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LOWER GROUND 171 WILLIAM STREET, DARLINGHURST SYDNEY NSW 2O1O AUSTRALIA PHONE +612 938O 8413 WWW.CHALKHORSE.COM.AU Philjames often puts two disparate images together. Mother Mary holds a laser beam; a Smurf floats over a bucolic scene; and the Hamburglar (or at least a cousin of the Hamburglar) is marrying an Edwardian Kleine Burger. Most commonly starting with a found object, print or painting, Philjames hijacks the image with an altogether different image in another register. There is nothing worse than explaining how a joke works, and the same applies for the work of Philjames. The synthesis that occurs is more than the sum of its parts and it is difficult to pin down. It opens up new possibilities for the viewer to explore while at the same time maintaining some of the singularity of the original artefact.
[Book chapter] A history of the origins of the 3D lenticular postcard in the 1960s–70s, including eye-catching touristic views, religious imagery, and still lives of flowers and animals. As products, these postcards responded to a desire for unusual images to keep as souvenirs, collect, or send. Placed in the wider history of 3D photography, the postcard’s iconographies and uses show that the lenticular process had become associated with kitsch and a distinctive lack of naturalism while holography became the focus of enduring fascination with the idea of an integral image. This is Chapter 7 of my book “3D and Animated Lenticular Photography: Between Utopia and Entertainment” (De Gruyter, 2015). Keywords: Postcards, popular imagery, religious imagery, Lourdes, kitsch, holography, 3D photography, animated photography
De Gruyter, 2015
Pictures that move and give an illusion of depth have long fascinated viewers. "3D and Animated Lenticular Photography: Between Utopia and Entertainment" recounts a multifaceted history of images that animate with a flick of the wrist or appear vividly three-dimensional without the use of special devices. Both effects are made possible by one of photography’s most original technologies: the lenticular process. Timby weaves lenticular imagery into scientific and popular culture, from early cinema and color reproduction, to the birth of modern advertising and the market for studio portraits, postcards, and religious imagery. The motivations behind the invention and reinvention of this technology, from the turn of the twentieth century through the end of the pre-digital era, shed new light on our relationship to photographic realism and on the forceful interplay in photography between technological innovation and the desire to be entertained. [In this file: Contents, Introduction, Index]
Art@ Science, 1998
ACM Siggraph Computer Graphics, 1999
It is not unusual that one wishes to get into the 3D world described by a painting when it is encountered in a museum.A natural and simple question for the readers of this journal then arises: Is it possible to do so using the c o m p u t e r ! We suggested an answer by providing an image-based rendering technique entitled TIP ("Tour Into the Picture") at recent SIGGRJ~PH conferences [ I , 2 ] . T I P provides a simple but powerful GUI (graphical user interface) which allows users to easily construct "visually 3D" animation using just one 2D image of the scene to be animated. As shown in ,TIP provides different views from a single image. In this article, in addition to the theory and practice of TIP, the motivation behind TIP and its philosophical background are described.
i-Perception, 2012
The artist Patrick Hughes has ingeniously painted rows of stacked Brillo boxes in Forced into Reverse Perspective. The geometry is in reverse perspective, predicting only one type of illusory motion for each planar surface for moving viewers. He "broke" these surfaces into objects by painting the boxes in three types of perspective (planar, forced, and reverse). Our experiments confirmed that he succeeded in eliciting different types of illusory motion, including "differential motion" between boxes for most viewers. In some sense, this illustrates the superiority of secondary (painted) over primary (physical) cues.
JOURNAL OF ARTS
Digital characters are imaginary or realistic-looking entities created with computer programs. It can be used in cartoons and animations, as well as in many different areas such as games, advertisements, and the cinema sector. Avatars that represent real identities on digital platforms such as the metaverse today also consist of digital characters. Modeling digital characters that can replace real identities in the digital world is relatively easy. However, there are many paradigms in modeling a historical character in which the cultural heritage is reflected and therefore requires a difficult and laborious process. Information about the period in which a historical character lived is very limited, it is not possible to know exactly the culture, lifestyle, eating habits, speech, tone of voice, behaviour, and body movements of the period. Moreover, this character’s breaking away from history and interacting with today’s human is equivalent to interacting with an alien. Therefore, whe...
2020
Recent developments on artificial intelligence expedited the computational fabrication of visual information, especially photography, with realism and easiness never seen before. In this paper, we present an interactive installation that explores the generation of facial portraits in the borderline between the real and artificial. The presented installation synthesises new human faces by recombining the facial features of its audience and displays them on the walls of the room The array of faces displayed in the installation space is contaminated with real faces to make people question about the veracity of the portraits they are observing. The photo-realism of the generated faces makes it difficult to distinguish the real portraits from the artificial ones.
Image and vision computing, 1991
Journal of Aesthetics and Art Criticism, 2007
2015
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REVISTA JURÍDICA DIREITO, SOCIEDADE E JUSTIÇA, 2018
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Zenodo (CERN European Organization for Nuclear Research), 2022
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Proceedings of the Proceedings of 1st Workshop on Environmental Science, Society, and Technology, WESTECH 2018, December 8th, 2018, Medan, Indonesia, 2019
Journal of Lipid Research, 2003
Journal of Bio- and Tribo-Corrosion, 2020