ULusófona - Centro Universitário de Lisboa
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Percorrer ULusófona - Centro Universitário de Lisboa por assunto "3D ANIMATION"
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Item Augmented Reality for Games(Edições Universitárias Lusófonas, 2008) Luz, Filipe Costa; Bila, Vasco; Dinis, José Maria; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoIn this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the game’s scenario. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars.Item Realidade Aumentada para Espaços Interactivos(Edições Universitárias Lusófonas, 2008) Luz, Filipe Costa; Bila, Vasco; Dinis, José Maria; CICANT (FCT) - Centro de Investigação em Comunicação Aplicada, Cultura e Novas TecnologiasNeste texto pretendemos explorar a Realidade aumentada como meio de visualização para projectos de comunicação interactivos. Através das aplicações ARToolkit, Virtools e 3ds Max, pretendemos mostrar como criar uma plataforma interactiva portátil, que recorra ao meio ambiente e a markers para a construção do cenário de jogo. Pretendemos mostrar que o realismo da simulação, aliada à fusão dos objectos artificiais sobre o mundo real, poderá gerar empatia de interacção entre jogadores e os seus avatares.Item Realism in Gameplay: Digital Fiction and Embodiment(Edições Universitárias Lusófonas, 2009) Luz, Filipe Costa; Damásio, Manuel José; Gouveia, Patrícia; CICANT (FCT) - Centro de Investigação em Comunicação Aplicada, Cultura e Novas TecnologiasIn this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.Item Reflexive perplexities : the virtual camera in ‘she’s not there’(Lusofona University, 2017) Moyes, Peter; Harvey, Louise; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoWe report on the conception, production and delivery of the live music, live performance, 3D animated project She’s Not There that opened the CILECT congress in Brisbane November 2016. We discuss the operations of the virtual camera in framing the virtual 3D space within the real space of the theatre stage. We muse on this Mixed Reality mode within the context of Goudal’s conception of cinema as fostering in its audience a ‘conscious hallucination’ (1925); the appeal of our project is contingent upon the audience being able to view outside of the frame while enjoying the fantasy within, to knowingly invest in its illusion.