THE ANALYSIS OF THE ‘VIRTUAL TELEVISION STUDIO’ AND ‘THREE DIMENSIONAL VIEW’ AS A COMMUNICATION PROCESS Pelin YILDIZ, Lecturer Hacettepe University TURKEY peliny@hacettepe.edu.tr, plnyildiz@yahoo.com The subject of my MA Degree (1997) was about ‘The relation of the stage and audience in theatre buildings’. And Afterwards the subject of my PHD (2001) is ‘The flexible and changeable usage of interior designs of television studios according to aim’. I am interested in theatre stages, television studios by contemporary means and flexible usage, modular systems in sets, communication in general, media, virtual systems etc. I want to concentrate on communication and media design more, because I want to study the two important disciplines; interior architecture and communication together. Especially subjects related with virtual design in media is important in my studies. Abstract Communication in the new millenium is of great importance in all areas. Through communication and all the related concepts, the culture of globalization can grow and prosper day by day. One of the most important problems in communication is ‘time and space’. The aim of this work is to suggest flexible usage of systems in television studios and to study the ways to be used in saving time and space. People can communicate with each other by different technical means related with media like TV., newspaper, radio etc. This type of communication can be both real or virtual. The virtual standards of communication is the newly developed technology which is more practical and easier. A virtual television studio is a communication medium more important and preferable to other media as it requires less effort and saves time. The three dimensional view is an important communication approach both in the virtual television studio technology and other areas. This kind of interaction with other systems is of great value because of its flexible and multidisciplinary usage. Also by means of a three dimensional approach, the optimum usage of a television studio interior in all respects will be fulfilled. Our aim is to understand the importance of the new technological systems and the developments in communication as they relate to media and then adapt these developments for our lessons by updating our lessons every year. In other words, we think that these new technologies should be integrated into our courses supported by practical work. In this way, we will be better informed about the new developments in the field and thus through advanced techniques, methodology and enthusiasm, will keep pace with the progress in the modern world. 245 THE ANALYSIS OF THE ‘VIRTUAL TELEVISION STUDIO’ AND THREE DIMENSIONAL VIEW’ AS A COMMUNICATION PROCESS INTRODUCTION: I am an interior architect. But I do believe that space is a language. A language which expresses the style, the time, the culture, the dimension, the meaning and everything related to life and people. As language is an important element for the communication field, then, the language of space is the most important component both for space planning and communication scholars. We can see that new media have been taken up in music, films, fashion, magazine, book publishing, and education etc. Both architecture, interior architecture and also urban design have also started to incorporate new media technologies. Interior architecture is a place, a real place, which you experience by visiting. It is deeply rooted in the larger world and in the issues that originate from the introduction of new techniques. As interior architects we are obliged to look for relevance in contemporary practices, events and technologies in the global world and sustainable surrounding. World is developing (Thwaites, Davis, Mules, 2002). The expansion of the spatial imagination, the radical break with a hierarchical design approach and the introduction of different disciplines into the design process are the three most important architectural potentials of the new mediation techniques, relating the design immediately to its realisation. To begin with the first: the new spatial modes displayed on computer screens result in a general familiarity with the potential of a multidimensional spatial experience. Computer generated special effects express a delight in explorative spatial situations, leading to a rapid increase in the capacity for spatial conceptualisation. The digitalisation of design practice in architecture takes various forms. All types of these design practices are visual concepts of great imaginations in a space (Kaufmann, 2001). The choice of computer software is an important factor in the procedure of the technique as different applications contain their own rules and instrumentalising qualities. At the moment, there are some basic dominant approaches to computational and mediation techniques: the first sees the new techniques as a way to realise a virtual reality, which is related to the radical physiological interventions, disenfranchising social, political and economic powers and inanimate environment of cyberspace. The mediated world implies that new media have massively overshadowed the communicative powers of architecture. For now, interior architecture can not be fully virtual and at the same time be a real, solid place that can be physically entered. It is only possible to extend and enrich architecture with virtual means. This entails a specific use of mediation techniques, to some extent overlapping with the process of hybridization. The most important consequence of this interpretation of computer