Collanews

🔒
❌ À propos de FreshRSS
Il y a de nouveaux articles disponibles, cliquez pour rafraîchir la page.
À partir d’avant-hierVos flux RSS

It’s Official: NAMM 2021 is Cancelled.

Par : Dan White
NAMM 2021 Cancelled

We’ve long expected that the COVID-19 situation here in the United States would continue to lead to cancellations of industry events. Today, the NAMM Show officially announced that they’re cancelling the 2021 NAMM show: “Given the current realities of the COVID-19 pandemic and the health and safety of NAMM members as our first priority, it […]

The post It’s Official: NAMM 2021 is Cancelled. appeared first on DJ TechTools.

Interview to Paco Gramaje

This is our interview to Paco Gramaje, art director of the Paco Gramaje Studio in Barcelona.

The studio creates immersive multidisciplinary AV shows, especially focusing on the fusion between projection mapping and dance performance.

We asked Paco a few questions about his background and creative career and also about the new projects he has been cooking up during the quarantine period.

1. When did you start working on the interaction between audiovisual and dance performance, and how did you get involved? What are the aspects that are more appealing to you about working in this interdisciplinary field?

It all begun in 2009. After quitting my job as an engineer I moved to Madrid to study a Master in Motion Graphics while making my first experiences in the world of video art. 

In 2010 I started up several collaborations with art organizations in Madrid and they proposed to me to shoot a dance performance by the choreographer Iratche Ansa.

The performance was going to be held at the Matadero in Madrid. From that recording I put together my first video dance “Comunicación Interpretación Automática” which had a very good reception.

I had discovered the potential of dance from an audiovisual perspective and the inner revelation of what I wanted to do in the next few years.

A few months later I made my first dance pieces with live visuals with choreographer Barbara Fritsche.

Thanks to those projects I was able to work on the musical “Hoy No Me Puedo Levantar” in 2013. In 2014 I directed my first proper theatre show: “Girasomnis”.

Interview to Paco Gramaje
2. You are the creator of “Girasomnis”, an itinerant project that has been traveling around the world. Can you tell us about the creative process behind the inception of this innovative project?

I try to “connect” the visuals with the dancers. Sometimes I encourage the dancers to “connect” or follow my visuals.

In this project I also composed the music. This is very useful as I have better control of the creative process. With this project I tried to evoke feelings in the audience without words: just images, dance and instrumental music.

Paco Gramaje - Audiovisual artist
3. Paco Gramaje Studio recently launched the “Dance Mapping Virtual Tour 2020” which it’s fundraising on Gumroad. This is in preparation for a new cutting-edge AV dance project in 2021 involving a 360 immersive environment . Can you give us some insights about the whole project?

This quarantine caused an abrupt stop in my job, but also gave me time to start imagining something new.

The idea was born during the first week of confinement. At the start, It was simple: I just wanted to publish some of our best projects and make them public. But I also felt a need for a change.

The last 3 years I was quite disconnected from my artistic side due to working mostly on commercial projects. 

I was just focusing on making money to pay my bills and trying to have a stable team for audiovisual production. The outbreak of the Covid-19  has been an absolute shift in our work. We started questioning the possibility of doing our shows as we did before.

Therefore I needed to devise another type of format for the new normal awaiting us: a fully immersive virtual Dance Mapping Show.

As my previous theatre production, without the pressure of a client and using the Girasomnis music.

So, in April I started to visualize and write a synopsis of this new project. I then decided to publish “Dance Mapping Virtual Tour 2020” as a memorandum of all these years of physical shows. 

Now it’s time to go further. I want to gather all the knowledge I gained during the last 10 years and apply it to a virtual reality show, where I can break the limits and make an immersive 360º visual performance with dancers.

This new production is planned to be released in VR and physical 360 projection format in late 2021.

4. When working on a project how do you pick your collaborators? What are the main roles you look for in your team? 

When I have the budget I can work with some powerful audiovisual freelancers from my network of collaborators. Failing that I work alone.

I also work with very talented dancers/choreographers from Barcelona. During the years they started to understand my ideas and transform them in beautiful choreographies. 

5. Can you describe your general creative approach when starting on a new project?

I have mostly 2 ways of work. I compose a music draft and then I work on the visuals and choreography or vice versa: I make a draft of visual content with a draft choreography and I try to match the sounds and music.

Sometimes I give leeway to the dancer, so they can create their own choreography and then I create the visual content following their movements.

In the last few years I also worked with some talented musicians for a faster audiovisual production.

6. In 2015, Paco Gramaje Studio won an award at the International Mapping Festival in Girona for the Micro-mapping category. Could you share with us your thoughts about the concept of “Micro-mapping”? 

This was a concept from Roman Torre. In 2015 I shared a space with him and we collaborated together on a video mapping of a rotating stone. It was a nice project called Liquid Series.

In the video mapping area I also tried to develop innovative concepts, differing from the typical big projection on a building facade. 2 Years ago I started to develop the concept of “Holomapping”. I am planning to finish it next year as well.

7. We are aware you regularly teach courses and masterclasses of video mapping applied to performing arts, in Spain and Latin America.


What specific training would you recommend for digital artists who have just started their career and why? Which are the countries with more opportunities for audiovisual arts, in your opinion?

Nowadays, it is possible to learn a lot following digital online courses, but it is always better if somebody guides you. As with everything in life the best way to learn is practice, making mistakes and improving. 

