her practice-led research. Lorna is interested in bridging the boundaries between the participant of the artwork and the artwork. Currently she has been developing real-time video performances to In[body] participants within the work. Closing Keynote: Dr Denise Quesnel Emily Carr University, Canada Presentation Title: "Creating engaging content for immersive storytelling, and evaluating individual experiences". (16:30 – 17:00pm) Abstract From pre-production through to delivery, what are the strengths of VFR (variable frame rates), HFR, (high frame rates), HDR (high dynamic range), and Stereoscopic 3D tools together in combination or individually apart for immersive storytelling purposes? How does a viewer respond to these new techniques, and how does it impact their ability to connect with what they are seeing? What considerations should be made in using these techniques with current production and post-production infrastructure? Bio-bibliography Denise Quesnel, Research associate and post production specialist at the S3D Centre, Emily Carr University of Art + Design. Notes: Postgraduate research in 3D Stereoscopic Media at Ravensbourne College of Design and Communication. 3D Stereoscopic Media MA/MSc This pathway takes advantage of Ravensbourne’s advanced technical resources and strong industry connections to enable you to work collaboratively across disciplines in 3D stereoscopic applied research and work with cutting-edge media technologies to develop and deliver immersive 3D media to new platforms and provide you with a grounded and deep exploration of the area. Working with industry professionals and specialist S3D technology and platform providers, you will examine all sides of the Stereoscopic 3D story. This includes an examination of the perceptual science and human vision theory as well capture and display technologies looking at the biology, psychology and the technologies behind the current wave of innovation. You will develop your creative and technical skills through a series of collaborative projects to design and build rich 3D content, applying a core understanding of the nature of stereo perception in 3D output. Content will be repurposed for multiple platforms, from point-of-sale lenticular screens, 3D mobile devices, to 3D cinema, exploring how narrative and storytelling can be enhanced through stereoscopic production and delivery. The digital production and post-production tools will enable you to deliver 3D projects through a full professional stereo pipeline, from capture to delivery. This course will share some technical delivery with the MA/MSc Broadcast Futures pathway, encouraging a collaboration of ideas to exploit these exciting new technologies. The pathway covers the history of Stereoscopic 3D through to the roles played by modern content and technology companies. You will engage with production processes and workflows for multiple platforms including specialist content management, production and post-production techniques. Ravensbourne College of Design and Communication provides many different undergraduate and postgraduate courses, for further information on these please see the website: rave.ac.uk Ravensbourne’s Undergraduate Courses: Film, TV, Broadcasting Architecture and Interior Design Product and Interaction Design Fashion Graphic and Motion Graphic Design Animation Music and Sound Web Media Photography and Film Ravensbourne’s Postgraduate Courses: MA/MSc 3D Stereoscopic Media MA Animation Futures MSc Applied Technologies: Rapid Prototyping & Digital Technologies MA/MSc Broadcast Futures Build your own MA MA Communication Design MDes Design Management Communication MA Environment Design MA Fashion MA Games Design MA/MSc Interactive Digital Media MA/MSc Interactive Product Futures MDes Luxury Brand Management Innovation MA Moving Image MA/MSc Professional Media Practice MDes Service Design Innovation MA Visual Effects MFA/Master of Innovation Ravensbourne College of Design and Communication 6 Penrose Way Greenwich Peninsula London SE10 0EW rave.ac.uk
© Copyright 2024 ExpyDoc