architecture is that it explores the inventive and utopian potential of the new media techniques and expands boundaries. Designing with computational techniques involves abandoning the traditional hierarchy of a design approach that begins with the plan. Today, we begin with a point. A point in three dimensional space. The architectural drawing, a scaled down, two dimensional representation of an aspect of a building, is obsolete. A project is built up in three dimensions and with its real measurements in the infinite mediation space. Having 246 captured this space within a personal computer station is having confined it to proportions which enable us to manipulate, divide and layer this space. (Blythe, Mc Reynolds, 1999). Three dimensional modelling already dispenses with the idea of the designed object as the construction of outlines and instead begins with a point; animation abandons even the network of points and works with the interrelations of parameters and forces. The object is formed as the result of this process; it is the solidification of energies acting on each other, as in a chemical experiment. The animation technique involves setting up a design path. The end result is subject to change as long as the project follows its course. 3 D modelling is one of the basic elements for visual communication (Hilton, Starck, Collins,2002). A television studio as a communication process: A television studio interior is one of the most important elements of communication process. It has a great potential of integrating societies and communities together at the same time. In this work the interior organization of studios by contemporary means will be analyzed. As a general we can categorize the tv sets in four categories. RepresentationalSupportive, Symbolic, Realistic or Replica, and Fantasy (Whittaker, 2005). Most studio sets are Represential-Supportive, which is a bit of scholarly and probably unnecessary jargon for a set that represents the nature of the show and supports it in some way. For example, a news set generally incorporates elements that in some way suggests ʺnews.ʺ Symbolic Sets are used to suggest a realistic background without having to include all of the details. A symbolic set is far less costly than the next category. As the name suggests, Realistic or Replica Sets appear from the perspective of the multiple camera angles to be authentic. The sets for dramas are normally of this type. Since they involve considerable detail and a need to ʺhold upʺ from a variety of camera angles, they are the most demanding and expensive type of set to build. Movie sets used to be almost all of this type. Often, entire streets would be built for exterior scenes, or multiple rooms of a house would be constructed. However, today, many films are shot on location using existing settings (Whittaker, 2005). The final category is called Fantasy Sets. This type of set is abstract and stylistic. Sometimes a bizarre and deliberate distortion of reality. Today, this type of set is often computer generated and ends up being a virtual set (Whittaker, 2005). Virtual television studio In recent years, the public broadcasters have been forced to restructure their programme production comprehensively. In the face of fewer and fewer resources, this change which is still going on is essential to their survival in the highly competitive and increasingly fragmented video market. Pressure is growing to produce more and more programming in a shorter time and for less and less money. So, in order to meet these changing demands, the efficiency and productivity in programme production must be increased. Two factors which are contributing towards this end are the rapid growth in the digitization of production equipment and the increasing usage of them. 247 As the resources available for television production become fewer and fewer, public broadcasters are looking towards virtual studio technology to satisfy the need for increased productivity with reduced costs (Rothaler, 1996). This article provides a brief introduction to virtual studio technology. A virtual studio that allows actors to interact with computer generated characters and creatures in real time should lead to a new generation of programmes and films made with advanced special effects at relatively low cost. Virtual Studios are not about recreating an uncomplicated four wall set nor a full costume drama. They are invaluable for creating a space that could not be built, or for supplementing a real set, such as by adding a ceiling. In this way a Virtual Studio can be used for anything from enhancing a conventional shot to creating the ʹimpossibleʹ. Virtual sets cut costs, even on partial productions, since they do not have to be transported or stored as the real sets. These sets are contemporary applications (Schmidt, 1994). When we start defining what is meant by a virtual set we can see that in basic terms, a virtual set or virtual studio system is a tool which allows you to place live actors in graphically generated 3D environments even for live productions. In a typical virtual studio production, the talent will perform in front of a blue screen background. The actual background that will appear in the final output is a graphic 3-D image that resides in the computer. The foreground and background images are digitally composited using a chroma-keyer. The concept is much the same as the familiar bluescreen and keying technology used for television weather reports. The difference with virtual set technology is that the image keyed onto the blue screen is