Spain is not the best country for arts, I would say. As far as I know French artists or from other European countries have more grants and support from their governments, but everything is possible if you are passionate about your work.

Website

Facebook | Twitter | Instagram | Vimeo | YouTube

The post Interview to Paco Gramaje appeared first on Audiovisualcity.

⁣ ⁣⁣ ⁣#repost @nvs_av⁣ ⁣__________________⁣ ⁣⁣ ⁣Amazing...




⁣⁣
⁣#repost @nvs_av⁣
⁣__________________⁣
⁣⁣
⁣Amazing Experience at @fotonicafestival ⁣
⁣Thanks to all⚡️⁣
⁣@videosolid @nick_n__ck @fotonicafestival .⁣
⁣.⁣
⁣.⁣
⁣.⁣
⁣#techno #experimentalmusic #experimental #video #visualart #visual #vj #liveset #eurorack #conceptstore #concept #videooftheday #postoftheday #fotonica #festival #cinema #audio #electronicmusic #electronic #modularsynth #drum #nvs #performance #performanceart #color #cinema #vdmx #millumin #
https://www.instagram.com/p/CDDwBuYpIdz/?igshid=gynsqrprm01f

⁣ ⁣⁣ ⁣#repost @u.machine⁣ ⁣__________________⁣ ⁣⁣ ⁣Deformation...




⁣⁣
⁣#repost @u.machine⁣
⁣__________________⁣
⁣⁣
⁣Deformation #Umachine #digitalart #dance #mapping #videoprojection #art #picoftheday #instadance #audiovisual #installation #umachine #artist #audiovisualperformance #show #interactiveart #generativeart #madewithsmode #millumin #realtimevideo
https://www.instagram.com/p/CDDvggnpXjn/?igshid=1wveao9nd64qb

The Future Group Unveils Significant Mixed Reality Advances in Pixotope Version 1.3

  Our object tracking software integration allows users to reach new levels of freedom while interacting with virtual elements on set   OSLO, NORWAY — 23 July 2020: The Future Group, creators of live photo-realistic virtual production system Pixotope®, today unveils its latest Version 1.3 software featuring a wide range of advances that significantly improve ...

The post The Future Group Unveils Significant Mixed Reality Advances in Pixotope Version 1.3 appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

The Colonie’s Remote Capabilities Ensure State Farm Spot Delivers Its Timely Message During COVID-19 Crisis – Easing Financial Burden

Par : SJ Golden

The Colonie’s remote capabilities were tapped by The Marketing Arm for a State Farm® broadcast spot with a timely message to customers facing financial burdens during the current pandemic. With production not an option, the company edited, color graded and finished the live-action spot remotely. Its team rallied, pulling volumes of stock shots, user generated ...

The post The Colonie’s Remote Capabilities Ensure State Farm Spot Delivers Its Timely Message During COVID-19 Crisis – Easing Financial Burden appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

Le leader de la prévisualisation met un pied en Chine

Par : Shadows

The Third Floor, studio spécialisé dans la visualisation au sens large (previs, postvis, techvis…) a annoncé l’ouverture de son premier site chinois, à Beijing/Pékin.

La nouvelle ne surprendra pas les personnes qui nous lisent régulièrement, puisque le dirigeant du studio, Chris Edwards, nous avait brièvement confirmé ce projet lors d’une interview réalisée en début d’année au PIDS (il était aussi revenu sur la série The Mandalorian et les nouveaux pipelines de l’entité). Edwards nous avait précisé qu’il travaillait sur le développement de ce marché depuis plusieurs années déjà.

Maggie Lu

En pratique, le nouveau bureau sera dirigé par Maggie Lu, habituée aux collaborations entre la Chine et l’Occident dans le secteur du divertissement.
L’entité ciblera essentiellement le marché local. L’équipe sera pour le moment constituée d’une vingtaine de personnes, en grande partie formées à la fois en Chine et à Los Angeles durant l’année écoulée. Une petite équipe, donc, notamment à cause de la pandémie qui a influé sur les plans de croissance du studio.
A ce propos, Variety souligne que la prévisualisation pourrait être encore plus attractive pour les studios dans les mois à venir, puisqu’elle permet d’optimiser la planification et donc la taille des équipes et les déplacements.

The Third Floor précise que l’équipe de Maggie Lu compte notamment le directeur créatif Joker Huang (anciennement chez Pixomondo Pékin) et le superviseur de visualisation Martin Ma.

Les locaux de la nouvelle entité de The Third Floor

L’article Le leader de la prévisualisation met un pied en Chine est apparu en premier sur 3DVF.

June 2020 TOP 5 Engagement

Have you missed any popular Panasonic news? Here are the TOP 5 most engaged posts for June 2020.

Build Distancing Dividers Fast — Introducing Matthews’ Sheet Plate Adapter Kit

  Matthews Studio Equipment offers a smart solution for some of today’s on-set and real world issues. The new Sheet Plate Adapter Kit makes it easy to quickly build custom dividers to protect against virus transmission, plus it offers a convenient holding method for standard grip equipment.  MSE’s new Sheet Plate Adapter Kit is a ...

The post Build Distancing Dividers Fast — Introducing Matthews’ Sheet Plate Adapter Kit appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

LOST HORIZON FESTIVAL – GAS TOWER: 3 – 4th July, Online



Glastonbury, VJ showcase and a virtual reality event. Did I get your attention yet?


