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....address to ØzCUPE3
.....QUT - April, 1997....
The Physics of Movie Stunts
University of Technology, Sydney
1. Background
To inspire students about the value of Physics, Suzanne Hogg uses a wide
range of approaches and media. A lecture demonstration entitled "The
Physics of Movie Stunts" which is based on her work with a Stunt Agency
proves as popular with school audiences as it does as an after-dinner address
for Rotarians. Issues such as safety, visual effectiveness and accuracy
are considered in the context of the physics of each stunt.
Earliest work in modelling the stunts used a traditional spreadsheet approach
but stunt professionals responded very enthusiastically to initial attempts
to make the results more "visual" by simple animation using hypercard.
Recent modelling has included more accurate simulation using the package
Interactive Physics II.
First year students at UTS enjoy new-style laboratory "pracs"
based on the stunt modelling work, [1],[2],[3]. Because of the continued
favourable response to the stunts material a request was made to the Interactive
Multimedia Unit at UTS to make this a more professional presentation, not
limiting it to the requirement that the one presenter had to come with the
package. The process of this development is the subject of this paper rather
than the package itself. It is hoped that experience gained by both the
physicist and multimedia team involved here will prove useful for other
developing teams who wish to "encapsulate" a presentation which
is working well "live" into a more universally available package.
2. The IIM Perspective (Cindi, Andrew and Justin)
2.1 Involvement of the IIM
The project development has been a collaboration between the Faculty of
Science and the Institute for Interactive Multimedia at UTS. The IIM is
an academic support unit, established during 1995, with aims which include
the enhancement of the quality of teaching and learning at UTS, through
the use of interactive multimedia tools. Suzanne received internal funding
in 1995 to advance her work with stunts simulations to the next level of
production. This was sufficient for several weeks development and production
time for a team of Project Leader (Cindi) , Graphic Designer (Andrew) and
Multimedia Programmer (Justin).
2.2 Where to Start - Defining the Project
The first step in the development of the Physics Stunts tool, was to identify
the purpose and objectives, in relation to the budget and time frame.
The Physics Stunts program was defined as being a program that would be
used to promote the uses of Physics and inspire prospective students about
the value and practical application of physics in the real world. The primary
audience is high school students aged 12 - 17 years old. Usage of the program
would be twofold - · as a presentation tool for speaker support, in
an auditorium or classroom situation, · a stand alone interactive display
that could be run at school open days or workshops.
From the design teams perspective, Physics Stunts is unusual in serving
such different functions. A presentation program needs to be designed for
situations in which there is poor lighting, and it will be displayed on
a medium to poor resolution video projector, projected onto a large screen.
Readability of text is a key issue - small size fonts won't be legible.
Certain colours and colour combinations are inappropriate for video display
because they "buzz". Fine horizontal lines are a problem, due
to interlacing on video. Sound is a problem in an auditorium situation.
And the navigation needs to be very simple on a program designed for speaker
support - to be more like a slide show than a web like structure, with easily
identifiable simple controls.
On the other hand a stand alone presentation tool is designed to be used
in a one to one situtation. A key issue is to make it appealing to the target
audience and easy to use, so that a user is not frustrated at being unable
to navigate through the options. A time out function may be useful to return
to the main menu after a preset time, as well as an "attractor"
screen to draw participants in to use the program.
2.3 Overall Design and Production
The other factors affecting the overall design and production were of course
budget, resources and time. IIM's contribution was time, expertise and production
facilities. Suzanne brought the majority of the content (in the form of
video snippets) and the ideas and subject matter expertise. The project
was mapped out into development, design and testing stages and production
commenced in January 1996.
2.3.1 Project Management
Once initial objectives and audience were identified, the process was fairly
straightforward, involving a typical iterative design process adopted by
IIM - to look at related issues (costs, development and delivery platforms,
and copyright issues), develop functionality, navigation and layout, test
a prototype with users, make modifications, and program the final product.
The delivery platform was determined to be Power PC 6100 or higher CPU (Mac
Only), to run from the Hard Drive for optimum performance. The use of high
quality movies and sound means that content running from a CD-ROM would
need to be driven from an 8 X spin CD-ROM drive, or higher.
Appealing to the target audience was a major factor in the overall style
of the program. The topic area itself generates a lot of interest. Action
Movies and danger grab the attention of the user or viewer. The stunts are
timed to generate interest and excitement without putting the user in passive
mode. Layout, navigation and functionality of the program was determined
by the objectives and audience of the program - solving the problems as
simply as possible. Navigation and controls went through a couple of iterations
after user testing.
2.3.2 Design
To make the program suitable for use as a presentation tool, layout and
graphics were chosen that would suit the stand alone mode, these being then
tested using a number of projectors in auditioriums and venues. Colours
and fonts used in the final version were the best solution to provide clarity
on both a video display, and a high resolution monitor. The program was
designed to have a simple but gadgetty "star trekky" kind of feel
to the interface. Certain elements are more apparent on a high resolution
monitor, such as the "tips" text - in a small font, and textural
elements of physics equations. These would be distracting in a presentation
mode, so have been designed to be visually unobtrusive when displayed on
a video monitor. Interface and style have been kept simple, effectively
demonstrating the principle that an interface does not have to have a fully
rendered three dimensional environment in order to capture the imagination.
At all times the dual function of presentation tool and stand alone interactive
presented a number of design problems. In addition to the choice of appropriate
fonts the program needed to have simple functionality for speaker support
as a presentation tool, while not seeming like a slide presentation when
stand-alone.
2.3.3 The Material Content
Physics Stunts content falls into three areas: ·
- Video Segments of Stunts from Action Movies,
- Models or simulations of the physics involved in the stunt mechanics,
and
- text overviews to place the stunt issues into context.
There are about a dozen examples of the Action Movie stunts, serving to
excite and "hook-in" the audience. They use sound and dynamic
images to convey a message of danger and excitement. These were provided
on Hi Band Umatic and needed to be digitised. Once the layout was finalised
the movies were then scaled to size and cleaned up. The hardware used for
digitisation was Radius Video Vision, and Adobe Premiere was used for editing
and cleaning up all the video. Digitisation and processing took about ten
days.
The Stunt Agency with whom Suzanne works have always been most cooperative
in using the film material in the presentations. All segments used are from
the Promo tape for the agency and are currently used to introduce the 1st
year physics lab which is modelling stunts.
The physics "models" relating to each filmed stunt segment allow
the user to explore the causes and effects of how the stunt works - and
the "What if .... ? " side of any stunt jump. The use of Interactive
Physics II to produce these models adds considerable reality to the supporting
calculations behind any stunt.
2.4 Putting It All together.
In putting together the program at IIM, it was necessary to integrate the
whole package of video and stunt model into a form that was simple to use
and robust. Director 5.1 was chosen as the principal tool as it allowed
the best advanced control of Quicktime through its coding language "lingo".
2.4.1 Interactivity Tradeoff
Director does not easily allow transition from itself to launching another
program and returning, so there would have been problems running the video
in Director and swapping to and from Interactive Physics for the simulation.
To solve this technical limitation, it was decided to place video "simulations"
of interactive physics as Quicktime Movies into the final program. This
is less interactive than the Interactive Physics program itself, but still
allows exploration and play by users while giving a basic idea of the functionality
of the program.
2.4.2 Limitations of Interactive Physics
Interactive Physics does allow export of its simulations to a Quicktime
format, but this has been included as a way of saving experiments, not as
a tool for generating interactive multimedia content. Being designed specifically
for a scientific application, there is very little control within Interactive
Physics over aesthetics After several days research into the export capabilities
of Interactive Physics, it was found useful to create a template that defined
safe action areas for model creation. This was a workaround for a tool that
was never designed for multimedia quality. Exported Quicktimes from Interactive
Physics were in 256 colours, with dithered fills and text that would not
scale well, so everything had to be created at exactly the size and format
at which it would appear in the final program.
The use of Interactive Physics quicktime movies as a simulation of the actual
program posed several other interface design problems as well. In particular,
how to provide functional controls into the model movies to give users controls
to change certain model parameters. The programming solution decided upon
used linked audio and video quicktime movies, actively tracked and controlled
by lingo, to allow controls to be placed directly over the model movies.
This had merit over other solutions such as picts replacing movies, or mouse
tracking as it was the most stable solution and also re-useable if the product
is ported to the PC platform.
2.4.3 Text
Text elements to place the movies and models into context have been scripted
to highlight the critical aspects of the stunts, and the practical application
of the mechanics of physics. Smaller font size questions give a greater
level of exploration and ideas and are directly relevant to the stand alone
product user yet are designed to be unobtrusive on the presentation display.
2.5 User Testing
User testing of our first prototype highlighted several issues which have
been addressed in the latest iteration of the program. The first major changes
were to display the stunt movie and the model movie on the same screen so
that users could see all the information relevant to a single stunt on the
same screen, and also to build sound control and quit functions into the
splash screens.
The second major change has been the use of sound in the Interactive Physics
models. This was partly to address an imbalance of impact between the stunts
videos, which were dynamic and powerful and the physics model which in comparison
seemed colourless and boring. Sound effects were employed to heighten the
impact and emphasize the success or failure of a stunt in terms of safety
or visual effect. The use of sound to convey a sense of space, environment
and emotion was an effective solution to the problem, and highlights the
fact that in interactive multimedia, sound is as important as image in conveying
information.
3. The Physics Perspective
Working with the IIM to create a successful multimedia format for the Physics
of Movie Stunts presentation has been a most interesting experience, some
of the expected outcomes being difficult to achieve but this balanced by
extra features which had not been expected. Much of the difficulty experienced
has been as a result of the use of the Interactive Physics Package as providing
the analysis of the physics stunts. Disadvantages are however somewhat balanced
by the confidence in maintaining physics reliability in the model. It is
hard to contemplate the recalculations needed by the use of more manual
forms of model animation.
3.1 Unexpected Requirements
The need for apparently narrowing the audience down by defining a singular
purpose was the first of many learning experiences. The IIM took on the
challenge of providing two modes of play - which compounded their problems
in decision making throughout the process.
Copyright issues were also more complex than expected. Having a licence
for the use of Interactive Physics it was assumed that this should give
the licensee the right to use freely the movies output. It seems that Knowledge
Revolution is somewhat perplexed on this issue as two requests for permission
have not produced any response other than an acknowledgment of the receipt
of the request.
3.2 Trading Off Interactivity for Presentation Appeal
The original request was for the student hands-on version of the programme
to be able to call in the Interactive Physics Player so that the student
could explore the models with all of the tools available in that package.
Choice of Director as the best tool for incorporating all of the material
meant that the real link to Interactive Physics was not possible. While
this was a great disappointment, the essential physics is probably clearer
with the students being given a restricted set of choices in the control
values such as speed and angle. Choosing which parameters to vary and the
values to give most interest is the greatest challenge for the physicist.
3.3 Advantages and Disadvantages of Interactive Physics as the Modelling
Tool
3.3.1 Appearance vs Accuracy
Interactive Physics is a powerful modelling tool - and can be made to look
quite attractive in linear motion by the attachment of artwork to the otherwise
boring rectangular and circular objects. While it is possible to construct
much more complex objects from the polygon and freehand tools provided,
the complexity of the calculations for the engine provided in Interactive
Physics cause the animation to become painfully slow, particularly on the
first run of altered parameter settings. The attached pictures are cosmetic
only and therefore do not slow down the calculations - but they do not rotate
with the object and are therefore able to be realistically added only in
certain stunt scenario. It was decided to keep consistent format by not
including pictures at all.
3.3.2 Difficult Modelling Situations
Motion on curved surfaces is almost impossible to realise in Interactive
Physics. Such motion takes considerable skill with application of formulae
to the motion. In addition, the action of springs and constraints are theoretically
quite controllable - but prove frustrating in adjustment to model real springs.
Some quite bizarre motions have appeared when the graphics designer slightly
tweaked a spring, resulting in a force which gave motion where no motion
was expected.
3.3.3. QuickTime Movie Output
The revised format of the output was possible because of the ability to
save the Interactive Physics motion in Quicktime format. The limitations
of the quality of such movies for inclusion by the designer and programmer
has, however, been described above - and is obviously of importance when
producing something on the multimedia platform.
3.4 Future of Multimedia in the Physics Teaching Process
Physics is often ridiculed as being obsessed with simple pendula and inclined
planes. It is possible by using multimedia techniques to show how exciting
very basic physics is, how useful are the concepts of projectile motion
and falls under gravity. Whether we can afford to do so is another issue
- to produce a professional product takes a lot of skill.
Having hopefully produced an exciting multimedia production in 1997, however,
the worry is - how exciting will it remain in the world of multimedia in
1998? Will the shelf life make such a venture worthwhile?
[1] R.W. Cheary, M. Gosper, E. Hazel and L. Kirkup (1994) "Learning
Physics in the Laboratory" Proceedings of the International Congress
on Educational Strategies and Misconceptions in Science and Mathematics,
Cornell University, Ithaca, USA.(1 - 4th August 1993)
[2] R.W. Cheary, M. Gosper, E. Hazel and L. Kirkup (1994) "Reforming
the Physics Laboratory: From Theory to Practice" Proceedings of the
International Congress on Educational Strategies and Misconceptions in Science
and Mathematics, Cornell University, Ithaca, USA.(1 - 4 th August 1993)
[3] R.W. Cheary, M. Gosper, E. Hazel and L. Kirkup (1994) "Reforming
the Undergraduate Science Laboratory" Research and Development in Higher
Education. 16, 129-134.