User:Tomas Navarro: Difference between revisions
No edit summary |
No edit summary |
||
Line 30: | Line 30: | ||
''9. New narratives: googling, fakes, viral, cross-media,'''' | ''9. New narratives: googling, fakes, viral, cross-media,'''' | ||
==LBDM reserach project== | |||
LBDM artwork research | |||
The process that guides the thesis is my camera work investigation, focused this year in the possibility of create a 360 hologram to be projected in a smoke saturated medium. | |||
Through the highlights of the research I’ll link the index above mentioned and therefore establish a sequential process that mix technological outcomes with aesthetics and personal motivation. | |||
The hologram experiment is therefore a touchstone that gathers these concepts of modern videography: | |||
1. 360 degrees view. | |||
2. Z-buffering. | |||
3. Metadata (Multi-layered data). | |||
4. New screening devices. | |||
5. 3d features (stereoscopy, stereograms). | |||
6. Optical challenges and new devices. | |||
7. Freeze frame, bullet time, frozen time. | |||
8. Augmented reality. | |||
9. Sampling. |
Revision as of 16:06, 28 March 2012
Thesis 25/03/2012
TRUE HOLOGRAM
Research working title:
z-buffering, an informal inventory of avant-garde imaginery of 20 and 21 century.
intro
Z-buffer is an extra layer of a photographic image that contains a precise map of the three dimensional geometry of the scene. Is exactly what human stereopsis/binocular vision does. This document is driven by the research process of obtaining a true hologram, which we can widely defined as a 3D representation in photographic form.
expanded index
1. Photographic aesthetics
2. Holograms
3. Z-buffering, metadata and tracking.
4. Concept design of lens-based hologram
5. 360; Ubiquity
6. Test 1
'7. Communication and data
8. Videogames emulating cinema // cinema emulating videogames and back again. machinima.
9. New narratives: googling, fakes, viral, cross-media,''
LBDM reserach project
LBDM artwork research
The process that guides the thesis is my camera work investigation, focused this year in the possibility of create a 360 hologram to be projected in a smoke saturated medium.
Through the highlights of the research I’ll link the index above mentioned and therefore establish a sequential process that mix technological outcomes with aesthetics and personal motivation.
The hologram experiment is therefore a touchstone that gathers these concepts of modern videography:
1. 360 degrees view. 2. Z-buffering. 3. Metadata (Multi-layered data). 4. New screening devices. 5. 3d features (stereoscopy, stereograms). 6. Optical challenges and new devices. 7. Freeze frame, bullet time, frozen time. 8. Augmented reality. 9. Sampling.