Digital media, projection design, & technology for theatre
Digital Media, Projection Design, and Technology for Theatrecovers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, pro...
Otros Autores: | , , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Waltham, Massachusetts :
Focal Press
2018.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009631101306719 |
Tabla de Contenidos:
- Cover
- Title
- Copyright
- CONTENTS
- Contributors
- Preface
- Acknowledgments
- CHAPTER 1 INTRODUCTION
- FROM FIREPIT TO KINDLE FIRE, THE RISE OF DIGITAL MEDIA
- DEFINING DIGITAL MEDIA IN TERMS OF THEATRICAL PERFORMANCE
- DEFINING THE ROLE OF THE DIGITAL MEDIA DESIGNER
- BASIC SKILLS OF THE DIGITAL MEDIA DESIGNER
- DIGITAL MEDIA DESIGN AS A CAREER
- JOBS FOR A DIGITAL MEDIA DESIGNER BEYOND THE THEATRE
- WHY USE DIGITAL MEDIA?
- MEANING MAKING AND THE LANGUAGE OF DIGITAL MEDIA IN THEATRE
- A Designer's Practical Taxonomy
- Examples of Atmospheric and Interactive Digital Media
- Atmospheric Digital Media
- Interactive Digital Media
- REFERENCES
- CHAPTER 2 INTEGRATING DIGITAL MEDIA DESIGN INTO THE THEATRICAL TEAM
- PRODUCERS AND PRODUCTION MANAGEMENT
- Budget
- Scheduling
- Personnel/Crew
- STAGE MANAGEMENT
- Digital Media in the Rehearsal Hall
- ARTISTIC TEAM
- Directors
- Actors
- Rehearsing with Interactive Digital Media
- TOWARD A UNIFIED DESIGN
- Scenic
- Screens
- Materials and Textures
- Self-Emitting Media Gear
- Staging
- Floor Treatment
- 3D Models
- Shared Documents Created by the Scenic Department
- Ground Plan
- Elevations and Sections
- Line Set Schedule
- Lighting
- Projections
- Direction of Light
- Projector Placement
- Color Temperature
- Color Palette
- Brightness
- Tech
- Sound
- Who's in Charge of What?
- Audio Playback in the Performance Space
- Costumes
- Props
- CHAPTER 3 DIGITAL MEDIA DESIGN PROCESS AND WORKFLOW
- FIRST STEPS
- Salary
- Negotiating Deliverables
- Setting Limits
- Working with Budgets
- Equipment
- Consider the Schedule
- Know the Venue
- Design Meetings
- Production Meetings
- THE SCRIPT
- Working with Scripts
- Reading the Script for the First Time
- On the Second Reading
- On the Third Reading
- A List of Lists
- DEVISING.
- How to Be Productive in the Devising Process
- Constraints
- DESIGN PHASE I: RESEARCH
- To Research Previous Productions or Not?
- Finding Your Research
- Organizing and Sharing Research
- Mood Boards
- DESIGN PHASE II: CONCEPTUAL DESIGN
- Conceptual Design Statement
- Design Presentations
- DESIGN PHASE III: FROM SCRIPT TO CUE LIST
- Creating the Cue List: Scene-by-Scene Content Breakdown
- Elements of a Good Cue List
- The To-Do List
- Reviewing the Cue List with the Director: Early and Often
- Cue Numbering
- Looking Ahead to Calling Cues
- DESIGN PHASE IV: DECIDING ON SYSTEM AND TECHNOLOGY
- System
- Stock Equipment
- Rental Equipment
- Purchasing Equipment
- Projector Placement
- DESIGN PHASE V: CONTENT CREATION AND SHOW INTEGRATION WORKFLOW
- Initial Phase: Roughs
- Initial Phase: Firsts
- Intermediate Phase: Seconds
- Intermediate Phase: Finals
- Onsite Phase: Finals in the Theatre
- DESIGN PHASE VI: LOAD-IN AND TECH WEEK
- Paperwork
- Rendering
- The Order of Tech and Dark Time in the Theatre
- Load-In and System Setup
- Alignment/Warping/Blending
- Mapping/Masking
- Programming/Cueing
- Tech Notes
- Training Operators
- DESIGN PHASE VII: FINALIZING THE DESIGN
- Getting Final Sign-Off from the Director
- Locking Down Equipment, Cables, and the Media Server
- Show Reports
- DESIGN PHASE VIII: DOCUMENTING YOUR WORK
- DESIGN PHASE IX: ARCHIVING THE PROJECT
- CHAPTER 4 CONTENT CREATION 101
- 2D AND 3D CONTENT IN A 3D WORLD
- CREATING CONTENT IN RELATION TO THE THEATRICAL SET AND FOR SURFACES OTHER THAN PROJECTION SCREENS
- HOW MUCH CONTENT DO YOU NEED AND HOW LONG DOES IT TAKE TO CREATE?
- ORGANIZATION OF ASSETS
- BACKING UP YOUR DATA
- THE BASICS OF DESIGN
- Style
- Line
- Shape
- Composition
- Rule of Thirds
- Negative Space
- Unity
- Variety
- Balance
- Color
- Texture
- Emphasis.
- Contrast
- Scale and Proportion
- Repetition and Pattern
- Typography
- THE BASICS OF DIGITAL CONTENT
- Bits and Bytes
- Pixels, Rasters, and Resolution
- Pixels Are Data
- Pixels in Displays
- Pixelization
- Raster vs. Vector
- CMYK and RGB Color, Bit Depth, and Alpha Channels
- CMYK
- RGB
- Hue, Saturation, and Value
- RGB(A): Alpha Channels
- Digital Color Space
- Chroma (Color) Subsampling or 4:2:0 vs. 4:2:2 vs. 4:4:4
- Contrast and Dynamic Range
- Compositing
- TYPES OF CONTENT
- Custom Content
- Found Content
- Stock Content
- Still Images
- Photography
- The Ubiquity of the Photograph
- The Basics of Photography and Still Images
- Moving Images
- Video Basics
- Analog vs. Digital
- Interlaced/Progressive
- Frame Rates and Standards
- Video Resolution/Aspect Ratio
- Bit Rate
- Compression, File Types, Codecs, and Containers
- Transcoding
- Making Movies: Video Production 101
- Types of Shots
- Video Lighting
- Audio
- Video Editing
- Linear vs. Nonlinear
- Pace/Speed
- Looping
- Cutting on Action/Matching Eyeline
- Montage
- Animation
- 2D Animation
- 3D Animation
- Real-Time Effects on Prerecorded Content
- Generative Art/Video as Content
- The Basics of Generative Art/Video
- Data as Content
- Interactive Systems as Content
- Meaning Making from Interactivity
- Live Video/Cameras
- Real-Time Effects on Live Cameras
- Rehearsing with Cameras
- To See a Camera Operator or Not?
- Computer/Machine Vision
- Tracking Performers and Objects
- VJ Style
- Video Game Theory and Technology
- Hybrid Content/Systems
- RENDERING, STORAGE, AND PLAYBACK
- RENDER VS. REAL-TIME
- CHAPTER 5 GEAR AND TECHNICAL TASKS
- SYSTEMS
- VIDEO SIGNALS
- Video Cables
- The Anatomy of a Video Cable with a Single Strand of Wire
- Coax
- BNC
- RCA
- S-Video or Y/C
- VGA
- DVI
- HDMI
- DisplayPort.
- SDI
- Fiber Optic
- Thunderbolt
- USB
- FireWire
- Cat 5 and Cat 6 Ethernet cable
- Video Signal Distribution Hardware
- EDID Managers, Video Amplifiers, Replicators, Extenders, Repeaters, Splitters, and Distribution
- Datapath
- Matrox Triple Head
- Video Scalers
- Video Mixers
- Video Cable Adapters and Signal Converters
- Wireless Video
- RF Modulator
- Cat 5/6 Extenders
- Analog-to-Digital Converters (ADC) and Digital-to-Analog Converters (DAC)
- MEDIA SERVERS
- Types of Media Servers
- Timeline-Based Media Servers
- Layer/Cue Stack-Based Media Servers
- Node-Based Media Servers
- VJ-Based Media Servers
- Common Media Server Features
- Built-In Mapping and Masking Features
- Max # of Inputs
- Max # of Outputs
- Max # of Layers
- Max # of Simultaneous HD Videos
- Notable Supported Protocols
- PROJECTORS
- Projector Types
- DLP
- LCD
- LCoS
- Laser
- Technical Specifications of Projectors
- Lumens
- Resolution and Aspect Ratio
- Contrast Ratio
- Inputs/Outputs
- Fan/Air Flow/Filters
- Network Capable
- Installation
- Projector Lenses
- Types of Lenses
- Working with Projectors
- Focus
- Keystone
- Lens Shift
- Convergence
- Calculating Surface Brightness/Luminance
- Calculating Screen Size, Throw Distance, and/or Lens Needed
- Calculating Pixel Size, Pixels per Square Inch (PPI), and Approximate Perceived Pixel Size
- Projection Calculators
- Warping and Projection Mapping
- Masks
- Using Multiple Projectors
- Blending
- Step 1: Calculate the Overlap
- Step 2: Align the Projected Rasters to the Calculated Overlap
- Step 3: Adjust the Media Server's Blend Function to the Same Percentage of Overlap
- Step 4: Adjust the Gain, Gradient, or Blend Amount in the Media Server
- Projector-Related Equipment
- Lamps
- Dowsers
- Mounts and Cages
- PROJECTION SCREENS AND SURFACES.
- Screen Gain and Viewing Angle
- Front and Rear Projection Screens and Fabrics
- Sharkstooth Scrim
- EMISSIVE DISPLAYS
- LED Displays
- Monitors/TVs
- CAMERAS
- Camera Basics
- Aperture
- Shutter Speed
- ISO
- White Balance
- Digital Image Sensors
- DSLR
- Video Cameras
- Cameras for Live Video
- Latency
- Lighting for Live Cameras
- VIDEO CAPTURE CARDS AND DEVICES
- VIDEO PRODUCTION GEAR
- Camera Kit
- Audio Kit
- Light Kit
- Miscellaneous Video Gear
- Editing System
- NETWORKING
- Open Sound Control (OSC)
- DMX512-A
- MIDI
- Art-Net
- Wired and Wireless Routers/Switches
- Network Cable
- Cat 5/6 Ethernet Cables
- Serial Cables
- SENSORS
- Infrared (IR) Cameras
- Marker-Based Real-Time Tracking of Performers and Objects in 3D
- Depth Cameras
- Microphones
- Encoders
- Gyroscopic
- Pressure, Flex, and Contact
- REFERENCE
- Endface
- Glossary
- Index.