Investigative Study

Week 1

Module Info:

  • research module
  • theory and discussion module
  • A research essay Two assignments on the end

Overview:

  • investigative Study: a question, research questions, research plan
  • practical and contextual research
  • reflection on findings
  • documenting findings (written evidence on digital sketchbook

Need to do:

  • identify and aspect of visual effects
  • develop a short written proposal and question
  • write an initial chapter
  • do practical reading
  • write up and essay (3500-4500words)

Keyword:

  • Brief description
  • List some examples with images
  • List keywords associated with the topic

Deepfake activity:

  1. Misinformation and Disinformation: Deepfakes can be used to create convincing fake news or false narratives, making it challenging to discern fact from fiction.
  2. Privacy Invasion: The technology can be used to create fake explicit content or manipulate personal photos and videos, leading to privacy violations.
  3. Identity Theft: Deepfakes can be used to impersonate individuals for fraudulent purposes, such as scams or blackmail.
  4. Political Manipulation: Deepfake videos and audio recordings can be used to manipulate public opinion and influence elections by spreading false information.
  5. Reputation Damage: Individuals and public figures can have their reputations damaged through the circulation of convincing deepfake content.

 

Example of deepfake:

Source: These celebrity deepfakes are so convincing they fooled us – Film Daily

 

Deepfake technology has transformed the film industry, resurrecting stars from the past. Now, it’s accessible and affordable enough for anyone to create deepfakes at home. With the ability to convincingly replicate anyone’s face, we find ourselves questioning the authenticity of what we see. Rapid advancements are bridging the uncanny valley, prompting us to rely on intuition over our own perception.

 

The ethics of deepfake technology are a complex and evolving area of concern. Deepfakes raise several ethical issues, including:

Privacy: Deepfake technology can be used to create manipulated videos or audio recordings of individuals without their consent, infringing on their privacy.

Misinformation and Disinformation: Deepfakes can be used to spread false information and manipulate public opinion, leading to misinformation and disinformation campaigns.

Identity Theft: Deepfakes can be used for impersonation or identity theft, potentially causing harm to an individual’s reputation or personal life.

Consent and Consent Forgery: Deepfake technology can generate content that appears to show someone saying or doing something they never did, blurring the line between consent and non-consent in media creation.

Erosion of Trust: The proliferation of deepfake content can erode trust in media and undermine the credibility of legitimate sources.

Criminal Activities: Deepfakes can be used for illegal activities, such as creating fake evidence for criminal cases or financial fraud.

Political Manipulation: Deepfakes can be used to manipulate political discourse, potentially influencing elections and decision-making.

Cybersecurity: The use of deepfake technology can pose cybersecurity risks, as attackers may use it to impersonate individuals within organizations.

 

Question for writing proposals:

How Virtual Production is related to current film industry?

In Camera effects.

In Action films: Avatar, Batman, Mandalorian

Current time.

Advantages and disadvantages?

Manipulation time in VP.

Comp green screen.

Dynamic World which could be randomized in many specific ways.

 

 

 

Week 2 

  • Writing undergraduate dissertation.
  • Ideas for investigate study
  • Sketchbook review

Boris Eldagsen – photographer known for his creative and conceptual photographic works. His photography often explores themes related to identity, surrealism and story telling. His work has been exhibited internationally.

“In March the Sony World Photography Awards announced the winning entry in their creative photo category: a black-and-white image of an older woman embracing a younger one, entitled PSEUDOMNESIA: The Electrician. The press release announcing the win describes the photograph as “haunting” and “reminiscent of the visual language of 1940s family portraits.” – Scientific Americans

How This AI Image Won a Major Photography Competition – Scientific American

 

Todays suggested topics: 

Types of AI?

What specific examples can you find of AI use with visual effects

How you think AI might change visual effects:

Advantages

  • AI can simulate natural phenomena like water, fire and smoke
  • AI can automate facial animation
  • AI powered tools can manipulate things like color correction , compositing and rotoscoping

Disadvantages

  • Ai in VFX could lead to job displacement for tradition artist and technician
  • Recued the creative control of artists (potentially leading to a homogenization of visual effects)
  • Ethical concerns- potential of deepfake
  • Skill gap
  • Not yet advanced to produce 4K image

 

One of the most significant challenges AI faces in transforming visual effects production is achieving a balance between automation and artistic control. While AI can automate many aspects of VFX, such as rendering or even generating certain elements like backgrounds or crowds, there is a fine line between enhancing creativity and stifling it.