That’s right, in a moment where the ‘new normal’ is beginning to establish new ways of working in the world of audiovisual events, Lost Horizon Festival presents us with some of the world’s first responses to Corona Virus brought to us via the Gas Tower.

The team behind Glastonbury’s Shangri-La presents Lost Horizon festival, with 360º immersive visual shows from a healthy list of audiovisual artists that will make you forget we were in the middle of a pandemic, just like Woodstock (hip-hip-hooray!)

With the branding slightly reminiscent of a Madonna track ‘A REAL FESTIVAL, IN A VIRTUAL WORLD’ we are in for a treat, not to mention a fantastic list of VJing sumptuousness to explore and discover!

From the likes of Bertie Sampson, blinkinLAB, Bob Jaroc, DDL, Delta Process, Dr and Quinch, Enjoy Kaos, Fade In Fade Out, Greenaway & Greenaway, Joëlle, Koolik, L’Aubaine (check out the our interview with her) Lazershaft, Lazersonic, LEDS Akimbo, Limbic Cinema, Matt Lee Vs The Positronic Man, More Eyes, Primary Visual Cortex, Rebel Overlay, REM Visuals, WeAreMidnight.

Audiovisual artists



Yes, that’s a lot of new, fresh audiovisual artists coming soon on Audiovisual City, with great thanks to Creative Giants, for curating this mind blowing line-up, promising us a fully immersive digital art and music event.

“Taking the Gas Tower from the fields of the festival world into a groundbreaking new reality, Creative Giants are excited to be joining the team Shangri-La on their voyage of discovery to Lost Horizon, which redefines what a festival can be, creating ways for people to come together and experience music and art in a way we never would have previously imagined.”

Simon Vaughan, Creative Giants

A virtual audiovisual event



What’s more, is nothing sells a virtual festival like the mouthwateringly designed website by Manchester studio, Instruct Studio. If this website were food, I’ve already been eating with my eyes and gotten pretty fat.

“We are thrilled to showcase some of the world’s leading VJs and visual artists in this way. The physical structure of The Gas Tower has been recreated in exact detail in virtual reality, allowing viewers to look around in full 360 degrees to fully immerse themselves in beautiful visuals. We are proud to be leading the way into the digital domain, presenting ground-breaking artists with innovative and mind blowing visuals as part of this ambitious new form of live experience.”

Pete Thornton, More Eyes

Rebel Overlay

Light based minimalistic blade-runner-esque visuals that will make you feel retro futuristic, with everything from lasers to LED totems and 3D structures in the portfolio bag, all with a dash of Resolume control.

WeAreMidnight

No messing about, this studio based in London have done whopping great visual productions for the likes of Coachella, Boomtown and The Human League (for those of you who are old enough to know who they are).

Enjoy the Kaos

Interesting looking 3D abstract visuals that look like candy cane, sweet enough to hang off your Christmas tree. If you’re into 3D animation, mapping, photogrammetry, and art in general then Enjoy the Kaos should definitely be an audiovisual show on your AV hit-list.

blinkinLAB

Immersive tour visuals for Adam Beyer, and for Booka Shade, what’s not to inspire any keen audiovisual festival goer? Primarily focused on content creation, blinkinLAB is a motion graphics design studio based in London.

Their portfolio of work includes tour visual content creation, motion graphic design, music video, tv commercials, idents and title sequences, as well as live audiovisual performance, vj-ing and projection mapping installations.

Contact

Website

Youtube

The post LOST HORIZON FESTIVAL – GAS TOWER: 3 – 4th July, Online appeared first on Audiovisualcity.

Putting People First in a Global Crisis

The COVID-19 outbreak continues to touch nearly every aspect of our lives. Panasonic would like to express its gratitude to the public servants and local communities whose unceasing efforts are helping both to contain the spread of the virus and address its long-term impact on society and...

The Yard VFX dévoile une nouvelle bande démo

Par : Shadows

Découvrez la dernière bande démo de l’équipe The Yard VFX. Basé à Vanves, le studio a notamment travaillé sur Ford v Ferrari, American Renegades, Minuscule 2.

L’article The Yard VFX dévoile une nouvelle bande démo est apparu en premier sur 3DVF.

Museum of Other Realities : un musée virtuel à découvrir de toute urgence

Par : Shadows

Nous vous avions annoncé il y a quelques jours l’évènement Cannes XR Virtual, qui se tient cette semaine de façon dématérialisée.
Pour rappel, l’accès est gratuit et nécessite simplement l’installation de l’application Museum of Other Realities, compatible avec la plupart des casques du marchés. L’évènement se termine dans une quinzaine d’heures (au moment où nous écrivons ces lignes) avec en théorie un système de replay jusqu’au 3 juillet.

C’est justement sur l’application elle-même que nous allons revenir ici : lancé un peu plus tôt dans l’année, le Museum of Other Realities sert ici de préambule aux galeries du festival Cannes XR proprement dit (que vous trouverez dans le musée en suivant le tapis rouge), mais mérite que l’on s’y attarde.

Concrètement, une fois le Museum of Other Realities lancé, vous aurez droit à deux versions : connectée ou non. Si l’environnement est le même dans les deux cas, le premier choix vous permettra de croiser d’autres visiteurs dans les couloirs de l’espace virtuel d’exposition, voire de discuter.

