Showing posts with label Design Awards. Show all posts
Showing posts with label Design Awards. Show all posts

Wednesday, March 24, 2010

Free Twitter Anti-spam Service Has Been Launched

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Researchers from the University of California-Santa Barbara have created a free spam-filtering service for Twitter that detects malicious accounts and forwards the information to the microblogging service for enforcement.
The service, dubbed Spamdetector, is the brainchild of Ph.D. student Gianluca Stringhini.
"We started studying social network spam one year ago," Stringhini said. "With the rise of social network sites, this problem became really important. During our studies, we found out that spam bots (which are likely infected computers) have some peculiar behaviors that [differ] from the [ones] legitimate users have."
For example, spammers are usually very aggressive when it comes to following users in the hopes they can build up a large pool of followers of their own. This point was underscored by a recent analysis by Barracuda Networks, which found 26 percent of users have at least 10 followers and 40 percent are following at least 10 people. Spammers also send similar kinds of tweets, Stringhini said. But the service is also helped by users submitting information about suspicious accounts.

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"The usefulness of users flagging spammers is that leveraging this information we can 'target' the crawling to those profiles that send tweets similar to the ones that have already been detected as spam," he said. "In this way, we are able to detect more spammers in a shorter period of time."
Twitter security has taken more than a few hits in the past two years as the number of users has soared. In response to the growing abuse of URL shortening services to send malicious links, Twitter recently launched a URL scanning service.
"It is not easy to reliably detect malicious users, because there's always the risk [of suspending] legitimate accounts by mistake," the researcher said. "However, the Twitter spam detection improved a lot during the last months. Many spam profiles get deleted even before we flag them to Twitter."
To sign up for the service, follower the user @spamdetector on Twitter.

Thursday, March 18, 2010

Comparison Of The Web Browser

Learn what a web browser is by watching this 1-minute video




Web browsers by year



A rough estimation of usage share by percent of layout engines/web browsers as of Q2 2009, see usage share of web browsers.
This is a table of personal computer web browsers by year of release of major version, in chronological order, with the approximate number of worldwide Internet users in millions. Note that Internet user data is related to the entire market, not the versions released in that year. The increased growth of the Internet in the 1990s and 2000s means that current browsers with small market shares have more total users than the entire market early on. For example, 90% market share in 1997 would be roughly 60 million users, but by the start of 2007 9% market share would equate to over 90 million users

Graphical time line of web browsers


Example


Historical web browsers

This table focuses on OS and browsers of the 1990s and turn of the century. The year listed for a version is usually the year of the first official release, with an end year being end of development, project change, or relevant termination. Releases of OS and browser from the early 1990s to before 2001-2002 time frame are the current focus.
Many early browsers can be made to run on later OS (and later browsers on early OS in some cases); however, most of these situations are avoided in the table.

Sunday, February 28, 2010

How to Become a Video Game Designer



One of the most exciting jobs out in the market today is video game designing. Many have the impression that it would take too much time and skills to accomplish this. Well reality check people...it does not! If you are into video games and love spending your leisure time (even your work time!), playing games then you have already passed the qualifying stages to becoming a video game designer. May it be for console, arcade, or PC; video game designing reaches all these platforms. Now, let me explain to you some of the basic principles to get you an idea of how to make this dream job work for you.

Throughout the years, games have evolved from the simple Atari and first generation Nintendo graphics to the complex 3D and multi level games of the present. There are just no limits to game designing these days. This multibillion-dollar industry is ballooning and encompassing other industries at a pace no one ever thought was possible. A major factor to this can be attributed to the gamers who are in their 20's and 30's and have never stopped picking up on the latest games and game platforms. Walk into any gaming shop and you will find adults mingling with kids to check out latest releases and try them out...together! So combined with the teenage market, this raving monster called the Gaming Industry is eating chunks out of the adult and teenage market today.

Need for video game design teams have increased dramatically because of this growth in the industry and the demand for better and more creative games by consumers. Therefore, the outlook for anyone trying to enter this industry is not bad at all. If you have the love and drive to create games then there is more than a lot of opportunities to do that. Become a video game designer and you could take part and even play a major role in producing legendary games such as Sims, Unreal tournament and Halo to name a few. Get a chance to team up with the best companies and game studios by becoming a video game designer. If there ever was a time to take that leap of faith and trust your gut instincts then it is now! A genuine love for games is one of the most important qualities a game designer must possess. For natural love for gaming spawns creativity and a drive to excel in producing games people will endear themselves to. You could even ask yourself a question. Why would I do a job that I do not have the talents and passion for? Now, if your answer is I am doing this because it is what I love to do, then you are the right man for this job.