AI algorithms often rely on patterns and data-driven decisions, which can sometimes lead to predictable or formulaic results. This can be problematic in an industry that thrives on innovation and pushing creative boundaries. Filmmakers and VFX artists value the ability to bring unique artistic visions to life, and they may be concerned that overreliance on AI could homogenize the industry.

Furthermore, integrating AI into VFX workflows requires a significant investment in technology, infrastructure, and training. Not all studios have the resources or expertise to adopt these tools effectively, creating a potential divide between large, well-funded studios and smaller, independent ones.

In summary, the most significant challenge in AI’s transformation of visual effects production is striking the right balance between automation and human creativity, ensuring that AI tools enhance artistic possibilities without erasing the individuality and innovation that define the industry.

Essay proposal Bibliography:

 

Study Support Team Workshops UWL:

Study support | University of West London (uwl.ac.uk)

Helping with writing an essay, problems may to affect your writing:

  • overcoming barriers to start
  • having work to do for other assignments
  • wanting to wait until other assignments are done
  • not having a clear idea of a topic
  • Anxiety related to undertaking a large project

Narrow the focus of your topic:

  • Focus on particular topics
  • Link with a particular theory
  • Geography (choosing a specific country)
  • Particular settings or context (market, place of care  etc.)
  • Specific time or period time

Adjust the focus:

  • need to adjust the focus during your project
  • need to adjust the topic to become more narrow

Confirm your topic:

  • Aim to make decision as soon as practically

Identifying tasks to complete:

  • Formatting
  • re-reading and editing each section
  • Reading and evaluating literature/data

Don’t avoid meetings:

  • clarify your ideas
  • identify targets
  • ask questions
  • get feedback an work and ideas
  • reflect on information

Summary:

Contact study Support

study.support@uwl.ac.uk

 

Kamil Lipka

21497407@student.uwl.ac.uk

University of West London

 

Essay Proposal:

“VFX Virtual Production Technologies. The strength and weakness of using Virtual Production and possible solution.”

Virtual Production started revolutionizing film industry. The essay aims to explore the transformative impact of virtual production techniques, particularly focusing on the integration of advanced technologies like the Unreal Engine in the film industry. As examples this work will explore how ILM by using Virtual Production (Unreal Engine) made environment for tv series like Disney “Mandalorian” or Batman. I will do break down what techniques they used to project realistic scene background and how set up look.

This essay also will delve into the evolution of virtual production, analysing how it has shifted from a niche practice to a mainstream approach, challenging traditional filmmaking methods and underscore the role of the Unreal Engine, developed by Epic Games and ILM, as a game-changer in this paradigm shift, offering unprecedented capabilities in real-time rendering and visual effects. By investigating the immersive storytelling possibilities enabled by virtual environments, the collaboration enhancements in the filmmaking process, and the economic and time efficiencies brought forth by these techniques, the essay aims to provide a comprehensive overview of the current state of virtual production and how is revolutionizing film industries nowadays. In the first part I will talk about Evolution of Virtual Production. I will examine the historical context of virtual production, tracing its evolution from a specialized technique to a mainstream approach. Perhaps I will try to answer some of those questions: “Why is come to this place? Why gaming engines take over the film industry…?)

The second part will examine Realism. By exploring it I will try tracing the Evolution of Realism Since the Advent of Film Cameras and Its Historical Context. Maybe give photographic realism as an example. (The Myth of Total Cinema).

Later on in main and last part of my work I will explain UE as a dynamic word which could be randomized in many specific ways and use Disney+ Tv series “Gallery of Disney The Mandalorian” to bring some the newest technology solution into film sets and explain how they works. The Unreal engine as a big game changer in the Real- time rendering. What is real-time rendering in Unreal Engine in visual effects? Highlight case studies or examples where the Unreal Engine has significantly influenced the creative process in filmmaking. Perhaps use some of examples of feature films? Manipulation time in VP. Which are the methods or techniques adopted for real-time 3D reconstruction in dynamic scene? How various type of objects are reconstructed? What are the challenges in real-time 3D reconstruction of dynamic scene been identified? What are metrics adopted to evaluate real-time 3D reconstruction techniques? Maybe I Discuss how virtual production, supported by the Unreal Engine. (Maybe talk about what is improved form UE4 to UE5) Examine the role of real-time collaboration in decision-making on set and its implications for creative outcomes. Last end conclusion I will summarize based on whats the strength and weakness for the future with UE in the film industry.