Bien évidemment, votre avatar est personnalisable à loisir, le levier de génération aléatoire vous permettant rapidement de trouver polygones à votre pied.


Il est également possible d’explorer les lieux par sauts, en flottant, et même à différentes échelles via un système de boissons à la Alice au pays des merveilles (en allant chercher un objet dans son dos, on récupère un cocktail aléatoire avec trois possibilités : taille normale, réduite ou géante).

Ces différentes options s’avèrent parfaitement adaptées pour explorer les sculptures VR du musée. En effet, au hasard des couloirs, vous pourrez admirer des oeuvres statiques ou mobiles créées par différents artistes. Le système de sauts, très classique en VR, est ici utilisé de façon intelligente puisqu’il vous permettra lorsque l’oeuvre s’y prête (diorama, par exemple) de vous y transporter en changeant d’échelle. Un concept astucieux qui permet d’exposer des sculptures et paysages entiers dans le coin d’une pièce virtuelle.

La sélection est particulièrement riche et hétéroclite : dinosaures à plumes de Nick Ladd, scènes florales de Sabby Lighf, Crystal Odyssey de Sutu (artiste ayant collaboré avec Jean-Michel Jarre), scène spatiale de Liz Edwards…

De salle en salle, vous serez amenés à voyager dans des espaces naturalistes ou fantasmagoriques, à pénétrer au coeur d’oeuvres mouvantes, et même à interagir avec certains des projets : Complex Chaos de Sean Tann est par exemple une scène fractale qui évolue selon vos déplacements, Friend Generator enregistre et rejoue vos propres mouvements, etc.

Seul regret, finalement, face à ce musée : le fait que le contenant soit finalement relativement classique, avec un système de salles et couloirs proche du réel. Une architecture plus folle, et quelques améliorations du système de déplacement (un peu trop lent à notre goût) seraient un plus.

Reste que l’ensemble mérite vraiment le détour, et nous vous le conseillons vivement. Gratuit via Steam le temps du Cannes XR Virtual, Museum of Other Realities est habituellement proposé 20€ environ sur la plupart des plateformes VR. Un tarif amplement mérité pour une galerie d’art moderne très réussie.

Space – Danny Bittman
Electronic Ocean, par Romain Revert
Lignes de Fleurs – Sabby Lighf
Infinity – Sutu
Immateria – Isaac Cohen

L’article Museum of Other Realities : un musée virtuel à découvrir de toute urgence est apparu en premier sur 3DVF.

Annecy 2020 : Great Hoax: The Moon Landing, un canular dont vous êtes le héros

Par : Shadows

Dans le cadre du Festival d’Annecy, John Hsu et Marco Lococo ont pu dévoiler leur projet VR Great Hoax: The Moon Landing, une expérience interactive et satirique mêlant humour et commentaire politique.

Si seul un teaser est proposé aux spectateurs, la production nous a permis d’accéder à la version complète de l’expérience, bien plus prenante. En effet, Great Hoax est interactif et vous demande de participer activement à la mise en scène, au sens propre : vous devrez incarner un vrai-faux astronaute !

Le concept : le gouvernement taïwanais, isolé internationalement et faisant face à une crise identitaire majeure de son peuple, a trouvé une solution. La Lune ! Envoyer une mission humaine sur cet astre serait un moyen parfait de créer un héros national fédérateur mais aussi de redorer le blason du pays face aux autres états.
Problème : une mission spatiale coûte horriblement cher, et le gouvernement n’a absolument pas les moyens de s’en offrir une. La solution ? Embaucher un réalisateur et tout truquer en studio.

Vous l’aurez compris : le projet joue avec les théories du complot autour des missions Apollo, mais aussi également avec la politique taïwanaise.
En lieu et place d’un Stanley Kubrick, nous avons ici affaire à un jeune réalisateur ambitieux bien décidé à nous faire accepter ce rôle assez particulier. Un choix qui n’en est pas vraiment un : nos tentatives de refus ont rapidement fondu face à des techniques de persuasion très efficaces.

Vient ensuite le moment tant attendu : sur un plateau de tournage et en scaphandre, il nous faut jouer les séquences qui serviront à monter une mission presque réelle : sortie du module, premiers pas, drapeau planté dans le sol… Une phase assez jouissive qui ne manque pas de parodier les vrais tournages et leurs aléas : matériel non disponible, production fauchée, changements de dernière minute, choix absurdes et autres « on corrigera tout en post-prod » hasardeux. Bien évidemment, pour profiter pleinement de l’expérience, il faut évidemment disposer de quelques mètres carrés d’espace, afin de pouvoir effectuer ces premiers pas en toute liberté.

Great Hoax: The Moon Landing est une oeuvre savoureuse, son troisième acte (que nous éviterons de spoiler) achevant définitivement d’en faire une satire acide de l’industrie du cinéma mais aussi des manoeuvres politiques, qu’elles soient taïwanaises ou non.
Jouissif, facétieux, volontairement caricatural et avec quelques gouttes d’amertume, ce projet mérite clairement le détour.

Nous vous recommandons donc chaudement, lorsque vous le pourrez, de vous prêter au jeu et de devenir à votre tour un astronaute de pacotille.

Réalisation : John Hsu et Marco Lococo – 2020
Taïwan/Argentine
Durée : 17 minutes 30
Production : Adam Young, Estela Valdivieso Chen, German Heller
Un projet PTS, Kaohsiung Film Archive, Serendipity Films, 3dar.

