digital+effects,+choreography,+lighting


 * Digital Effects, Lighting And Choreography **
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Digital Effects - What are they? ** As the name suggests, digital effects refers to a wide range of effects created by the marvellous uses of technology. In the modern world, digital effects can be seen everywhere. It has unconsciously become a part of people's daily routine. It enters our lives and form within a great impact to the society, both in a good way and some in bad ways. TVs, computers, movies, films, games, and arts are all forms of digital effects. Digital effects are used in movies and pictures. There are a wide ranges of software’s that allows the user to use and manipulate photos and video clips through any stages, adding on designated effects to create. There are a millions of creative effects designed by numerous techguru ading, sepia, antique which can make your picture stand out from the other pictures. Digital effects can really make someone look at your picture because of the way they stand out from the others. It contributes overall to the term live art.

Another area where digital effects are widely used is in movies. Big budget Hollywood movie spent millions and millions of dollar into perfecting the effects for the movie, as digital effects are the one of the main aspects of movie which is devoted to making the movie a success. Digital effects, or more commonly known as visual effects are seen in every movie which make it to the big screen. Cartoon used digital effects to shape the character, make them move around using movie technology and stimulation as if they were real. In action movies, digital effects are use to create blasting scenes so real and beyond our imaginations. The most used of digital effects in movies are those of science fiction. The whole setting, scene are completely digitalized and the actors were just acting in front of a blue/green panel. Contributed to the whole movie, the digital effects make every film a success.

There are tonnes of example referring to digital effects. In photos, there are effects used in software called Photoshop, which is the most common software used on any regular computer. It allows the users to manipulate photos, changes colour, add in effect such as brush, shade, pencil, etc to make it more visually artistic. In movies, what we see is not really happening. Digital effects engineer spent hours working on effects to be used in a movie. Effects like actions stimulations, explosion, and stunts are all digital effects.

