Philip Beesley

·ÆÅK ¿c¤j¾Ç ±Ð±Â Associate Professor, School of Architecture, University of Waterloo

Co-Director, Integrated Centre for Visualization, Design and Manufacruting, University of Waterloo

 

Beesley makes experimental structures that are lightweight, flexible systems manufactured by digital fabrication that have been widely published and exhibited. A major installation is currently at the Montreal Beaux-Arts Museum http://www.fondation-langlois.org/e-art/e/philip-beesley.html. His projects in the past several years have focused on immersive digitally fabricated lightweight 'textile' structures, and the most recent generations of his work feature interactive kinetic systems that use dense arrays of microprocessor, sensors and actuator systems. He is a professor at the University of Waterloo School of Architecture, co-director of the University's Integrated Centre for Visualization, Design and Manufacturying (ICVDM) and is the Fabrication Theme Leader for the Canadian Design Research Network. He has co-authored books including 'Future Wood' (2006) , 'Responsive Architectures' (2006) 'Expanding Bodies in Art, Cities and Environment' (2007) ,  'Mobile Nation' (2007) and 'Fabrication: Examining the Digital Craft of Architecture' (2004). His work has been featured in WIRED magazine and numerous journals.

  < http://www.wired.com/culture/art/magazine/15-11/pl_arts_beast >

< www.philipbeesleyarchitect.com < http://www.philipbeesleyarchitect.com >

¡iºtÁ¿¤jºõ¡j

Title : Responsive Architectures: New design and fabrication technologies in architecture.

Abstract ¡G

How will we design and build in the future? A new aesthetic of responsiveness is having a major impact on design. The discussion here will focus on digital design and fabrication systems of new kinetic systems that offer interactive functions. The study of nature reveals an interconnected set of mechanisms guided by structural and chemical ¡¥intelligence'. These systems are a potent model for how we can impart sensuality and kinesthetics in environments, machines, and buildings.

New design strategies show how parametric digital tools can support exploring of complex systems. Software tools now offer flexible design of deeply nested relationships. Parametric modeling is a new approach that allows designers to control variables of the design through models that can coordinate and update themselves. These systems can automatically update an entire model or drawing set based on changes as small as a joint or as large as an entire area of a city. They accomplish this by organizing ¡¥dependency' networks akin to the complex process diagrams used to express relationships in natural systems. Multiple variations can be created by manipulating digital code to create detailed individual sets of instructions for manufacturing. In much the same way that a mutating virus can generate biodiversity, individual variation can be achieved economically. The cost of making one thousand identical parts and one thousand individual parts with slight variations can be almost the same. The design industry is in the early stages of adoption of these tools.

New projects discussed here explore structural systems based on tensile and ¡¥tensegrity' systems in which stretching and pulling forces can play throughout a structure. These hybrid structures are accompanied by design methods where complex relationships can be analyzed and refined, and by a fresh palette of elements made possible by computer-controlled prototyping and manufacturing. This kind of fabrication involves new methods of construction using continuous chains of components and distributed structures. Building Information Modeling (BIM) is a process where three-dimensional forms, engineering systems and component specifications are integrated within massive arrays of information. Similar to the fundamental implications of the Human Genome project, BIMs now have formidable influence on physical environments. Systematically coded and organized components can be custom-made off-site as a building assembly kit, assembled, and then managed through the life of the building.

My own compositions of the past several years have tended to concentrate on vital, seething qualities built up from intensive repetition of miniature parts. The large-scale field structures offer bodily immersion and create a wide-flung dispersal of perception. The textiles in my installations have recently taken the form of porous interlinking matrices of mechanical components and arrays of sensors and actuators that respond to occupants moving within the environment. Lightweight lattice and geodesic organizations form a structural core in my work, employing digitally fabricated lightweight scaffolds that contain distributed networks of sensors and actuators. The structures are designed at multiple scales including custom components, intermediate tessellations composed of component arrays, and general structural systems. The current work focuses on integrating control systems with decentralized responsive intelligence. The work is based on gradual development moving from individual figures composed of artificial organisms toward immersive environments that mediate natural landscapes.

What makes these mediated experiences like these attractive? Perhaps it is a sense of empowerment and involvement that drives ¡¥responsive architectures' forward. Buildings can now be operated as if they are instruments. Composite structures now incorporate sensors, displays, and a range of mechanical functions. Many of our actions trigger automatic responses in our environment. Our surroundings contain a myriad of sensors that detect temperature, humidity, light, fire and many other parameters relevant to the operation of the facility and the safety and comfort of their occupants. An increasingly fine-tuned approach to component design and the flexibility and movement achievable in new design systems changes the fundamental behaviour of our environement.

Is it because as a society we are becoming more cerebral that we crave increased movement around us? The importance of these qualities seems to increase as our physical bodies fade. We rely less and less on our bodies, and tend to sit motionless, watching. When someone enters an interactive installation, the immediate response to their presence can yield a powerful sense of personal connection, mixed with anxious qualities of vertigo and disorientation. In today's society, ¡¥touch' has complex implications. The receding function of an original human body forms a poignant equation of loss and gain. Lost: bodily sensation and connection between individuals. Gained: an expanded ¡¥body' whose redefined border embraces the surrounding environment.

Philip Beesley is a professor at the University of Waterloo School of Architecture, co-director of the University's Integrated Centre for Visualization, Design and Manufacturying(ICVDM) and is the Fabrication Theme Leader for the Canadian Design ResearchNetwork. He makes experimental structures that are lightweight, flexible systems manufactured by digital fabrication that have been widely published and exhibited. A major installation is currently at the Montreal Beaux-Arts Museum http://www.fondation-langlois.org/e-art/e/philip-beesley.html . His projects in the past several years have focused on immersive digitally fabricated lightweight 'textile' structures, and the most recent generations of his work feature interactive kinetic systems that use dense arrays of microprocessor, sensors and actuator systems. He has co-authored books including 'Future Wood' (2006) , 'Responsive Architectures' (2006) 'Expanding Bodies in Art, Cities and Environment' (2007) ,  'Mobile Nation' (2007) and 'Fabrication: Examining the Digital Craft of Architecture' (2004). His work has been featured in WIRED magazine < http://www.wired.com/culture/art/magazine/15-11/pl_arts_beast > and numerous journals.   www.philipbeesleyarchitect.com Distinctions for his work include the Prix de Rome for Architecture ( Canada ).

 

Emil Polyak

 

Media Design School 3D °Êµe¨t±Ð±Â

¯Ã¦èÄõ ´CÅé³]­p°Êµe¨t ±Ð±Â

 

 

Emil Polyak is currently a professor at the Media Design School in Auckland , New Zealand . Emil works as the course leader of the advanced 3d productions course. He is an award winning animation artist and Maya specialist with more than 15 years of experience.

 

¡iºtÁ¿¤jºõ¡j

Title: The idea at 3d space

Abstract ¡G

Story telling is one of the greatest abilities, the product of intelligence that we human hold. We create stories about everything all the time. These stories have beginning, middle and end. Each of our lives are unique stories of the past that we replay over and over again in our minds and we do this if not for other to understand our present which process leads us to constantly fail. We fail in this because the present it self becomes a mystery, like a hanging timeless untouchable momentum and we don't know anything about it except that we feel it and we can certainly tell what we feel. There are many ways we invented to communicate this feeling. Music is one of these or pictures we paint are another or some buildings that we built to communicate and not just to feed the purpose. These we call forms and we use them to create ¡§the illusion of the momentum¡¨ called art. One of these forms is 3d.

The technology can give very powerful tools to the artists and the industry expectations are growing. However we must not forget that we're still passing the momentum and even with the greatest tools this is the hardest part. The technology will be forgotten because it will be obsolete and useless very quickly. There will be always newer and better tools but people will remember only the momentums that we gave them.

There are essential rules and processes that we can follow but these are only guides and they can't lead us to success unless we find inspiration and use our imagination.

What does the artist want and what needs from a tool must be one of the most important things. A tool must not drive the artist but support it and this is the main difference between the 3d software packages.

While teaching I found my self diving into so many disciplines but always ended up finding that ¡§how¡¨ is a secondary factor and the primary is always ¡§what¡¨ in other words - the idea.

 

 

 

 

 

 

 

 

 


 

¼w°ê¬fªL¼v®i¥D®u Heinz

The Chairman of Berlin International Film Festival, Germarny

 

 

¡iºtÁ¿¤jºõ¡j

Title :The Situation of Short Film Making and Distribution in Europe

Abstract ¡G

Der Kurzfilm lebt - auch wenn er immer noch das Stiefkind des gro Ýen Kinos scheint mit vielen Vorurteilen behaftet. H Æufig wird er mit studentischen  ºbungsvisitenkartenfilmen assoziiert oder mit Experimenten, die den Zuschauer provokativ in den Wahnsinn treiben wollen

Der Kurzfilm verk Érpert kein bestimmtes Genre, sondern das ganze Spektrum des Filmschaffens. Von der animierten Dokumentation  Êber den gen Æhten Experimentalfilm, vom sandanimierten Kinderfilm bis zum Trash SciFi, vom Musikvideo bis zum Kriegsdrama ¡V die Palette ist  Æu Ýerst bunt.

Dramaturgie ist alles beim Kurzfilm. Fehler darf man sich kaum erlauben und gerade durch die Intensit Æt der K Êrze wird das Publikum  Êberzeugt.Bei der Auswahl von Kurzfilmen sieht man  Æhnliche Themen mit den unterschiedlichsten  Æsthetischen Mitteln v Éllig unterschiedlich bearbeitet und interpretiert.

Eine Welt in der die Phantasie der Filmemacher kaum Grenzen kennt und dessen Vielseitigkeit im Gegensatz zu klassischen Spielfilmfestivals ein Kurzfilmfestival mit seinen unterschiedlichsten Sektionen wiederzuspiegeln vermag.

 

Diese ungeheure Vielf Æltigkeit des Kurzfilmschaffens garantiert das der Zuschauer bei einem Kurzfilmprogramm selten unzufrieden ist, was bei vielen Spielfilmen leider  Éfter passiert.

Leider wird auch auf den gro Ýen Festivals wie Cannes, Berlin oder Venedig der Kurzfilm eher als Exot dargestellt anstatt zumindest f Êr den Wettbewerb die Creme de la Creme auszuw Æhlen, die es neben den ?Gro Ýen¡§ ohne Probleme aufnehmen kann.

Der Kurzfilm ist vor allen Dingen flexibel. Kurzfilme laufen in Kinos, im Fernsehen, auf Handys, im internet, in  Éffentlichen Verkehrsmitteln, in Kneipen, an Unis, an Schulen, in Kinderg Ærten, Kulturzentren, in Ausstellungen, an Hausw Ænden, in Aufz Êgen, auf Campingpl Ætzen, in Wartezimmern ¡V manchmal sogar auf Toiletten.

Gibt es thematische Anfragen sei es zu Modetrends oder zu Menschenrechten ¡V es gibt Kurzfilme zu jedem Bereich.

Dieses engagierte Filmschaffen spricht ein weltweites und immer wieder auch besonderes Publikum an. In Minsk z.B. konnten wir mit nur einem Programm 3000 Jugendliche erreichen. In Sizilien konnte ich fast 200 Grundsch Êler mit animierten Filmen begeistern und am n Æchsten Tag gab es intensivste Diskussionen  Êber die Filme mit Bankr Æubern, Zuh Æltern und Auftragsm Érdern der Mafia im Hochsicherheitsgef Ængnis von Catania. Die n Æchsten Stationen waren dann ein autonomes Kulturzentrum, die philosophische Fakult Æt und ein Kino mit ?normalem¡§ Publikum.

Auch TV Interviews im TV Uruguay  Êber U-Bahnkurzfilme oder in einer katholischen Fr Êhst Êckssendung f Êr Frauen in Kolumbien zeugen von vielseitigem Interesse, ganz zu Schweigen von einem Millionenpublikum beim Going Underground Film Festival in der Berliner U-Bahn.

Im Jahr werden weltweit weit etwa 20.000 Kurzfilme gedreht, den Amateurfilm nicht mitgerechnet. 4000-5000 erreichen uns und trotz dieser Flut, ausgel Ést durch die billigeren und technisch verbesserten M Églichkeiten sind wir immer wieder  Êberw Æltigt von der ungeheuren Vielf Æltigkeit der Stile, Ideen, der Qualit Æt und der Phantasie und der Aktualit Æt mit der die Regisseure arbeiten.

Fast j Æhrlich gewinnen deutsche Kurzfilme einen Studenten- oder einen offiziellen Oscar und werden nominiert. Der Kurzfilm ist kein Exot. Er kann all das was der Langfilm kann und noch viel mehr.Auf dem interfilm Festival gibt es in diesem Jahr  Êber 600 Kurzfilme aus  Êber 50 L Ændern zu sehen. Wer das verpasst ist selber schuld.

 

 

interfilm Berlin ¡V International Short Film Festival and Distribution

 

interfilm Berlin organises the Berlin International Short Film Festival as well as interfilm Short Film Distribution . Established in 1982 the festival has years of experience and ever-expanding contacts in the international cultural and short film sectors. This has made it possible for interfilm to co-operate with a number of institutions and hold regular events, testifying to the festival's success as a platform for bringing the short film format to a wide audience.

 

interfilm 's goal is to locate creative individuals and channel their fantastic ideas by bringing them together with others and presenting them in an international, culturally political framework and facilitating the exchange of imaginative concepts.

interfilm offers a wide variety of short features, animated films and documentaries to enthusiastic audiences that value these films as much as they cherish longer works.

 

The International Short Film Festival

interfilm has established itself as one of the most important short film festivals in Europe . interfilm is known the second oldest German short film festival (after Oberhausen ), and is recognised as the second most significant and oldest international film festival in Berlin after the Berlin Film Festival.

 

More than 4000 films under 20 minutes long are submitted each year. Approximately 400 of those are then selected and programmed in a number of different thematic programmes. There is an International programme, a German programme as well as documentaries and children's films. Special programmes focus on productions from a specific country or region. Thematic programmes also concentrate on (i.e.) music videos, advertisements, computer games, historical films and retrospectives.

 

interfilm Berlin Short Film Distribution

The interfilm distribution portfolio contains ca. 300 films. Equal emphasis is given to programme blocks consisting of 90 minutes of films and of shorts to be shown before a feature. These films are rented out to cinemas, television stations, cultural institutions and Internet platforms. The DVD sector has been expanding very swiftly as well. These films are then shown in public spaces such as on the underground, in waiting rooms, and on ?mobile entertainment¡§. Extremely short works prevail in this sector, and interfilm has a number to offer.

 

Further Activities

interfilm initiated and co-presents an annual short film festival in the Berlin Underground called ?Going Underground¡§ in which the films can be viewed on monitors in train carriages. The festival is also a partner of the ?Zebra Poetry Film Festival¡§. Together with Siemens, interfilm held the world's first competition for short films realised using mobile telephones. Regular events are also held, such as the monthly ?Shorts Attack¡§, which is an integral part of the cultural calendar in Berlin .

 

interfilm compiles short film programmes that are shown all over the world as well as programmes of the festival's highlights. Press coverage all year round is guaranteed, and this helps make the festival's programme exceptional. Contacts with filmmakers and institutions span the globe too. In 2004, for example, interfilm presented itself in Bosnia , Croatia , Latvia , Italy , Poland , Portugal , Belarus , South Korea , Thailand , Australia , Argentina , Mexico and the U.S. .

In 2005 -2007 in USA, China, Taiwan, Argentina, Uruguay, Brasil, Venezuela, Australia, Russia, Bosnia, Croatia, Estonia, Italy, Poland, France, Cech Republic...

 

 

 

 

 


 

¤é¥» Shuzo John Shiota

CEO, Japan Polygon Pictures Company

 

 

 

Shuzo, born in Hyogo prefecture Japan , moved to California when he was 6 years old where he spent the next 9 years of his life. He finished his education in Japan , majoring in International Law at Sophia University . He began his career working for Nippon Steel Corporation, the largest steel firm in Japan , where he specialized in business and market planning in the newly found Information Technology Division.