L’article Annecy 2020 : Great Hoax: The Moon Landing, un canular dont vous êtes le héros est apparu en premier sur 3DVF.

ATHENS DIGITAL ARTS FESTIVAL: 10 July – 10 September 2020 ONLINE

Par : Marco Savo



ADAF is an audiovisual event constantly evolving along with the new creative trends and breakthroughs within the digital arts, without loosing the core vision of its foundation days.

Every year the organisers finetune their artistic program through their open call for audiovisual artists, to keep themselves up to date with the ever-evolving new media art landscape.

From the initial focus on video art, installations and live performances they have been widening their program up to include Virtual Reality experiences (VR), Web Art, Video Games and more.

adaf 2020 - audiovisual event

The Athens Digital Arts Festival has been founded in 2005 and it is the pioneer longest living institution in Greece dedicated to audiovisual culture and digital arts. This year, as other audiovisual events, ADAF is responding to the Covid19 crisis with resilience and creativity.

Their 16th edition ADAF ONLINE| TECHNOTRIBALISM will be accessible to everyone through the internet. More than 5,500 audiovisual art proposals from 100 countries around the world are the source for the ADAF 2020 program selection.

adaf 2020 - open call for audiovisual artists

The 2020 year theme reflects upon our primitive status in the foundations of the new hyper-informational world, where the data-flux is absorbing the entire existence reaching the status of God.

Is technology serving us or we are serving the data-totem by providing our more sensible information, giving up our privacy for a greater good?

Algorithms, already present everywhere in the digital realm, are reading us better than ourselves, better than our friends and siblings and in the name of  optimization of our virtual experience, we are gradually letting them make decisions for us, filter our perceptions predict our behavior, our bio metrics, our emotions.

adaf 2020 - audiovisual event

All manifestations of culture can now be experienced on a digitized basis, translated to a language (code, DNA) and stored for everyone who possess it to experience regardless the circumstances. Markets and Money are transfiguring into intangible algorithmic byproducts. Everything to serve the information flow.

Close your eyes and connect to your data-doppelganger your mirrored algorithmic self to your digital footprint. You are part of techno-tribalism, you are part of ADAF 2020.

Contact

Website

Facebook | Twitter | Vimeo | Instagram | Youtube

The post ATHENS DIGITAL ARTS FESTIVAL: 10 July – 10 September 2020 ONLINE appeared first on Audiovisualcity.

Polygon Labs Unveils Centralized Web-Based Weather Solution Ipsum Weather

Par : Jump

Polygon Labs, an innovative studio pushing the boundaries of interactive data applications and visual branding, is today announcing the launch of its centralized web-based weather data management and curation solution, Ipsum Weather. This announcement follows the recent release of Ipsum 2.0, the company’s data aggregation and visualization platform for broadcast news, sports, weather and branding. ...

The post Polygon Labs Unveils Centralized Web-Based Weather Solution Ipsum Weather appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

Red Bee Becomes Partner of the DPP Committed to Sustainability Program

Par : Ericsson

  Red Bee Media is now a partner of the DPP’s Committed to Sustainability Program and will support initiatives aimed towards increased sustainability in the global media industry. Red Bee was one of the first companies to be awarded the DPP Committed to Sustainability mark and achieved a 4 out of 5 score. In 2018, Red Bee ...

The post Red Bee Becomes Partner of the DPP Committed to Sustainability Program appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

Esther Dumas, artiste 3D en recherche de stage

Par : Shadows

Etudiante en 3ème année dans un cursus de cinéma d’animation 3D (au sein de l’école 3IS), Esther Dumas nous présente son portfolio. Elle recherche actuellement un stage de deux mois, pour cet été et en région parisienne.

L’article Esther Dumas, artiste 3D en recherche de stage est apparu en premier sur 3DVF.

The Mandalorian : un breakdown pour le droïde

Par : Shadows

Après un breakdown signé Image Engine et une interview de Chris Edwards de The Third Floor agrémenté de vidéos des coulisses par ILM, voici un nouveau making-of sur la série évènement de Disney, The Mandalorian.

C’est cette fois Hybride Technologies qui nous présente son travail. Comme l’explique le studio dans un article dédié, la confiance de Lucasfilm était logique, puisqu’Hybride a déjà travaillé sur l’ensemble des derniers films Star Wars, du Réveil de la Force à L’Ascension de Skywalker.

IG-11 : un droïde sans visage

En pratique, le studio s’est vu confier le personnage d’IG-11, un droïde assassin, mais aussi la création d’environnements virtuels pour la ville de Nevarro et les Lava Flats, une zone volcanique désertique.

Pour IG-11, explique Hybride, le studio a pu participer aux étapes de conception. Hal Hickel, superviseur d’animation, voulait une machine évoquant un assemblage grossier de pièces de voitures et un design rétro faisant penser à un pantin désarticulé. Hybride s’est alors basé sur les concepts issus de la production pour créer un modèle 3D. Une version physique de ce dernier a été mise en place sur le plateau afin de vérifier que rien ne posait problème. Quelques corrections plus tard, un modèle définitif a servi de référence durant le tournage.

En termes d’animation, l’absence de visage représentait un défi ; il a fallu exprimer les émotions et pensées du robot uniquement par ses mouvements et déplacements.

