janeiro 27, 2008
Jobs #6
Part Time (Permanent)
£36,911 - £42,791 pro rata
School of Art, Media and Design
Teaching and managing modules on the Computer Games Design programme. You will be expected to have a live research practice and to be able to contribute to the overall development of the Art, Media and Design School.
Closing Date: 7th February 2008 at 12 noon.
Click here
janeiro 26, 2008
Jobs #5
12 fully-funded 4-year PhD scholarships are available for Arts and Humanities research in Trinity College Dublin
A new interdisciplinary and inter-institutional PhD pathway for research in Arts and Humanities has been launched by Trinity College Dublin in conjunction with NUI Galway and University College Cork. 12 four-year scholarships of fees plus €16,000 per annum are available for those who wish to pursue this pathway as students of Trinity College Dublin. Other scholarships are being offered by NUI Galway and University College Cork. The scholarship competition at Trinity College Dublin is open to both EU and non-EU applicants. The closing date for entry is 1 March 2008.
Texts, Contexts, Cultures has been designed to prepare students for life in academia – and beyond. First-year students will develop their research through multi-institutional training elements in the pathway's core themes – History of the Book, Imaging Ireland and Renaissance intellectual history – much of which training will be delivered through audiovisual and online networks. Research will be supervised by multi-institutional scholarly panels. Students will also be provided with the opportunity for work placement in the knowledge economy sector.
Dr John Hegarty, Provost of Trinity College Dublin, commented that the Texts, Contexts, Cultures pathway "represents an exciting new beginning for higher education in Ireland and for higher education itself."
Full details can be found on www.textscontextscultures.ie . All enquiries should be directed to Dr Crawford Gribben, the Director of Texts, Contexts, Cultures at Trinity College Dublin ( crawford.gribben@tcd.ie ).
Comentários na West Coast
Gostei de ler o teu post pois embora tenha andado completamente fora desta polémica tenho uma opinião demolidora sobre esta imagem gráfica. Sinceramente não sabia que estava a ser alvo de crítica tão generalizada pois ando tipo zombie mas essa crítica parece-me evidente pois a campanha pôs-se a jeito. Até já tinha pensado também escrever sobre isto. Senão vejamos os pontos com que se apresenta de um provincianismo a toda a prova:
_uso da paisagem sobre os retratos (esta insistência das belas paisagens é criticada há tanto tempo que nem dá para acreditar), as pessoas não visitam países pelas suas paisagens mas pela sua cultura daí os espanhóis, mais espertos, colocarem obras de Miró e outras;
_os retratos são de pessoas algumas conhecidas outras desconhecidas mas só isso torna logo o assunto problemático, eu acho que conheço bastante de arquitectura mas nunca ouvi falar daquele sujeito..? Em relação às artes plásticas…? Porquê Joana Vasconcelos e não Paula Rego? No Briefing esta questão deveria ter sido equacionada e coloca, sem necessidade nenhuma, fragilidade na intençãoda agência, pelo menos cá dentro; lá fora ninguém os reconhece portanto acho que acabam por funcionar como anónimos;
_o nome do fotógrafo é puro parolismo e a utilização de um estrangeiro na campanha lembra-me uma polémica no Brasil sobre o facto da primeira-dama (senhora Lula, uma parola) não usar roupas de estilistas nacionais, ao contrário das primeiras damas dos países mais desenvolvidos; Acredito que é importante dar este trabalhos aos excelentes artistas nacionais acho isto equivalente a ter designers como o Stefan Sagmeister a fazer o grafismo da casa da música; numa palavra: parolo, mais do mesmo, de facto;
_eu pessoalmente acho a imagem pirosa, um efeitozinho paisagístico sobre retratos que se calhar até são bons, não dá para ver naquela estética do multiply;
_façam cartazes e mupis com obras emblemática das arquitectura portuguesa (pavilhão de Portugal, por exemplo), pinturas de Paula Rego ou de João Penalva misturadas com as obras da Joana Vasconcelos e outros escultores;
_mostrem a Marisa a cantar no São Luís; o Mourinho e o Cristiano Ronaldo a jogar no estrangeiro agora aquele mix mal digerido não me convence nada… para mim é mais do mesmo, falta de cultura visual e estética no seu expoente, sorry! Fiquei entristecida por o governo alinhar nestas palhaçadas e não acho que seja um problema e bandeira mas de má formação estética. xxx mouse
janeiro 23, 2008
Kurzweil na GDC08
As one of the leading inventors of our time, Ray was the principal developer of the first CCD flat-bed scanner, the first omni-font optical character recognition, the first print-to-speech reading machine for the blind, the first text-to-speech synthesizer, the first music synthesizer capable of recreating the grand piano and other orchestral instruments, and the first commercially marketed large-vocabulary speech recognition. Ray’s web site Kurzweil AI.net has over one million readers.
