Artificial Intelligence in Video Production — from provideocoalition.com by Iain Anderson

Introduction

Artificial Intelligence has promised so much for so long, and in many ways, it’s been less than perfect. Siri doesn’t quite understand what you’re asking; Google Translate can’t yet seamlessly bridge the gap between languages, and navigation software still doesn’t always offer an accurate route. But it’s getting pretty good. While a variety of AI-based technologies have been improving steadily over the past several years, it’s the recent giant strides made in image generation that’s potentially groundbreaking for post production professionals. Here, I’ll take you through the ideas behind the tech, along with specific examples of how modern, smart technology will change your post workflow tomorrow, or could today.

Also relevant/see:

 

OpenAI Says DALL-E Is Generating Over 2 Million Images a Day—and That’s Just Table Stakes — from singularityhub.com by Jason Dorrier

Excerpt:

The venerable stock image site, Getty, boasts a catalog of 80 million images. Shutterstock, a rival of Getty, offers 415 million images. It took a few decades to build up these prodigious libraries.

Now, it seems we’ll have to redefine prodigious. In a blog post last week, OpenAI said its machine learning algorithm, DALL-E 2, is generating over two million images a day. At that pace, its output would equal Getty and Shutterstock combined in eight months. The algorithm is producing almost as many images daily as the entire collection of free image site Unsplash.

And that was before OpenAI opened DALL-E 2 to everyone.

 


From DSC:
Further on down that Tweet is this example image — wow!
.

A photo of a quaint flower shop storefront with a pastel green and clean white facade and open door and big window

.


On the video side of things, also relevant/see:

Meta’s new text-to-video AI generator is like DALL-E for video — from theverge.com by James Vincent
Just type a description and the AI generates matching footage

A sample video generated by Meta’s new AI text-to-video model, Make-A-Video. The text prompt used to create the video was “a teddy bear painting a portrait.” Image: Meta


From DSC:
Hmmm…I wonder…how might these emerging technologies impact copyrights, intellectual property, and/or other types of legal matters and areas?


 

Getty Images bans AI-generated content over fears of legal challenges — from theverge.com by James Vincent
Getty Images is worried about future copyright claims

Excerpt:

Getty Images has banned the upload and sale of illustrations generated using AI art tools like DALL-E, Midjourney, and Stable Diffusion. It’s the latest and largest user-generated content platform to introduce such a ban, following similar decisions by sites including Newgrounds, PurplePort, and FurAffinity.

Getty Images CEO Craig Peters told The Verge that the ban was prompted by concerns about the legality of AI-generated content and a desire to protect the site’s customers.

 

Video games dreamed up other worlds. Now they’re coming for real architecture — from fastcompany.com by Nate Berg
A marriage between Epic Games and Autodesk could help communities see exactly what’s coming their way with new construction.

Excerpt:

Video games and architectural models are about to form a long overdue union. Epic Games and design software maker Autodesk are joining forces to help turn the utilitarian digital building models used by architects and designers from blocky representations into immersive spaces in which viewers can get a sense of a room’s dimensions and see how the light changes throughout the day. For both designers and the clients they’re designing for, this could help make architecture more nimble and understandable.

The AutoCAD model (top) and Twinmotion render (bottom) [Images: courtesy Autodesk]

Integrating Twinmotion software into Revit essentially shortens the time-sucking process of rendering models into high-resolution images, animations, and virtual-reality walkthroughs from hours to seconds. “If you want to see your design in VR, in Twinmotion you push the VR button,” says Epic Games VP Marc Petit. “You want to share a walkthrough on the cloud, you can do that.”


From DSC:
An interesting collaboration! Perhaps this will be useful for those designing/implementing learning spaces as well.


 

Paying for Outcomes [fs.blog]

Paying for Outcomes — from fs.blog; with thanks to Roberto Ferraro for this resource

Excerpt:

A lot of clients like to buy process. It’s like they think they are not getting their money’s worth because I solved it too fast.

[…]

How can it be that you talk to someone and it’s done in a second? But it IS done in a second — it’s done in a second and 34 years. It’s done in a second and every experience, and every movie, and everything in my life that’s in my head.

 

 

Arts Integration and STEAM Resources for K-12 Educators

Unlock the power of creativity -- arts integration and STEAM resources for K-12 educators

Official Trailer (Art Works for Teachers)

Excerpt:

Introducing the Art Works for Teacher Podcast Trailer! Get a quick sneak peek at what you can expect from this new show, launching September 22, 2022. New episodes will be available each Thursday on your favorite podcast platform, on YouTube, and right here on our site.


From DSC:
Along these lines, also see WEST MICHIGAN CENTER FOR ARTS + TECHNOLOGY. Such a learning environment builds skills and creativity while supercharging participation and engagement!

 

 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

Nvidia launches new metaverse efforts at SIGGRAPH — from inside.com

Excerpt:

There is an increasing overlap between computer graphics, the metaverse and AI and that overlap is exactly what is on display this week at the SIGGRAPH 2022 conference, where Nvidia is revealing its latest set of software innovations for computer graphics.

[On 8/11/22] at the conference, Nvidia announced a series of technology innovations that bring the metaverse and AI closer together than ever before. Among the announcements is the Nvidia Omniverse Avatar Cloud Engine, which is a set of tools and services designed to create AI-powered virtual assistants.

Also relevant/see:

Nvidia Sees a Metaverse Populated With Lifelike Chatbot Avatars
— from cnet.com by Stephen Shankland

Excerpt:

What’s happening
Nvidia announced technology to let metaverse developers create lifelike avatars that can give an animated human face to the computers that people will interact with online.

Why it matters
The metaverse needs new computing tools if it’s to live up to its potential of new 3D realms for working, learning, socializing and goofing off, and Nvidia’s technology could also eventually give humans a new look online, not just bots.

 
 
 

10 Books Of Visual Ideas (from 2006 to 2012) — from theelearningcoach.com by Connie Malamed
Explanatory, Information and Data Visualization Graphics

Excerpt:

When the importance of visualization became popularized, an explosion of books were published for those who were hungry to understand and appreciate this graphic format. It was an obvious win for practitioners who were trying to improve communication and understanding. These books also served as inspiration for people who were needed visual ideas on demand, like instructional designers.

So that we don’t lose the value of these older books, I’m republishing this article listing ten compelling books from the early days of visualization: 2006 to 2012. The one exception, is Tufte’s book from 1990. I recommend these books for visual examples and for inspiring ways to visualize concepts, statistics and data. They are also a part of our graphic design history.

The list is organized into two categories. Books that feature explanatory graphics and those that portray information graphics and visualizations.

 

Tinkerhunts — from engagetheirminds.com by Terri Eichholz

Excerpt:

For anyone new to 3d design, Tinkercad is the perfect entry level program. It’s free, web-based, and contains lots of tutorials. As a teacher, you can create classes and assign projects that you can oversee through a dashboard. I’ve used it with students from 2nd grade through 12th, so it’s quite a versatile tool.

That’s why I think these Tinkerhunts from HL Modtech (Mike Harmon, @HLTinkercad) are pretty genius. In the first one, he gives kudos to his student, Kingston, who first gave him the idea for these three-dimensional virtual scavenger hunts.

Also see:

Tinkercad is a free, easy-to-use web app that equips the next generation of designers and engineers with the foundational skills for innovation: 3D design, electronics, and coding!

 

Some announcements from NVIDIA today:


Nvidia unveils server CPU to challenge Intel and AMD in the data center — from protocol.com by Max A. Cherney
Nvidia’s CEO Jensen Huang announced the company’s next-generation GPU architecture and a new CPU Tuesday.

The new Grace processor is designed for AI, high-performance computing and hyperscale data center applications.

Nvidia launched a mapping product for the autonomous vehicle industry — from techcrunch.com by Rebecca Bellan

Nvidia has launched a new mapping platform that will provide the autonomous vehicle industry with ground truth mapping coverage of over 300,000 miles of roadway in North America, Europe and Asia by 2024, founder and CEO Jensen Huang said at the company’s GTC event on Tuesday.

NVIDIA Launches AI Computing Platform for Medical Devices — from hitconsultant.net by Jasmine Pennic

Nvidia Unveils AI Chips and Software, Plus Tools for Creating Virtual Worlds — by Eric Savitz and Conor Smith

Excerpt:

Nvidia is doubling down on artificial-intelligence  technology that CEO Jensen Huang predicts will revolutionize every industry.

In the keynote speech for the annual Nvidia GTC conference—the acronym once stood for GPU Technology Conference, a reference to the company’s roots in graphics processing chips—Huang focused specifically on expanding the company’s portfolio of AI-focused chips and software applications.

Nvidia CEO lays out plans after Arm deal fell through, reveals new Hopper GPU — from marketwatch.com by Jeremy C. Owens
Roadmap seems little changed after chip maker ditched $40 billion acquisition of designer Arm, with new GPUs and first server CPU still on track as EV makers sign on for autonomous-driving tech


Addendum 3/26/22:

Nvidia’s Clara Holoscan MGX means to bring high-powered AI to the doctor’s office — from techcrunch.com


Addendum 3/28/22:

Nvidia’s $1 trillion ambitions draw cheers as software becomes a bigger piece of the pie — from marketwatch.com


 

Why the World’s First Virtual Reality High School Changes Everything — from steve-grubbs.medium.com by Steve Grubs

Excerpts:

The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.

The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.

Also see:

This is a snapshot from the Geo Guesser VR game

 
© 2024 | Daniel Christian