53 research outputs found

    La Chose nue : parité, restitution, spectre

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    “Disappearance” is at the heart of the studies and novels of Hadrien Laroche, who reexamines for us “the thing” in the work of Martin Heidegger, Jacques Derrida, and Meyer Shapiro. We are familiar with the discussion around Van Gogh’s shoes, a still life lively enough to give rise to some very keen, contradictory interpretations. In introducing the Marquis de Sade into the game, the author allows us to broach the delicate question of the human being’s treatment as a thing by both artists and philosophers.La disparition est au cœur des études et des romans de Hadrien Laroche qui revient pour nous sur « la chose » chez Heidegger, Derrida et Schapiro. Nous connaissons la discussion autour des Souliers de Van Gogh, nature morte suffisamment vivante pour susciter des interprétations contradictoires d’une grande vivacité. En introduisant Sade dans le jeu, l’auteur nous permet d’aborder la question délicate du traitement de l’humain comme chose par l’artiste et le philosophe

    EaseMarks: Using Secondary Sketch Marks To Author and Communicate Motion Interpolation

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    Motion interpolation is a process where an animator transforms jerky frame transitions into rich motions that communicate anticipation, urgency, hysteresis, and even calmness. Animators leverage mathematical functions known as easing curves to modify the rate at which in-betweens are added to keyframes. While effective, easing curves are tedious to tune since they fundamentally lack the ability to encode spatial information. Inspired by timing charts and other standards from traditional cel animation, we introduce a motion animation technique where secondary marks, which we term EaseMark (e.g., hatches, loops), are used to denote motion interpolation decisions. We synthesize an EaseMark Sketching Language and evaluate it through a crowdsourced study. This sketching language is then put in practice in a tool that allows animators to author motion interpolation by sketching or selecting different EaseMarks that affect an object\u27s visual and spatial expression over time. We discuss how secondary marks can be used to expand the expressiveness and utility of sketching languages in other complex design practices
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