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Appendix A: Line Drawings/Sample Systems
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Appendix A: Line Drawings/Sample Systems
by Davin Gaddy
Media Design and Technology for Live Entertainment
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
Chapter 1 Introduction
Purpose
Projection and Media Design
Characteristics
Classification
A Brief History
Light and Shadow
Single Image Projectors
Magic Lantern
Slide Projector
Film Projector
Video Projector
Physiology and Psychology
Physics of Light
Perception of Light
Chapter 2 Design Elements
Design Team
Designer
Content Creator
Operator and Programmer
Hardware Technician
Design Process
Budget Based Design
Conceptual Based Design
Collaboration
Carpentry
Lighting
Audio
Artistic
Functions of Design
Informative
Environmental
Emotive
Special Effect
Textural
Live and Interactive
Components of Design
Chapter 3 Source Material
Stock Content
Copyright
Royalty or Royalty Free
Public Domain
Fair Use
File Sharing Websites
Custom Content
Non-Linear Editor
Composition
File Size/Compression
Codecs
Alpha Channel/Matte
Storage and Transport
Streaming Video
Resolution
Pixel Density/Raster
Perceived Resolution
Aspect Ratio
Interlaced or Progressive Scan
Frame Rate
Refresh Rate
Chapter 4 Display Surface
Screen Properties
Gain
Contrast Ratio
Viewing Angle
Texture
Rear or Front Projection
Rear Projection
Front Projection
Non-Traditional Materials
Video and LED Walls
Monitor
Rear Projection
Rear Projection Cube
Laser Phosphor Display
Panel
Transparent Display
Electrowetting and Electrophoretic Technology
Chapter 5 Projectors
Historical Devices
Cathode Ray Tube
Projector Anatomy
LCD
DLP
Single-Chip
Three-Chip
LCOS
Illumination Technology
Metal Halide
Xenon
Solid State—LED, Laser Phosphor, 3P Laser
Lenses
Fixed Lens
Zoom Lens
Chapter 6 Source
Analog Source
Digital Source
Tape Based and Optical Disk Systems
Hard Disk and Solid State Systems
Camera
Streaming Media
Computer Based Systems
Slide
Cue
Timeline
VJ Sampling
Object Oriented Programming Environment
Media Server
Chapter 7 Distribution
Analog Sunset
Digital Rights Management
Extended Display Information Data
Video Signal Interfaces
Cable
Copper
Adaptive Copper
Fiber
Passive/Active Adapters
Video Over Internet Protocol
HDBaseT and Audio Video Bridging
Passive Splitter
Distribution Amplifier
Wireless
Scaling
Scan Converting
Resolution Multiplier
Chapter 8 Control
Switchers
Passive
Active
Glitch-Free/Presentation
Seamless
Mixers
Matrix Routers
Computers
Control Communication
Timecode
MIDI
OSC
Encoders
Serial Communication
Virtual Network Computing
Art-Net/Ethernet
Digital Multiplex
Controller Interface Transport Protocol
Media Server Extensions Layer
Syphon/Spout
Network
Internet Protocol
Switches and Routers
Wireless Bridging
System Management
Data Transfer and File Sharing
Information Preservation
Chapter 9 Presentation
Optical Alignment
Keystone Correction
Pixel Adjustment
Gamma
Color Correction
Brightness
Lumens and Nits
Stacking
Contrast Ratio
Video Black
Ambient Light
Chapter 10 Troubleshooting
Grounding and Shielding
Skew
Signal Strength
Sync
Genlock
EDID/Handshake
Digital Artifacts
Dropped Frames
Latency
Content Playback Errors
Display Errors
Control Errors
Network Errors
Preventive Maintenance
Chapter 11 Advanced Projection Design
Video Mapping and Masking
Masking Irregular Shaped Objects
Mapping 3D Objects
Blending
Moving Fixtures
3D Projection
Passive Optics
Active Shutters
Interactive Projection
Image Tracking
Blob Detection
Sensors
Encoders
Particle Generation and Cellular Automatons
Holography
Pepper’s Ghost
Light Field Display
Atmospheric Projection
Large-Scale Imaging
Augmented Reality
Appendix A: Line Drawings/Sample Systems
Appendix B: Formulas
Glossary
Index
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Chapter 11 Advanced Projection Design
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Appendix B: Formulas
Appendix A Line Drawings/Sample Systems
FIGURE A.1
Broadcast style design with multiple inputs, utilizing a switcher to go between inputs.
FIGURE A.2
A single source is able to drive multiple displays. Each display receives the same resolution. This example can drive three separate images. Replace the multiplier with a distribution amplifier, and the only difference is that all three displays would receive the exact same image.
FIGURE A.3
A line drawing from a completed interactive design showing elements of source, distribution, network, control, and display. This system was designed with redundancy.
FIGURE A.4
Pre-visualization using D3.
Source:
Shannon Harvey, Backstage Academy
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