Tuesday, 1 October 2013

Stretchable, bendable displays under development

Imagine if your mobile phone had a transparent screen that you could stretch to twice its normal size so you could see bigger pictures and have a bigger space to type on.

It's a scenario that could one day be a reality, according to scientists at the University of California, Los Angeles.

Researchers at UCLA's Henry Samueli School of Engineering and Applied Science reported this week that they have created a light-emitting electronic display that can be stretched, folded and twisted, while remaining lit and snapping back into its original shape.

OLED technology is used today in smartphones and even some televisions. The new stretchable material could change the form of smartphones and could lead to wallpaper-like lighting, minimally invasive medical tools and clothing with electronics integrated into them.

"Our new material is the building block for fully stretchable electronics for consumer devices," said Qibing Pei, a UCLA professor of materials science and engineering and principal investigator on the research. "Along with the development of stretchable thin-film transistors, we believe that fully stretchable interactive OLED displays that are as thin as wallpaper will be achieved in the near future. And this will give creative electronics designers new dimensions to exploit."

The new material is a single layer of an electro-luminescent polymer blend sandwiched between a pair of new transparent elastic composite electrodes, according to UCLA.

These electrodes are made of silver nanowires inlaid into a rubbery polymer, which allows the device to be used at room temperatures.

The university also reported that, during testing, the material was stretched 1,000 times, extending it 30% beyond its original shape and size, and it still continued to work at a "high efficiency." The material also could be stretched to more than twice its original size and remain functional.

It reportedly also can be folded at a 180-degree angle and twisted in multiple directions.

This could be a useful invention for the electronics industry, said Dan Olds, an analyst with The Gabriel Consulting Group. "The stretchable and bendable screen is a big step into a world we've only seen via science fiction movies so far," said Olds. "This is a world where information is displayed on surfaces that move and morph to accommodate the situation. While the reality probably won't be quite as slick as what we see at the cineplex, UCLA's work is a sign of what's coming."

He added that there are many unanswered questions, such as how image quality will be affected at different sizes and the material's durability.

"Questions like that are natural when a technology is this young," he said. "There is quite a bit of competing research in this space these days, with many labs and commercial companies working on these same concepts. I'd expect to see a lot more of these announcements and demonstrations in the coming months. But I wouldn't expect to see commercial products for a couple of years."


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Interview: The Wolf of Wall Street's VFX producer

Mark Russell discusses working with Martin Scorsese, why setting up VFX unions matters and why New York is an up-&-coming city for VFX work.

While in New York last week, I interviewed Mark Russell, VFX producer on the forthcoming The Wolf of Wall Street, which reunites director Martin Scorsese and leading actor Leonardo DiCaprio (though from the trailer above, the real star of the film is Matthew McConaughey's collapsed meringue 'haircut'). The film is based on the true story of stockbroker Jordan Belfort, who became incredibly rich and went on to spend 22 months in prison for stock market manipulation.

Mark's also a big proponent of the NYC-based VFX industry, so it gave me a chance to discover what's changing in a city best known for servicing the advertising industry. And we could hardly not discuss the big issues of the year, the financial troubles of the VFX industry – and whether unionisation would help or hurt the industry.

Working alongside VFX supervisor Rob Legato on The Wolf on Wall Street, Mark has helped craft the VFX for a film that is by no means driven by them – but still includes 400-450 VFX shots (though as we discussed, the number of shots can often be a poor indication of the level of work, as a shot can include a complex full-CG environment and/or character or a simple composite). The film includes one big VFX-driven set piece – a boat sinking due to a Mediterranean storm – but most of the work was to save the time, cost and effort of flying actors and crew to the Cote D'Azur or even just to the Hamptons in Long Island.

