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- How to build flipsticks / by Shores, Lori.(CARDINAL)478132;
Includes bibliographical references and index.Getting started -- Making a flipstick -- How does it work?"Simple text and full-color photos instruct readers how to build flipsticks and explain the science behind the activity"--IG480L
- Subjects: Motion perception (Vision); Flipsticks (Toy); Science; Science;
- Available copies: 3 / Total copies: 3
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- The nature and art of motion. by Kepes, Gyorgy,1906-2001.(CARDINAL)131247;
Includes bibliographical references.Introduction / Gyorgy Kepes -- Motion images -- Science and the deallegorization of motion / Gerald Holton -- Art and evolution / James S. Ackerman -- The role of motion in our visual habits and artistic creation / Gillo Dorfles -- Visual perception of motion / Hans Wallach -- Constancy and invariance in perception / James J. Gibson -- Orientation, direction, cheirality, velocity and rhythm / Stanley W. Hayter -- The morphology of movement: a study of kinetic art / George Rickey -- Recent kinetic art / Katharine Kuh -- Structure and movement / Karl Gerstner -- My experience with movement in painting and in film / Hans Richter -- Seven faces of time: an aesthetic for cinema / Robert Gessner -- Structure and continuity in exhibition design / Gordon B. Washburn -- Motion, sequence and the city / Donald Appleyard -- Biographical notes on the authors.
- Subjects: Art.; Motion.; Motion in art.; Kinetic art.;
- Available copies: 2 / Total copies: 2
- On-line resources: Suggest title for digitization;
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- Vision and art : the biology of seeing / by Livingstone, Margaret.(CARDINAL)662079; Hubel, David H.,writer of foreword.(CARDINAL)764922; Abrams (Publishing company)(CARDINAL)804581;
Includes bibliographical references and index.Fiat lux: let there be light -- The eye and color vision -- Luminance and night vision -- The first stages of processing color and luminance: where and what -- Acuity and spatial resolution: central and peripheral vision -- The next level of color processing: surround effects -- From 3-D to 2-D: Perspective -- From 3-D to 2-D: Shading and chiaroscuro -- From 3-D to 2-D: stereopsis -- Illusions of motion -- Color mixing and color resolution -- Television, movies, and computer graphics -- Epilogue: talent, music, and learning disabilities.A Harvard neurobiologist explains how vision works, citing the scientific origins of artistic genius and providing coverage of such topics as optical illusions and the correlation between learning disabilities and artistic skill.
- Subjects: Visual perception.; Art; Art; Perception.; Color vision.; Vision.; Painting;
- Available copies: 2 / Total copies: 2
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- Perception. [videorecording] / by Cook, Rachael Leigh,1979-actor.; McCormack, Eric,1963-actor.; Rowan, Kelly,actor.; Scarfe, Jonathan,1975-actor.; Smith, Arjay,1983-actor.; ABC Studios,production company.; Buena Vista Home Entertainment (Firm)film distributor.; Copyright Collection (Library of Congress)DLC.;
Rachael Leigh Cook, Eric McCormack, Arjay Smith, Kelly Rowan, Jonathan Scarfe.Dr. Daniel Pierce is an eccentric neuroscientist who uses his unique outlook to help the federal government solve complex criminal cases.
- Subjects: Fiction television programs.; Television crime shows.; Video recordings for the hearing impaired.; Crime; Eccentrics and eccentricities; Neuroscientists; Visions;
- Available copies: 0 / Total copies: 1
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- The VR book : human-centered design for virtual reality / by Jerald, Jason,author.(CARDINAL)849970;
Includes bibliographical references (pages 541-566) and index.Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for? -- A history of VR : The 1800s ; The 1900s ; The 2000s -- An overview of various realities : Forms of reality ; Reality systems -- Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs -- The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs.Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions -- Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming -- Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions -- Perception of space and time : Space perception ; Time perception ; Motion perception -- Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action -- Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action.Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness -- Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects -- Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene -- Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis -- Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures -- Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness -- Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication -- Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness.Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization -- Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content -- Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking -- Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content -- Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation.Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman's principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands -- VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution -- Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices -- Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns -- Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques.Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams -- The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements -- The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery -- The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis -- Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage.Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary.Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
- Subjects: Human-computer interaction.; Virtual reality.;
- Available copies: 1 / Total copies: 1
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- How ancient Europeans saw the world : vision, patterns, and the shaping of the mind in prehistoric times / by Wells, Peter S.,author.;
Includes bibliographical references ([p.249]-280) and index.Of monsters and flowers -- Seeing and shaping objects -- The visual worlds of early Europe -- Frame, focus, visualization -- Pottery : the visual ecology of the everyday -- Attraction and enchantment : fibulae -- Status and violence : swords and scabbards -- Arranging spaces : objects in graves -- Performances : objects and bodies in motion -- New media in the late iron age : coins and writing -- Changing patterns in objects and in perception -- Contacts, commerce, and the dynamics of new visual patterns -- The visuality of objects, past and present.
