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Dissertation

The architectural image: space, movement and myth

TL;DR: In this paper, the authors discuss the role of human figures in human action: persuasive human figures Persuasive human figures Performing human figures, and performing human figures with human action.
Abstract: of human figures Persuasive human figures Performing human figures
Citations
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01 Jan 2014

26 citations

Journal ArticleDOI
01 Mar 1973-English

14 citations

Journal Article

14 citations

Book
01 Jan 1919

5 citations

01 Jan 2000

2 citations

References
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Book
01 Jan 1980
TL;DR: The Bare Bones Camera Course for Film and Video as mentioned in this paper has been chosen by over 700 colleges to teach basic film and video techniques and is the most user-friendly book available on the subject of video production.
Abstract: A timeless classic with more than 165,000 copies sold, The Bare Bones Camera Course for Film and Video has been chosen by over 700 colleges to teach basic film and video techniques. Written by a working professional, The Bare Bones Camera Course is the most user-friendly book available on the subject of film and video production; it reduces the shooting experience to its essence, making complicated concepts easy to grasp. Using simple clear language and more than 150 illustrations, the book explains:

4 citations

Journal ArticleDOI
TL;DR: This work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
Abstract: This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation

4 citations


"The architectural image: space, mov..." refers background in this paper

  • ...He also noted the sequencing order of shots, which often started with the exterior shot, moved to an interior shot, and sometimes ended with another exterior shot (Alvarado et al. 2005)....

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  • ...Alvarado’s work (Alvarado 2008; Alvarado et al. 2005; Alvarado and Isorna 2004) analyzed films, documentaries, and architectural animations to match cinematic techniques to various space types....

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  • ...…Portrayal in the Image ............................................ 324 Table 15 Themes of Architectural Narratives ...................................................... 325 xvi List of Figures Figure 1-1 Camera movements associated with exterior shots of the building (Alvarado et al. 2005)....

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01 Jan 2004
TL;DR: The aim of this paper is to explore the options of simulating people in the context of environmental design as well as to provide simplified techniques for representations of people in 3D digital animation.
Abstract: It is people that make architecture alive. It is motion that captures our attention. Together they make our architectural environment believable. Besides portraying a friendly environment, digital people can portray the best reference for scale, time, location and character of an environment. Representing architecture along with human figures has always been an integral aspect of architectural representation in traditional media. As we moved from traditional representation to animated 3D digital modeling, representation of people lost its spirit. Perhaps the reason for this is that a great deal of time and energy needed to be dedicated to the development of human figures. In addition, defining movements and poses for each figure requires additional skills. The aim of this paper is to explore the options of simulating people in the context of environmental design as well as to provide simplified techniques for representations of people in 3D digital animation.

3 citations

Proceedings ArticleDOI
29 Nov 2006
TL;DR: This paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance.
Abstract: Consider the current graphic capabilities of multimedia authoring tools Many information technologies have been exploited to the fullest in the gaming and advertising industries As far as educational materials produced to explain outstanding architectural and many heritage works, most publications still rely on print media While much digital information has been propagated online through the Internet (and a few CD-ROM formats could also be found) the techniques of delivery have yet to take advantage of potential technologies, preferring only to digitally replicate and hyperlink the structure and content found in their printed cousins [Kwee et al 2006a] The reason for this slow adoption is not clear and paradoxical since our society places abundant emphasis and stresses the importance of education over games However, it seems that the industry and, more importantly, the architecture discipline themselves do not appear to promote architectural visualisations as a significant contributor to the education and learning process Therefore, educative architectural information visualisation may have to set itself apart, especially to generate growth and interest in this areaThis paper does not deal with the technical aspects of visualisation creation processes but proposes to emphasise architectural visualisations - animations, in particular - as a heightened form of art that could be approached with grammatical lens more than merely a technical exercise that aims to serve an outcome or an industry as they are often perceived now Digital architectural visualisations and their delivery techniques can be expanded much more as an artistic (architectural) expression like architectural writings are to authors, games to game designers Although differences could be identified, there are numerous lessons that can be drawn from other forms of art to propel architectural visualisations to a new level beyond those seen in real-estate websites, architectural practices and most students' works in reputed educational institutionsArchitectural information is peculiar to each building In order to explicate the essences of architectural works (ie the vocabularies, designer's intents, etc), in all fairness, their presentations cannot be generically produced and uniformly adapted What one technique and approach could successfully achieve in explaining one building cannot exactly be re-applied to another building with the same expected results Forms, scales, circulation paths, lighting assignments, designer's intents, other information (and types) to be delivered differ from one building to another As such, executions are also wide open to be explored to not only address the practical issues but also to express the intentions of the author/s or director/s to strengthen the architectural narrativesThis paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance

3 citations

Dissertation
01 Jan 2005
TL;DR: This thesis introduces the notion of event-driven architectural design, and implements an experimental digital tool that automatically constructs a cinematic representation of human characters and events in a synthetic space with little intervention of the designer of the space.
Abstract: Architectural design can be viewed as the manipulation of physical material space in relation to human events that take place inside it. This thesis introduces the notion of event-driven architectural design, and implements an experimental digital tool that automatically constructs a cinematic representation of human characters and events in a synthetic space with little intervention of the designer of the space. Through the application of various filmmaking conventions, this tool intends to enrich currently available modeling software by incorporating algorithmic generations of characters, viewing camera's placements and movements as well as montage of multiple camera shots. Such software gives architectural designers the opportunity to evaluate and iterate their design revisions based not only on the building's form but also on the events and human actions that take place inside it. Thesis Supervisor: Takehiko Nagakura Title: Associate Professor of Computation

3 citations