Among Ray’s many honors, he is the recipient of the $500,000 MIT-Lemelson Prize, the world's largest for innovation. In 1999, he received the National Medal of Technology, the nation's highest honor in technology, from President Clinton in a White House ceremony. And in 2002, he was inducted into the National Inventor's Hall of Fame , established by the US Patent Office.
He has received fifteen honorary Doctorates and honors from three U.S. presidents.
janeiro 17, 2008
do focus group para o laboratório
Limitando este texto apenas a algumas frase do artigo da Wired, aqui fica:
Pagulayan runs a testing lab for Bungie that looks more like a psychological research institute than a game studio. The room we're monitoring is wired with video cameras that Pagulayan can swivel around to record the player's expressions or see which buttons they're pressing on the controller.
Pagulayan and his team have now analyzed more than 3,000 hours of Halo 3 played by some 600 everyday gamers, tracking everything from favored weapons to how and where — down to the square foot — players most frequently get killed.
"I've never seen anything like it," says Ian Bogost, a professor of digital media at Georgia Tech, who toured the testing lab in the fall. "The system they've got is insane."
Every other week, beginning in the fall of 2006 — when the first builds of Halo 3 were available for testing — Pagulayan and his team have recruited about 20 people to come into the lab and play the game. Some tests include a pop-up box that interrupts the player every few minutes, asking them to rate how engaged, interested, or frustrated they are. Pagulayan also has gamers talk out loud about what they're experiencing, providing a stream-of-consciousness record of their thought process as they play. Over time, he's gathered voluminous stats on player locations, weapons, and vehicles.
For example, he produces snapshots of where players are located in the game at various points in time — five minutes in, one hour in, eight hours in — to show how they are advancing. If they're going too fast, the game might be too easy; too slow, and it might be too hard. He can also generate a map showing where people are dying, to identify any topographical features that might be making a battle onerous. And he can produce charts that detail how players died, which might indicate that a particular alien or gun is proving unexpectedly lethal or wankishly impotent.
janeiro 14, 2008
comunicação online
A passagem entre as cinco cozinhas é ela também muito bem pensada, sendo um espaço meramente de transição foi aproveitado para mostrar objectos em pormenor e dar mais informação sobre eles, nomeadamente os preços.
janeiro 13, 2008
Nova bolha...
janeiro 09, 2008
Plantec e o vale de Mori
Dimensões do Uncanny ValleyPlantec refere que na generalidade dos casos, quanto mais à esquerda em qualquer destes eixos, mais fácil se torna vender o personagem. Quanto mais à direita, mais difícil será vender a ilusão. Não que este modelo traga algo de muito inovador ao conceito de Mori (1970), mas serve pelo menos para se poder trabalhar no concreto o problema.
Look: Cartoonish / Photoreal
Morphology: Monster / Human
Behavior: Stylized / Recognizable
Face: Unfamiliar / Familiar
Voice: Character / Recognizable
Animation Style: Squash-and-Stretch / Tweaked MoCap
Interessante foi um reparo feito por Plantec a título de mera curiosidade, mas que achei deveras importante:
As an aside, the artists and engineers at Electronic Arts discovered some of that when they reverse engineered real-humans to make them appear virtual in a game cinematic. I was told that they had to remove such things like skin pours and arm hair, and that they gelled the real hair to make it seem less real. Habib Zargarpour, vfx pioneer and art director at EA, told me: "We had to remove all the stuff that virtual humans don't have right yet in order to get believable virtual humans -- played by real humans.Ou seja, mais uma vez se vem comprovar a tese das convenções, das formatações de condutas esperadas pelos espectadores e no fundo do "realismo perceptual" de Stephen Prince (1996).
janeiro 08, 2008
Jobs #4
Malmö University/School of Arts and Communication (K3) is advertising a
funded PhD position in the area of Interaction design/New media. Proposals
in the area of game studies would be welcome.
For more information, check out:
http://www.mah.se/templates