- Subjects: Prehistoric peoples; Material culture; Antiquities, Prehistoric; Symbolism.; Bronze age; Iron age;
- Available copies: 1 / Total copies: 1
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- Masters of horror [Videorecording]. by Bates, Kathy,1948-actor.(CARDINAL)344804; Caan, James,actor.(CARDINAL)847608; Crosby, Denise,actor.; Duvall, Shelley,1949-actor.(CARDINAL)830025; Elba, Idris,actor.(CARDINAL)357177; Gwynne, Fred,actor.(CARDINAL)724297; Irving, Amy,1953-actor.; Laurie, Piper,1932-2023actor.(CARDINAL)718886; Martell, Jaedenactor.; McConaughey, Matthew,1969-actor.(CARDINAL)531886; Midkiff, Dale,1959-actor.(CARDINAL)848490; Nicholson, Jack,actor.(CARDINAL)728606; Skarsgård, Billactor.; Spacek, Sissy,actor.(CARDINAL)516012; Wolfhard, Finn,2002-actor.(CARDINAL)826228;
Carrie: Sissy Spacek, Piper Laurie, Amy Irving.It: Bill Skarsgård, Jaeden Martell, Finn Wolfhard.Misery: James Caan, Kathy Bates.Pet sematary: Dale Midkiff, Denise Crosby, Fred Gwynne.The dark tower: Idris Elba, Matthew McConaughey.The Shining: Jack Nicholson, Shelley Duvall.A collection of DVDs all gathered into one "binge box" for a spectacular movie night.Carrie (R) (1976) (98 min.): When a high-school girl is humiliated at the prom, she takes revenge on the entire class.It (R) (2017) (135 min.): A group of bullied kids band together when a monster, taking the appearance of a clown, begins hunting children.Misery (R) (1990) (108 min.): When a popular author crashes on a snowy road, his "biggest fan" rescues him--but only to torture him into resurrecting her favorite character.Pet sematary (R) (1989) (102 min.): When the new doctor in town discovers that a nearby patch of woods can rejuvenate the dead, he uses it to restore the life of his dead son. But it soon becomes clear that his son has changed.The dark tower (PG-13) (2017) (95 min.): The last Gunslinger, Roland Deschain, is determined to prevent the Man in Black from toppling the dark tower. Locked together in an eternal battle, good and evil collide as Roland fights to protect the fate of the universe.The shining (R) (1980) (142 min.): Jack Torrance, his son, and his wife become the winter caretakers of an isolated hotel. While there, Jack's son begins to see disturbing visions of the hotel's past, and Jack slowly slips into insanity.DVD format ; various specs for each title.
- Subjects: Feature films.; Fiction films.; Horror films.; Death; Extrasensory perception; Fans (Persons); Good and evil; High school students; Monsters; Psychopaths;
- Available copies: 3 / Total copies: 4
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- In the mind's eye : Julian Hochberg on the perception of pictures, films, and the world / by Hochberg, Julian E.(CARDINAL)859325; Peterson, Mary A.,1950-(CARDINAL)859021; Gillam, Barbara.(CARDINAL)859023; Sedgwick, H. A.(CARDINAL)859022;
Includes bibliographical references and indexes.
