32 posts categorized "Animation"

12/19/2012

Sinful Robot: XXX Virtual Reality

Sinful-robot-622x505

If news of the impending apocalypse has you bummed that you won't get to sow your wild oats at Yub-Yum, Amsterdam's android sex club of the future, here's something else you're going to miss out on: Sinful Robot. Hyped as the "world's most immersive virtual reality erotic encounter," Sinful Robot, created by a California startup of the same name, is being designed for the forthcoming Oculus Rift virtual reality headset.

In what I imagine to be a cross between the Batsignal and the Mudflap girl, Sinful Robot put out a call for 3D programmers, artists and animators on Reddit, also known as the Gotham of the Internet.

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Among a lascivious list of, ahem, open positions at Sinful Robot is a 3D character artist. Applicants should be engorged with "expert knowledge of creating realistic female models" and have the ability to create orgasmic "organic models." For those with expert knowledge on the male anatomy, it's not yet clear where you measure up.

Reddit user Illusionweaver69, who claims to be Sinful Robot's co-founder Jeroen Van den Bosch, is giddy about what Oculus Rift and the future holds.

"I have been waiting for many years for technology to become immersive enough so it [can] trick your brain to accept the virtual reality as reality, but the Rift does really do that," he wrote. "So now we can finally make an erotic adventure game that will actually be exciting!"

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However, if the Earth does open up like a split piece of fruit on Friday, only to reveal a fiery chasm of magma and crumbling rock, here's a good soundtrack to usher in the end of days. "You Don't Know What's Going On," so take your best friend's hand, shrug, and leap into the great beyond.

via Gizmag

Credit: Sinful Robot

 



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12/05/2012

Comics Journalism Hits the Tablets

Symbolia-278x225
Symbolia is to journalism what the graphic novel is to literature. Credit: Symbolia

You've heard of comic books; you've heard of magazines. Now a new generation of journalists is merging the two to tell non-fiction stories about everything from environmental destruction in California and the mysteries of the Congo River to our gut's microbiome and an obscure psychedelic band from Zambia.

The merger has resulted in a new tablet-based magazine called Symbolia, which was launched this week. Unlike text-heavy narratives that readers may find in magazines such as the Atlantic or the New Yorker, this new digital experience tells stories in illustrated, interactive panels.

For example, one feature story -- "Live Long, Die Quick" -- opens with an illustration of Chinese microbiologist Zhao Liping wondering if tailoring his diet to the microbes in his stomach could help him loose weight.

The subsequent panels show that by eating Chinese yam and bitter lemon, Zhao can tweak his microbial makeup and slim down. There's animation, including wiggling microbes and tappable infographics, so the users can choose how deep they want to dive into the story.

Founded by Chicago-based journalist, media consultant and comic enthusiast Erin Polgreen, Symbolia is to journalism what the graphic novel is to literature.

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Traditional media such as newspapers and magazines continue to tailspin as they struggle for identity in the digital age. While Symbolia isn't seeking to replace the old guard, it recognizes that a fresh voice needs to be brought into the arena.

Symbolia started about three years ago when Polgreen said she began noticing a new crop of comics creators who were also doing journalism.

"I was really into the work Sarah Glidden,Ted Rall and Matt Bors had been doing, specifically because they had been using Kickstarter to fund trips for non-fiction comics on conflict zones," Polgreen told Discovery News. "They had been quite successful."

Not only that, these non-fiction story tellers were flying completely under the radar of traditional news organizations.

And then one day, Polgreen said she had a "kapow moment."

"I was reading an issue of Wonder Woman, then I switched over to reading a magazine on my new iPad I got off of Craigslist," Polgreen said. "Everything just kind of clicked together, like picking a lock. That's our origin story, if you will."

Polgreen applied for and received a couple of grants -- one from J-Lab and the McCormick Foundation's New Media Women Entrepreneurs program and the other from the International Women's Media Foundation -- that helped transform her idea of into a fully-developed tablet magazine of illustrated journalism.

