Tuesday, April 30, 2013

Jurassic Park 3D: Why 3D Isn't Terrible

Sure, we all gripe about it every now and then, but are 3D movies really that bad? Well, yes, many of them are, but it is the rare gems of the 3D world that make the strongest case for its existence, and Jurassic Park 3D is one of those rare gems.

Poster for Jurassic Park 3D



3D cinema is a recently popularized trend that has garnered a lot of support and adversely a lot of criticism as of late, but like any tool used by film makers to construct a movie, it is more about how it used than whether it is used at all.

Jurassic Park 3D is the latest of a series of popular re-releases in the movie world, being preceded by Titanic 3D, Star Wars Episode I: The Phantom Menace 3D, The Lion King 3D, Beauty and the Beast 3D, Finding Nemo 3D, and so on, but it stands out from the rest of the pack in the way that it was executed and the timing of its arrival.

In general, I stand with the majority of cinephiles when I say that re-releasing movies is usually a cheap, gimmicky way to make money. And anyone who grew up in the 1980s can attest to the fact that 3D technology used to be one of the most gimmicky, cheap fun that you could have, so it is no surprise that the two concepts have synergy. What better way to make more money than to release the same movie as before, and at nearly twice the regular price? However, that being said, I think that some movies can be re-released without impunity. We live in a generation of mass media fans who consume a plenitude of content. We idolize the 1990s and 1980s because we base our fashion and television and our movies after that era of pop culture, and so it makes perfect sense t take movies from that time and release them again for mass audiences.


The truth is, I was ecstatic when I heard that Jurassic Park was coming to theaters again, because it was such a huge part of my childhood. I first watched Jurassic Park when I was 3 years old and I became obsessed with dinosaurs for years. i watched that movie almost every day on VHS. It was and remains my favorite film of all time. So yes, I was excited to see Jurassic Park in a theater, because it was something I had never expected to be able to do in my lifetime. Admittedly, I was worried about the 3D aspect of the movie going in, but once the movie began, I quickly lost all fears and trepidations. The 3D aspect of the movie made it that much better. The depth that was added to scene compositions and positions, as well as the tweaked CGI (it still looked fantastic, after all of these years), made a classic even more thrilling than before.

So why does 3D work better for Jurassic Park than it does for other movies? Well, of course my love of the film is a factor, but I also think it comes down to respecting the movie audience. In particular, respecting their ability to see through cheap ploys and special effects. In many movies that incorporate 3D, the technology dominates the filming decisions. Unnecessarily long shots of a corridor suddenly start to appear everywhere. Projectiles are suddenly much more likely to fly towards the camera rather than away from it. In short, it makes the film cheaper. The shots that cater towards 3D rely on cheap visual tricks to make an impression rather than by framing and making thoughtful choices about angles and symmetry and composition. Because Jurassic Park was simply converted and never altered, it avoids all of these messy problems, and achieves brilliance instead.

Hopefully, other 3D movies can follow its example by using the technology with more subtlety than in the past. If they do, we might have more to look forward to on the 3D front than children's movies and re-released George Lucas films.

Monday, April 29, 2013

Bioshock Infinite Review



An incredible first-person shooter, Bioshock Infinite paints a beautiful world that sets the bar for storytelling in video games. Read the full review below.


There have been many video games of late that attempt to deliver more than just fun game play. In many ways, gamers have come to expect more from a game than new mechanics or smooth controls. We've come to expect stories, lush and beautiful worlds, and lovable characters that seem to be mor indicative of a cinematic experience more than what most would consider a video game experience, and Bioshock Infinite delivers on all of those accounts, and more, making it one of the best games of the year, and possibly one of the best of all time.

Bioshock Infinite takes place in the United States during a re-imagined post-Civil War period where the United States spent millions of dollars creating a floating city that could travel the world by air. Years later, the city, named Colombia, has seceded from the Union, and represents a growing threat to the people that live below. You play the role of Booker DeWitt, a hired gun whose only mission is to bring back a specific girl from the city in order to erase his debt to unknown, shadowy figures from his past.

