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Projection is a technology for generating large, high resolution images at a price point end users can afford. This allows it to be used in a wide variety of large-screen markets such as television and cinema. In addition, there are emerging small screen markets where a pocketable miniaturized projector can display images from mobile information devices such as smart phones or portable media players. Fully revised, this second edition of Projection Displays provides up-to-date coverage of the optical and mechanical systems in electronic projection displays. It takes into account major new developments in the many technologies needed to manufacture a projector display system. It presents a comprehensive review of projector architectures, systems, components and devices. Key new and updated features include: new material on light sources for projection displays; updated information on the human factors of projection displays including color gamuts, resolution and speckle; coverage of new image generating systems including LCOS and scanned laser systems; up to date information on front and rear projection screens; practical examples of projection display applications; models for predicting the performance of optical and mechanical systems This book is aimed at practicing engineers and researchers involved in the research, development, design and manufacture of projection displays. It includes key aspects from the many technologies contributing to projection systems such as illumination sources, optical design, electronics, semiconductor design, microdisplay systems and mechanical engineering. The book will also be of interest to graduate students taking courses in display technology and imaging science, as well as students of the many other engineering, physics and optics disciplines that lead into the field of projection displays. The Society for Information Display (SID) is an international society, which has the aim of encouraging the development of all aspects of the field of information display. Complementary to the aims of the society, the Wiley-SID series is intended to explain the latest developments in information display technology at a professional level. The broad scope of the series addresses all facets of information displays from technical aspects through systems and prototypes to standards and ergonomics
Covers principles, applications, and issues pertaining to all major elecro-optical displays presently in use, with discussion of display evaluation characteristics and human factor topics. Coverage includes: liquid crystal (LC) display properties, matrix addressing, and photoaddressing issues; time-
Liquid Crystal Display (LCD) projection technology has, in recent years, led the way in large area displays because of its potential to deliver scalable, high-resolution images at a low cost. Since large displayed images demand high brightness and contrast, a full understanding of polarization, and how to manage its effects, is essential for the development of quality systems. Using the example of LCD projection technology, this practical text provides a thorough coverage of polarization engineering problems, with appropriate solutions and mathematical tools for analysis. Key features: A comprehensive introduction to the basics of polarization, LCDs, projection technologies and LCD projection system engineering. A detailed examination of optical system components, including polarizers and retarder stack filters. A full treatment of system contrast and color management issues. In-depth analyses of how to manage polarization in the major LCD projection systems. Display engineers, scientists and technicians active in this field will find this a valuable resource, as will developers of large screen projection displays and microdisplays. Also useful for graduate students and researchers as an accessible introduction to the technology. The Society for Information Display (SID) is an international society, which has the aim of encouraging the development of all aspects of the field of information display. Complementary to the aims of the society, the Wiley-SID series is intended to explain the latest developments in information display technology at a professional level. The broad scope of the series addresses all facets of information displays from technical aspects through systems and prototypes to standards and ergonomics
Microdisplays are tiny, high-resolution electronic displays, designed for use in magnifying optical systems such as HDTV projectors and near-eye personal viewers. As a result of research and development into this field, Microdisplays are incorporated in a variety of visual electronics, notably new 3G portable communications devices, digital camera technologies, wireless internet applications, portable DVD viewers and wearable PCs. Introduction to Microdisplays encapsulates this market through describing in detail the theory, structure, fabrication and applications of Microdisplays. In particular this book: Provides excellent reference material for the Microdisplay industry through including an overview of current applications alongside a guide to future developments in the field Covers all current technologies and devices such as Silicon Wafer Backplane Technology, Liquid Crystal Devices, Micromechanical Devices, and the emerging area of Organic Light Emitting Diodes Presents guidance on the design of applications of Microdisplays, including Microdisplays for defence and telecoms, from basic principles through to their performance limitations Introduction to Microdisplays is a thorough and comprehensive reference on this emerging topic. It is essential reading for display technology manufacturers, developers, and system integrators, as well as practising electrical engineers, physicists, chemists and specialists in the display field. Graduate students, researchers, and developers working in optics, material science, and telecommunications will also find this a valuable resource. The Society for Information Display (SID) is an international society, which has the aim of encouraging the development of all aspects of the field of information display. Complementary to the aims of the society, the Wiley-SID series is intended to explain the latest developments in information display technology at a professional level. The broad scope of the series addresses all facets of information displays from technical aspects through systems and prototypes to standards and ergonomics
The Projection Designer’s Toolkit is an insider’s guide to the world of professional projection design, serving as a reference for the planning and execution of each step in the projection design process. The text addresses the design process within the context of a professional projection designer’s workflow, focusing on specific tools of the trade, best practices for communicating your design to collaborators, tips and tricks, determining budget, working with assistants, and more. Featuring interviews with some of the top names in the industry, the book offers an unprecedented insight into the professional projection designer’s process across a wide range of fields, from Broadway and regional theatre to corporate design and music touring. The book also includes in-depth discussion on production process, system design, cue and content planning, content design, digital media fundamentals, media servers, video equipment, and projection surfaces. Additionally, it features hundreds of full-color photos and examples of designer artifacts such as draftings, mock-ups, paperwork, cue sheets, and renderings. Filled with practical advice that will guide readers from landing their first job all the way through opening night and beyond, The Projection Designer’s Toolkit is the perfect resource for emerging projection designers and students in Digital Media Design and Projection Design courses.
Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer's actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies - Virtual Reality; holograms; and light projections - this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image's borders and demarcations are established, but also the screen boundary as the instrumentation of today's intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement - the post-screen.
The first session focussed on new emerging technologies and components, the second on current and future large area projection applications.
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
Bringing together cultural history, visual studies, and media archaeology, Bruno considers the interrelations of projection, atmosphere, and environment. Projection has long been transforming space, from shadow plays to camera obscuras and magic lantern shows. Our fascination with projection is alive on the walls of museums and galleries and woven into our daily lives. Giuliana Bruno explores the histories of projection and atmosphere in visual culture and their continued importance to contemporary artists who are reinventing the projective imagination with atmospheric thinking and the use of elemental media. To explain our fascination with projection and atmosphere, Bruno traverses psychoanalysis, environmental philosophy, architecture, the history of science, visual art, and moving image culture to see how projective mechanisms and their environments have developed over time. She reveals how atmosphere is formed and mediated, how it can change, and what projection can do to modify a site. In so doing, she gives new life to the alchemic possibilities of transformative projective atmospheres. Showing how their “environmentality” produces sites of exchange and relationality, this book binds art to the ecology of atmosphere.