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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vgik</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник ВГИК</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik VGIK</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0832</issn><issn pub-type="epub">2713-2471</issn><publisher><publisher-name>ВГИК</publisher-name></publisher></journal-meta><article-meta><article-id custom-type="elpub" pub-id-type="custom">vgik-255</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Цифровые технологии
и виртуальные миры: человек
на пороге нового искусства?</article-title><trans-title-group xml:lang="en"><trans-title>Digital Technologies and Virtual Worlds: Is Mankind on the Threshold of New Art?</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Яременко</surname><given-names>Елена Георгиевна</given-names></name></name-alternatives><email xlink:type="simple">noemail@neicon.ru</email></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="western" xml:lang="en"><surname>Yaremenko</surname><given-names>Yelena Georgievna</given-names></name></name-alternatives><email xlink:type="simple">noemail@neicon.ru</email></contrib></contrib-group><pub-date pub-type="collection"><year>2010</year></pub-date><pub-date pub-type="epub"><day>08</day><month>04</month><year>2024</year></pub-date><volume>2</volume><issue>2(3-4)</issue><fpage>192</fpage><lpage>203</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Яременко Е.Г., Yaremenko Y.G., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Яременко Е.Г., Yaremenko Y.G.</copyright-holder><copyright-holder xml:lang="en">Яременко Е.Г., Yaremenko Y.G.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.vestnik-vgik.com/jour/article/view/255">https://www.vestnik-vgik.com/jour/article/view/255</self-uri><abstract/><trans-abstract xml:lang="en"><p>The digital special effects industry is constantly in development and in search of new expressive means. The more and more popular 3D computer graphics can mold characters and objects similar to puppet animation but more detailed and convincing. Computer software makes it possible to fix human movements and create virtual characters. By means of the motion capture technology reflecting the subtlest shades of human plastique the computer catches the movements of the sensors fixed to the actor's face and body, analyzes the data and applies it the 3D model. As a result, screen characters behave like live people. As far as the audience is concerned, there is practically no difference between the reality recorded on film, video or photo, and that created by the artist's imagination with the help of the computer on the modern screen</p></trans-abstract><kwd-group xml:lang="ru"><kwd>виртуальная реальность</kwd><kwd>3D моделирование</kwd><kwd>компьютерные спецэффекты</kwd><kwd>технология Motion Capture</kwd><kwd>технология «захват движения»</kwd><kwd>трехмерная модель</kwd><kwd>виртуальные актеры</kwd></kwd-group><kwd-group xml:lang="en"><kwd>virtual reality</kwd><kwd>3D modeling</kwd><kwd>digital special effects</kwd><kwd>motion capture technology</kwd><kwd>3D model</kwd><kwd>virtual actors</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Пудовкин В. И. Время в кинематографе. // Кино. М.: 1923, № 2-6. С. 8.</mixed-citation><mixed-citation xml:lang="en">Пудовкин В. И. 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