Multimedia systems - Universidad de Alcalá

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Applied Multimedia Design and
Development
PRESENTATION OUTLINE
Multimedia Systems
 INTRODUCTION: BASIC CONCEPTS
 DESIGN OF MULTIMEDIA SYSTEMS
 MULTIMEDIA SYSTEMS APPLICATIONS
 COMPUTER-GENERATED FILMS
 VIRTUAL HUMANS: APPLICATION TO CHOREOGRAPHY
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MULTIMEDIA SYSTEMS (I)
 DESIGN OF MULTIMEDIA SYSTEMS
 MULTIMEDIA SYSTEMS APPLICATIONS
 COMPUTER-GENERATED FILMS
 VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY
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Comparing the computer with
the human brain (I)
 Hardware: All which has physical existence
( the biological brain)
 Software:The concepts
(the thoughts)
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Comparing the computer with
the human brain (II)
 ROM (Read Only Memory) contains permanent
instructions
(eg. Breathe, blood circulation, think)
 Operative System: It knows how to do standard
procedures (accept commands, manage memory...)
(eg. Walk, talk)
 Applications: Process only called when needed
(eg. sailing on a boat, dance...)
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Comparing the computer with
the human brain (III)
 Data: Information used by applications
( eg. input: view, ear..; output: gesture, dance, talk..)
 Input device: They capture the data.
 Output device: They show the data.
Output: Printer
Input: Keyboard
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Comparing the computer with
the human brain (IV)
 Human Brain: Decisions and calculation ¿endless memory?
 Computer: The microprocessor calculates and the memory is
limited (RAM)
 RAM is a volatile memory (loss its information when shutdown)
 Storage requirement: pen-drive, hard drive..etc.
Hard drive
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Comparing the computer with
the human brain (V)
 System Bus : Comunicates the microprocessor with the external
devices like video cards or sound cards
(eg. Nervous system)
 All the elements are the best tool for human productivity:
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Multimedia platforms
 Multimedia: Integration of multiple media
 sound (audio)
 Video
 Text
 Graphics
 Animations
 Most common platforms
 PC (Personal Computer), Apple Macintosh, tablets, smartphones...
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Multimedia Present and Future
 Relevance in books an newspapers
Books of history
Books of business
 Relevance in telecomunications
Internet
Voice, text and sound in Faxes
 Relevance in television
Film animations
Television while working
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Multimedia Present and future (II)
 Impact on software
Help with video tutorials
 Impact on education
Helping teachers
Helping students own rythm
Helping disabled
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Understanding virtual reality
 Movement Electronic suit
 Lot of sensors
 Helmet with a computer monitor
 The helmet monitor shows a room, a building
 The screen updates while walking
 Can touch surrounding objects
 Example: buying houses.
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Multimedia systems (II)
 INTRODUCTION: BASIC CONCEPTS
 MULTIMEDIA SYSTEMS APPLICATIONS
 COMPUTER-GENERATED FILMS
 VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY
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DESIGN OF MULTIMEDIA SYSTEMS
There are three parts:
 Project approach
 Roles of the work areas
 Stages of project development
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Proyect Approach
Project approach
 Roles of the work areas
 Stages of project development
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Project Approach
 It´s necessary to consider and define the elements grouped
into four major areas.
TECHNICAL AREA
WRITING AREA
ARTISTIC AREA
PRODUCTION AREA
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WRITING AREA (I)
 It defines the basic concepts of the project
 Goals: Find the purpose of the project
 Need to justify its approach to the digital world
 Genre: Locate the project in a specific framework





Fiction
Information
Education
Promotional
Artistic expresion
 Contents: Explain clearly the information is intended to
communicate
 Navigation: Design the body of the information to
comunicate it easier to the user.
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WRITING AREA (II)
 Designing the information requires to define how to
communicate the structure (interface function).
