Contents
Transistor Print

TransISTor started in 2005 with main objectives to increase competence and promote competitiveness of young audiovisual professionals working with interactive media. TransISTor has already been organized three times in 2005, 2006 and 2007 under the respective names, TransISTor 1, TransISTor 2 and TransISTor 2007.

 

 

 
Transistor 1 Print

 

In 2005, Transistor offered some transcidisplinary courses in the field of advanced information technologies. It focused on new storytelling techniques. The project reflected an increased complexity of contemporary multimedia production (computer games, films, entertainement industry), which challenges constantly the level of technical perfection.

 

Session 1 : Creative potential of motion capture, tracking and sensing

04.06 - 07.06.05 (first term), 29.08 - 01.09.05 (second term)

 

Session 2 :Techniques for 3D virtual environments

Real-time image/sound manipulation for multimedia production

09.07 - 13.07.05 (first term), 03.09 - 07.09.05 (second term)

 

Session 3 : Artificial Intelligence and Artificial Life in gaming and special effect industry

15.07 - 17.07.05 (first term) 09.09 - 11.09.05 (second term)

 

 
Transistor 2 Print

 

Session 01

3D virtual environments, game creation and storytelling

13.06 - 16.06.2006 Prague

 

3D virtual environments, game creation and storytelling. In this project-based workshop participants have introduced to the fundamentals of game design and programming and have presented a final group project at the end of the week. Lectures and exercises gave an overview of the tools and techniques used for game creation from 3D modelling (3Ds Max, Maya, SoftImage XSI) to customizing and expanding the games: creating levels and “modding” game engines. Through analysis of case studies the participants explored the strengths and weaknesses of different game technologies in respect to interactivity, immersion and storytelling. Through group-work they put the analytical concepts into practice and experiment with the basics of how to model characters and environments or how to create a modified game. The goal of the workshop was to explore the future development of games in respect to issues of cross-media, innovative story-based content creation and pervasive multi-user applications and interfaces.

 

Session 02

Motion capture techniques for 3D games and film

03.06 - 06.06.2006 Karlovy Vary during the International Film Festival 

 

The emphasis of this creative cross-disciplinary workshop was on the motion capture technology and its different employment in biomechanics’ research, robotics, cinema and animation in games. During the intensive 4-day workshop participants examined the potential and limitations of the motion capture technology and form a team that will develop and carry out a collaborative project. The workshop examined different systems for capturing motion data (optical and magnetic systems, explain the process (setting sensors, recording session, computer post-processing, issues of exporting animation data and their association with a 3D model and manipulation of motion data in 3D software) and further outline related technologies such as facial motion capture and performance capture. The main goal of the workshop was to explain how to create a realistic animation with a motion capture system and how it is used in Virtual Reality and Augmented Reality projects.

 

Session 03

Simulation in 3D spaces and games (Physics, AI and AL)

07.06 - 10.06.2006 Prague 

 

In this workshop participants gained knowledge of different game engines, specially developed “social” engines and other simulation tools that helped to them create their final project. Such engines and tools were used to simulate physics of different environments, social processes and behaviours of autonomous intelligent agents and even evolution in the case of artificial life. The participants worked in teams and explored the knowledge from different disciplines (computer and natural science, communication, informatics, bioinformatics etc.) in order to create audiovisual projects using alternative physics, artificial intelligence of artificial life. Case studies helped them to understand the future development of digital games for entertainment as well as non-entertainment purposes that were used in the field of education and audiovisual productions

 

 
Transistor 2007 Print

 

In 2007, TransISTor focused on computer games technologies while opening up their creative potential for non-gaming storytelling domains including art, cinema, TV, educational applications and cross-media productions.

 

Session 1: Game modifications and machinima films

14. 06. - 17. 06. 2007, Prague

 

From combination of comics and video games to films created with game engines. This session will provide an overview of tools and techniques used for customizing and expanding computer games. We will examine issues of game design and game play in the context of cross media production. The goal is to explore the basics of how to create and modify game levels. In the intensive 4-day workshop your will create your first machinima film.

 

Session 2: Motion capture and stereoscopy for games and film

 03. 07. - 06. 07. 2007, Karlovy Vary during the International Film Festival

 

During the intensive 4-day workshop you will investigate different motion capture techniques and carry out a collaborative project. Experienced tutors will explain the different motion capture systems, the process of setting sensors, recording sessions and the computer data post-processing. The goal is to experience the latest technologies, to integrate them and to create your own stereoscopic film with special effects.

 

Session 3: Serious games, web 2.0 and future cinema

09. 07. - 12. 07. 2007, Prague

 

This session is focused on the alternative forms of games and web 2.0 applications that are used for entertainment as well as for non-entertainment purposes such as art, edutainment, marketing, simulations, management and public policy. We will look closer at how these technologies are used for non-gaming events and processes, including simulations of business and military operations, psychotherapy or medicine. In the workshop you will create your own serious game scenario and experiment with web 2.0 applications, e.g. Google map mashups in art, business and cinema.