Nevarro

La ville de Nevarro, située dans un désert volcanique, a été entièrement conçue par Hybride à partir de scans issus d’Hawaï et d’Islande : deux régions qui ont déjà inspiré de nombreuses oeuvres pour leurs décors.

Hybride précise avoir utilisé plusieurs textures haute résolution afin d’imiter la lave via de multiples réflexions et textures : l’idée étant d’obtenir un tout cohérent et composé de plusieurs types de sols et couches.

En ce qui concerne la ville elle-même, un ensemble d’éléments (façades, portions de sol, accessoires, tours, tourelles) rassemblés dans une banque d’assets ont servi à créer une douzaine de scènes. 250 éléments au total, précise Hybride, ont été intégrés à partir des références visuelles de la production. Afin de proposer un rendu plus naturel, une passe globale a été appliquée pour altérer les bâtiments : elle est censée simuler l’effet des intempéries atmosphériques sur cette bourgade vieillissante.

Au total, Hybride aura truqué 451 plans en 15 mois. Voici pour finir le breakdown vidéo :

L’article The Mandalorian : un breakdown pour le droïde est apparu en premier sur 3DVF.

The Mandalorian : Image Engine dévoile les effets visuels de la série

Par : Shadows

L’équipe d’Image Engine présente un breakdown de son travail sur la série The Mandalorian. L’occasion de constater que ce projet ancré dans l’univers Star Wars n’a pas été tourné uniquement sur un plateau cerné d’écrans de LEDs.

Image Engine a contribué aux effets de 441 plans répartis sur plusieurs épisodes, qu’il s’agisse de décors complets ou étendus, de créatures, droïdes ou doublures numériques.

Production VFX Supervisor: Richard Bluff
Production VFX Producer: Abby Keller
Image Engine VFX Supervisor: Robin Hackl
Image Engine VFX Producer: Cara Davies

L’article The Mandalorian : Image Engine dévoile les effets visuels de la série est apparu en premier sur 3DVF.

Un clip électro et antiquisant pour AIROD

Par : Shadows

Timothé Claeys, Antoine Pion et Greg Beccucci ont réalisé le clip de Mirror Lake [ELXR003], morceau de musique électronique que l’on doit à l’artiste AIROD. Le résultat : une animation s’appuyant sur des statues antiques mais avec une touche de noirceur et de modernité, l’éclairage et le montage faisant écho au rythme rapide de la musique (le clip est d’ailleurs sans doute à éviter si vous êtes photosensible).

Artist: AIROD
Title: Mirror Lake EP
Label: ELIXYR
Catalogue: ELXR003
Format: Vinyl
Genre: Electronic
Style: #Techno
Release date: May 07, 2020
Directed by:
Timothe Claeys
https://www.instagram.com/timotheclaeys/
Antoine Pion
https://www.instagram.com/ktrs_design/
Greg Beccucci
https://www.instagram.com/gr6g_/
Artwork By Armand Mayor & Pierre-Georges Pasquet
Photo by Paul Mérelle
Drawing by Ellepleure
All Rights Reserved to Dario Brkic
Mastered at Curve Pusher

L’article Un clip électro et antiquisant pour AIROD est apparu en premier sur 3DVF.

Why Drive-in Movie Theaters May Be the Future of Film

In the wake of a pandemic, traditional movie theaters are struggling, but a sudden resurgence in drive-ins just might save the film industry.

What digital did next: Digital Arts and Social Distancing

Par : Marco Savo



How digital arts can unlock value and opportunity in a socially distanced cultural sector?

Marco Savo from Audiovisual City and Kate Rolfe from The Revels Office have never met in person. Theirs is a true digital relationship born of the pandemic.

Cultural consultants who met over Zoom to explore where their world’s crossed-over, and how their mix of experience could help artists, freelancers, and the arts sector as a whole to combat this unsettling time.

Audiovisual City is a digital magazine that promotes and supports audiovisual artists and events worldwide. Connecting hundreds of digital artists from across the world, it is the go-to place for inspiration and information when it comes to the application of digital technologies in artistic expression.

The Revels Office is a cultural consultancy who specialises in finding new revenue for the arts, advising organisations on commercial opportunities and uniting them with funding partners who value the unique, high quality content that only the cultural sector can produce. Together with a network of consultants -The Catalyst Network – the team at The Revels Office manage a range of projects at the intersection between arts and commerce.

Together with a multi-disciplinary group of experts who all have touch-points with digital arts experiences, Audiovisual City and The Revels Office ran a workshop to explore what role digital arts projects could play in the future of arts organisations.

At a time when the sector is anxiously remodelling their core operations to survive months of low visitor numbers, reduced income through established business lines, and a new, uneasy socially distanced experience, we wanted to investigate what untapped value digital arts might offer.

We share with you here a summary of our findings, designed to inspire you at a critical time, to offer valuable ideas to consider in your re-modelling plans, and to decipher the role that digital can play in a sector based almost entirely on live and tangible experiences…


Case Study: Enjambre Cellular

Developed by Mónica Rikić, Enjambre Celular is a project created and designed specifically for the Medialab-Prado interactive façade.

It is a collective strategy game in which different levels and challenges must be overcome, based on the idea of a labyrinth. Controlled externally by passers-by, Enjambre Celular offers an example of a pandemic-proof artistic installation.


Case Study: Distances

Developed by Scenocosme, In this installation, two people in two separate physical spaces are filmed in real time by two devices.