a three dimensional graphical set that the actors interacts with. More importantly, with virtual sets, you have the ability to move the camera freely, and synchronizing the camera with the 3D graphical set convinces the eye the set is more realistic. It provides a believable and visually interesting show for the viewer, the multidimensional usage of space and time (Ju, Siebert, 2001). The computer graphics are produced with modeling software packages and then imported into the virtual studio software. To build a realistic set or at least one that is believable, the software needs controls for proper texturing, lighting and model parameters. During production, actors move about the virtual set, the camera operators follow the action, and the set is synchronized with a true perspective. Both foreground and background objects may be moved and manipulated in real-time; therefore, an actor can not only go in front or behind virtual objects, but walk or move inside them. A virtual studio system consists of four basic components (Wojdala, 2001). The camera tracking system which will electronically or mechanically extract and calculate the camera position parameters, a computer workstation, a 3D modeling software package for rendering a 3D virtual set, and a chroma keyer which combines the foreground and background for the seamless picture. Integrating real time TV images with a three dimensional computer generated environment is achieved through software which functions as a virtual camera that maps the images of the virtual scene including virtual characters onto the real images. These processes are important organizations in studios (Hilton ,Starck ,Collins, 2002). 248 Figure 1 Simple diagram of a virtual studio. (Wojdala, 2001) The design of a virtual set consumes similar time and effort to that required for a conventional set, but requires specialist skills, combining television production expertise with computer modelling and image generation techniques. The eye and brain are very good at detecting when something is wrong with a picture, even if it cannot identify exactly what. To achieve realism it is important that the perspectives match between the foreground and background. That demands studio space. Due to the complexity of computer generated sets they cannot be changed quickly during shooting. The scenes must be ʹstory-boardedʹ and each shot well documented before the studio days. Each year the technology in visualisation aids for Virtual Studio planning is getting much more better (Mitchelson, Hilton, 2002). Figure 2 A blue background is the main part of a virtual set. (Wojdala, 2001) Figure 3 The set designer can organize the interior on the computer during the planning process. 249 Chroma-key technology For many years, blue screen or chroma-key technology has been an essential part of daily television production (Rothaler, 1996). In contrast to conventional blue screen technology, both cameras, the real and the virtual ones, are permanently interlocked in the case of virtual studio technology. To achieve this, the positional parameters of the real camera need to be determined. These are: the coordinates x, y, z within the blue screenset; data on tilts, pans, and possibly rolls of the camera; the focal distance and focal setting of the camera lens. All these positional parameters of the real camera are then analyzed in the computer and the control of the virtual background image is accomplished in relation to the foreground image. In the final stage, the foreground image (with the actors and real props) and the computer generated background image are seamlessly combined in the chromakeyer and the output image is either transmitted or recorded on tape. (Schmidt, 1994). The presenter in the studio is recorded in front of a blue screen which is called the foreground camera. The background (either a video image or an image created by a graphics designer at a computer workstation) is mixed in to take the place of the blue screen in the foreground recording. Camera movement in the studio, as well as zooming, panning and tilting, are not possible with this technology. This significant limitation to image composing is a result of partially unlinked foreground and background pictures that are superimposed on only one plane by the image combiner. If a later alteration were to be made to the picture segment, the spatial reference would be lost and the foreground to background perspectives would no longer be correct. To overcome these disadvantages of conventional blue-screen technology, a spatial locking of the foreground and the background is needed. This is achieved by determining exactly all the positional parameters of the recording camera, including the lens setting parameters. This is the only way to lock the background perspective with the foreground perspective and to adjust for movements of the recording camera. With traditional chromakey special effects, the actor stands in front of a blank background covered with tiny reflective beads. This blue background can then be replaced with a pre-recorded scene. But the technique has severe limitations. For a start, the actor cannot see the scene he or she is performing in, making it difficult to interact with pre-recorded or animated characters. What is more, the director can not see the results straight away, and the camera has to stay still to ensure that the angles match the pre-recorded scenes. These types of organizations should be prepared carefully. All these processes need capability regarding computer generated systems (Isdale,1993). Acting