Current Search: Digital video (x)
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- Title
- When the Alligator Called to Elijah: A Handcrafted Exploration of the Digital Moving Image.
- Creator
-
Shults, Katherine, Harris, Christopher, Stoeckl, Ula, Schlow, Stephen, Grajeda, Anthony, University of Central Florida
- Abstract / Description
-
When the Alligator Called to Elijah is a feature-length video conceptualized and constructed by Kate Shults in partial fulfillment of the requirements for earning a Master of Fine Arts in Entrepreneurial Digital Cinema from the University of Central Florida. The video is the result of an evolving exploration of the aesthetic capabilities of the digital image using Flip Video cameras, found footage and Final Cut Pro. Though originating as an experiment, When the Alligator Called to Elijah...
Show moreWhen the Alligator Called to Elijah is a feature-length video conceptualized and constructed by Kate Shults in partial fulfillment of the requirements for earning a Master of Fine Arts in Entrepreneurial Digital Cinema from the University of Central Florida. The video is the result of an evolving exploration of the aesthetic capabilities of the digital image using Flip Video cameras, found footage and Final Cut Pro. Though originating as an experiment, When the Alligator Called to Elijah became a creation of motion collage with very specific production parameters. This thesis is a record of this video's progression, from development to picture lock, taking it into preparation for exhibition and distribution.
Show less - Date Issued
- 2012
- Identifier
- CFE0004442, ucf:49332
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004442
- Title
- THE DEVELOPMENT OF LOOP-BASED CINEMATIC TECHNIQUES IN TWENTIETH CENTURY MOTION PICTURES AND THEIR APPLICATION IN EARLY DIGITAL CINEMA.
- Creator
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Scoma, David, Scott, Blake, University of Central Florida
- Abstract / Description
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For centuries, repetition in one form or another has been seen as a significant element in the artistic palette. In numerous formats of expression, duplication and looping became a significant tool utilized by artisans in a multitude of creative formats. Yet within the realm of film, the Griffith and Eisenstein models of cinematic editing techniques (as the most popular-- and near-monolithic--narrative aesthetic criteria) effectively disregarded most other approaches, including looping....
Show moreFor centuries, repetition in one form or another has been seen as a significant element in the artistic palette. In numerous formats of expression, duplication and looping became a significant tool utilized by artisans in a multitude of creative formats. Yet within the realm of film, the Griffith and Eisenstein models of cinematic editing techniques (as the most popular-- and near-monolithic--narrative aesthetic criteria) effectively disregarded most other approaches, including looping. Despite the evidence for the consistent use of repetition and looping in multiple ways throughout the course of cinematic history, some theorists and practitioners maintain that the influx of the technique within digital cinema in recent years represents a sudden breakthrough, one that has arrived simply because technology has currently advanced to a point where their utilization within digital formats now makes sense both technologically and aesthetically. This situation points to a cyclical problem. Students of film and video frequently are not taught aesthetical or editorial options other than standard industry procedures. Those who are interested in varying techniques are therefore put in the position of having to learn alternative practices on their own. When they do look beyond visual norms to try applying different approaches in their projects, they risk going against the views of their instructors who are only interested in implementations of the standard methods which have been in the forefront for so long. Yet the loop's importance and prevalence as a digital language tool will only likely grow with the evolution of digital cinema. With this is mind, the dissertation addresses the following questions: To what extent can various forms of repetitive visuals be found throughout film history, and are not simply technical manifestations that have merely emerged within digital cinema? How might current educational practices in the realm of film and video work to inform students of techniques outside of the common narrative means? Finally, what other sources or strategies might be available to enlighten students and practitioners exploring both the history surrounding--and possible applications of--techniques based upon early cinema practices such as the loop?
Show less - Date Issued
- 2008
- Identifier
- CFE0002464, ucf:47720
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002464
- Title
- Video categorization using semantics and semiotics.
- Creator
-
Rasheed, Zeeshan, Shah, Mubarak, Engineering and Computer Science
- Abstract / Description
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University of Central Florida College of Engineering Thesis; There is a great need to automatically segment, categorize, and annotate video data, and to develop efficient tools for browsing and searching. We believe that the categorization of videos can be achieved by exploring the concepts and meanings of the videos. This task requires bridging the gap between low-level content and high-level concepts (or semantics). Once a relationship is established between the low-level computable...
