Virtual actorA virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using and sound, that is often indistinguishable from the real actor. The idea of a virtual actor was first portrayed in the 1981 film Looker, wherein models had their bodies scanned digitally to create 3D computer generated images of the models, and then animating said images for use in TV commercials. Two 1992 books used this concept: Fools by Pat Cadigan, and Et Tu, Babe by Mark Leyner.
Computer animationComputer animation is the process used for digitally generating animations. The more general term (CGI) encompasses both static scenes (s) and dynamic images (s), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations.
Motion captureMotion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.
Synthetic mediaSynthetic media (also known as AI-generated media, media produced by generative AI, personalized media, and colloquially as deepfakes) is a catch-all term for the artificial production, manipulation, and modification of data and media by automated means, especially through the use of artificial intelligence algorithms, such as for the purpose of misleading people or changing an original meaning.
AnimationAnimation is the method by which are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, many animations are computer animations made with (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms. Animation is contrasted with live-action film, although the two do not exist in isolation. Many moviemakers have produced films that are a hybrid of the two.
Motion simulatorA motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment. In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provide movement in all of the six degrees of freedom (DOF) that can be experienced by an object that is free to move, such as an aircraft or spacecraft:. These are the three rotational degrees of freedom (roll, pitch, yaw) and three translational or linear degrees of freedom (surge, heave, sway).
Satellite televisionSatellite television is a service that delivers television programming to viewers by relaying it from a communications satellite orbiting the Earth directly to the viewer's location. The signals are received via an outdoor parabolic antenna commonly referred to as a satellite dish and a low-noise block downconverter. A satellite receiver then decodes the desired television program for viewing on a television set. Receivers can be external set-top boxes, or a built-in television tuner.
Traditional animationTraditional animation (or classical animation, cel animation, or hand-drawn animation) is an animation technique in which each frame is drawn by hand. The technique was the dominant form of animation in cinema until the end of the 20th century, when there was a shift to computer animation in the industry, specifically 3D computer animation. Animation production usually begins after a story is converted into an animation film script, from which a storyboard is derived.
Skeletal animationSkeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the mesh or skin) and a hierarchical set of interconnected parts (called bones, and collectively forming the skeleton or rig), a virtual armature used to animate (pose and keyframe) the mesh.
Computer simulationComputer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering.
Computer-generated imageryComputer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. s) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.).
Motion blurMotion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure. When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time.
SimulationA simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games.
Radio broadcastingRadio broadcasting is the broadcasting of audio (sound), sometimes with related metadata, by radio waves to radio receivers belonging to a public audience. In terrestrial radio broadcasting the radio waves are broadcast by a land-based radio station, while in satellite radio the radio waves are broadcast by a satellite in Earth orbit. To receive the content the listener must have a broadcast radio receiver (radio). Stations are often affiliated with a radio network that provides content in a common radio format, either in broadcast syndication or simulcast, or both.
Virtual cinematographyVirtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles. Virtual cinematography can be used to shoot scenes from otherwise impossible camera angles, create the photography of animated films, and manipulate the appearance of computer-generated effects.
Satellite radioSatellite radio is defined by the International Telecommunication Union (ITU)'s ITU Radio Regulations (RR) as a broadcasting-satellite service. The satellite's signals are broadcast nationwide, across a much wider geographical area than terrestrial radio stations, and the service is primarily intended for the occupants of motor vehicles. It is available by subscription, mostly commercial free, and offers subscribers more stations and a wider variety of programming options than terrestrial radio.
BroadcastingBroadcasting is the distribution of audio or video content to a dispersed audience via any electronic mass communications medium, but typically one using the electromagnetic spectrum (radio waves), in a one-to-many model. Broadcasting began with AM radio, which came into popular use around 1920 with the spread of vacuum tube radio transmitters and receivers. Before this, most implementations of electronic communication (early radio, telephone, and telegraph) were one-to-one, with the message intended for a single recipient.
Outside broadcastingOutside broadcasting (OB) is the electronic field production (EFP) of television or radio programmes (typically to cover television news and sports television events) from a mobile remote broadcast television studio. Professional video camera and microphone signals come into the production truck for processing, recording and possibly transmission. Some outside broadcasts use a mobile production control room (PCR) inside a production truck. Outside radio broadcasts have been taking place since the early 1920s and television ones since the late 1920s.
MotionIn physics, motion is the phenomenon by which an object changes its position with respect to time. Motion is mathematically described in terms of displacement, distance, velocity, acceleration, speed, and frame of reference to an observer, measuring the change in position of the body relative to that frame with a change in time. The branch of physics describing the motion of objects without reference to their cause is called kinematics, while the branch studying forces and their effect on motion is called dynamics.
Computer artComputer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques.