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...

Descripción completa

Detalles Bibliográficos
Otros Autores: Oliszewski, Alex, author (author), Fine, Daniel, author (-), Roth, Daniel, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Waltham, Massachusetts : Focal Press 2018.
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.