After leaving Nippon Steel, he worked as an independent business consultant, where he met Toshifumi Kawahara, founder of Polygon Pictures. Upon Toshi's behest, Shuzo took initiative in starting up Dream Pictures Studio (DPS), a joint venture between Namco, Sony Computer Entertainment, and Polygon Pictures. After the closure of DPS, Shuzo joined Polygon Pictures (Polygon) in 1999, and spear headed the company's transition from a boutique studio to a full-capacity animation services studio. Polygon now houses 60 artists, and is renowned worldwide for its animation prowess as well as for its efficient production pipeline. Polygon also boasts its ability in creating original characters and content. Its star creation Rocky & Hopper has amassed over 140 million USD in merchandise sales to date.

Shuzo's produce credits include award winning short subjects ¡§Crocotires: traction AAA¡¨, ¡§Polygon Family Episode 2¡¨ , the TV series ¡§Mr.Digital Tokoro¡¨, which was nominated for the Annies in 2001. Shuzo was appointed president and CEO of Polygon in June 2003. He is also a jury member for Prix Ars Electronica 2003-2006 as well as SIGGRAPH 2004 & 2005, as well as numerous student competitions domestically. He has given talks in various countries, such as the United States of America , Denmark , Germany , Korea , Singapore , China , Thailand , and Taiwan .

 

¡iºtÁ¿¤jºõ¡j

 

Title :The Past, Present, Future of Japanese Animation

( ¤é¥»°Êµeªº¹L¥h¡A²{¦b»P¥¼¨Ó )

Abstract ¡G

Who Am I?

•  President / CEO of Polygon Pictures Inc.

•  About Polygon Pictures

•  Established in 1983

•  One of the oldest existing CG animation studios in Japan

•  Multi-national staff of about 100

•  Strength in character animation, solid production pipeline, original content creation

•  Initially schooled in the U.S.

•  Started career as a businessman in IT

•  Presided over various animation juries such as SIGGRAPH CAF, Prix Ars Electronica, numerous domestic juries

•  Self-proclaimed crusader for the better-being of Japanese content creators

 

The Present

Anime, The Coolest Thing?

•  Despite all the hype surrounding Japanese animation, the industry, especially for people who are creating the content, is actually not that well off.

•  The biggest reason for this is due to the distorted structure of the industry, prohibiting proper financial rewards to reach its proper beneficiaries, the artists.

•  We need to look beyond the current business structure, bring the artists to the forefront, and create stories that are relatable to a bigger mass.

 

So What's the Hype?

•  60% of all animation broadcast in the world is Japanese (MITI estimate)

•  Anime market in Japan for 2005

•  Approx. $2.1 billion (MDRI estimate)

•  Anime market in North America for 2004

•  Approx. $3.5 billion (WOWMedia estimate)

•  Manga market in North America for 2005

•  Between $155 and $180 million at retail (ICv2 estimate)

•  Ghibli's ¡§Spirited Away¡¨ receives the Oscars. Many Japanese titles receive accolades around the world.

 

 

The Past: The Evolution of Japanese Animation

The Birth of Animation in Japan

Hakujaden and Astroboy

The Legacy of Astroboy

 

•  Frame rate reductions

•  Animate only 8 frames per second

•  Still shots

•  Use extreme close-ups on characters

•  Horizontal moves

•  For things like characters or cars passing buy, only use a single frame and pull it sideways to give the sensation of movement.

•  Repetition of Frames

•  For walk cycles, animate only about two frames and repeat, just sliding the backgrounds.

•  Partial Animation

•  For instances where the characters raise their hands, animate only the hands, and use the same frame for the rest of the body.

•  Lip Synch

•  Animate only the mouth, often just open shut, and leave rest of the facial expressions alone.

•  Re-use

•  For things like fight scenes or transformation scenes, use the same sequence over and over again.

•  Short Shots

•  Economizes on the volume of acting.

 

The Legacy Lives On

Introduction of Anime to the Rest of the World

A Slight Recluse and Diversificaton

The Fabulous 80' s:
Oshii, Miyazaki to Otomo

Plastic Surgery of Anime

90' s to Present
Anime as an Ubiquitous Art

Again, The Present

Anime, The Coolest Thing???