From the start, Infinite enthralls the player with stunning visuals, not unlike the original Bioshock in 2007, by thrusting you into a world unlike anything seen before. The floating city of Colombia is absolutely gorgeous, with amazing vignettes of color ranging from the lush vibrant gardens to the very patriotic and colonial style floating buildings, each detail is completely fleshed out and very little is overlooked. It is almost a shame that the game is a shooter, because as I was exploring Colombia for the first time, I just wanted to observe and interact with the citizens on the street. The city itself is depicted as lively and amiable at first, but as the game progresses grows increasingly hostile and chaotic due to events pertaining to the story.
One of the many amazing views found in Colombia

The characters of Infinite are also fantastic, and for the first time in the Bioshock franchise, your character speaks and thinks to himself as he travels through the world, adding a new depth to the story. When Booker finally meets up with the girl he is tasked to find, Elizabeth, he quickly realizes she is no ordinary girl. Not only was she locked awy ina  tower for her entire life, but she possesses the ability to rip "tears" in space and time, which becomes integral in both the story and the game play of Bioshock Infinite. But her character isn't another typical "escort mission"  character that you struggle to keep alive. Elizabeth is just as important to fights and discovery as Booker is, and the game tracks her evolution from a frightened young girl to an independent, strong woman quite nicely.




An enemy approaches via Skyhook during a combat sequence

The game play itself is nothing new, but has sparks of innovation that make it fresh and enjoyable. The plasmids from Bioshock and Bioshock 2 make an appearance in the form of Vigors, special chemical concoctions that imbue your character with amazing powers and abilities, and they are just as fun and flexible in combat as they were in the original two games. A major difference in Infinite is the focus on switching and using different guns in different combat scenarios. In some locations, the enclosed spaces that you fight in force you to use close range weapons like a shotgun or revolver, but at times the game forces you into wide open areas that encourage more hit-and-run style guerrilla attacks using sniper rifles and other long range weapons to whittle down the overwhelming enemy forces. Overall, the combat is fast-paced and extremely diverse. You could play through a combat scenario ten different times and dispatch your foes in ten different ways easily in most situations, which the gives the game a significant amount of replay value despite its lack of a multiplayer game mode. The addition of the sky hook, a sort of handheld monorail riding device, creates an emphasis on  adaptability by placing the player in areas with a complex array of different sky rails to choose from, allowing more mobility during fights by giving the player a faster way to traverse the battlefield. Elizabeth's role in combat is much more supportive. In any given location, Elizabeth can highlight "tears" that can bring certain things into existence nearby. In one instance, you might call out for Elizabeth to create a bunker for you to hide behind , and in other instances, she might conjure up a more offensive "Patriot" - a mechanized soldier who fires off automatic weapons at enemies. The controls during these sequences are also air-tight, as they should be. You will never encounter a scenario in which the controller couldn't keep up with your thoughts or intentions, which is a plus considering how often you have to make split second decisions on the fly.


Even if you aren't a fan of first person shooter game play, beautiful worlds, or well thought characters, Bioshock Infinite is worth noting solely for its impressive plotline. Full of twists and turns, the story of Bioshock Infinite is sure to surprise you with just how many times it can turn your expectations upside down. Without giving away spoilers, the last 40 minutes in particular are unbelievable and shocking to the core.

In the end, Bioshock Infinite is an unbelievable gaming experience in its ability to incorporate the best of game play, visuals, music, and plot all in one package. It is a true masterpiece of modern video games, and an early contender for Game of the Year that no one should miss out on.


















The Human Exoskeleton: Medical Marvel

  
Being physically disabled makes life difficult for millions of people in the world, but with his new technological breakthrough, Eythor Bender promises to work towards eliminating the need for wheelchairs and other movement assistance devices forever. His inventions, entitled the HULC and eLEGS respectively, promise to help wheelchair users walk autonomously by enhancing the natural strength in their own bodies using robotics technology.

   "There are 68 million people estimated to be in wheelchairs worldwide. This is about 1% of the population, and that is actually a conservative estimate," said Bender, "these people are young in some cases, in their twenties and thirties, and they hit a wall."

   In his presentation in March of 2011 to the TED Conference LLC, Eythor Bender demonstrated the stunning potential of his robotic suit by enabling a paraplegic woman to walk again for the first time in 19 years. Bender spoke to the impressed crowd about the implications of such a scientific development. For the full video, watch here.

The Ekso Bionic's Suit
    One year later, Eythor has  updated his website at Ekso Bionics to show the changes and improvements that he incorporated into his exoskeleton and how those changes are making it easier than ever for someone to experience the power and control of walking on their own. The Ekso Bionics' Suit trains users to walk again in three main stages: FirstStep, ActiveStep, and ProStep.

In FirstStep, users are assisted by a physical therapist, who helps trigger the robotics in the machine each time that they find their balance and want to take a step. ActiveStep occurs when the user takes control of pressing the button for themselves once they've become more comfortable with their balance and control over their movements. Finally, ProStep, the final phase of training, is when the user allows the exoskeleton to read their body language and weight distribution in order to determine on its own when the user is ready to take the next step. This final phase requires no button pushing and allows truly free, autonomous movement for the user.