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Symbolia's first issue was launched on Monday, Dec. 3, and is available free, either as an interactive iPad app (an Android app may soon follow) or in PDF form. Starting in 2013, it will be published every other month and cost $11.99 for six issues.

Polgreen's goal up front is to use clever design, great color and visual narrative devices to talk about complicated issues. She says she wants to bring a fresh energy back into storytelling, one that isn't always evident with text-heavy content.

"Comics journalism represents not only this opportunity to be playful, fun and have a cozy hand-crafted feel to your product, but it's also this way to bring more people in. You bring in more visual learners -- people who think about things or interact in different ways than someone who might read 10,000 words of text," Polgreen said.

She cites one of the most widely circulated newspapers in the United States as an example of how a more visual format can appeal to readers.

"When USA Today started out, people pooh-poohed that they had infographics and thought the paper was speaking down to the masses," Polgreen said. "But it's one of the papers that's still around. I don't think they're on fabulous financial footing but they broke the wave of varying design in news."

John Fennell, an associate professor at the Missouri School of Journalism who is heavily involved with the weekly, student-run Vox Magazine, said he thinks Symbolia could be another wave-breaker.

“We study news and magazine startups and try to understand what’s working and what’s not," he said. "I have to say, Symbolia is the freshest startup I’ve seen in a long time."

New magazines come into the fold all the time and it's a constant experiment within the industry to see which ones will stick, says Fennell.

“We’re in this cycle where we can pick up news anywhere and that’s why magazines like Newsweek have folded and Time is seeing some difficulties," he said. "So when you get something like” Symbolia, “where it’s a combination of something that no one’s ever done before, I think it’s worth paying attention to.”

Even with slick design, sharp reporting and engaging storytelling, Polgreen understands how difficult it is to remain profitable in today's media landscape. However, she believes her loyal audience -- a Venn diagram of journalists, nerds, technologists and comic fans -- will do more than just save the day.

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"One of the reasons I thought I could really make a go with Symbolia as an actual business venture is I've been watching web comics for the last 10 to 15 years grow into entities that actually support their creators full-time," Polgreen said.

Fennell agrees.

“All successful magazines have niche audiences. General-interest magazines just aren’t working anymore,” he said. With Symbolia, “here you have a built-in audience -- a loyal audience -- that likes graphics and knows the subject of graphic novels and literature.”

The magazine industry may be on shaky ground, but for Polgreen, this built-in audience is the cornerstone of what she hopes will be Symbolia's solid foundation.

"Comics fans are wonderfully supportive of the people and art that they love. There's a very strong emotional connection," she said. "It's my hope to bring in more people who read comics on a regular basis and help them engage more with news and what's happening in the world."




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10/08/2012

Disney Patents Augmented-Reality Food

Disney-cake-622

In the not-so-distant future, we'll be able to have our cake and eat it too. Disney recently outlined patent plans for augmented-reality cakes and other food products. This means the ability to watch interactive videos projected onto the icing just before guests dig in. Though Disney's plans are still on the drawing board, two methods are outlined for bringing this tech to life.

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The first involves a small projector incorporated into a cake topper equipped to store and display digital images across the cake's surface. Imagine a montage of photos or video clips from the birthday boy or girl's favorite Disney movie and you get the picture. Developers also suggest adding motion-tracking sensors so users could interact with the images. For example, users could wave a wand over the cake to make images of flowers bloom.

However, for an even more mind-blowing experience that may make you think twice about eating the cake, Disney plans to role out the big guns: a computer connected to an overhead projector with depth sensors and motion trackers.

The added equipment may make the birthday cake look more like a science experiment, but the added sensors allow for added interactive elements on cakes that don't have flat surfaces. Entire digital worlds could then be mapped over the cake's rugged surface where waterfalls, snow-capped mountains and flowing volcanoes could be brought to life. Anyone could manipulate the landscape by using certain props to trigger stimuli. For example, a tree placed onto a field could cause a digital forest to grow.