As The Wolf of Wall Street is still in post-production – it's not out in the UK until January 17 2014 – Mark couldn't give much detail about its VFX. But he could discuss Martin Scorsese's approach to how VFX should look – while Scorsese isn't necessary associated with VFX, his film Hugo won last year's VFX Oscar and through use of a subtlety of CG and beautiful art direction, managed to be one of the most compelling uses of stereoscopic 3D filmmaking so far.

"A lot of it is not just making things look realistic but making them artistically compelling," he says. "Fortunately for this job I have Rob Legato as VFX supervisor, so most of that burden is put on him and I get to support him with that.

"Working with Martin Scorcese, everything is about propelling a story forward and contributing to the film. I feel that with his movies, there's a kind of stylised realism to them that we have the integrate with. Rob has worked with him for eight or nine films now, and he gets that shorthand better than I do."

A stylised sense of reality pervades both the film's that preceded and followed Hugo as VFX Oscar winners: respectively the solid dreams of Inception and the heavily choreographed natural world of Life of Pi. These films' use of VFX is a world away from your average VFX-driven summer blockbuster, where ever-more-intricate CG characters bore or bamboozle us slugging it out behind ever-more-techincally accurate clouds of dust.

"Getting recognised for that is a big step forward to visual effects. The idea that visual effects is art – in the same way as cinematography is art – is important"

"Wardrobe is art – anything that goes into the making of a film should be considered an art form. Yes, there's a lot of technical prowess and expertise that goes into VFX, but ultimately it's to achieve an artistic goal.

Mark points out that Jurassic Park created an entire world of dinosaurs in a 'mere' 65 visual effects shots: more VFX doesn't necessarily make for a more exciting movie.

"With movies like Transformers – and others I won't mention because I know a lot of people who work on them – they have taken it so far away from [what Spielberg achieved] that we can't enjoy it – or I certainly can't. There's so much saturation and inundation with stuff that you [as a viewer] lose focus."

New York isn't a usual destination for film VFX work in the same way that London, Los Angeles or Vancouver is – it's VFX scene is much smaller and based around the advertising industry. There are no large facilities and even the medium-sized ones are generally offshoots of larger houses in other territories – such as London's Framestore, The Mill and MPC, or LA-founded Method Studios. Most are boutiques, with  between six and 12 staff depending on the projects they have on.

Staff retention is an issue as, as Mark puts it, "they're so used to jumping around from facility to facility based on who has the big Nike ad" and with the tight deadlines, working on ads is often more about doing something fast, rather than to the quality of a Hollywood feature. However in New York, Mark sees a chance to grow what the city can offer for advertising, film, TV and more.

"Since I came here I've been a great proponent of trying to build the New York VFX scene and marketplace," he says, "and trying to support everyone in town. I try to keep most of the work I do here in town – whereas the tendency currently is to talk about global outsourcing and tax incentives. Thankfully for us – and unfortunately for everyone else – New York has a very good tax incentive."

Tax incentives – which puts places like London and Vancouver (which have them) at a financial advantage over those that don't (like LA) – have been a big talking point in the industry over the last year, leading to protestors from the VFX community outside this year's Oscars in March. However, Mark says that you can't just rely on tax incentives for the success of a city's VFX industry as it has little control over stopping those incentives from going away, or from other territories creating as good or better ones – as he expects LA to do soon.

In the long run, Mark expects tax incentives to level out across the different territories Before that happens, he wants to see New York's VFX capabilities grow and attract talent that means that the city can compete on talent and capacity as well as cost, though he admits NYC is a long way off from offering the capacity of London.

Another financial issue damaging the VFX industry is that around the world, houses are falling over themselves to undercut each other. The creative process hasn't got any cheaper – if anything, due to raised client expectations, it's got more expensive. With less money coming in and more going out, it's not surprising we've seen facilities closing worldwide or filing for bankruptcy protection in the US.

"There's a tendency now in visual effects to bend over backwards to please the client, and put in your own money and R&D to do that. That's a bad thing.

"Certainly now, in order to get the jobs, you have to prove that you can do it – but you also have to do it cheaper. It's tough and companies are constantly trying to underbid the next company. Ultimately we all get burned."

