Media Design and Technology for Live Entertainment

Book description

Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection design for live entertainment. This book focuses on how content is used and transmitted, by describing the essential components of video systems, providing a collection of definitions used in communicating video concepts, and including basic system trouble-shooting tips and tricks.

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication
  6. Table of Contents
  7. Acknowledgments
  8. Chapter 1 Introduction
    1. Purpose
      1. Projection and Media Design
      2. Characteristics
      3. Classification
    2. A Brief History
      1. Light and Shadow
    3. Single Image Projectors
      1. Magic Lantern
      2. Slide Projector
      3. Film Projector
      4. Video Projector
    4. Physiology and Psychology
      1. Physics of Light
      2. Perception of Light
  9. Chapter 2 Design Elements
    1. Design Team
      1. Designer
      2. Content Creator
      3. Operator and Programmer
      4. Hardware Technician
    2. Design Process
      1. Budget Based Design
      2. Conceptual Based Design
    3. Collaboration
      1. Carpentry
      2. Lighting
      3. Audio
      4. Artistic
    4. Functions of Design
      1. Informative
      2. Environmental
      3. Emotive
      4. Special Effect
      5. Textural
      6. Live and Interactive
      7. Components of Design
  10. Chapter 3 Source Material
    1. Stock Content
      1. Copyright
      2. Royalty or Royalty Free
      3. Public Domain
      4. Fair Use
      5. File Sharing Websites
    2. Custom Content
      1. Non-Linear Editor
      2. Composition
    3. File Size/Compression
    4. Codecs
    5. Alpha Channel/Matte
    6. Storage and Transport
    7. Streaming Video
    8. Resolution
      1. Pixel Density/Raster
      2. Perceived Resolution
    9. Aspect Ratio
    10. Interlaced or Progressive Scan
    11. Frame Rate
    12. Refresh Rate
  11. Chapter 4 Display Surface
    1. Screen Properties
      1. Gain
      2. Contrast Ratio
      3. Viewing Angle
      4. Texture
    2. Rear or Front Projection
      1. Rear Projection
      2. Front Projection
    3. Non-Traditional Materials
    4. Video and LED Walls
      1. Monitor
      2. Rear Projection
      3. Rear Projection Cube
      4. Laser Phosphor Display
      5. Panel
      6. Transparent Display
      7. Electrowetting and Electrophoretic Technology
  12. Chapter 5 Projectors
    1. Historical Devices
      1. Cathode Ray Tube
    2. Projector Anatomy
    3. LCD
    4. DLP
      1. Single-Chip
      2. Three-Chip
    5. LCOS
    6. Illumination Technology
      1. Metal Halide
      2. Xenon
      3. Solid State—LED, Laser Phosphor, 3P Laser
    7. Lenses
      1. Fixed Lens
      2. Zoom Lens
  13. Chapter 6 Source
    1. Analog Source
    2. Digital Source
    3. Tape Based and Optical Disk Systems
    4. Hard Disk and Solid State Systems
    5. Camera
    6. Streaming Media
    7. Computer Based Systems
      1. Slide
      2. Cue
      3. Timeline
      4. VJ Sampling
      5. Object Oriented Programming Environment
    8. Media Server
  14. Chapter 7 Distribution
    1. Analog Sunset
    2. Digital Rights Management
    3. Extended Display Information Data
    4. Video Signal Interfaces
    5. Cable
      1. Copper
      2. Adaptive Copper
      3. Fiber
      4. Passive/Active Adapters
      5. Video Over Internet Protocol
      6. HDBaseT and Audio Video Bridging
    6. Passive Splitter
    7. Distribution Amplifier
    8. Wireless
    9. Scaling
    10. Scan Converting
    11. Resolution Multiplier
  15. Chapter 8 Control
    1. Switchers
      1. Passive
      2. Active
      3. Glitch-Free/Presentation
      4. Seamless
    2. Mixers
    3. Matrix Routers
    4. Computers
    5. Control Communication
      1. Timecode
      2. MIDI
      3. OSC
      4. Encoders
      5. Serial Communication
      6. Virtual Network Computing
      7. Art-Net/Ethernet
      8. Digital Multiplex
      9. Controller Interface Transport Protocol
      10. Media Server Extensions Layer
      11. Syphon/Spout
    6. Network
      1. Internet Protocol
      2. Switches and Routers
      3. Wireless Bridging
      4. System Management
      5. Data Transfer and File Sharing
      6. Information Preservation
  16. Chapter 9 Presentation
    1. Optical Alignment
    2. Keystone Correction
    3. Pixel Adjustment
    4. Gamma
    5. Color Correction
    6. Brightness
      1. Lumens and Nits
      2. Stacking
    7. Contrast Ratio
      1. Video Black
      2. Ambient Light
  17. Chapter 10 Troubleshooting
    1. Grounding and Shielding
    2. Skew
    3. Signal Strength
    4. Sync
      1. Genlock
      2. EDID/Handshake
    5. Digital Artifacts
    6. Dropped Frames
    7. Latency
    8. Content Playback Errors
    9. Display Errors
    10. Control Errors
    11. Network Errors
    12. Preventive Maintenance
  18. Chapter 11 Advanced Projection Design
    1. Video Mapping and Masking
      1. Masking Irregular Shaped Objects
      2. Mapping 3D Objects
    2. Blending
    3. Moving Fixtures
    4. 3D Projection
      1. Passive Optics
      2. Active Shutters
    5. Interactive Projection
      1. Image Tracking
      2. Blob Detection
      3. Sensors
      4. Encoders
      5. Particle Generation and Cellular Automatons
    6. Holography
      1. Pepper’s Ghost
      2. Light Field Display
      3. Atmospheric Projection
    7. Large-Scale Imaging
    8. Augmented Reality
  19. Appendix A: Line Drawings/Sample Systems
  20. Appendix B: Formulas
  21. Glossary
  22. Index

Product information

  • Title: Media Design and Technology for Live Entertainment
  • Author(s): Davin Gaddy
  • Release date: November 2017
  • Publisher(s): Routledge
  • ISBN: 9781315442709