This natural passion, even though very important, is only one of the aspects that makes a good video game designer. Companies who hire designers are also looking for someone with good problem solving skills and who is inhumanly patient. There are so many bugs and potential problems when designing a game that it could drive someone mad. These problems range from collision detection to making things look convincing animation-wise. Many of these complex problems need to be resolved quickly and with ingenuity. You should always strive to improve and to innovate the game at any point of the production. This can be profoundly stressful and take up huge amounts of your time even to the point of exhaustion but the rewards are more than worth it. The experience brings a completely new meaning to the phrase sleeping on the job!

Being a perfectionist is also a quality sought after by many of these gaming companies and studios. Making sure everything is up to the highest quality standards and done as efficiently as possible in as little time as possible are talents which are definitely sought after in this fast paced industry. Now, if you have all or even just some of these qualities then this job is just waiting for you out there... so go out and grab it.

So now, you are ready to proceed and create games huh? However, wait, you just cannot walk right into one of these companies and apply for this job if you do not have the skills! Knowledge about such things as graphic designing, computer animation and game development is necessary here. You need very specific training on these and other elements in order to be a certified video game designer. Below is a listing of where you can get the best training in these areas of expertise. With no further ado, here are some of the premier video game design schools you will need to enroll in to become a top video game designer.

International Academy of Design and Technology: The Bachelor of Fine Arts in Visual Communication (Game Design) is designed to provide training in principles and techniques used to create interactive 2D and 3D computer games. Students can learn design software; modeling and animation skills, networking principles, level and world editors, and game engines used to design and develop games, and will examine market research and business concepts related to game production and distribution processes. Project management, creative design, and communication skills are integrated throughout this dynamic curriculum to help prepare students for entry-level positions in the game design industry.

DeVry University: Offers something more towards the programming end of things with their hot Game and Simulation Programming program. This should really get your feet nice and wet. Take it Online, or check out the various campus locations.

ITT Technical Institute: The ITT Technical Institutes offer a bachelor degree in Digital Entertainment and Game Design. Courses in this program offer a strong foundation in digital game design through the study of subjects such as gaming technology, game design process, animation, level design, and general education coursework. In addition, with over 85 locations nation-wide, there is a good chance that you can find a school near you.

The Art Institutes: At The Art Institutes, you will receive hands-on training from industry professionals, and you will build your portfolio.

The Art Institute Online: The Art Institute Online courses have been designed with extensive input from game-industry professionals and focus on the artistic side of games - not on computer programming. You will concentrate on the specifics needed as a professional game artist: Scene and set design, Motion capture, Character development, Visual storytelling, Game design strategies, 3D animation, Low-polygon modeling, Game level design, Texture mapping... In other words, a lot of the fun stuff.

Westwood College of Technology-Online: Strong creativity, design, computer, and problem solving skills are the keys for success in this exciting and growing field. With these specialized skills in mind, Westwood College has designed a Bachelor degree program in Game Art and Design.

Digital Media Arts College: Learn from industry experts from leading companies such as SEGA, ImageWorks, Disney, and more. They are one of the United States' most technologically equipped digital artist colleges. They have the tools and techniques to empower your creative career.

Digipen Institute of Technology: Located in Seattle, take the first step towards becoming a video game designer by learning computer science, computer engineering and fine arts degree programs related to the digital entertainment technology.

Sunday, February 21, 2010

28 Principles of Animation

This article was given to me by Mark Kennedy (storyboard artist on Hercules and Tarzan). Thank you Mark for all those handouts!!

Often times animators and storyboarders in the industry are able to get handouts from some of the artists who are great teachers. This is an example of such kind of handout that gets circulated among the artists gradually. It took me quite a while to retype and scan the images from this handout. Please don't reproduce this on the internet without permission. (if you'd like to print it out and give it to another animation student, however, PLEASE do!) The entire article from here on out is by Walt Stanchfield (sp?) I included the images in approximately the same spot as they were on the original hand-written article.

This is a wonderful article for not only beginners but also for practiced animators. Please read it.


28 Principles of Animation

There are some principles of animation that can be consciously used in any scene. We should familiarize ourselves with them for both animation and animation-cleanup.


To illustrate these principles, I have chosen a supposedly simple scene. When the scene is analyzed, it is apparent how far one may go in using these principles.


The action in this scene is quite broad, making the principles easy to find, but they should be applied to subtle scenes also. Rarely in a picture is a character doing nothing- absolutely nothing. Snow White and Sleeping Beauty spend a short time in complete inactivity, but even then certain of these principles were used.


The use of held drawings and moving holds can be very effective, but only if they contain the vitality of an action drawing. Again, the use of these principles makes that possible.



28 Principles of Animation

The purpose of studying and analyzing a scene like this is to acquaint oneself with the possibilites in the use of the principles of animation. I have listed 28 principles, though there well may be more. At first these will have to be used consciously, then hopefully in time will become second nature. These are the tools of animation and should be incorporated whenever possible. Some of them are accidentally stumbled upon while animating in an emotional spurt, but when the emotions are lax, knowing these principles will enable the artist to animate his scene intellectually, logically and artistically as well as emotionally.



28 Principles of Animation

Here is a list of things (principles) that appear in these drawings, most of which should appear in all scenes, for they comprise the basis for full animation

-Pose and Mood
-Shape and Form
-Anatomy
-Model or Character
-Weight
-Line and Silhouette
-Action and Reaction
-Perspective
-Direction
-Tension
-Planes
-Solidity
-Arcs
-Squash and Stretch
-Beat and Rythem
-Depth and Volume
-Overlap and followthru
-Timing
-Working from extreme to extreme
-Straights and Curves
-Primary and secondary action
-Staging and composition
-Anticipation
-Caricature
-Details
-Texture
-Simplification
-Positive and negative shapes


28 Principles of Animation

An example of the observations that might be made by flipping and studying just these two drawings. By shifting your eyes from one drawing to the other you can see these things happening. Watch the negative shapes also.


This drawing would be called the "push off". Note that every line and shape on the drawing helps the upward thrust. Even the tail, which is still following the path set up for it by its primary force, the rump, helps by way of contrast and followthrough. Pick any shape on the figure and compare it to drawing #6 on the preceding page. Note how each shape changes to enhance the overall shape and action: the neck, the chest, the legs, the back, etc.


Even though this is just one drawing, there is no doubt about the action that is taking place in this part of the scene. This should be true of any drawing in any scene.



Consider Anatomy Alone:


Aside from its purpose in the scene each drawing can be analyzed for different aspects of drawing. The whole body is a caracature of an animal, but all the parts of a real animal are present i.e., head, neck, back, hips, tail, etc. And each of them work and move in a plausible way.



Anatomy Continued


Anatomy, of course is essential to any drawing whether it has a direct reference to nature or is completely imaginary. Though a character and/or its action may be greatly exaggerated or caracatured, anatomy in a sense remains fairly constant. An elbow is an elbow and only bends in a certain way, and has its limitation. Liberties may be taken but the "reality" of even a cartoon must be kept or it will lose plausibility or credulity. It is not an easy thing to convert one's knowledge of structural anatomy to the cartoon medium.


It has been said that the location of a joint is more important than the joint itself. For instane if an arm shape has been established, it cannot have an elbow bend in an improbable place, no matter how well the elbow is drawn. Compare tiger's arm to that of a real tiger.



Consider Weight


The pull of gravity is one of the most important principles to deal with in animation. Everything has a certain amount of weight and will act and react accordingly. One easy way to lose the attention of an audience is to have feathers falling like bricks or bricks falling like feathers.


A certain humor can be gotten by bending the rules but should only be used where humor or special effect is called for. In shorts cartoons defying the laws of gravity, weight, speed, squash and stretch, etc., is a the rule of thumb. In Disney feature cartoons such flamboyant abandonment must be handled more discriminately.


Friday, January 15, 2010

IIDA Foundation Announced Award Recipients

IIDA Foundation  Announced Award Recipients

IIDA Foundation Announced Award Recipients
The Trustees of the IIDA Foundation announced the most recent recipients of the NCIDQ Tuition Reimbursement Fund and the Sustainable Design Education Fund.

The NCIDQ Tuition Reimbursement Fund offers IIDA Associate Members an opportunity to apply for financial assistance upon passing all three parts of the NCIDQ exam.

Thanks to the generosity of IIDA Members in the 2009 Designing for the Future Campaign, additional funds were allocated to this fund which made it possible to award reimbursements to seven individuals.

The Sustainable Design Education Fund was created to award tuition reimbursement to IIDA Professional and Associate Members who take and pass the LEED Accreditation Exam.

Saturday, January 2, 2010

2010 South by Southwest Festival Film Design Awards

2010 SXSW Film  Design Awards

2010 SXSW Film Design Awards

Last week film buffs and industry leaders gathered in Austin, Texas, to honor awardees at the South by Southwest (SXSW) Film Conference and Festival.

And this year, they had something new to celebrate: award-winning movie posters and film title sequences.

SXSW Film has partnered with AIGA to celebrate design for the film industry since early 2009, when AIGA Austin board member David Horridge helped launch the "SXSW Film/AIGA Austin Award for Excellence in Movie Poster Design."

Following the success of the inaugural poster award last year, Horridge pitched the idea of a broader umbrella film design award category that would include both poster design and title sequence design.

The SXSW Film team jumped at the idea and established the 2010 SXSW Film Design Awards-once again celebrating excellence in poster design and adding a special contest to discover the best in contemporary title sequence design.

"The movie poster has long been an important and exciting collaboration between filmmaker and designer," said Horridge.

"It's the opportunity for both to distill the auteur's story down to a single image that will both inspire and intrigue the audience at a glance.

We're thrilled to be able to highlight that work and build on it to include motion design."

An exhibition celebrating the Poster Awards was held at the Austin Museum of Art; finalists for the new "Excellence in Title Design" award were also on display.

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