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(1541)2D TO 3D: THE INCLUSION OF 3D FILM PRODUCTION WITHIN ATRADITIONAL 2D SCREEN EDUCATION ENVIRONMENT

机译:(1541)2D至3D:包含3D电影生产在阿特拉密2D屏幕教育环境中

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Among the many new digital media formats and opportunities confronting film school educators andcurriculum designers is stereoscopic 3D. Vastly different to other visual realms, production of 3Dcontent requires a unique approach to screen practice and visual design. 3D presents productionstudents with a new way of engaging with audiences, however due to the rapid advances in theavailable technology outpacing filmmakers' ability to experiment and analyse the medium it is stillunclear the extent to which traditional 2D production practice is relevant when creating work in 3D. Notonly are the production processes more complicated and workflows more difficult to navigate whencreating 3D, the notion of using a ‘space’ to present an idea rather than a ‘screen’ requires an entirelydifferent approach to visual construction and mise-en-scene, and a very different approach to theaesthetic of visual storytelling, yet it is arguably one of the most significant developments in the historyof cinematic production in its ability to dimensionalise the storytelling plane. The great filmmakerAndrei Tarkovsky in his book Sculpting in Time (1987) explains one of cinema’s great virtues is that itis the most “realistic of the arts”, and it is the ability to capture time which makes it so. Depth anddimension within the cinematic image itself are aesthetic choices, visual devices used to create theillusion of depth in a two dimensional image. When creating film works in 3D one could be said to besculpting in space as well as time, indeed adding to the unique value of cinema. If this is seen as animportant direction for cinematic production, how then can 3D practice be included within a traditional2D film production educational model?This paper will examine the key differences in production process and aesthetic design between 2Dand 3D media and explore the issues, implications and benefits of introducing both models to studentswithin an undergraduate film school program, both in terms of curriculum development and studentoutcomes. It will address the question of whether the two modes of production are even compatiblewithin a learning environment, and look at ways the two often competing modes of aesthetic designcould co-exist.
机译:在众多新的数字媒体格式和机会,面对电影教育家办学andcurriculum设计师是立体3D。千差万别的其他视觉领域,生产3Dcontent的要求屏幕的实践和视觉设计的独特方法。 3D呈现与观众参与的一种新的方式productionstudents,但是由于theavailable技术超过了制片人的实验和分析是stillunclear到在3D创建工作时,传统的2D生产实践是相关程度中等能力的迅速发展。 Notonly的生产过程更加复杂,工作流程更加难以导航whencreating 3D,采用了“空间”提出一个想法,而不是一个“屏幕”的概念需要entirelydifferent的方法来可视化构造和濑恩现场,和非常不同的方法来theaesthetic视觉讲故事的,但它可以说是在其dimensionalise评书平面能力historyof电影生产中最显著的发展之一。伟大的filmmakerAndrei塔可夫斯基在他的书雕刻时光(1987)解释了电影的巨大优点之一是没戏最“艺术的现实主义”,它是能够捕获时间,这使得它如此。的电影图像本身内的深度anddimension是审美选择,用于在二维图像创建深度的有幻觉视觉装置。当创建的3D电影作品人们可以在太空besculpting以及时间,确实增加了电影的独特价值可说的。如果这被看作是电影生产animportant方向,怎能3D做法包括一个traditional2D电影制作的教育模式中?本文将探讨在生产过程中2Dand 3D媒体之间的主要区别和美学设计和探索的问题,影响和,无论是在课程开发和studentoutcomes方面引入两个模型studentswithin本科电影学院计划的好处。这将解决生产的两种模式是偶数compatiblewithin学习环境的问题,并研究如何审美designcould并存的,两人经常相互竞争的模式。

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