space: All the action takes place within a virtual landscape created inside a computer. To place an actor inside this landscape, the acting space is monitored by 12 cameras that create a three dimensional virtual model of the actor. This allows the computer to track him or her and add them into the landscape later. (Fox, 2003) Changing perspective: The scene is recorded through one main camera, which can be moved during the shot. It is fitted with a separate, smaller camera that points towards the ceiling and monitors the main cameraʹs position and orientation in relation to a set of fixed reflective discs. With two studios equipped in this way, two actors on opposite sides of the world could interact in the same virtual world (Fox, 2003). Types of virtual studio The two main systems are discussed: sensor-based systems and those which use image analysis (Rothaler, 1996). 250 -.Sensor based systems: With the sensor based process, the orientation and positioning of the real camera in the studio space, as well as the lens setting, are determined by precise electro mechanical sensoring devices on the camera. Depending on the practical application, this generally tripod based method may limit the camera in its range of movement. Exact position and movement of the camera may also be determined by measuring the distance via laser, ultrasound, infra red or any other signalling devices. -Systems which use image analysis: A system which uses image analysis to recognise patterns/markers seems to be a very elegant and probably more promising approach for the future. Either special patterns on the blue screen (e.g. stripes in different colours or of different brightness or reference markers on real objects and on the blue wall and floor, are used to calculate the position and focal angle of the recording camera). No additional sensors are required in this case. The camera has complete freedom of movement within the blue space and even handheld cameras may be used. Furthermore, no modifications are needed to the camera equipment to switch the studio back to conventional recording methods with real sets. From the experience that has been gained in using this method for TV programme production, the principles of the interior usage should be developed by contemporary devices (Rothaler, 1996). In the simplified block diagram shown in Fig. 4 the principle of TV programme production in a virtual studio is shown. The presenter who is acting in a nearly empty, mostly U or L-shaped blue box is recorded by the physical or “real” foreground camera. However, the background images (decorations, props, scenery etc) mostly in 3-D are computer generated in advance by the graphics designer and mixed in during the transmission or recording. This aspect of synthetic image production is referred to as virtual and consequently the image recording system is called virtual camera. Figure 4- The principle of TV programme production in a virtual studio (Fox, 2003). The preparatory work and also the flow of production in the virtual studio will be quite different from those for current television productions. Scenery, decorations and even 251 props in future will be generated more and more in the form of computer graphics, using computer aided design techniques. Benefits to be obtained from the use of virtual sets There are many reasons to use Virtual Studio (Wojdala, 2001). As a result the most important of them are: -Shorter production cycle: Virtual sets can be created quicker than real ones. Virtual sets can be built much more quickly than traditional sets, and the entire process is much more flexible. During the design phase of a project, virtual studio technology allows you to change set designs as the program or commercial format and theme materializes. During the design process you can request many design reviews and actually put your talent into the evolving set to assess the look of various textures, sizes and colors. Later, changes to existing sets can easily be accomplished to accommodate new trends, formats or even special offers without incurring substantial costs. -Better studio utilization: One of the great advantages of virtual sets is that you can produce several programs in the same space, and that means you will no longer need to tie up a studio with one on-going project. When a project is completed for the day, simply load in the software for the next set and you can be ready to go in as little as 30 seconds (Rokita, 1993). The same studio can be used for different productions, the change of a virtual set is a matter of seconds. -Easy changes: since virtual set is not a real thing, some modifications are possible even in the last moment. Virtual studio environments can place talent anywhere. They have been used to reconstruct buildings which are no longer standing, provide lifelike animation to graphically rendered characters and simulate an enormous computer filled technology center with video walls. Virtual studio technology is also being utilized to address specific programming issues. On location projects can benefit from the simple design and space requirements of the virtual set. Remote interviews can also be conducted by integrating subjects from two separate locations seamlessly in one virtual set. -Unleashed imagination: sets can be created, that in reality would be too difficult, too expensive, or even physically impossible to build. -Bigger sizes: virtual sets can be much more spacious than studios that host them, and tricks like rotating platforms, can further enhance the impression of spaciousness. -Live graphics effects: computer allows to enrich the set with special effects and graphics in real time, significantly enhancing the look and making viewer’s perception easier. -No storage problems: virtual sets do not occupy expensive storage space. Most television programs can benefit from using virtual sets. The types of programs that are obvious candidates for this technology are: news programs, weather forecasts, sportscasts, talk-shows, music programs and video clips, programs for kids, educational programs, ads, game shows, soap operas, corporate presentations (Grau, Price, Thomas, 2001). 