Show moreUniversity of Central Florida College of Engineering Thesis; There is a great need to automatically segment, categorize, and annotate video data, and to develop efficient tools for browsing and searching. We believe that the categorization of videos can be achieved by exploring the concepts and meanings of the videos. This task requires bridging the gap between low-level content and high-level concepts (or semantics). Once a relationship is established between the low-level computable features of the video and its semantics, .the user would be able to navigate through videos through the use of concepts and ideas (for example, a user could extract only those scenes in an action film that actually contain fights) rat her than sequentially browsing the whole video. However, this relationship must follow the norms of human perception and abide by the rules that are most often followed by the creators (directors) of these videos. These rules are called film grammar in video production literature. Like any natural language, this grammar has several dialects, but it has been acknowledged to be universal. Therefore, the knowledge of film grammar can be exploited effectively for the understanding of films. To interpret an idea using the grammar, we need to first understand the symbols, as in natural languages, and second, understand the rules of combination of these symbols to represent concepts. In order to develop algorithms that exploit this film grammar, it is necessary to relate the symbols of the grammar to computable video features.
Show less - Date Issued
- 2003
- Identifier
- CFR0001717, ucf:52920
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFR0001717
- Title
- DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC.
- Creator
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Haji Mohammad Ali Sabbagh, Shabnam, Moshell, Jack, Underberg, Natalie, Lindgren, Robb, University of Central Florida
- Abstract / Description
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Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge...
Show moreDigital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology?This study investigates the effectiveness of using a digital interactive game as an assessments method (-) in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
Show less - Date Issued
- 2014
- Identifier
- CFE0005343, ucf:50494
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005343
- Title
- The Tailor's Apprentice Cinematic Experience Through The Micro-Budget Paradigm.
- Creator
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Lehman, Jeffrey, Stoeckl, Ula, Sandler, Barry, Schlow, Stephen, University of Central Florida
- Abstract / Description
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The Tailor's Apprentice is a feature-length, micro-budget, narrative digital motion picture, written, produced and directed by Jeffrey Lehman in partial fulfillment of the requirements of earning a Master of Fine Arts in Film from the University of Central Florida. The film is a result of applying specific monetary, logistical and creative limitations to the production process in order to contribute in defining the micro-budget aesthetic, resulting in a final shared cinematic audience...
Show moreThe Tailor's Apprentice is a feature-length, micro-budget, narrative digital motion picture, written, produced and directed by Jeffrey Lehman in partial fulfillment of the requirements of earning a Master of Fine Arts in Film from the University of Central Florida. The film is a result of applying specific monetary, logistical and creative limitations to the production process in order to contribute in defining the micro-budget aesthetic, resulting in a final shared cinematic audience experience. This thesis is a record of all stages from conception to completion of the executed, feature length film with-in the micro-budget production paradigm.
Show less - Date Issued
- 2013
- Identifier
- CFE0004877, ucf:49660
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004877
- Title
- COMPUTER TECHNOLOGYIN THE DESIGN PROCESS.
- Creator
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Montague, Gregory, Scott, Bert, University of Central Florida
- Abstract / Description
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This is a study of computer technologyÃÂ's impact on the theatrical design process. The tools of communication provided by technology were studied, and an analysis was conducted in the classroom of Digital Rendering, Digital Rendering Videos, and 3d CADD. After-wards, these tools were applied to an actual production of West Side Story where, with the addition of 3d light simulation software, the tools were used to communicate the design ideas from the lighting designer...
Show moreThis is a study of computer technologyÃÂ's impact on the theatrical design process. The tools of communication provided by technology were studied, and an analysis was conducted in the classroom of Digital Rendering, Digital Rendering Videos, and 3d CADD. After-wards, these tools were applied to an actual production of West Side Story where, with the addition of 3d light simulation software, the tools were used to communicate the design ideas from the lighting designer to the director. The goal of this process was to provide a ÃÂ"real to lifeÃÂ" virtual representation of the show to the director with the least amount of confusion. An additional goal was to test the limits and functions of the software; trying to learn all the benefits that could be provided to the process of mounting a theatrical production.
Show less - Date Issued
- 2010
- Identifier
- CFE0003032, ucf:48365
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003032
- Title
- Emergent Narrative: Stories of Play, Playing with Stories.
- Creator
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Murnane, Eric, Salter, Anastasia, McDaniel, Rudy, Fanfarelli, Joseph, Costello, Rita, University of Central Florida
- Abstract / Description
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Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game...
Show moreEmergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game studies. Using a cluster sampling method, the posts were divided into categories based on theme. This work outlines the historical trajectory of the term emergent narrative and proposes that player created emergent narratives are novel as they capitalize on random events during play in order to create stories which are both contextual and surprising. Each chapter explores a different kind of storytelling in one hundred of the posts, showcasing the diverse subjects that players explore. This work demonstrates that upon reflection, players are not passive recipients of information from games. By participating in these online activities, players become cocreators of their own stories. This work expands our understanding of players, interactive systems, and narrative by arguing that the act of play is collaborative rather than receptive.
Show less - Date Issued
- 2018
- Identifier
- CFE0007061, ucf:52011
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007061
- Title
- INTELLIGENT DESIGN.
