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Machinima Collab

Tuesday, January 27, 2009. Is now available for Intel Mac (released Jan 2009). The video shows Kristens viewer test (done on a PC with shadow patch. KirstenLee Notes on S16:. 1) The Fastest Rendering Viewer in SL, and it's really quick both on start up and rendering in world even in laggy sims, the comments from users have ranged from 'wow' to 'bloody hell! It uses a mixture of code from various viewers, bit of a hybrid really. 2) New UI skins, with clearer Fonts (and no licensing issues.). KirstenLee No...

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Machinima Collab | machinimacollab.blogspot.com Reviews
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Tuesday, January 27, 2009. Is now available for Intel Mac (released Jan 2009). The video shows Kristens viewer test (done on a PC with shadow patch. KirstenLee Notes on S16:. 1) The Fastest Rendering Viewer in SL, and it's really quick both on start up and rendering in world even in laggy sims, the comments from users have ranged from 'wow' to 'bloody hell! It uses a mixture of code from various viewers, bit of a hybrid really. 2) New UI skins, with clearer Fonts (and no licensing issues.). KirstenLee No...
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2 kristens viewer test
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Machinima Collab | machinimacollab.blogspot.com Reviews

https://machinimacollab.blogspot.com

Tuesday, January 27, 2009. Is now available for Intel Mac (released Jan 2009). The video shows Kristens viewer test (done on a PC with shadow patch. KirstenLee Notes on S16:. 1) The Fastest Rendering Viewer in SL, and it's really quick both on start up and rendering in world even in laggy sims, the comments from users have ranged from 'wow' to 'bloody hell! It uses a mixture of code from various viewers, bit of a hybrid really. 2) New UI skins, with clearer Fonts (and no licensing issues.). KirstenLee No...

INTERNAL PAGES

machinimacollab.blogspot.com machinimacollab.blogspot.com
1

Machinima Collab: Week 14 - Machinima Setup

http://machinimacollab.blogspot.com/2008/12/week-14-machinima-setup.html

Monday, December 08, 2008. Week 14 - Machinima Setup. We need to inspect our machinima setup again and Second Life loads. Aspects include primitive / avatar numbers, graphic rendering, and video capturing spec. I suspect the main problems is Second Life client and equipment's capacity. Couple things to go through:. 1 Reduce primitive usage numbers (assigned parcel only takes 717 prims). 2 Reduce rendering loads (primitive faces: remove unnecessary texture, shine, glow, and light). Posted by Jenny Mu.

2

Machinima Collab: First Rough Cut

http://machinimacollab.blogspot.com/2009/01/first-rough-cut.html

Friday, January 02, 2009. Posted by Jenny Mu. Categories: : Behind the Scenes. Subscribe to: Post Comments (Atom). Is an initiative to join media theories with design research methods and practices. The project Boba Fett's Day Off is led by director Beth Coleman. An assistant professor of MIT Comparative Media Studies department and lead designer Jenny Mu. Current members of Parsons Machinima Group are Ananya, Brian. Previous members of MIT Machinima Group include Katherine. Production Notes and Cast.

3

Machinima Collab: Shadow

http://machinimacollab.blogspot.com/2009/01/shadow.html

Thursday, January 08, 2009. To bringing out features of 3D animation and engine's dynamic effects, this is a test of SL's capacity to render shadow, ran on PC using Kirstens Viewer SD2-R7. Results:. 1 There's still some lag and errors for controlling character on upgraded computer. 2 Some textures in Kirstens Viewer are not the same as. The second life viewer. Shadow Patch: http:/ nwn.blogs.com/nwn/2008/06/the-hidden-shad.html. Lightwave 9: http:/ www.mcpherons.com/media/mech.mov. Posted by Jenny Mu.

4

Machinima Collab: References - History of 3D Animation

http://machinimacollab.blogspot.com/2009/01/references-history-of-3d-animation.html

Tuesday, January 27, 2009. References - History of 3D Animation. A Brief History of 3D Animated Film. Posted by Jenny Mu. Categories: : Behind the Scenes. Subscribe to: Post Comments (Atom). Is an initiative to join media theories with design research methods and practices. The project Boba Fett's Day Off is led by director Beth Coleman. An assistant professor of MIT Comparative Media Studies department and lead designer Jenny Mu. Current members of Parsons Machinima Group are Ananya, Brian.

5

Machinima Collab: Week 13 - downloads

http://machinimacollab.blogspot.com/2008/12/week-13-downloads.html

Friday, December 05, 2008. Week 13 - downloads. Light presets: MOT night. Session 1: shotlist breakdown. Posted by Jenny Mu. Categories: : Behind the Scenes. Subscribe to: Post Comments (Atom). Is an initiative to join media theories with design research methods and practices. The project Boba Fett's Day Off is led by director Beth Coleman. An assistant professor of MIT Comparative Media Studies department and lead designer Jenny Mu. Current members of Parsons Machinima Group are Ananya, Brian.

