• Carl Zeus

      Youngkong, Nattapon (Auckland University of Technology, 2015)
      This project Carl Zeus (working title) investigates the German Expressionist film movement as an inspiration and a platform from which to develop a contemporary film project. The research focuses on the unique cinematographic ...
    • Crazy catch/digital game demo: a creative anime trailer and interactive game demo

      Chen, Jiankun (Auckland University of Technology, 2014)
      Crazy Catch is a proposed role-­‐play multi-­‐player game demo created in a new implementation platform that promotes an enhanced sense of gamer experience. My research will focus on exploring and developing new design, ...
    • Creating a workflow for integrating live-action and CG in low-cost stereoscopic film production

      Kala, Abhishek (Auckland University of Technology, 2010)
      This thesis proposes a workflow that can be effectively used to integrate CG elements into live-action stereoscopic footage, while ensuring a comfortable viewing experience for the viewer. In stereoscopic 3-D footage, each ...
    • A creative consideration of climate adaptation as a social and ecological palimpsest

      Burton, Rene (Auckland University of Technology, 2015)
      This research project is an artistic response to the idea of climate change as a social and ecological palimpsest. Here, conceptually, land has been “written on,” erased and reused / rewritten on, but each layer of use ...
    • D5

      Simeti, Clinton (Auckland University of Technology, 2010)
      D5 is a 3D animation set in a virtual world occupied by the central character, “Ben_1167”, a digital copy of a person created from databased information involved in the application and subsequent use of a credit card. The ...
    • Double movement: an exploration of the interaction between live and digital dancer, sharing the physical space

      Chandler, Dannielle (Auckland University of Technology, 2012)
      Exploring the interaction between live and digital dancer I ask: how can digital technologies such as motion capture (mocap) and video projection be employed to enhance live dance performance? Using Practice as Research ...
    • Invitation & Participation: Building the Narrative Environment in Animated Film

      Liao, Ying (Auckland University of Technology, 2016)
      This thesis explores the methods of building a narrative environment in an animated film to strengthen the participation on the part of the spectator mainly based on the application of Hemingway’s iceberg theory. It analyses ...
    • One Perspective

      Gregory, Kritteka (Auckland University of Technology, 2014)
      One Perspective is an essay film that investigates notions of home and identity from an immigrant’s perspective. The project explores how an essayistic film can be used to examine the in-between, intricate and chaotic space ...
    • Otea: transmission and transmedia

      Waipara, Zak (Auckland University of Technology, 2014)
      Transmedia can be described as storytelling across multiple platforms of media delivery. This transmedia project, Otea, uses three digital media – an animated motion comic, an e-comic, and an interactive game - to tell a ...
    • The Puppet Concept

      Trujillo, Sebastian (Auckland University of Technology, 2012)
      This exegesis examines the practice-based interrelation between the technical rigging aspects of a CG character and the manner in which they affect the animator’s techniques and workflow. It discusses the construction and ...
    • Seamless virtual reality locomotion

      Todoroki, Masaya (Auckland University of Technology, 2018)
      This project explores creating alternative ways of locomotion and combining these locomotion systems together for virtual reality (VR) gaming. This allows users to seamlessly switch between multiple locomotion modes as ...
    • Valley of the Cyborgs: A Posthuman Re-imagining of the Surrealist Representation of the Female Form

      Sydow, Varina (Auckland University of Technology, 2016)
      Valley of the Cyborgs is a digital animation three channel video installation that responds to the representation of the female form presented as a passive, entrapped entity in the Mannequin Street installation from the ...
    • Was this motion captured?

      Sengupta, Rafi (Auckland University of Technology, 2011)
      This research project has two main aims. The first is to investigate why digital cyber stars in recent live action movies have not always been widely accepted by audiences, despite being rendered to look photo-real and ...