They are invited to have contact virtually within the same image, bringing them together face to face. The head-to-head image created by the software is trying to constantly reduce the proxemic distance between the two people, creating unique and ephemeral meetings with the other and making a connection even when physically apart.

  • Distances Scenocosme Audiovisual Artists
  • Distances Audiovisual Artwork


Digital art vs digital design.

To make informed choices about the use of digital, it is important to understand the distinction of digital art as an artform in its own right, and digital design as a tool for engagement.

Put simply – do you need to move your live content online for commercial, audience or safety reasons, or do you want to create a new interpretation of your content that will explore your stories in an entirely new way? Neither choice is right or wrong, but it will impact the outcomes you achieve, as well as the process you go through.

“The importance of concept is key; you must start with your concept and then chose the technology to match”

Hayley Cantor

What digital art and digital design have in common is their ability to bridge between traditional cultural content and modern, digitally aware audiences, and allow people to fully interact with the arts.

No solution is quicker for overcoming an image of being elitist, static or uninteresting than a digital initiative, so long as it is done well, has a clear purpose and audience, and so long as it incorporates some kind of live and/or unique element that ensures the digital is not simply a mimic of the live experience.

While digital design is fantastic for bringing to life educational and historic content, and is arguably simpler for translating to an online platform, where digital arts stands out is in the sensorial, emotive experience that they can create, lasting longer in people’s memories and creating a sense of community and harmony even if you encounter the art alone.

Digital arts is the perfect solution for a hybrid cultural offering, connecting those experiencing it online and those there in person, allowing for smaller, safer groups to pass through it without losing the commercial, social and artistic benefits of scale.

Case Study: Virtual Archive.

Virtual Archive is a 3D, computer-generated environment open to interactive exploration by single users.

Via a VR headset, the user flies through a 3D data-point cloud formed, visualizing more than 1,700,000 documents present in SALT Research archive collections. Refik Anadol’s installation was displayed as an extension to the artist’s Archive Dreaming project.

  • Digital Archive - Audiovisual Artist
  • Digital Archive - Audiovisual Artwork


Case Study: Natural History Museum of Valparaisa.

In the Introductory Room at Natural History Museum of Valparaíso, Chile, visitors meet an installation of naturalistic illustrations of flora and fauna of the region, highlighting the work of Claudio Gay among others.

Developed by Delight Lab, this project was realised in partnership with the SUMO design and museum office for DIBAM.

  • Delight Lab - Museum Valparaiso - Audiovisual Artwork
  • Delight Lab - Museum Valparaiso - Audiovisual Artists


It’s time to set the price.

The price we have paid for the vast amounts of thrilling, comforting and informative digital content that has been dispersed throughout the global lock-down, is the expectation that digital means free.

Digital comes with development costs, artist costs and new software and/or infrastructure requirements, among other operational demands. Digital content is by no means free to create, and so why is it presented as free to consume? There are two ways of looking at this dilemma.

• Option 1 is to embrace the non-financial value that going digital presents: reaching new and much larger audiences, collecting insightful data, offering educational and social benefits, and adopting new methods in storytelling and human connection.

In this way there is still value, there are no barriers to audiences engaging with you, and you can use data and reach to collaborate with new funding partners, upsell products and services, and request donations wherever possible.

In this way we have seen a really positive response during the pandemic, with culture-lovers willingly paying for online experiences, seeing this as a charitable donation to save something they love rather than a charge for valuable entertainment. However this has not yet translated into a consistent approach that audiences and funders recognise, or indeed made up the huge gap in revenue that arts organisations face.

• Option 2 is to revaluate and recommunicate the value of the digital experience, and set up platforms that give organisations the option to charge.

Given the high value outlined by option 1, it seems reasonable that – just like the expectation to pay for the cinema or a gig – you will have to pay to participate in digital cultural experiences. This transactional view may not sit well alongside arts experiences that are traditionally free, such as museum-entry, but this demonstrates the opportunity presented by digital arts as opposed to digital design; by creating a new experience on a new platform, arts organisations can create something of value to their audiences (and new ones), one which better warrants a participation charge.

Ultimately this is an argument of supply and demand, but what we endorse is a collective reassessment of how and when to charge for digital experiences, thereby protecting arts organisations and artists from giving away valuable content for free, especially when for a time this might be one of their only viable sources of revenue.


Case Study: Fulldome Festival

The oldest full dome projection festival has been held virtually for the first time this year due to the pandemic, charging a ticket price for the online experience. A courageous decision from the organisers who decided to go full steam ahead, offering a 360 view of the festival using VR headsets.

Case Study: Mutek San Francisco, Nexus Experience

Mutek is one of the top audiovisual events worldwide, born in Montreal and then expanded through an international network. The San Francisco edition has been online this year with their ‘Nexus Experience’, hosting live AV performers on two stages, offering digital galleries, online workshops, and ‘viewing party’ film screenings. The event was free and open to donations, with 100% of the festival proceeds going directly to the artists.

  • MutekSF_Audiovisual_Event
  • Fulldome_Festival_Logo_Audiovisual_Event


Demystifying the digital process (and budget).

Digital arts experiences are impactful and memorable no matter what their size, from single exhibition displays through to city-wide festivals. While they can be huge and expensive, often a digital intervention is as cost-effective as a live experience due to the flexibility of the format, recouping investment costs over a far longer lifespan.

For those who want to consider digital as part of their future plans, digital arts producer Steph Clarke shares some considerations:

• Once a digital installation, artwork or exhibition is installed, it can often run 24/7 with minimal staffing and low running costs. Not only can this make valuable budget savings, it also accommodates far higher audience numbers over time, and can easily be adapted to allow for social distancing measures.

• Digital works can easily have their content re-purposed to suit different objectives. Content can be refreshed regularly to suit seasonality, adapted for VIP or stakeholder events, and used for advertising purposes if required.

• It is relatively easy to scale digital work depending upon size of venue or audience size, meaning this approach can be considered for a variety of projects, places and budgets.

• Digital can be used to extend and enhance audience engagement before and after the event/exhibition itself, through engagement online and via apps, creating more touchpoints with your intended audience and opportunities to capture insights and data.

• By digitalising the content for a digital installation, you are simultaneously archiving it too, preserving it for future generations and achieving important cost-savings.

• Given the huge range of digital formats available – apps, projection, light shows, VR, AR – there will always be a format suitable for your budget, timescale and objectives.


Case Study: 400 Conejos.

As part of the Bahidora 2018 festival, Medusa Lab created a unique experience for Ache Producciones and its client: Mezcal 400 conejos.

Attendees received a complimentary drink of mezcal prior entering the dome, and once inside they discovered the mezcal making process through an immersive, colour-filled experience using animations and 360 video.

  • Medusa Lab - 400 Conejos - Audiovisual Artwork
  • Medusa Lab - 400 Conejos - Audiovisual Artist


Case Study: Pinata Tweet.

Piñata was a project made by MID for +Castro agency and the SAKE production company. The piñatas were installed as part of a collaboration with Trident Senses at Benicàssim International Festival.

The interactive piñatas are controlled via Twitter messages sent by the audience. Every tweet contained #TridentSensesPinata, which activated a device that inflated the piñata. As messages accumulated, eventually the piñata exploded over the audience!

  • MID - Pinata Tweets - Audiovisual Artists
  • MID - Pinata Tweets - Audiovisual Artwork



Audiovisual City and The Revels Office plan to now work together.

We aim to connect arts organisations with digital artists and commercial partners, creating inspirational and viable projects in a time of pandemic.

Together we will champion the skills, value and authenticity that digital art and digital tools can bring those looking to find new audiences and new revenue. Get in touch to discuss how these ideas could be applied to your own organisation – hello@therevelsoffice.co.uk

This article was written by Kate Rolfe from The Revels Office and Marco Savo from Audiovisual City with contributions from Hayley Cantor (Audiovisual City Creative Director, Multidisciplinary Graphic Designer and VJ), Sean Carroll (Business Improvement Project Manager), Nicola Casperson (Brand Marketing, Events and Place-Making Consultant), Steph Clarke (Digital Arts Producer), Marta Minguell Colomé (New Media Artist, VJ and Photographer), Amy O’Brien (Events Producer), and Mónica Rikic (New Media Artist). Collectively our experience includes roles at the National Gallery, Natural History Museum, Secret Cinema, Battersea Power Station, Westfields, and London’s Philharmonia Orchestra.

BUY US A COFFEE?BUY US A COFFEE?

The post What digital did next: Digital Arts and Social Distancing appeared first on Audiovisualcity.

⁣ ⁣⁣ ⁣#repost @dariosajeva⁣ ⁣__________________⁣ ⁣⁣ ⁣Au travail...




⁣⁣
⁣#repost @dariosajeva⁣
⁣__________________⁣
⁣⁣
⁣Au travail dans les locaux de la cie Nansouk, report de résidence pour la création de Bled.⁣
⁣Texte de Daniel Danis.⁣
⁣Mise en scène Charly Blanche.⁣
⁣⁣
⁣#jeunepublic #theatrecontemporain⁣
⁣#millumin #theatremultimedia #theatrejeunepublic
https://www.instagram.com/p/CA-Bg71pras/?igshid=1ftrs1rn2zz03

⁣ ⁣⁣ ⁣#repost @mpstudio3d⁣ ⁣__________________⁣ ⁣⁣ ⁣Just teasing...




⁣⁣
⁣#repost @mpstudio3d⁣
⁣__________________⁣
⁣⁣
⁣Just teasing you with a short #flashback of some of our shows from Festival of Lights Berlin 2019⁣
⁣#mpstudio #3dmapping #projectionmapping #videomapping #art #3dart #lightfestival #festivaloflights #cinema4d #c4d #octane #ae #adobe #aftereffects #motiondesign #event #best #digitalart #instaart #mappingprojection #3drender #millumin #watchout #catlover #artoftheday #festival #contemporaryart (at Berlin, Germany)
https://www.instagram.com/p/CA-CqahgTNp/?igshid=1obkbxg21dgpw

DIT EDUARDO EGUIA ON MAKING THE MANDALORIAN

DIT Eduardo Eguia details the imaging process used on The Mandalorian The Mandalorian is about the travels of a lone bounty hunter in the outer reaches of the galaxy, far from the authority of the New Republic. It is the backstory vision of George Lucas’, to the Star Wars bounty hunter theme that tied together ...

The post DIT EDUARDO EGUIA ON MAKING THE MANDALORIAN appeared first on NAB Show News | 2020 NAB Show Media Partner and Producer of NAB Show LIVE. Broadcast Engineering News.

❌