How the VFX industry achieves this is the billion dollar question. Mark says "there's a correction in visual effects that needs to happen", referring to the principle that when vendors are selling goods or services for too little due to buyer pressure and intense competition, the long-term effect is that the number of many sellers withdraw from the market, the level of competition drops and prices rise.

Prices are also going to have to rise if the current push towards unionisation of VFX workers goes ahead – something that activists are trying to build momentum around bot in the US and UK. Members of a VFX union may not get paid a higher standards rate than they previously would, but they would be able to either work fewer hours or get paid overtime for those burnout-inducing all-nighters just before a project gets signed off.

"I'm in support of the idea," says Mark. "Inside studios there are artists who get taken advantage of because [they get told] 'you're working on the next James Bond film and you should be happy with that, even though I'm making you work 24 hours a day.' I think there should be some regulation, whether that's in the form of controlled overtime or a set of guidelines everyone follows.

"The result of a union is that everything's going to get more expensive – but maybe that's necessary. At least prices would be standardised across the board."

As well as VFX unions representing facility staff, Mark would also like to have one for VFX supervisors, producers and others who aren't tied to a particular house.

"On the film side, we're one of the only departments that doesn't have a union, and we come in and get paid flat rates for the day - and sometimes we get paid 6th and 7th days. Everyone else on the crew is paid hourly. They get meal breaks and if those meal breaks don't come at a certain time, they get paid extra for that. We're not covered by that and don't get paid any extra for that. We don't have healthcare or benefits."

"It's something I'd like to see on the production side, but I represent a tiny sliver of visual effects. The bigger need is for people who work in the facilities that get abused. I'd like to see that stop."


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Friday, 20 September 2013

Brand New School creates elegant elegiac spot for 9/11 Memorial

By Digital Arts Staff on September 11, 2013

Cities transformed by virtual graffiti in Tiger Translate artworks

Photographers and illustrators work together to turn streets into urban art galleries

Author: Photographers and illustrators work together to turn streets into urban art galleries

Photographers and illustrators collaborate to create virtual graffiti in the streets of cities, as part of Tiger Translate's 'Streets' themed year.

Tiger Beer's Tiger Translate, a global initiative that aims to bring artists from the East and West together, has commissioned 10 photographers and 10 illustrators to work together to splash virtual graffiti throughout cities.

As part of Tiger's 'Streets' themed year, which it explains is designed to "celebrate the energy that infuses the streets of Asian cities and transforms them into urban art galleries," participating photographers first captured a photo of a street in their city. Illustrators then transformed those photographs by creating digital artworks over the original image.

The artwork created has been brought to life in a three-minute animation, too, which you can view here.

Tiger Translate's 'Streets' theme has already been travelling around the world, with exhibitions held in Dubai, Mongolia and more.

Use the slideshow controls above and right to see the original photographs and how they were transformed by digital graffiti.

Right: Manila, Philippines. Photographer - Indrau Manahan. Illustrator - Jason Levesque

Photographers and illustrators collaborate to create virtual graffiti in the streets of cities, as part of Tiger Translate's 'Streets' themed year.

Tiger Beer's Tiger Translate, a global initiative that aims to bring artists from the East and West together, has commissioned 10 photographers and 10 illustrators to work together to splash virtual graffiti throughout cities.

As part of Tiger's 'Streets' themed year, which it explains is designed to "celebrate the energy that infuses the streets of Asian cities and transforms them into urban art galleries," participating photographers first captured a photo of a street in their city. Illustrators then transformed those photographs by creating digital artworks over the original image.

The artwork created has been brought to life in a three-minute animation, too, which you can view here.

Tiger Translate's 'Streets' theme has already been travelling around the world, with exhibitions held in Dubai, Mongolia and more.

Use the slideshow controls above and right to see the original photographs and how they were transformed by digital graffiti.