Conclusion:

Summarize the key findings and insights gained from the exploration of virtual production and the Unreal Engine’s role in reshaping the film industry. Summarize what could improve it in the future. What are the straightness and weakness of using UE in film industry nowadays. Highlight the ongoing advancements in technology and the potential for future innovations in virtual production. Conclude by affirming the pivotal role that virtual production, facilitated by the Unreal Engine, plays in shaping the dynamic cinematic landscape of the present and future.

 

Bibliography:

  1. Blasco, R., & Javornik, A. (2020). Real-time 3D engine technologies: A comprehensive review. Computers & Graphics, 91, 13-27.
  2. Epic Games. (2021).
  3. Unreal Engine Documentation. Retrieved from https://docs.unrealengine.com/
  4. Lange, B., & Chen, W. (2019). Virtual Production: A Cinematic Revolution. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video (pp. 47-56).
  5. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, Article 103778. https://doi.org/10.1016/j.compedu.2019.103778
  6. Shanmugam, B., & Sivakumar, M. (2021). A Study on Real-Time Rendering Techniques using Unreal Engine. Materials Today: Proceedings, 45(1), 4163-4167.

 

 

links to look at:

https://www.researchgate.net/publication/355789243_A_Review_on_Virtual_Reality_and_Augmented_Reality_Use-Cases_of_Brain_Computer_Interface_Based_Applications_for_Smart_Cities

What is Virtual Production — Pros, Cons & Process Explained (studiobinder.com)

Technologia w filmie – Jak zmieniła branżę filmową? Jak ją wykorzystać? (ostro-video.pl)

Real-time 3D reconstruction techniques applied in dynamic scenes: A systematic literature review – ScienceDirect

The Mandalorian kręcono z użyciem nowej techniki. Wykorzystano silnik Unreal Engine (komputerswiat.pl)

Influential Theorists: Andre Bazin – The Myth of Total Cinema – The Motley View (wordpress.com)

 

Week 3

Today in class, we spent 45 minutes delving into our respective essay topics. Each of us took turns presenting our ideas to the class, opening the floor for collaborative discussion. Colleagues generously shared their opinions, providing a diverse array of perspectives. Together, we engaged in a thoughtful discourse, evaluating the strengths of each idea and identifying areas that might benefit from change or enhancement. This interactive session not only allowed for valuable feedback but also fostered a collective exploration of the potential strengths and areas of improvement within our respective topics.

This week, our focus will be on the following key tasks:

  1. Prepare and Informally Present Initial Proposal Ideas: Take the opportunity to brainstorm and formulate your initial ideas for your proposal. Whether it’s a research topic or a specific project, outline your thoughts and be ready to informally present them to the group. For instance, if you’re exploring the impact of the writers’ strike on the VFX industry, consider highlighting key aspects you plan to investigate and the significance of the topic.
  2. Example Topic / Research Activity: As an illustration, delve into an example topic or research activity to provide a tangible reference for the class. In this case, the example is the writers’ strike and its effects on the VFX industry. Analyze how this example topic is structured, the key components it covers, and how it aligns with a proposal format.
  3. Review Past Assignments: Take some time to revisit and review past assignments. Reflect on the feedback you received and identify areas for improvement. This retrospective analysis can inform your current work and help you refine your writing style and content.
  4. Proposal Revision: Work on refining and enhancing your proposal. Consider incorporating the feedback received during the informal presentation of your initial ideas. Ensure that your proposal is clear, concise, and effectively communicates the significance and objectives of your project or research.
  5. Enhance Writing: Pay attention to the clarity and coherence of your writing. Ensure that your ideas flow logically, and use language that is both precise and engaging. Strive for a balance between being informative and maintaining reader interest.

 

What is  the PEEL (Point, Evidence, Explanation, Link) structure is an effective way to organize academic paragraphs. Here’s an example applying the PEEL structure:

Example Paragraph:

POINT: Technological advancements have significantly transformed the landscape of modern workplaces.

EVIDENCE: A study by Smith (2020) reported a widespread integration of automation systems in various industries. This is further supported by the World Economic Forum (2022), which highlighted the growing influence of digital technologies on organizational processes.