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multiplayer lab: Science Friday thinks...

http://multiplayerlab.blogspot.com/2009/02/science-friday-thinks.html

Tuesday, February 3, 2009. Back in 8-32-2007, Ian Flattow, host of Talk Of The Nation: Science Friday at NPR (National Public Radio), discussed with three guests about Second Life and virtual worlds in general:. Dmitri Williams, Annenberg School, Annenberg Program in Online Communities, University of Southern California. Cory Ondrejka, co-founder and chief technology officer, Linden Lab, San Francisco, Ca. 8226; Listen to the Podcast "Go Get a (Virtual) Life" ( link. Subscribe to: Post Comments (Atom).

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multiplayer lab: WebFlock 1.0 (Business Application)

http://multiplayerlab.blogspot.com/2009/01/webflock-10-private-virtuality.html

Monday, January 19, 2009. WebFlock 1.0 (Business Application). Electric Sheep Company launched WebFlock. Last year. It provides both product and service to host your own 3D social space that can be customized to create branded experiences and foster community-based online interactions (private virtuality). Where are we going with the creation of virtual experience in cyberspace? Based on our basic instincts, design and technology builds many new things:. Subscribe to: Post Comments (Atom).

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multiplayer lab: Wagner James Au thinks...

http://multiplayerlab.blogspot.com/2009/01/net.html

Thursday, January 29, 2009. Wagner James Au thinks. Back in 4-22-08, Wagner James Au talked about Second Life with Metaverse TV's The Late Show host Angelico Babii. The Future of Virtual World. Lately there have been various opinions regarding the future of Second Life (exodus of users or increase of users? Subscribe to: Post Comments (Atom). View my complete profile. Blog: Salvage your game trailer. Does IDC Really Think We'll Buy 225 Million AR/VR Devices By 2020? That's Faster Adoption Than the iPhone!

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multiplayer lab: Augmented Reality

http://multiplayerlab.blogspot.com/2009/01/augmented-reality.html

Tuesday, January 27, 2009. A technological architecture that interface virtuality with reality. Examples:. 1 smart codes, using code reader software to recognize the codes through video feed. Semapedia. Lets users create tags which are "cellphone-readable physical hyperlinks", promotes. Information from the Internet was brought to the relevant physical places through these tags. Subscribe to: Post Comments (Atom). View my complete profile. Blog: Salvage your game trailer. New Media Consortium RSS.

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multiplayer lab: plaYce, yet aother web-based game development platform

http://multiplayerlab.blogspot.com/2009/03/playce-yet-aother-web-based-platform.html

Monday, March 2, 2009. PlaYce, yet aother web-based game development platform. Released its beta version to limited testers, is looking to partner up with independent developers to create games based on its world map, mirroring the real world. The plaYce player, a web browser plug-in, is required to stream its games. The demo game loads up swiftly on my GeForce 8600M GT and broad bandwidth. TC50’s plaYce Launches Real-World, 3D Game Platform as a Service. By Roi Carthy on February 24, 2009. Blog: Salvage...

multiplayerlab.blogspot.com multiplayerlab.blogspot.com

multiplayer lab: Not Just a Game System

http://multiplayerlab.blogspot.com/2009/02/game-systems.html

Sunday, February 22, 2009. Not Just a Game System. Read the comparison of these competitive mobile (hand-held gaming) devices, providing a variety of entertainments from gaming, music, video, to chatting (phone calls, internet, or my favorite PictoChat):. Nintendo DSi vs. PSP-3000 vs. iPod Touch (or iPhone). By Ross Miller, Oct 2nd 2008. Differences among these guys are:. 8226; iPod Touch (or iPhone) lets you work and play! What the Nintendo DSi, PSP 3000, and iPhone mean for MMOs. Multiplayer Lab invest...

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multiplayer lab: SLCW by

http://multiplayerlab.blogspot.com/2009/01/slcw.html

Thursday, January 29, 2009. If you want to yell out BULLSHITS BULLSHITS BULLSHITS and release your aggression, you definitely want to attend Second Life Champaign Wrestling. S live wrestling match ( SLURL. And even apply to become a Pro Wrestler. Just like applying for any job, one needs to prepare, learn about the organization, like what they do, and know what you want to do there. It's a community (host: Eric, ref: Candice). Subscribe to: Post Comments (Atom). View my complete profile.

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9617;░░░░░░░░░░Amsterdam, 2006-2009░░░░░░░░░░░░░. This is the research blog for MachinimaBits festival. On this blog I put all the interesting sources and works I found during the creation of the lineup of the festival. Unfortunately the second festival (2009 issue) was cancelled because the venue decided (without consultation) to calculate a (quite high) entrance fee, which we only found out about on the website. We (the curators artists) make nothing and want to keep this a free festival. Well i guess ...

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Machinima Collab

Tuesday, January 27, 2009. Is now available for Intel Mac (released Jan 2009). The video shows Kristens viewer test (done on a PC with shadow patch. KirstenLee Notes on S16:. 1) The Fastest Rendering Viewer in SL, and it's really quick both on start up and rendering in world even in laggy sims, the comments from users have ranged from 'wow' to 'bloody hell! It uses a mixture of code from various viewers, bit of a hybrid really. 2) New UI skins, with clearer Fonts (and no licensing issues.). KirstenLee No...

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