** Lighting - Another form of Art  ** Lighting design as it app lies to the built environment, also known as 'architectural lighting design', is both a science and an art. Comprehensive lighting design requires consideration of the amount of functional light provided, the energy consumed, as well as the aesthetic impact supplied by the lighting system. Some buildings, like surgical centers and sports facilities, are primarily concerned with providing the appropriate amount of light for the associated task. Some buildings, like warehouses and office buildings, are primarily concerned with saving money through the energy efficiency of the lighting system. Other buildings, like casinos and theatres, are primarily concerned with enhancing the appearance and emotional impact of architecture through lighting systems. Therefore, it is important that the sciences of light production and luminaire photometrics are balanced with the artistic application of light as a medium in our built environment. These electrical lighting systems should also consider the impacts of, and ideally be integrated with, [|daylighting] systems. Factors involved in lighting design are essentially the same as those discussed above in [|energy conservation] analysis. Mathematical modeling is normally used for complex lighting design, whereas, for simple configurations, tables and simple hand calculations can be used. Based on the positions and mounting heights of the fixtures, and their photometric characteristics, the proposed lighting layout can be checked for uniformity and quantity of illumination. For larger projects or those with irregular floor plans, lighting design software can be used. Each fixture has its location entered, and the reflectance of walls, ceiling, and floors can be entered. The computer program will then produce a set of contour charts overlaid on the project floor plan, showing the light level to be expected at the working height. More advanced programs can include the effect of light from windows or skylights, allowing further optimization of the operating cost of the lighting installation. The //Zonal Cavity Method// is used as a basis for both hand, tabulated, and computer calculations. This method uses the reflectance coefficients of room surfaces to model the contribution to useful illumination at the working level of the room due to light reflected from the walls and the ceiling. Simplified photometric values are usually given by fixture manufacturers for use in this method. [|Computer modelling] of outdoor flood lighting usually proceeds directly from photometric data. The total lighting power of a lamp is divided into small solid angular regions. Each region is extended to the surface which is to be lit and the area calculated, giving the light power per unit of area. Where multiple lamps are used to illuminate the same area, each one's contribution is summed. Again the tabulated light levels (in [|lux] or [|foot-candles] ) can be presented as contour lines of constant lighting value, overlaid on the project plan drawing. Hand calculations might only be required at a few points, but computer calculations allow a better estimate of the uniformity and lighting level. Practical lighting design must take into account the gradual decrease in light levels from each lamp owing to lamp aging, lamp burnout, and dirt accumulation on fixture and lamp surfaces. Empirically-established depreciation factors are listed in lighting design handbooks. Choreography is the art of making structures in which movement occurs. The term [|composition] may also refer to the [|navigation] or connection of these movement structures. The resulting movement structure may also be referred to as the choreography. People who create choreographies are called [|choreographers]. Although there are many style of choreography, I would like to focus on the modern styles, which are more widely known among teenagers as break dancing, popping, and locking. ** Popping ** is a [|funk dance] and [|street dance] style based on the technique of quickly contracting and relaxing muscles to cause a jerk in the dancer's body, referred to as a //pop// or a //hit//. This is done continuously to the rhythm of a song in combination with various movements and poses. A popping dancer is commonly referred to as a //popper//. Popping is centered around the technique of //popping// (or //hitting//), which means to quickly contract and relax muscles to create a jerking effect (a //pop// or //hit//) in the popper's body. Popping can be concentrated to specific body parts, creating variants such as arm pops, leg pops, chest pops and neck pops, and can vary in explosiveness. Stronger pops normally involve popping both the lower and upper body simultaneously. Normally, pops are performed at regular intervals timed to the [|beat] of the music, causing the dance to appear very rhythmic in nature, and are often combined with stopping and holding a pose right before the pop. A common technique of transitioning between poses is the so called //dime stop//, heavily utilized in [|robot dancing] as well, which basically means to end a movement with an abrupt halt (thus "stopping on a dime"), after which a pop normally occurs. Poses in popping make heavy use of [|angles], [|mime] style movements and [|facial expressions] , and the lower body has many ways to move around, from basic walking and stepping to the more complex and gravity defying styles of [|floating] and [|electric boogaloo]. Movements and techniques used in popping are generally focused on sharp contrasts, being either robotic and rigid or very loose and flowing. As opposed to [|breakdance] and its floor-oriented moves, popping is almost always performed standing up, except in rare cases when the dancer goes down on the knees or even lies down for a short while to perform a special move ** Breakdancing **refers to a style of hip-hop dancing that first appeared in the 1970s. Sometimes known as b-boying, b-girling, or breaking, breakdancing was made popular by African American and Latin American teens who used the activity to provide a more constructive alternative to the dangerous influences of street gangs. Coordination, style, flexibility, and rhythm are the keys to successful breakdancing. Breakdancing is one of the most improvisational dance styles, allowing for each dancer to customize his or her routine with athleticism and imagination. However, since many breakdancers have created moves that borrow from gymnastics and [|martial arts], upper body strength is often considered a necessity. Music is an important element in breakdancing. Typically, a [|DJ] compiles short samples from a variety of different songs into a unique composition that suits this fast-paced dance style. The music used in breakdancing is often an impressive fusion of rap, disco, [|jazz], funk, soul, electro, and R&B. However, some dancers have even experimented with adding snippets of [|opera] songs into their dance music. Like other types of dance, breakdancing has developed its own costuming style. Baggy pants, bandannas, wristbands, [|nylon] tracksuits, and low-weight sneakers with a good grip are often key elements of breakdancing fashion. Puma and Tribal remain the most popular clothing brands in the breakdancing community, although some small groups of dancers have adopted a goth rock style in an attempt to distinguish themselves from their peers. The culture of breakdancing is very informal. Moves are often passed on by word-of-mouth and many dancers are largely self-taught. However, some larger cities do have breakdancing clubs and organizations that provide a more structured approach to mastering this unique dance style. Since breakdancing is a skill that requires a great time commitment to learn, dancers have created many opportunities to showcase their talents. Battles are breakdancing competitions that allow dancers to perform quick-paced routines in either head-to-head duels or as part of a larger competition between opposing breakdance crews. Winners are determined based on technical proficiency and the complexity of the routine. A cypher is similar to a breakdancing battle, but the competitive aspect is less emphasized. ** Locking ** is a style of [|funk dance] and [|street dance], which is today also associated with [|hip hop]. It relies on fast and distinct arm and hand movements combined with more relaxed hips and legs. The movements are generally large and exaggerated, and often very rhythmic and tightly synched with the music. Locking is quite [|performance] oriented, often interacting with the audience by smiling or giving them a [|high five], and some moves are quite comical in nature. Locking was originally danced to traditional [|funk], such as [|James Brown]. Funk music is still commonly favored by locking dancers, and used by many competitions such as the locking division of [|Juste Debout]. The name is based on the concept of //locking// movements, which basically means freezing from a fast movement and "locking" in a certain position, holding that position for a short while and then continuing in the same speed as before. These movements create a strong [|contrast] towards the many fast moves that are otherwise performed quite continuously, combined with [|mime] style performance and acting towards the audience and other dancers. Locking includes quite a lot of [|acrobatics] and physically demanding moves, such as landing on ones knees and the [|split]. These moves often require knee protection of some sort. A **locker** is a locking dancer. Lockers commonly use a distinctive dress style, such as colorful clothing with stripes and [|suspenders]. Locking is a dance that came from the old '70s funk dancing. It may be done in solo or in unison with two or more dancers doing steps or handshakes together. A locker may smile while performing to emphasize the comical nature of the dance; other times, a serious demeanor will be maintained to place emphasis on technique. Other important stylistic features is waving of arms, pointing, walking stationary and grabbing and rotating the cap or hat. Don Campbell was the originator of the original freezes in 1971 which were called "locks"; he incorporated his unique rhythm and added gestures such as points and handclaps. Other dancers also adapted this style while adding some of the steps and moves listed below: Alpha, created by Alpha Anderson; The Skeeter Rabbit, created by James "Skeeter Rabbit" Higgins; Stop 'n' Go, created by Greg "Campbellock Jr." Pope; Scooby Doo, created by Jimmy "Scooby Doo" Foster; Whichaway, created by Leo Williamson Locking is by nature an improvisational dance, but also consists of a set of signature moves of locking pioneers. However, many lockers alter or blend these with other moves or create their own. In general lockers will often put a small pause and move up on the second and fourth beats to emphasize the locking and never use closed fists. ** media type="youtube" key="cuC3DS9juXA" height="344" width="425"
 * Choreography – Body language to the max **

Social and Ethical Issue ** ** Digital Effects – ** Because the quality and the realness of the recreational scenery, digital effects also have the potential to cause social and ethical issue beside all the benefits it provides for us. In movies, especially those with violent and explicit contents, brutal and killing scenes create by digital effects can provoke and stimulate the audience, possibly giving them the lust to do the same. This is proven by physiologist that long-term exposure to these kinds of digital effects can cause the human to behave in a similar way. This is exceptionally popular in video games. The games allow the player to visually participate in killing and gut-spilling scenes. These scenes will affect their conscious, which might then lead to a real-life recreation. These ethical and social issues are a big concern for digital effects to be reconsidered such a great technology.