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Disney envisions the augmented reality tech turning the surface of cakes into digital coloring books or story books where narratives are advanced by remote-controlled figurines. The patent mostly describes concepts using cakes, but explains that the tech could be applied to almost any other food.

Augmented reality shepherd's pie, anyone?

via Gizmag




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10/04/2012

Glasses Turn Face Into Avatar: DNews Nugget

Dnews-nuggets-278x225 Glasses Turn Face Into Avatar: At this week's CEATEC conference in Japan, researchers from Docomo unveiled a pair of video glasses that map the wearer's face and produce an on-screen avatar in real time.

A rear-mounted camera captures the background and projects it so that the avatar appears to be immersed in a a real environment. Most likely, the device won't be ready for the market for another five years. Check out the video below to see just how cool it is. via DVICE

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09/11/2012

Make A Baby To This Music

Making_a_Baby

When it comes to the "indieness" of what makes indie-music so painstakingly avant-garde, Zack Galifianakis and Michael Showalter brilliantly sum up the debate with this fake interview in what amounts to a snake eating its own tail.

However, all lampooning aside, there are those musicians who are erasing barriers and they're anything but silent.

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For example, Luke Fischbeck of Lucky Dragons. He's redefining not only how music is made, but how we experience it. More importantly, his work poses the question: Who exactly is the musician? Furthermore, shattered is the notion that the performer and audience are separate entities.

Best representative of this concept is his piece "Making a Baby." Get your mind out of the gutter -- performances of the piece do not involve sex, but there is a lot of touching. Consider it artistic procreation that gives birth to a musical experience like no other.

Fischbeck uses a sound card that issues high-frequency carrier signals to cables that are strung out beyond the stage to the audience members who are encouraged to pick them up. Once they do, they cease to be the audience and become makers of the music. That's because, as people touch the leads of the cables, custom software detects fluctuations in the amplitude of the carrier signal, triggering an array of audio effects, samples, passage shifts, filter sweeps, lighting and/or animation, just to name a few.

Not only that, as members of what used to be known as the audience touch each other, the sounds shift even more. As Eliot Van Buskirk noted in a recent profile on Fischbeck in Wired, at one performance he witnessed "art kids and scenesters...touching each other, and ultimately writhing about on the ground."

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So, you can see why "Making a Baby" is a good title for this project, sheerly for its ability to provoke a bunch of art kids to thrash around like spawning salmon. I'll leave it to you bitter cycnics to make the joke about salmon dying after they spawn.

"All of these mythologies about 'crossing the proscenium' or 'breaking through the fourth wall' in performance -- it just becomes irrelevant," Fischbeck told Wired. "A performance or interaction is created equally from all sides at once, you know? Whether it's technology or interface setting the rules of the engagement, you also have everything that the user -- the person participating in it -- brings to it. It’s really a cooperation between equals."

At least this remedies the pandemic plague of most so-called indie-show audiences: the dreaded arms-crossed head nod while standing aloofly in place.

via Wired

credit: YouTube screen grab


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09/07/2012

Print Book Controls e-Book Webpage

Elektro

Polish designer Waldek Wegrzyn wanted to create a way to merge the Web with print books. He was inspired by El Lissitzky's text, "The topography of typography," which discusses the future of books as technology. In response, Wegrzyn created the Elektrobiblioteka.

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Blurring the lines between screen and page, the book is a volume companion to an e-book that's posted online. The physical book controls the webpage via embedded chips. When a page in the book is turned, the webpages online turn as well; tapping on graphics in the book allows readers to interact with them on screen. The book is currently in Polish, but a quick translation will allow just about anyone to read it online even without the device.

This isn't a commercial product, and the odds of it becoming one are slim. But, it's an interesting way to see how two mediums that seem to contradict each other could be combined to create something different. Check out the video below for a full demo.