EXPLANATION: This evidence underscores the pervasive impact of technology on contemporary workplaces. Automation, as demonstrated by Smith (2020) and corroborated by industry trends (World Economic Forum, 2022), streamlines routine tasks, fostering efficiency and productivity. This transformation is crucial in understanding the evolving nature of work environments.

LINK: Building on this, it is essential to delve deeper into how these technological changes affect employee roles and interactions within the workplace.

This PEEL structure ensures a clear progression of ideas, with each element serving a specific purpose in developing and supporting the main point of the paragraph. The link at the end helps to maintain the coherence of the overall argument or hypothesis in your essay.

Can you explain what the WGA writer’s strike is, and why people are striking in the US?
How has the strike challenged VFX production in the UK? What issues is it causing in the workplace?
Has a deal been reached? Are there any resolutions to the strike?
Write around 150 – 200 words words in your sketchbooks

WGA Writer’s Strike:

The Writers Guild of America (WGA) strike involves writers in the US demanding better compensation, healthcare, and working conditions.

Impact on VFX Production in the UK:

The strike affects VFX production in the UK, creating delays and challenges in post-production for Hollywood projects that rely on collaborative efforts between American writers and global VFX teams.

Workplace Issues:

The strike introduces uncertainty, affecting creative professionals and support staff in the entertainment industry. VFX studios face challenges in planning, resource allocation, and meeting deadlines, causing stress and potential financial instability.

Resolution Status:

As of now, negotiations between WGA and industry stakeholders are ongoing. Stay updated through reliable news sources for the latest developments on the strike and potential resolutions.

The ongoing Writers Guild of America (WGA) strike has brought attention to the vital concerns of writers in the entertainment industry in the United States. Writers, members of the WGA, are advocating for improved compensation, better healthcare benefits, and enhanced working conditions. The strike is emblematic of the perpetual struggle within the creative sector to secure fair terms for the contributors behind the scenes.

In the UK, where VFX plays a crucial role in the global entertainment landscape, the repercussions of the WGA strike are evident. Collaborative efforts between American writers and international VFX teams are disrupted, leading to potential delays and challenges in the post-production phase. This not only affects creative professionals but also introduces uncertainties for support staff, impacting project planning and potentially causing financial strain.

The workplace issues extend beyond the United States, echoing across borders and affecting professionals globally. The interconnectedness of the entertainment industry becomes apparent as disruptions in script development impact VFX studios, introducing stress and instability.

As negotiations between the Writers Guild of America and industry stakeholders continue, the global workforce remains on edge, awaiting resolutions that could reshape the landscape of creative collaboration and labor conditions in the entertainment sector. Stay tuned for updates on the evolving situation through reliable news sources.

 

ESSEY DRAFT:

Title: “Examining VFX Virtual Production Technologies: Unpacking Strengths and Weaknesses for a Comprehensive Understanding” 

 

The essay aims to explore the transformative impact of virtual production techniques, with a particular focus on the integration of advanced technologies such as Unreal Engine in the film industry. After watching “The Mandalorian” series, I became intrigued by how virtual production has changed the perspective of filmmaking and how seamlessly films and series transitioned into this new paradigm. 

The essay will analyse the evolution of virtual production techniques, examining how they moved from a niche practice to a studio setting, challenging traditional methods of film production. It will highlight the role of Unreal Engine, developed by Epic Games, as a game-changer in this transformative moment, providing unprecedented capabilities in real-time rendering and visual effects. 

By exploring the storytelling possibilities offered by virtual environments, the improvement of collaboration in the filmmaking process, and the economic and time efficiencies brought about by Virtual Production techniques used in Stage Craft, the essay aims to provide a comprehensive overview of the current state of virtual production. 

Drawing on relevant literature and the Disney Gallery Star Wars series “The Mandalorian,” the essay will describe the current landscape of film production using Stage Craft and how director Jon Favreau (Executive Producer/creator) employed these techniques to create “The Mandalorian” series. 

History of filmmaking: 

The history of filmmaking is intrinsically tied to technological advancements. It all commenced with the ground-breaking inventions of visionaries like Edison, who introduced the world to the kinetoscope, Muybridge’s pioneering zoopraxiscope, and the Lumière brothers’ innovative cinematograph. The 1920s marked a watershed moment as sound was seamlessly integrated into film production, forever altering the cinematic experience. 