Right: Manila, Philippines. Photographer - Indrau Manahan. Illustrator - Jason Levesque

Singapore

Photographer – Farah Hanna

"Set against Singapore’s developed landscape, a traditional shophouse stands out with its resilience to defy the changes happening around it. Its facade set against a bustling modern backdrop is a perfect representation of the quickly developing city."

See next slide for graffiti version.

Illustrator – Oki-Chu

"Gold Rush: Asian chaos and New World Order."

Ulan Bator, Mongolia

Photographer – Mojoko

"Ulan Bator, the largest city in Mongolia is the melting pot of old plus new. With traditional architecture living side by side next to newly built skyscrapers, Ulan Bator is fast becoming the streets of the future."

Illustrator – Alelx Gordo

"After checking among the Internet’s infinite wisdom, I found out that the edelweiss is a very popular flower in Mongolia so I added this motif in the artwork."

Kuala Lumpur, Malaysia

Photographer – Paullus Stanlunas

"A view of one of the few remaining colonial buildings scattered around Kuala Lumpur’s Chinatown. Many have become blank canvavses for youth to voice social opinions. In the background, the buildings are towering, pushing forward the redevelopment of the new, cutting-edge Kuala Lumpur."

Illustrator – Eakkarlak S.

"This artwork was inspired by many factors such as the ingredients contained in Tiger beer, party lifestyle, music and creativity. This story is about a tiger that jumped into the sea and transformed its blue stripes into many inspirational things and change its surroundings."

Auckland, New Zealand

Photographer - Adam Wouldes

Illustrator - Nick Tearle

Bangkok, Thailand

Photographer - Prasit Limprasatirakit

Illustrator - Rizki Katamsi

Hanoi, Vietnam

Photographer - Phoung Ha

Illustrator - Russell Ong

Phnom Penh, Cambodia

Photographer - Borky Perida

Illustrator - Vexta

Seoul, South Korea

Photographer - Jun-Seok

How to get a design job at Google

The senior designer at Google reveals the secrets of getting hired: "be prepared".

I caught up with Fabio Sasso at the Reasons To Be Creative conference in Brighton last week. I've known Fabio via email since I took over as editor of Digital Arts four years ago. Back then he was an independent web designer and blogger who contributed some of our most popular Photoshop tutorials from his studio in Sao Paolo, Brazil. Since then he's joined Google, where he's a senior designer, and moved to California – though he still finds time to run his ever-popular blog, Abduzeedo.

His talk at RtbC charted the highs and lows of his career, from losing everything during a robbery at his studio in Sao Paolo to being approached – and then hired – by the web services giant. He also got a gentle ribbing from his girlfriend Ibby, who pretended to be an audience member and asked pointedly how he found time to run Abduzeedo while working full-time at Google – and how he found time for a life outside the two.

We sat down after his talk with a well-deserved pint (above), accompanied by Ibby, to discuss his experiences with Google – and how you too could get a design job there.

NB: Why did you want to work for Google?

FS: "When I started my company back in 2004, I never imagined I'd go back to work for somebody else. When I got the [email about applying to work at Google], I knew it was right. It was not just that chance to work for them, it was an opportunity to move to another country – where I could have more opportunities overall. I remember thinking, 'If I can't adapt to it, I can always go back and start my own company again – so I'm going to give it a try'."

NB: What did you think of Google before you joined?

FS: "I didn't [have a mental image of what working at Google would be like], as I was coming from a different country. I had no idea about the culture of the US or its working culture. Everything was new.

"It was way better than how things worked in Brazil, where are people looking to take your job. Everything [in Brazil] is so insecure. At Google, they treat you nice. It made me feel a bit insecure – [I asked myself] 'what did I do to deserve this?' – but now I'm getting used to it. [laughs]

NB: What surprised you most?

FS: "It was way bigger than I imagined. It's a massive company. I didn't have experience of working inside that before I joined.