 

 

via The Verge

Credit: Elektrobiblioteka




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08/24/2012

The History of Animation: Gotta-See Video

Gotta-see-videos

Animation has a long and interesting history. Since the advent of modern computer animation, even Walt Disney Studios, one of the stanchions of feature-length animation, has moved to animating solely with computers. Hand-drawn, stop-motion, go-motion, claymation and many other techniques have been used throughout human history. Even cave paintings were created with a sense of motion. This video is a brief, and incredibly thorough, telling of the art of animation. via Devour

Want to recommend a video? Tweet it to @Discovery_News with the hashtag #GottaSeeVideos.

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08/15/2012

Animators Bring Life To The Boneless

HgImage

Animators love to make realistic-looking creatures. Duplicating the look of most vertebrates -- whether people, mice or marmosets -- is a well-established art. Making an invertebrate, like a jellyfish, look realistic is another matter.

Karen Liu, Jie Tan, and Greg Turk from the Georgia Institute of Technology presented a paper at SIGGRAPH 2012, detailing a new method of building animated characters, one that makes it a lot easier on the animator, and a lot less expensive.

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Instead of treating bodies as frameworks of bones, they programmed "muscles" that would change a character's shape. They also included an algorithm that assumes the mass of the character stays the same even though its shape changes.

Ordinarily, an animator might use the "skeleton" of a character as a basis for movement. While walking, an animated person's feet remain the same size, just like in real life. Or, if he is standing still but gesturing with a hand, the feet remain stationary, as will most of the leg. That wouldn't happen with an amoeba or some other blob-like creature -- as one side moves, it pulls on the opposite side, elongating it, for example.

ANALYSIS: Heartbeat Rhythm Drives Animation

The computing technique allowed the programmers to make characters that move according to higher-level goals, which means they didn't have to specify every single movement and every portion of the creature. That cut the programming time and effort a lot. To demonstrate they made a video of dancing letters of Jell-O. See it below.

Image: Georgia Tech

via Georgia Tech




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08/01/2012

Animated Characters Printed in 3D

3dmonster


Avid gamers everywhere may soon be able to print action figures of their favorite game characters. Graphic experts and computer scientists from Harvard have created software that can turn any three-dimensional animation (think, Pixar) into a "fully articulated action figure,” according to a press release from the School of Engineering and Applied Sciences.

According to the release, the software returns a virtual character to the real world, which means it has to abide by real world physical constraints. When animating characters from the game “Spore,” surface points are used to determine weight relationships and skeletal positioning. In the animated world, these figures lack joints and other body features that produce real-life movement. The software addressed this problem by identifying the best places on the image for joints, and then adjusted the character’s physical attributes. (i.e. a thin arm equals a smaller joint.)

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Skin textures were also optimized for 3D printing. The software analyzed the way light reflected off of the virtual skin and mapped it to a physical form.

Moritz Bacher, author of the study and a grad student in computer science, describes the use of this kind of software for animators, saying, “Right now, perhaps they can print a static scene, just a character in one stance, but they can’t see how it really moves. If you print one of these articulated figures, you can experiment with different stances and movements in a natural way, as with an artist’s mannequin."

Harvard has filed a patent application for the software and plans to commercialize it to either license it to an existing company or creating a start-up, with a focus on customized user-generated toys and enhancing animation.

Credit: Moritz Bacher




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07/20/2012

Classic Music Box Prototype Meets iPad

Musicbox

Sometimes an iPad is more or less an overpriced toy, what with all of the apps, games and different capabilities. But what if the nostalgic gizmos of fun times past were updated to make the tablet device a beautiful and interactive toy -- no gaming experience required?

Joelie Aeschlima, a design student at the School of Art and Design in Lausanne, Switzerland, created three wooden music boxes, aptly named ‘Little Boxes’ that play music when cranked on an iPad.

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When one of the boxes is set on the iPad screen, the tablet recognizes it and plays music when the box is cranked. Each box is a different side and plays different sounds, on top of that, they each create visuals when interacting with iPad. The graphics are somewhere between interactive screen-saver and old school kaleidoscope. The boxes are just prototypes and will probably stay that way. However, for a cool peek at the prototype with a full demo, check out the video below.

 

 

via Ubergizmo

Credit: Joelie Aeschlima




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