The implications for this advancement in robotics and artificial intelligence are monumental for the wheelchair and walker bound community. As Eythor Bender said: "People live very full lives from a wheelchair, but they cannot walk. That is what the bionic suit gives you."

References:

http://www.eksobionics.com/

http://www.ted.com/talks/eythor_bender_demos_human_exoskeletons.html

https://www.youtube.com/watch?v=pzRmNYA8LlY



Sunday, April 28, 2013

OP-ED: Is The Film Industry Becoming Tired?

   To many of us, seeing a movie is one of the simpler pleasures in life. You go out with your friends, buy your tickets, sit down for two or three hours of entertainment, and it feels good. Movies can take you away from the dreariness of the real world for a few hours and put you somewhere completely new and fantastical. But movies aren't always just flash. Film making is an art form, and we as the consumers have the right and the privilege to demand a higher quality of film to view and appreciate. So the question is: why don't we?


   Hollywood has been on a downward spiral in the last decade, with many calling this era of film the least creative since the dawn of cinema. In the last year alone, 8 out of 10 of the highest grossing films were either adaptations, sequels, or reboots, with the remaining 2 films being Ted and Brave, neither of which being critically acclaimed. So then where are the original screenplays? Is Hollywood out of ideas for new movies?


   The answer is no, but why should they change their habits now? From a business perspective, creating remakes, sequels, and reboots is a very lucrative business as of late. Every one of the 8 highest grossing films of last year made over 200 million dollars domestically and much more internationally, which is excellent for the studio making the movie, but it bodes ill elsewhere. When a studio recognizes that it can make a large amount of profit from a particular kind of movie, they capitalize on it like any good business would, but when Hollywood studios pour all of their funding into creating adaptations and sequels, there isn't anything left in the collective bank to fund the creation of an original screenplay, which are regarded as risky compared to  the prospective money gained from using an already established franchise.


   It may not be fun to hear, but we are basically the entire problem as well. It's our duty as audience members and consumers to take what the studios give us with a grain of salt, but lately we've just been blindly licking our plates. If we want to see original screenplays again, and not Iron Man 8, we have to convince Hollywood to invest their money in screenplays again, and take a chance on it being successful. Otherwise, production studios will continue to happily pluck our pockets in exchange for mediocre products. We need to be more discerning in what we support and more critical of what we consume in order to dictate the choices that the market allows us, and we need to start now.


   Hollywood isn’t going to change without some incentive.


References:

http://boxofficemojo.com/yearly/chart/?yr=2012


Synchronous Online Learning: Let's Learn Together

    Online learning is a growing trend in the field of higher education, lauded for its convenience and use of new technologies, but recent studies into the results of online courses suggest that traditional online classes can be vastly improved using a concept called "synchronous learning".

   In the realm of online courses, two dominant formats exist: synchronous and asynchronous classes. The term "asynchronous" refers to courses that require students to participate in online discussions at separate times. In this type of online classroom, the students do not interact in real time with each other, or their teachers. However, according to a recent article in the Faculty Focus, asynchronous courses can be greatly enhanced by incorporating synchronous elements.

   Synchronous courses are defined by their use of technology to encourage real time interaction between students. In this case, by adding web conferences to online courses, teachers noticed that students were more actively engaged in conversation and learning than in an asynchronous discussion board or similar assignment. These findings contradict the current structure of most online courses, which follow the more traditional asynchronous format, but would students be interested in an alternative?

   "From my brief experience with an online course, I really hated how everything was just there online. The notes, the lecture, the assignments.. It didn't really feel like a class, it felt confusing. I didn't like it," said Charles Stewart, a GMU sophomore. "So yeah, I think that being able to talk to my friends and the professor would definitely make it feel like a real class."

   It seems clear from Stewart's perspective that the asynchronous method of teaching has some serious flaws, but it remains to be seen whether or not colleges will adopt synchronous methods into their teaching models. David Kinney, another student of George Mason University, had this to say:

   "Online classes are important, but I don't get how people can get through all of the text and slideshows and stuff. I'm ina  class right now that uses online discussion boards and the assignments are so lame. I don't think that they take the students seriously."



References:

Admin, . "Synchronous vs. Asynchronous Classes." How Online Learning Works. 02 04 2012: n. page. Web. 27 Apr. 2013. <http://www.elearners.com/online-education-resources/online-learning/synchronous-vs-asynchronous-classes/>.



Macaulay , Linda. "Interactive Web Conferencing Brings Big Benefits to the Online Classroom." Faculty Focus. 14 07 2011: n. page. Web. 27 Apr. 2013. <http://www.facultyfocus.com/articles/teaching-with-technology-articles/interactive-web-conferencing-brings-big-benefits-to-the-online-classroom/>.