252 -Cost savings: Through the use of virtual sets, savings can be achieved by eliminating the costs associated with the design, construction, storage and maintenance of sets. Other space related costs such as lighting, air conditioning and so on are also dramatically reduced. -Supporting multiple productions: The first step in evaluating a virtual studio is to assess your specific requirements. You will want to determine the number and range of productions which may be executed. This is important because some virtual studio architectures are better equipped to support multiple productions from one blue screen area. If you are planning only one virtual studio production, then positioning of the cameras can be fixed. Techniques and computer processing power have improved to the point where now virtual sets are no longer criticized for their lack of realism. Today, virtual set techniques allow for closer interaction of the actors with the virtual set. Actors can walk in front of or behind virtual objects, or even inside them. On one news channel, the anchor walks to the center of the set, a virtual railing rises from the floor to surround her, and then she is transported to the upper level of the virtual set. As a result of benefits; sets which previously could never have been built for reasons of complexity or size can now be realized graphically. Apart from the savings made in the materials and time when building such sets, cost savings also result in the area of transportation and storage of sets and props. By expanding the “flat” blue-screen technology to include a third dimension, various possibilities for spatial picture composition, can now come into effect. Compared to conventional production techniques, the virtual studio also leaves more freedom. For example: set lighting, including shadows can be simulated on the computer and altered at will; it is very easy to modify quickly the structures,colours and textures in the computer-generated image; scenery can be rebuilt by pushing a button; small studios can be made to appear larger. By using a virtual set, a more intensive use of existing studios can be made; there is the possibility that they can provide for multiple use, both conventional and virtual (Kolb, Hanrahan, Mitchell, 1995). Up to now, rather costly capital investments have been required by broadcasting organizations for the installation of virtual studio technology. This expenditure can only be justified if the virtual studio offers, in the long term, potential added value and benefits over conventional programme production. The most important ones to be considered are: cost and time savings; better studio efficiency; realization of new ideas for the scenery (Hilton, Beresford, Gentils, Smith, Sun, Illingworth, 2000). Limitations of virtual sets: The limitations of virtual studios can be as follows: -The orientation of the presenter or actor in the blue space. -The wearing of blue clothing (e.g. denim jeans,etc.). -Careful keying to avoid noisy edges; the currently-applied flat or soft lighting withtroughs. -The maintenance of real shadows of the actor, on the virtual floor and wall, and on artificial objects. -The unnatural depth perception of the sharply-focused foreground and the background images (when there is a close-up of the presenter. 253 -The background image has to be defocused to enhance the depth of field realism); automatic Z-keying; the processing times which cause a relative delay, of several frames in some cases, between the real foreground pictures and the sound, and the virtual background scene. Without a very powerful computer, unnatural artifacts are evident in the case of more complex sets, and during quick camera movements. -Virtual studio technology is still rather expensive, not only in terms of hardware and software purchase, but also in terms of equipment maintenance and the training and continued education of the operating personnel. As a result of limitations: synthetic sets and props can be generated nowadays so effectively that they can barely be distinguished from the real world anymore; the boundaries between reality and illusion are growing increasingly hazy. Consequently, animations and virtual sets ought to be used sparingly, responsibly and preferably only when they can be recognized readily as such by the viewer. Otherwise, the credibility of the programme may suffer. The experience of a number of broadcasters and production houses shows, however, that virtual studio technology is not yet suited equally well for all types of programme production. More complex productions with complicated sets can be very difficult to make in a virtual studio especially in real time and in front of a large audience (Potmesil, Chakravarty, 1981). 3 Dimensional view: The technology has advanced so much that users no longer simply attempt to create sets that are valid imitations of real life. Television production is increasingly making use of 3D models, in applications including animation and virtual production. These models are rendered to produce 2D images during the production process. Current trends in consumer technology suggest that future digital television sets will probably contain a computer with processing power exceeding that of today’s high-end workstations. Coupled with the increasing availability of 3D rendering hardware, and new developments in 3D display technology, it is reasonable to assume that TV sets in 2010 would be capable of delivering full 3D television. The broadcast industry must therefore prepare for this exciting evolution from 2 to 3 dimensions. 3 D technology is multi functional for set designers. (Tekalp, Ostermann, 2000). Virtual set technology has developed very fast. Today, virtual sets have moved from the position of expensive esoteric technology only suitable and affordable for very high end applications into the mainstream of broadcast, which is now affordable for most applications. Virtual sets are being used in the studios of major networks as well as at local call letter stations and even small production houses. Applications range from local news production and talk shows to music videos and sporting events. As the prices continue to come down the quality continues to go up. Virtual production techniques have been developed to a level where they can be used to replace some, or all, of the scenery in conventional (2D) television production. The 3D virtual set is, therefore, our starting-point along the road to 3D television. However, the central elements in broadcast programme content are actors, and their interactions with the world around them. Hence, in order to achieve 3D television production, these elements must also be ‘virtual’ i.e. the actors must be realistically modelled in 3D, and placed into the virtual set. Although the animated 3D content could be adequately displayed on a standard 2D display with viewpoint control functionality, its full value can only be appreciated when viewed on a 3D display. However, the 3D display used must not negatively impact upon 254 the TV experience to which viewers are accustomed (Ostermann, Tekalp, 2000). Most of the virtual settings are generated in 3-4 hours when we have a relatively clear design concept before starting. In those instances, computerized set modeling proves invaluable in other ways (Gold, Rabiner, 1975). Beyond the basics, there are a number of items to note and consider when looking at virtual sets. For instance, major consideration will have to be given to the design of the virtual set. There are a wide array of 3D software programs that can be used to create virtual sets. And there are a number of independent companies which now specialize in creating virtual sets and even offer off the shelf sets from their set libraries (Isdale, 1993). Figure 5 A three dimensional view of a space and the actors in computer screen. Virtual Realism: Virtual reality provides, understandably, excellent means for communicating. The accurate communication of a designerʹs concepts to others is particularly important in the stage. A stage is a collaborative art, created through the synergistic contributions of many creative people. Just as they strive to communicate their mutual artistic intent to an audience, so must they strive to communicate with each other in order that each production element can harmonize with the others. We should therefore look for efficient, alternative methods of communicating the multidimensional appeal of staging. Current virtual stages demonstrate the interdisciplinary scope such projects encourage and indeed require. Involving architects, musicologists, stage designers, literary scholars and computer scientists, collaborative initiatives blur the boundaries of traditional disciplines.The digital dimension includes, however, not only texts but other forms of information such as animations and 3-D spaces (Mortlock, Sheppard, Wallin, 1998) Figure 6 Movement reconstruction from multiple views for a Pirouette Sequence (Hilton, Mitchelson, 2002). 255 Figure 7 Simple 3D Shape Actor Modelling (Hilton, Mitchelson, 2002). Since they replace real sets, the primary function of virtual sets is to look convincing. In using the technology, there comes a problem about theses sets which generates them that look worse than cheap cartoon decorations (Schmidt, 1994). As we have mentioned before conventional chroma-key works best if a fair amount of separation can be achieved between the cyclorama and the actors. Two metres is recommended for minimum separation. With this information, the computer can change the perspective in the virtual landscape, which is grafted onto the scene electronically to replace the blue background that the camera sees. The director can see the result immediately. Figure 8 Multiple view images (3 of 6 views). Figure 9 Generic model; Visual hull; Reconstructed shape. The multiple views in Figures 8 and Figure 9 are the composing processes of 3 dimensional modeling. The design of the 3D object is a combination of lighting, shadows, set design and the background image. 256 Figure 10 Animated dancer in virtual street scene (Hilton, Mitchelson, 2002). In Figures 8, 9, 10 Dancer model reconstruction from multiple view images can be seen. A virtual world is a great conceptual playground. The license to create new virtual scenic units on a whim, move them about on a virtual stage and effortlessly change their size, color or texture, frees even the most stubborn design inspiration. Effective lighting of actors and virtual background is essential for realism and stops the cartoon cut out appearance that is a feature of many chroma-key shots, no matter how good the keying. The lighting designer needs to work closely with the set designer to achieve the desired final result. A larger and fully equipped studio makes the lighting task easier and quicker than a bare stage (Hanrahan, Kolb, Mitchell, 1995). All ʹreal timeʹ virtual set systems have a delay between the action occurring on the studio floor and the composite picture appearing on the video monitors. Currently this ranges between two and six frames (six frames is nearly a quarter of a second). This is especially noticeable if the programme includes a two way interview or the presenterʹs ear piece is fed from open talkback. These values are important for the reality of a the set (Chakravarty, Potmesil,1981). Virtual Reality is electronic simulations of environments experienced via head mounted eye goggles and wired clothing enabling to interact in realistic three dimensional situations (Kanellakos, 1992). Virtual Reality is an alternate world filled with computer-generated images that respond to human movements (Krueger, 1991). Interior architecture needs the varied and free use of new mediation techniques in order to keep its relevance as a public science with tentacles in different areas such as design, art, film, computer technology, etc. Communication Design The communication designer takes the position that where virtual architectures and information systems shape the user experience, mediated communication shapes interpersonal or social interaction.As a result of this study we can see that there is a new way of communication emerging: a virtual way. It is accomplished through computer simulation plus a bit of hallucination, and next thing we realize, we can be anywhere you wish to be (Chan,2003). This leap in communication can be compared to the introduction of the television in the beginnings. Since its introduction to television world, Virtual Studio has proven that it can be successfully used. More and more broadcasters are using this technology, even for complex, live to air productions (Chandler, 2001). Virtual Studio is a very interdisciplinary technology. Virtual Studio evolved from traditional blue box technique, where actors and real objects are shot in front of a blue screen. The camera signal (foreground) is then fed to the chroma keyer, where it is mixed with another video signal (background), coming from a computer. This technique, used for years for weather forecasts, has one major drawback the camera can not move, because the background video is static. These are all optimum usages of studio interiors (Rokista, 1993). 257 The semiotic theory and the codes: When we analyze the semiotic theory, it focuses on the social and cultural meaning of signs and codes (Scholes, 1982). Signs consist of an image, a word, an object or even a certain type of practice. The meaning of signs depends on the relationships between the signifier (the image, word, object, or practice), the signified (the implied meaning), and the referent (what the image, word, object, or practice refers to) (Scholes, 1982). These codes also provides important messages of spaces for designers to analyze the expression of the language of a space. Table 1 The meaning of codes can be seen on the table. Define Meanings Related To Dress codes Color codes Non-verbal codes Class codes Racial codes Cultural codes Status, class,age, style etc. Language, behavior, etc. Related to class markers.. Language, behaviour, etc. Related to Race or ethnicity.. Social practises in certain places.. The expression of colors.. Gestures, body language.. Cinemati c technical codes Uses of close-up, long, medium shots, angles,. Table 2 In general the two main parts of codes can be categorized as seen on the table. Visual codes of composition, movement and Verbal codes defining uses of speech and Sequence.(Framing pic., movement and sequence) stories. A combination of these codes interact to form a communication process by different means. In this study we are concentrated on codes of composition used to combine TV. studios by virtual organisations. Emerging technologies, the global economy and the Internet are changing what it means to be literate. The digital age is transforming the quantity, range and speed of information and communication in our lives. The mass media affect how we perceive and understand the world and people around us, from what we wear, eat and buy to how we relate to ourselves and others. In the 21th century, the ability to interpret and create media is a form of literacy as basic as reading and writing. Digital technologies have also changed film production through the use of computerized special effects. For example, in The Matrix, a ʺbullet-timeʺ set of 70 still cameras and two motion cameras were used to shoot 360 shots at 500 frames per second of actors twirling in mid-air. Or, in Gladiator and The Lord of the Rings, the portrayal of large crowds or armies in battle can be created through digital animation. This increased use of digitalization has focused increasingly on the portrayal of spectacle in space, moving away from traditional focus on linear narrative (Cubitt, Sardar, 2002). RESULTS As a conclusion, in this paper, the importance and increasing usage of virtual communication processes are being mentioned. The first aim of this work is to understand the importance of relation between communication field and architectural diciplines. 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