- Creator
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Dudziak, Jillian, Poindexter, Carla, University of Central Florida
- Abstract / Description
-
As human beings we are designed and created in a fabric that is profound and complex. We are built with a framework where mind and body work in a concerted effort to maintain our lives automatically. A deep and defining part of our existence as humans is not just the innate desire to live but to live in consistent well-being—emotionally, physically, and mentally. I believe when we incorporate our knowledge of human physiology into our creative process then we allow ourselves a greater...
Show moreAs human beings we are designed and created in a fabric that is profound and complex. We are built with a framework where mind and body work in a concerted effort to maintain our lives automatically. A deep and defining part of our existence as humans is not just the innate desire to live but to live in consistent well-being—emotionally, physically, and mentally. I believe when we incorporate our knowledge of human physiology into our creative process then we allow ourselves a greater opportunity to create an authentic connection with our intended audience. My work during the past three years has been rooted in the study of these philosophical and scientific principles. I created a series of visual experimentations that aim to assist in my understanding of human beings at an emotional and biological level. Armed with a deep desire to understand humanity, my goal is to create work that fosters positive change and has significant impact in the world. My past and present research has been focused on human emotions, the intuitive creative process and the relationship between technology and establishing social identity.
Show less - Date Issued
- 2011
- Identifier
- CFE0003693, ucf:48844
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003693
- Title
- School Has a Bad Storyline: Gamification in Educational Environments.
- Creator
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Pynn, Irene, Brenckle, Martha, Janz, Bruce, Underberg-Goode, Natalie, Hopp, Carolyn, University of Central Florida
- Abstract / Description
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School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games...
Show moreSchool often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium that pulls from narrative structures found in Choose Your Own Adventure Novels. These interactive narratives are a largely untapped resource (for educational uses) of guided critical thinking. My ongoing research explores the efficacy of implementing VNs into digital pedagogies to encourage the development of (")creatigational skills.(") This term is a response to the problematic wording already in use for skills such as creative thinking and collaborative abilities, skills encouraged by and developed through interactive activities, such as gaming and many of the arts. Current terminology labels them (")soft(") or (")non-cognitive(") skills, which are clear misnomers that passively diminish the importance of creative thought. This research explores how gaming, specifically so-called (")narrative(") gaming, of which VNs are one example, might contribute to the development of creatigational skills in students. Through the creation of VNs for this study, I examine both the ability of this genre to engage and encourage imaginative thought, as well as the practicality of designing and developing VNs for classroom use.
Show less - Date Issued
- 2017
- Identifier
- CFE0006906, ucf:51728
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006906
- Title
- Legends of the Fabricated Wild: An Experimental Representation of Natural Landscapes through the Utilization of Analog Film Techniques.
- Creator
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Twardus, Nicholas, Danker, Elizabeth, Shults, Katherine, Mills, Lisa, Peterson, Lisa, Watson, Keri, Dierdorff, Brooks, University of Central Florida
- Abstract / Description
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Legends of the Fabricated Wild is a feature-length body of work of landscape films. Voice-Destroy, Self-Portrait: Impermanence and the titular Legends of the Fabricated Wild are the experimental films that comprise my body of work. Keep your Distance, a single-channel installation, is a supplemental piece.Legends of the Fabricated Wild frames the complex interaction between a filmmaker and the collective unconsciousness of the natural environment, a theory outlined by Carl Jung, considering...
Show moreLegends of the Fabricated Wild is a feature-length body of work of landscape films. Voice-Destroy, Self-Portrait: Impermanence and the titular Legends of the Fabricated Wild are the experimental films that comprise my body of work. Keep your Distance, a single-channel installation, is a supplemental piece.Legends of the Fabricated Wild frames the complex interaction between a filmmaker and the collective unconsciousness of the natural environment, a theory outlined by Carl Jung, considering the implications and discoveries along the way. Subtle movement and precise compositions provide a transcendental perspective on the natural Florida landscape. Images of landscapes devoid of human figures are structured together in my work to meditate on the environment and the way humanity has shaped the landscape. Super 8mm and 16mm analog film frames expansive landscapes in a square image and challenges modern cinematic representations by applying the texture of celluloid. High definition digital video contrasts analog film. I foreground artificiality and the ways humanity has utilized the landscape through this medium.While searching for places to document (")pure(") or untouched landscapes, I discovered that modern landscapes are always influenced by the exchange between humanity and the natural environment. I wanted to foreground my own interaction with the natural Florida environment and challenge my interests and dominant ways of viewing landscapes. Through the assembly of a cinematic essay of landscape images with subtle motion, I foster an appreciation for the natural environment in an age of hyper-activity and exploitation of the landscape.
Show less - Date Issued
- 2019
- Identifier
- CFE0007546, ucf:52617
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007546