"It's a bit like when I was in college and I had to do projects with my whole class. We had design critiques and then other designers would come in and give us more feedback.

"This was something that I was missing [in my career previous to Google]. When you're in a two person company, sometimes you agree about things but there's no discussion. You get used to that other person and there's no conversation anymore.

Fabio on stage at Reasons to be Creative

NB: What's different about working at Google?

FS: "It was also a chance to work on a product that has a huge audience. It's not like designing for a small company where it's easy to understand what you have to do. There's so much to learn and for me it's more of an opportunity to learn.
"Also, I feel like I'm more of a product designer than a [graphic or web designer]. Product design is all about creating many iterations, and learning from your mistakes and seeing how can you improve it. It's about constantly changing things. Some people might think it's more boring, as you don't have the challenges of a new thing everyday."

NB: How do you change your mindset from being a designer for clients to being a product designer?

FS: "[You need to] be more open. You're not always right. When you're designing a product you're always learning. You need to learn when is the right moment to innovate, otherwise you'll keep doing the same thing – as that's what the audience wants and there's no innovation. Find the balance between when it's time to break the rules and when to follow them.

"It's also about looking at it like a long-term project – like running a blog. Abduzeebo is very similar in some ways. We've been tweaking the site for seven or eight years now. We've been through the process of finding out that 'this redesign looks more beautiful but people aren't finding the content'. By tweaking, you end up with something that's not exactly what you wanted, but it performs way better.

"I ask myself 'What is good design?': A beautiful design or one that just works. It depends on what you want to achieve. Do you want something that appears in design galleries? Then make it super beautiful. Otherwise – and for my blog especially – it's all about trying to make sure that things are working.

[You also have to accept that there are parts of your product that] you cannot control. At Google, we have Google images. We cannot [move images higher up the search ranking] because it's more beautiful. It depends on what people are searching for: you have the algorithm, the ranking. You can't predict if its the one that's perfectly composed.

NB: How do you get a job at Google?

FS: "Google is hiring designers. We want to have more designers. The most important thing is to find a position that you like. Put together a nice presentation and portfolio that shows you can meet [the challenges of that position]. Go there. Be prepared. Present those key factors that we're looking for in a way that proves you can do it, and you can get a job at Google."

NB: Do you need to be a generalist?

FS: "It depends a lot on the team that's hiring. Me personally, I prefer more of a generalist than a specialist as I find it easier to work with those people because I'm a generalist too."   

NB: Why do you think they hired you?

FS: "Because they had completely lost their minds [laughs]. Abduzeedo was a nice project that I had that proved I was able to deliver, and that  I was able to work under pressure. Abduzeedo allowed me to try different things. We had an iPhone app, and in the interview I showed we had an app I had built, and a web version of the app.

NB: Tell us about the infamous interview process

FS: "It's not simple. There are exercises to see if you can do the job. It's a regular interview, but you have to be prepared. You have to be able to lead the interviewer through the process behind how you created something, not wait for them to ask you lots of questions. Cover as much as you can.

"Once you get approved by that, you have to go in front of hiring committees. It's an arduous process. It takes three-to-four months.

"Going for the interview is an easy and simple process. You go to the interview and do some exercises. But you have to be prepared. That's the tricky part.

NB: Why have you kept Abduzeebo going?

FS: "The blog gives me freedom. If I want to do a Photoshop poster, I just do it. My constraints are just my time, around my girlfriend who's going to get mad at me because I'm working all the time. [laughs and looks at Ibby, who laughs too].

The Reasons to be Creative conference in Brighton brought together the likes of Stefan Sagmeister, Jon Burgerman, Geri Coady, Erik Spiekermann, Naomi Atkinson, Fabio Sasso, Mr Bingo and more to discuss topics dear to most creatives' hearts: from finding happiness and creative success and failure, to how to motivate yourself and change what you do for the better. It even got attendees singing in unison.


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