ARTWORKS AS MUSEUMS: ARTISTS AS CURATORS | Author : DEANNA OOLEY, JAMES THURMAN | Abstract | Full Text | Abstract :Given that public display is at the core of the visual arts, this research simultaneously explores the methods of the field itself while publicly sharing those results. It is both reflexive and reflective. By creating artwork that represent themselves as self-contained museums, many artists have adopted the role of curator as a means of subverting the established power hierarchy and altering the artwork’s relationship with its audience. The examination of specific artworks along with relevant display conventions, both historic and contemporary, establishes a context and continuity for this format of work. Since all of these works rely upon a manipulation of established display conventions, examination of the politics and persuasive power of display is directly relevant. Primary research conducted at a range of institutions provides the foundation for the more specific discussion of artworks presenting themselves as museums. |
| EMBEDDING VISUAL EFFECTS IN 3D ANIMATED ENVIRONMENT DESIGN FOR SHORT MOVIE | Author : ZAHARI HAMIDON, KONG HO, ABDULLAH MOHD NOOR | Abstract | Full Text | Abstract :Visual effects are commonly referred to as Visual F/X or VFX, which comprise the various computerized processes by which images are created and/or manipulated outside the context of a live action video. Visual effects involve the integration of live action footage and computer-generated imagery to create virtual environments, which appear like 3-dimensional realistic space, but would be costly to produce as models and/or simply impossible to capture on film. Visual effects, using computer-generated imagery (CGI), have become increasingly popular in big-budget movie making, but also have recently been accessible to the amateur filmmakers with the introduction of affordable animation and compositing software. This study will observe and evaluate the digital process of composing images and the post-production techniques for integrating 3D animated character in different 3D environment within cell animation technique. The 3D characters are rendered in green screen to merge with 3D environments design. This technique is accomplished through the 3D animation and motion graphics software. Finally, this paper will discuss the overall production efficiency in terms of the production pipeline, psychographic research and creativity involved in visual exploration. This study will also touch on the effect of how the audience is impacted by the aforementioned integrated processes. |
| THE SMALL WORLD OF A BIG WESTERN | Author : DAVID BENNETT CARREN | Abstract | Full Text | Abstract :Whether a film is produced under a low or high budget, a small world coupled with a big idea can serve strong themes and powerful stories. To define this concept, “small” represents a confined or focused environment in a story with a limited cast that takes place in a foreshortened or restricted time frame. “Big” refers to the nature of the theme or at least the point of view of the story. Defined by isolation on a rough frontier restrained in space, population, the Western is a genre that can advance the notion of a big idea in a small world better than almost any other. A Western film that focuses on a substantial theme yet takes place in a narrow realm can offer its audience thrills, tension and suspense as well as an effective comment on the human condition. |
|
|