In the pre-digital era, filmmakers relied on practical techniques, employing clay models and puppets for special effects. However, two seminal films, “2001: A Space Odyssey” and “The Matrix,” ushered in a new era by introducing ground-breaking computer-generated effects that revolutionized the industry. These technological leaps have not only transformed the way stories are told but have also paved the way for more immersive and emotionally engaging experiences for viewers. (Ostro-video 2022) 

 

Stanley Kubrick’s innovative use of a front-projection technique in filming “2001: A Space Odyssey.” The method involved projecting scenes onto a highly reflective screen by 3M, enabling a bright image from a low-wattage source. Actors in ape costumes were filmed against this projected background, bounced onto the screen via a mirror at a 45-degree angle to the projector. Precision in aligning the mirror and camera within a fifth of a degree was crucial for optimal results in this groundbreaking cinematic approach. (Shuldiner 2022) 

The Cinematic Magic of Georges Méliès  

Georges Méliès, an early 20th-century filmmaker, left an indelible mark on cinema with his pioneering use of special effects. His ingenious techniques, including multiple exposures, stop-motion animation, and intricate mechanical devices, allowed him to create cinematic wonders. Through these methods, characters could vanish into thin air, inanimate objects could take on a life of their own, and surreal dreams could vividly spring to life on the screen. 

Méliès’ imaginative use of these special effects served as the foundation for the development of cinematic visual tricks, laying the groundwork for the art of filmmaking as we know it today. His creative prowess not only captivated audiences but also set a precedent for future filmmakers to push the boundaries of what is possible on screen. (Ostro-video 2022)  

 

The Evolution of Technology in Filmmaking 

1 

The article explores Andre Bazin’s theory of technological development in cinema, emphasizing the concept of “total cinema.” It highlights the delayed innovation and diffusion of technologies such as sound, colour, and widescreen during the early years of cinema, citing instances like sound’s adoption in the late 1920s, widescreen in the mid-1950s, and widespread colour adoption in 1965 due to television’s economic incentives. Douglas Gomery’s terms of “invention, innovation, and diffusion” are referenced. 

John Belton’s research focuses on the heterogeneous adoption of new technologies, particularly the digital revolution within the cinema industry. It suggests that the digital revolution differs from past advancements, occurring in distinct phases driven by corporate interests and the home entertainment market. The transformation is portrayed as more about economic considerations than revolutionizing the theatrical movie experience. 

The passage delves into the introduction and development of digital sound in the motion picture industry. It emphasizes consumer demand driving adoption, citing movies like “Dick Tracy,” “Edward Scissorhands,” “The Doors,” and “Terminator 2” in 1990 as initial forays into digital sound. The association of digital sound with state-of-the-art quality, accelerated by compact discs’ popularity, led to the introduction of competing digital sound formats like Cinema Digital Sound (CDS), Dolby Digital (Dolby SRD), and Digital Theatre Systems (DTS). The passage discusses their features, distribution methods, and the industry’s eagerness to dominate the digital sound market. 

In the mid-1990s, film studios initially released movies exclusively in specific digital sound formats. By the summer of 1995, they embraced multiple formats to cater to digitally equipped theatres. This allowed different digital systems to coexist, evolving into a three-system standard driven by consumer demand and influences from computers and CDs. The passage also discusses the cost-saving shift away from 70mm film formats and the digital projection era’s heralding around the millennium. 

The author explores the digitization of the film industry and its potential impact on the theatrical experience. It questions whether digital projection truly transforms the cinematic experience, considering previous technological advancements. The text touches on the increasing role of ancillary markets, indicating a potential shift away from traditional theatrical releases. 

The subsequent text discusses the evolution of digital cinema technologies, focusing on Red and Alexa digital camera systems. It highlights their introduction, changing roles in cinematography, and the debate between revolutionists and evolutionists. Despite changes in tools and workflows, the core principles of cinematography are deemed constant, viewing the introduction of digital technologies as an evolution rather than a revolution. 

The text also delves into digital cinema’s emergence as a technological innovation, emphasizing its impact on filmmakers, corporate interests, and audiences. It mentions the testing of digital projection systems and the cost-saving potential for film distributors. However, the author expresses scepticism about the revolutionary impact of digital cinema on the audience’s experience. The text raises concerns about its impact on the cinematic experience, cost, piracy, and film preservation. 

In summary, the article critically examines the promises and challenges of digital cinema, discussing its potential benefits for the industry while expressing concerns about its impact on the cinematic experience, cost, piracy, and film preservation.  