- Subjects: Visual perception.;
- Available copies: 1 / Total copies: 1
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- The underwater eye : how the movie camera opened the depths and unleashed new realms of fantasy / by Cohen, Margaret,1958-author;
Includes bibliographical references (pages 267-282), filmography (pages 282-285) and index.In The Underwater Eye, Margaret Cohen tells the fascinating story of how the development of modern diving equipment and movie camera technology has allowed documentary and narrative filmmakers to take human vision into the depths, creating new imagery of the seas and the underwater realm, and expanding the scope of popular imagination. Innovating on the most challenging film set on earth, filmmakers have tapped the emotional power of the underwater environment to forge new visions of horror, tragedy, adventure, beauty, and surrealism, entertaining the public and shaping its perception of ocean reality. Examining works by filmmakers ranging from J. E. Williamson, inventor of the first undersea film technology in 1914, to Wes Anderson, who filmed the underwater scenes of his 2004 The Life Aquatic with Steve Zissou entirely in a pool, The Underwater Eye traces how the radically alien qualities of underwater optics have shaped liquid fantasies for more than a century. Richly illustrated, the book explores documentaries by Jacques Cousteau, Louis Malle, and Hans Hass, art films by Man Ray and Jean Vigo, and popular movies and television shows such as 20,000 Leagues Under the Sea, Creature from the Black Lagoon, Sea Hunt, the Bond films, Jaws, The Abyss, and Titanic. In exploring the cultural impact of underwater filmmaking, the book also asks compelling questions about the role film plays in engaging the public with the remote ocean, a frontline of climate change.
- Subjects: Motion pictures; Motion pictures; Underwater cinematography.; Water in motion pictures.;
- Available copies: 2 / Total copies: 2
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- Particles and waves : Southern California abstraction and science 1945-1990 / by Duncan, Michael,1953-editor,contributor.(CARDINAL)270850; Iqbal, Sharrissa,editor,contributor.(CARDINAL)899984; Frémontier-Murphy, Camille,contributor.(CARDINAL)899985; Malina, Roger,contributor.(CARDINAL)899986; McCray, W. Patrick,1967-contributor.(CARDINAL)349185; Simms, Matthew Thomas,contributor.(CARDINAL)337249; Weems, Jason D.,1973-contributor.(CARDINAL)899987; Lerner, Adam,1966-writer of foreword.(CARDINAL)206914; Brendel, Bettina,1922-The influence of atomic physics on my paintings.; Malina, Frank J.Electric light as a medium in the visual fine arts: a memoir.; Bassler, Robert,1935-2022.Lenticular polyester resin sculpture: transparency and light.; California State University, Long Beach.Library, Special Collections and University Archives,contributor.; Palm Springs Art Museum,host institution.(CARDINAL)277171; PST ART: Art & Science Collide (Project)(CARDINAL)899619;
Includes bibliographical references and index."Particles and Waves examines how concepts and technologies from the realms of advanced scientific research impacted the development of abstract (or non-figurative) styles of artwork in postwar Southern California. Beginning in the 1920s and 1930s, scientists at institutions near Los Angeles including Mount Wilson Observatory, the California Institute for Technology, and the Jet Propulsion Laboratory in Pasadena, generated groundbreaking experimental research in astronomy and particle physics. During and after World War II, the region remained at the forefront of scientific inquiry in theoretical physics and its applications within aerospace engineering, industrial manufacturing, and communications technologies. Between 1945 and 1990, many artists in Los Angeles produced visually abstract artworks while closely engaging with scientific ideas, mathematical theories, and materials or processes derived from physics and engineering. The exhibition unites several generations of artists working in diverse materials and styles to examine how subfields of scientific investigation inspired a range of non-figurative artworks by practitioners concerned with light, energy, motion, and time. By drawing interdisciplinary connections between the work of early abstractionists and contemporary practitioners, the exhibition considers abstract artwork from Southern California in a new way. Particle and Waves is among more than 50 exhibitions and programs presented as part of Pacific Standard Time. Returning in September 2024 with its latest edition, PST ART: Art & Science Collide, this landmark regional event explores the intersections of art and science, both past and present. PST ART is a Getty initiative"--"Particles and Waves: Southern California Abstraction and Science, 1945-1990 exhibition held at the Palm Springs Art Museum, September 14, 2024- February 23, 2025"-- host institution website.
- Subjects: Exhibition catalogs.; Art, Abstract; Art, American; Art and science; Science in art; Light and space (Art movement); Art; Art and science; Art, American;
- Available copies: 1 / Total copies: 1
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