Image Beyond the Screen


Book Description

Videomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.




Image Beyond the Screen


Book Description

Videomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.




The Image-Interface


Book Description

Digital practices are shaped by graphical representations that appear on the computer screen, which is the principal surface for designing, visualizing, and interacting with digital information. Before any digital image or graphical interface is rendered on the screen there is a series of layers that affect its visual properties. To discover such processes it is necessary to investigate software applications, graphical user interfaces, programming languages and code, algorithms, data structures, and data types in their relationship with graphical outcomes and design possibilities. This book studies interfaces as images and images as interfaces. It offers a comprehensible framework to study graphical representations of visual information. It explores the relationship between visual information and its graphical supports, taking into account contributions from fields of visual computing. Graphical supports are considered as material but also as formal aspects underlying the representation of digital images on the digital screen.




Image – Action – Space


Book Description

Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.




The Orientation of Future Cinema


Book Description

What is the fate of cinema in an age of new technologies, new aesthetic styles, new modes of cultural production and consumption? What becomes of cinema and a century-long history of the moving image when the theatre is outmoded as a social and aesthetic space, as celluloid gives over to digital technology, as the art-house and multiplex are overtaken by a proliferation of home entertainment systems? The Orientation of Future Cinema offers an ambitious and compelling argument for the continued life of cinema as image, narrative and experience. Commencing with Lumière's Arrival of a Train at a Station, Bruce Isaacs confronts the threat of contemporary digital technologies and processes by returning to cinema's complex history as a technological and industrial phenomenon. The technology of moving images has profoundly changed; and yet cinema materialises ever more forcefully in digital capture and augmentation, 3-D perception and affect, High Frame Rate cinema, and the evolution of spectacle as the dominant aesthetic mode in contemporary studio production.




Design Drawing


Book Description

Get the completely revised edition to mastering the visual language of architecture. In his distinctive graphic style, world-renowned author and architecture educator Francis D.K. Ching takes us on another exciting journey through the process of creation. In Design Drawing, Second Edition, he unmasks the basic cognitive processes that drive visual perception and expression, incorporating observation, memory, and rendering into a creative whole. This edition unites imaginative vision with fundamental architectural principles to cover the traditional basics of drawing, including line, shape, tone, and space. Guiding the reader step-by-step through the entire drawing process, Design Drawing also examines different types of drawing techniques such as multiview, paraline, and perspective drawings -- and how they can be applied to achieve stunning results. In addition, this edition: Goes beyond basic drawing books—Ching not only covers the principles, media, and techniques of drawing, but also places these within the context of what and why designers draw. Features more than 1,500 hand-rendered drawings—beautiful illustrations that reinforce the concepts and lessons of each chapter. Includes a supplemental CD-ROM—viewers will gain a greater appreciation of the techniques presented in this book through the power of animation, video, and 3D models. Twelve new modules are included, as is a video of the author demonstrating freehand techniques in a step-by-step manner. For professional architects, designers, fine artists, illustrators, teachers and students alike, this all-in-one package is both an effective tool and an outstanding value, demonstrating concepts and techniques in a visually stimulating format that transends comparable works in the field.




Entertainment Computing – ICEC 2021


Book Description

This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.




From UXD to LivXD


Book Description

Living eXperience Design – the design of life experiences – is an extension of user experience design (UXD). The context comprises usage and practice in real contexts in which spatial, urban, social, temporal, historical and legal dimensions are considered. Reflecting upon LivXD is to examine the whole experience of a target audience in a variety of situations – and not only in those involving digital technology. This book begins with the definition of LivXD and its associated epistemology, and proceeds to detail field experiments in certain privileged areas: the relation to creation and works, mediation and adult education.




The Palgrave Handbook of Intermediality


Book Description

This handbook provides an extensive overview of traditional and emerging research areas within the field of intermediality studies, understood broadly as the study of interrelations among all forms of communicative media types, including transmedial phenomena. Section I offers accounts of the development of the field of intermediality - its histories, theories and methods. Section II and III then explore intermedial facets of communication from ancient times until the 21st century, with discussion on a wide range of cultural and geographical settings, media types, and topics, by contributors from a diverse set of disciplines. It concludes in Section IV with an emphasis on urgent societal issues that an intermedial perspective might help understand.




Transforming the Church Interior in Renaissance Florence


Book Description

Before the late sixteenth century, the churches of Florence were internally divided by monumental screens that separated the laity in the nave from the clergy in the choir precinct. Enabling both separation and mediation, these screens were impressive artistic structures that controlled social interactions, facilitated liturgical performances, and variably framed or obscured religious ritual and imagery. In the 1560s and 70s, screens were routinely destroyed in a period of religious reforms, irreversibly transforming the function, meaning, and spatial dynamics of the church interior. In this volume, Joanne Allen explores the widespread presence of screens and their role in Florentine social and religious life prior to the Counter-Reformation. She presents unpublished documentation and new reconstructions of screens and the choir precincts which they delimited. Elucidating issues such as gender, patronage, and class, her study makes these vanished structures comprehensible and deepens our understanding of the impact of religious reform on church architecture.