And the Reality?

 

•  The average working hours of an animator

•  10.2 hours/day

•  250 hours/month

•  Average Income/year for an animator

•  Under $9,000: 26.8%

•  $9,000 ¡V 18,000: 19.6%

•  $18,001 ¡V $27,000: 18.6%

•  80% of animators are paid per frame

•  Average $1.7 per frame

•  73.7% are paid less than $9,000

•  Reference

•  2L of mineral water $1.7

•  Yearly rent for a typical one room apartment in Tokyo : About $7,200

 

The Future

Rise, All You Storytellers

 

Key Factors

•  Proliferation of Video Disk Recorders

•  TV broadcast supported by advertisement is faltering.

•  Proliferation of broadband internet

•  Multi-channels were what weakened the major networks in the US

•  Broadband will serve the same purpose in Asia . A venue to expose and to choose.

•  Financial and governmental support

•  More options for content creators to fund themselves

•  Global understanding of content

 

Case Study: GDH
¡§If you can't beat'em, join'em¡¨

•  About GDH

•  Formed in 1992

•  Created ¡§Blue Submarine No .6¡¨ in 1998

•  Went public in 2004

•  Strategic Alliance with Fuji TV, Japan 's key network.

•  Brave Story released in 2006

 

Case Study: Studio 4 ¢J
¡§Cut out the middlemen¡¨

•  About Studio 4 ¢J

•  Formed in 1986

•  Created Memories in 1995

•  Produced Animatrix in 2002

•  The epiome of ¡§indies¡¨ anime studio

•  Current Projects

•  Tekkon Kinkrete( http://www.tekkon.net )

•  Genius Party

 

Case Study: Polygon Pictures
¡§Start Globally¡¨

 

¥[®³¤j Paul Johnson

Bardel Entertainment ¤½¥q°Êµe®v

Animator of Bardel Entertainment Company, Canada

 

 

 

ANIMATION

2004 ¡V present BARDEL ENTERTAINMENT ( bardelentertainment.com )

Credits include:

•  Edgar and Ellen Effects Supervisor; Animator

•  Wow Wow Wubbzy Lead animator/Assistant Animation Director

•  The Buzz on Maggie Lead Animator

•  Mucha Lucha Animator

•  Harvey Birdman Animator

•  Where my Dogs At? Animator

•  Chaotic Animator

 

2001 ¡V 2005 INAFLASH ANIMATION (i naflashanimation.com )

Director/Producer

•  Animation Director for 100+ minutes of Flash animation for international clients. Small and mid-size projects of up to three months duration with up to six employees.

•  Director, storyboard artist, animator, production co-ordinator, and character design for animated projects and interactive cartoon training programs.

 

1996 ¡V 2000 WALT DISNEY ANIMATION CANADA (disney.com)

Special Effects Assistant

•  Special effects assistant for direct-to-video/ theatrical release including ¡§Beauty and the Beast II¡¨, ¡§Pocahontas II¡¨, ¡§Winnie The Pooh Valentine's Day¡¨, ¡§Little Mermaid II¡¨, and ¡§Peter Pan II¡¨.

 

1995 ¡V 1996 INTERNATIONAL ROCKETSHIP

Animator/Animation assistant

•  Animation on Gary Larson's ¡§The Far Side II¡¨, assistant on several commercials.


 

 

¡iºtÁ¿¤jºõ¡j

Title : Production Values

Abstract ¡G

Production value is a method of measuring how much time and effort is invested into a given project. A project with low production values may still reach a wide audience, and a project with high production values may not fulfill expectations, but as a general rule, the higher the production values, the more successful a project will be, artistically and financially.

 

There are many ways to affect production values positively and negatively, and every producer makes decisions based on the budget and personnel involved, through every stage. There is a percentage of time/money allocated to every stage, all dictated by available resources, which make a producer's job a constant balancing act through a project, as information, timelines, and resources constantly shift.

 

High production values are especially important when trying to export a product overseas from Taiwan . Using examples, I will compare low quality and high quality projects, and why some are effective and others aren't.