 LINK- Basic system to change nodes
 FIND-Own system who make the navigation effective
 SECUENCE-Give importance to one order of reading
nodes
 HIERARCHY- Logical order to the structure access
 SIMILARITY-Associating nodes from the common elements
 MAPS- Where am I? Where have I been? Where can I go?
 AGENTS-Resource guides and help systems
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PRODUCTION AREA
 Adapt the interactive project to the market, find its viability, and
establishes the development and distribution strategies
Customer/Sponsor-The customer orders the work and the sponsor
promote it.
User- People who will finally use the application.
Budget-Human resources, material and required technology
Marketing and distribution-Access mode of the users to the
application.
Work plan-Tasks and milestones to develop, and temporal dispose
of the tasks.
PERT Chart ( Program Evaluation and Review Technique)
Gantt diagrams
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TECHNICAL AREA (I)
 They study and solve the different problems
associated to the implementation in a digital media.
Features
Off-line support
On-line support
Transport
Full
Depend on access
Storage
Limited
Unlimited
Change contents
New edition
Real time
Use transparency
Higher
Less
Speed access
Higher
Less
Tech. Availability
Multimedia computer Connected computer
Broadcast cost
Printed copies
Website hosting
Interactivity
Less
Full
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TECHNICAL AREA (II)
 Formats
Distinguish based on the content, the user,
support and the most appropiate formats:
 Text
 Audio
Image
Video
Animations
Look at the storage limits and speed access
 Model
Create a protothype with limited development and
basic functionality.
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ARTISTIC AREA (I)
 They perform the visual definition of the
interactive.
 Style:
 Visual identity of the project according to the content,
application genre and target users.
 Application overall look: color typography and composition.
 Final presentation of the project.(Covers)
 Graphical design of the interface:
 Graphical User Interface: GUI.
 Join elements of the screen (background, text, 2D and 3D
graphics, photographs, animations, video windows, etc.)
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ARTISTIC AREA (II)
 Basic principle: Functionality.
 Basics of the graphic interface:
Transparency
Easy to use and manipulate
Simplicity
Economy of resources
Identity
Recognizable and memorable
Balanced
Harmony of the elements
Unity
Stylistic and thematic
Coherence
Suitability internal and external
Contrast
Hierarchy between components
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Roles of the Work Area
 Project approach
Roles of the work areas
 Stages of project development
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ROLES OF THE TEAM MEMBERS (I)
documentarian
WRITING
screenwriter
PRODUCTION
Programmer
Coordinator
TECHNICAL
ARTISTIC
Art director
Specialists
Designer
ROLES OF THE TEAM MEMBERS (II)
 In all audiovisual industry, the task is developed by teams.
 The complexity demands coordinated work by specialized
professionals.
 Let’s see some job profiles, roles: sometimes the same person
do more than one.
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GUIDE OF THE MEMBER TEAM ROLES (I)
PRODUCTION AREA
Coordinator
•Leadership of the team
•Customer relationship
•Marketing of the project
•Make a work plan
•Calendar control
•Budget elaboration
•Resource management
•Results control
Executive producer
•Administrative management
•Company marketing
•Customer relationship
•Budget elaboration
•Resource management
Project director
•Leadership of the team
•Make a work plan
•Calendar control
•Results control
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GUIDE OF THE MEMBER TEAM ROLES (II)
WRITING AREA
DOCUMENTARIAN
•Investigation
•Identification and selection of sources
•Access and information valoration
•Writing drafts
•Revision and proofreading
SCREENWRITER
•Hypertext elaboration
•Navigation design
•Definition of the help system
•Definition of metaphors and maps
•Creation of history and characters
•Revision and proofreading
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GUIDE OF THE MEMBER TEAM ROLES (III)
ARTISTIC AREA
Art Director
•Definition of the global aesthetic
•Supervision of the graphic design
•Coordinating specialists
•Control the final work
Designer
•Interface design
•Creation of visual elements
•Screen composition
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GUIDE OF THE MEMBER TEAM ROLES (IV)
TECHNICAL AREA
Programmer
•Compilation of the model
•Multimedia integration
•Navigation funcionality
•Support operability
•Beta testing
Specialists
•Musical composition, edition and sound effects
•Film, edit and digital video postproduction
•Photography and digital image processing.
•Creating objects, background and animation in 2D and 3D
•Creating virtual reality enviroments
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Stages of the Project Development
 Project approach
 Roles of the work areas
Stages of project development
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DEVELOPMENT
 Gradual process: Based on an original idea or a necessity, we
develop a prototype.
 There are three successive stages in the process:
 PRELIMINARY PRESENTATION
 DRAFT
 MEMORY AND MODEL
 This system helps to organize temporarily the team tasks and
inform the client of the project's evolution.
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Phase I: Preliminary Presentation
 Target: Finding the origins of the project and it’s general style.
Defining the main lines in all areas.
 An attractive commercial title must be designed (marketing strategy).
 Creating the title team.
 Identifying the roles of team members.
 Identifies the chosen support.
 Summary of the project content.
 Identify the customer and the user profile.
 It generally defines the structure of hypertext navigation.
 A help system must be designed to guide in the navigation over the
interactive. Complexity inversely proportional to the transparency of
the navigation system.
 Draw sketches of screens in GUI general style.
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Preliminary Design
COMMERCIAL TITLE
TEAM DENOMINATION
ROLES AND FUNCTIONS OF TEAM MEMBERS
SUPPORT
GENDER
SYNOPSIS/OBJECTIVES
CLIENT/ SPONSOR
USER PROFILE
NAVIGATION STRUCTURE
METAPHOR
HELP SYSTEM
GENERAL STYLE AND INTERFACE GRAPHIC DESIGN
Phase II: Draft
 Some data of the preliminary design where confirmed.
 Draft: Guide to the application development
 Contents are stablished
 Performing the hypertext structure diagram
 Development of the help system
 Studies of the interface graphics are performed
 Commercial title of the project is complemented by a business
slogan or a phrase
 The release of the product is scheduled
 The draft presentation is accompanied by attachments that
shape the design of the application
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Draft: Attachments (I)
 Hypertext diagram
 Graphic scheme of the joint editorial content in nodes
and links
 It's necessary to fragment the editorial content
arranged in zones, streams and nodes
 Encode pages Z1-S1-N4
 The hypertext diagram defines the Interactive Map
Z1-S1
Z1-S1-N1 Z1-S1-N3
Z1
Z1-S2
Input
Z2-S1
Z1-S1-N2 Z1-S1-N4
Z2
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Z2-S2
Draft: Attachments (II)
 CONTENT GUIDE
 Organize in textual mode the editorial content of the
project
 Use the diagram encoding hypertext.
 Traditional formats of audiovisual script
A column for fiction projects
Two columns (sound and image) for instructive
and educational projects
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Draft: Attachments (III)
 INTERACTIVE SCRIPT MODE IN A COLUMN
Z1-S1-N2 (Coding zone-sequence-node)
Exposure descriptive of the location, characters and
actions
CHARACTER (Dialogue of the character)
Navigation alternatives: x/y/z
If x, then Z1-S1-N3 (Destiny node)
If y, then Z1-S2-N1
If z, then Z2-S1-N1
Z1-S1-N3 Exposure descriptive...etc
Z1-S2-N1 Exposure descriptive....etc
Z2-S1-N1 Exposure descriptive...etc
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Draft: Attachments (IV)
 INTERACTIVE SCRIPT MODE IN TWO COLUMNS
IMAGE
Z1-S1-N2 (Codification)
Exposure descriptive of
graphic elements
Text transcription
Identifying video clips
(time is secs)
Navigation alternatives:
x/y/z
If x, then Z1-S1-N3
If y, then Z1-S2-N1
If z, then Z2-S1-N1
SOUND
Identifying audio clips
(time in secs)
Sound effects
CHARACTER /
LOCUTION
Character dialog
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Draft: Attachments (V)
 HELP SYSTEM
 Shows the chosen system type
Character who guides the user
Previous sequence of instructions or rules of the
game
Context sensitive system
Orientation and navigation maps
 Also indicates its functionality
When and how is visible to the user
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Draft: Attachments (VI)
 STORYBOARD
 Graphic script of the interactive areas
 Requires cooperation between areas
Writing area: They bring literaly texts
Artistic area: Ilustrate sketches in the art of
screens
Technical area: Raises the functionality of the
application before programming
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StoryBoard Model
NODE ENCODING
SCREEN SKETCH
Element
Image
Sound
Programming
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Draft: Attachments (VII)
 WORK PLAN
 Time sequence of the set of tasks to be
undertaken in each area
 Execution project schedule
 It’s a work plan that allows you to control a
development rhythm.
 This will prevent the assignment of human and
technical resources
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Phase III: Memory and model
 Final phase of the design, before the development
and production
 Memory: Document that collects reports, scripts,
sketches and experiences to justify the viability of
the project.
 It is up to the writing and artistic area
 Model: Checking the operation on the media to use
(alpha and beta testing). Interactive prototype.
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Phase III: Memory and Model
 MEMORY PARTS
 FRONT (Title, commercial phrase, team name, contact
data, date)
 INDEX
 REPORTS of the responsible area members




Brief description of work performed
Justification of the decision taken
Problems solved
Personal experience resulting
 Rest of the DOCUMENTS: work plan, cost study, hypertext
diagram, help system
 ANNEXES: StoryBoard
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Situation of the project in each phase
WRITING
Prelim. Present.
Draft
Memory and draft
Goals
Defined
Revised
Finals
Gender
Defined
Revised
Final
Contents
Outlined
Draft
Written
Navigation
Hypertext model
Elaborated
hypertext
Final hypertext
Support
Defined
Revised
Final
Formats
Outlined
Defined
Produced
Model
Navigation
outlined
Navigation
defined
Nav. Operative
and working
Style
Outlined
Defined
Justified
Graphic design
Outlined screens
of the
Storyboard model Storyboard
application 46
TECHNICAL
ARTISTIC
Roles of team members in each phase
Prelim. Present.
Draft
Model and
memory
WRITING
Find
Identify source.
documentation.
Set objetives and Writing a draft.
gender. Analysis
Developing
of similar products hypertext
structure.
TECHNICAL
Choosing tools for
audiovisual
material
Navigation tests.
Original material
and adapted
production
Assembly of the
model
ARTISTIC
Style sketch and
apply style
analysis. Sketches
screens.
Definition of
graphics and
visual style.
Interface
elements.
Strategic definition
of the product
image. Storyboard
List of sources
used. Text
correction.
Storyboard edition.
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Evaluation guide
 WRITING AREA
 Archievement of the project purpose
 Clarity of approach
 Proportionate to the digital media
 Scope of the interactivity offered
 TECHNICAL AREA
 Using complementary media
 Effective communication formats
 Effective demonstration of the funcionality
 Degree of development
 ARTISTIC AREA
 Unit level and internal consistency
 Contribution to the transparency of navigation
 Originality
 Intuitive interface
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SISTEMAS MULTIMEDIA (III)
 INTRODUCTION: BASIC CONCEPTS
 DESIGN OF MULTIMEDIA SYSTEMS
 COMPUTER-GENERATED FILMS
 VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY
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Multimedia systems aplications
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A brief history
70's
 TV: Tecnologies "Anima" and "Scanimate“.
 1973: SIGGRAPH conference (Special Interest Group on
Computer Graphics).
 1977: “The Empire Strikes Back”. Use an animated 3D
wire-frame graphic
 1979: “Alien” (Systems Simulation). Used raster wireframe model rendering
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A brief history
80's
 Better hardware.
 “Fractals” y “ray-tracing”.
 1980: “Tron”.
 1982: “Star Treck II: The Wrath of Khan”. first use of
fractal-generated landscape
 1985: “Young Sherloch Holmes”. First CGI character.
 1988: Used “morphing” in “Willow”.
 1988: “Tin Toy”. First computer-animated film to win an
Oscar.
 1989: “The Abyss”. First digital 3D water effect.
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A brief history
90's
 1991: “Terminator II”. 100 CG elements, and 5 minutes
and a half in a film.
 1991: “Beauty and the beast”. CGI + computer generated
cells.
 1991: “Jurassic Park”. DID (Dinosaur Input Device)
moved using “stop-motion”.
 1995: “Toy Story”. Was nominated to Oscar.
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A brief history
The future
 Powerfull hardware
 New software
 Better Virtual actors’ movements
 Better Virtual landscapes
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A brief history
Yesterday
 June 2001: “Final Fantasy: The Spirits Within”. First
feature-length film animated in 3D. Use of motion capture
and facial scanning.
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A brief history
2001- Shrek- Oscar to the best animation film
Special effects on films
TOY STORY
 First film full animated by computer
 Colaboration between Pixar and Disney
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Special effects on films
TOY STORY (II)
 Rendering by Sun Microsystems
87 dual processor
30 cuad processor
46 days processing
3 hour by key-frame
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Special effects on films
INDEPENDENCE DAY
 CGI: Computer-Generated Imagery.
 Made by layers
 Keyframes
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Special effects on films
INDEPENDENCE DAY (II)
Air battle between alien fighter aircrafts and F18
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Special effects on films
INDEPENDENCE DAY (III)
The cosmic ray strike in the white house.
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Special effects on films
TITANIC
 Liquid
Digital ocean
Special SW for the water
Boat over the sea
 Smoke
Speed and direction
 Clouds and sky
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Special effects on films
TITANIC (II)
 Virtual Actors
Features of the human body
500 virtual actors
Checkpoints of the movements
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Special effects on films
TITANIC (III)
 Scene winner of the 1997 VFX HQ Award to the best
scene:
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Special effects on films
MATRIX
 “Bullet Time”.
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Special effects on films
MATRIX (II)
 “Bullet Time”.
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Multimedia Systems Applications
MEGA Group
Multimedia Education Group of Alcalá
University of Alcalá de Henares
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PRESENTATION OF THE RESEARCH GROUP (I)
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RESEARCH GROUP
In the lab:
Choreographers and engineers working together
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Multimedia technology and dance
 ¿What if the computer technology serve the world of
dance....?
 Why not trying the experience?
 Let’s see the results
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And then,...
What choreographers need?
 Definition phase
 Development phase
 Test phase
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DIFERENTS FIELDS OF APPLICATION
 DIDACTIC UNITS OF DANCE
 VIRTUAL HUMANS: APLICATED TO THE
CHOREOGRAPHY
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DIDACTIC UNITS OF DANCE
VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY
•Medicine
•Fisiotherapy
•Sports
•Games
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (II)
•Dance education
•Choreography
•Movement analysis
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (III)
•Keyframe creation by the user
•The computer create the
intermediate steps
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (IV)
•Differents cameras
•Zoom
•Position
•Orientation
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (V)
Cervantes Real theater
Virtual model of the Cervantes theater
 Including virtual scenarios of real places
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (VI)
 Multiple dancers
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VIRTUAL HUMANS: APPLICATION TO THE
CHOREOGRAPHY (VII)
Analyzing space limits
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Movement analysis
Research in video editing
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Motion realism
New modeling
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Face modeling
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Deformation systems
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Hands movement
•Details of:
Hands movement
Playing “Castañuelas”
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Conclusion
Interdisciplinary
 Multimedia brings together information types.
 Multimedia helps in several fields.
 Multimedia brings together differents minds to
archieve common goals in all areas.
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