 

2 

The article by John Mateer discusses the ongoing debate about the impact of digital technologies on filmmaking. It explores two perspectives: evolutionists who see digital advancements as a natural progression and revolutionists who argue they’ve fundamentally changed cinematic storytelling. The article also examines the role of cinematographers, the significance of film as a recording medium, and the emergence of digital cinema, with Red Digital Cinema’s revolutionary approach. The cost-effectiveness of Red’s technology is highlighted.  

This text discusses the evolution of digital cinema technologies, focusing on the impact of Red and Alexa digital camera systems. It highlights the introduction of these systems, the changing roles in cinematography, and the debate between revolutionists and evolutionists regarding the transformation of the filmmaking process. The revolutionists argue that digital technologies have brought about a fundamental change, while evolutionists see it as part of the ongoing evolution of the industry. The text concludes that, despite changes in tools and workflows, the core principles of cinematography remain constant, with the essence of filmmaking and film-watching experiences largely unchanged. The introduction of digital technologies is viewed as an evolution rather than a revolution in the world of cinema. 

A Comprehensive Review of Real-time 3D Engine Technologies 

Blasco, R., & Javornik, A. (2020). Real-time 3D engine technologies: A comprehensive review. Computers & Graphics, 91, 13-27. 

Blasco and Javornik’s (2020) exhaustive review delves into the realm of real-time 3D engine technologies. Their study offers a deep exploration of these technologies, shedding light on their multifaceted applications, capabilities, and evolving trends. These real-time 3D engines have become instrumental in creating immersive, interactive environments, particularly within the gaming industry. 

The review emphasizes the pivotal role these engines play in delivering dynamic, responsive, and visually captivating experiences. It is within the gaming industry where their transformative influence is most keenly felt. As we journey into the digital age, Blasco and Javornik’s study serves as an invaluable resource, helping us navigate the profound impact of these engines on the ever-evolving landscape of modern technology and storytelling in film. 

Lange, B., & Chen, W. (2019). Virtual Production: A Cinematic Revolution. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video (pp. 47-56). 

Potential of using VP in the realism of filmmaking. 

Lange and Chen (2019) explore the transformative potential of virtual production in the realm of filmmaking. This research, presented in the Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video, delves into the profound impact of virtual production techniques on the cinematic landscape. 

The authors delve into the intricate nuances of virtual production and its role in reshaping traditional filmmaking methods. By offering insights into the development and application of virtual production technologies, the paper underscores the revolutionary nature of this approach. It delves into how virtual production enables filmmakers to create immersive and dynamic visual experiences, effectively blurring the line between physical and virtual environments. 

Furthermore, Lange and Chen’s research emphasizes the democratizing effect of virtual production, making it more accessible and cost-effective for a broader spectrum of filmmakers. The paper highlights the promising potential of virtual production techniques to redefine storytelling in cinema, providing a glimpse into the cinematic future where the boundaries between reality and imagination are increasingly fluid. 

Conclusion: 

 

Summarize the key findings and insights gained from the exploration of virtual production and the Unreal Engine’s role in reshaping the film industry. What are the straightness and weakness of using UE in film industry nowadays. Highlight the ongoing advancements in technology and the potential for future innovations in virtual production. Conclude by affirming the pivotal role that virtual production, facilitated by the Unreal Engine, plays in shaping the dynamic cinematic landscape of the present and future.  

   

Bibliography: 

  1. Blasco, R., & Javornik, A. (2020). Real-time 3D engine technologies: A comprehensive review. Computers & Graphics, 91, 13-27. 
  2. Lange, B., & Chen, W. (2019). Virtual Production: A Cinematic Revolution. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video (pp. 47-56). 
  3. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, Article 103778. https://doi.org/10.1016/j.compedu.2019.103778 
  4. Shanmugam, B., & Sivakumar, M. (2021). A Study on Real-Time Rendering Techniques using Unreal Engine. Materials Today: Proceedings, 45(1), 4163-4167.
  5. Jak technologia Zmienia branżę filmową? (2022) OSTRO. Available at: https://www.ostro-video.pl/jak-technologia-zmienia-branze-filmowa (Accessed: 13 November 2023). 

 

Images: 

1. Shuldiner, H. (2022) How popular science covered ‘2001: A space odyssey’ in 1968, Popular Science. Available at: https://www.popsci.com/how-they-filmed-a-space-odyssey/ (Accessed: 13 November 2023). 

 

WEEK 11:

Presentation Week: