Monthly Archives: June 2016

  • New Lenses for the Maesters

    Daeny is on her way to Westeros, Winter is here, the Mad Queen sits on the Iron Throne, and fanboys and fangirls are thrilled to have their R+L=J theory confirmed. But it must be said that while the last two episodes of the Game of Thrones delivered fine TV, season six is not best of the lot.

    Zealous fanboys and fangirls may disagree but think about it – from bad decisions to characters magically hopping from one place to the next – season six had its share of irregularities. What’s brilliant about this show though is that even in its inexplicable moments, it never fails to intrigue and fascinate.

    Take that epic score in the opening sequence for example, Ramin Djawadi is a musical genius for conveying a sense of calm and dread. The piano and the cello is not typical GOT music but it suited the series of scenes perfectly. That alone makes the season finale a standout.

    Another undeniable aspect of the show is its rich world-building. As a visual medium, GOT excels in this. The landscapes, architecture, and even clothing are crucial aspects of story-telling and in most cases, you must keep your eyes wide open to catch details.

    What was particularly striking in the finale though was the introduction of Old Town and the Citadel. That scene was only for a few seconds but even then and even with a computer generated landscape, the production team managed to evoke the grandeur of real-world history in this fantasy setting.

    Then we get a shot of the Library and its interior. This would have been a dull scene if not for that straightforward and somewhat crabby librarian (or receptionist). He stops what he’s reading and looks at Samwell Tarly quite unimpressed.

    Welcome to the Citadel. No women and children allowed. Welcome to the Citadel. No women and children allowed.


    Pay special attention to the lenses and you’ll realize why that librarian is a tad crabby. Those lenses are useful if you need focusing but it also distorts the surrounding areas. In the long run, reading miniscule texts through such lenses will wreck your eyesight and give you headaches.

    Biconvex lenses however, prevent such distortions and are recommended for stress-free viewing. Too bad the maesters have not invented them yet. Imagine if that guy had such lenses. Probably, he won’t be as testy as depicted. Then again, that does not make good TV.

  • Architecture Meets VR

    Image courtesy of Image courtesy of


    Virtual reality is fast proving itself to be a versatile tool for many industries. Tech-savvy firms, from advertising to media outlets, are aligning themselves with all the potential that VR can unleash in their respective fields. If there is any industry that can fully benefit from all that virtual reality has to offer, it would have to be architecture. Here are several good reasons why.

    Simulations can simplify

    Architectural renderings and blueprints can not explain themselves, especially to everyday folks. With VR, simulations can easily solve that. You won't have to provide a lengthy explanation of where certain structural details go, because the client can simply "walk around" the space and see for themselves which goes where.

    Exciting new innovation can give your branding a boost

    VR is already being used by many firms, but architecture still has to fully dive into the experience. It's safe to say that it's an exciting new innovation given all its potential for mapping out real-time spaces. Early adopters of this technology can have bragging rights about being at the forefront of a cutting-edge trend, while reaping the benefits of a brand that wisely knows which innovations to invest in.

    A visceral experience to offer clients

    The days of blueprints and rendered images to convince a client of how architecturally sound a structure is will soon be over. 3D renderings have worked fine for decades, but VR has the capacity to allow clients to really drink in the details of a room, home, building, or outdoor space. Virtual reality can offer a virtual walk-through. When a design appeals to a person's emotions, it is more likely to be chosen over a rendering that merely shows a lay-out.


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