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#oscilloscope laboratories
brokehorrorfan · 2 months
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Moon Garden will be released on Blu-ray and DVD on March 5 via Oscilloscope Laboratories. Currently available on VOD, the 2022 dark fantasy film was shot on expired 35mm film stock with vintage rehoused lenses.
Moonfall editor Ryan Stevens Harris writes and directs. Augie Duke, Brionne Davis, and Haven Lee Harris star with Maria Olsen, Timothy Lee DePriest, Phillip E. Walker, and Morgana Ignis.
Tony Stella designed the cover art. Special features are listed below, where you can also watch the trailer.
Special features:
Behind the Scenes featurette
Deleted scenes
Every Dream is a Child with Teeth - 2017 short film by Ryan Stevens Harris
Theatrical trailer
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When a little girl has a terrible accident and slips into a coma, she finds herself thrust into a darkly surreal industrial dreamworld. Haunted by a nightmarish spectre that feeds off her tears, she must follow her mother's radio-static voice to find her way back to consciousness.
Pre-order Moon Garden.
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geekvibesnation · 1 month
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rickchung · 2 months
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Sometimes I Think About Dying (dir. Rachel Lambert).
How [it] unfolds its unfussy, small-scale sense of personal isolation with dry, witty humour that sustains its spare ninety-minute runtime through a carefully composed cinematic structure. Its dreamlike mediation on loneliness and antisocial behaviour reveals some common sensibilities of humanity.
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onenakedfarmer · 5 months
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Currently Watching
MOON GARDEN Ryan Stevens Harris USA, 2022
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vroooom3 · 1 year
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aardwolfpack · 2 years
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vizreef · 2 months
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Radiation Laboratory TS-34A/AP // Oscilloscope (US, 1940s)
I’d refurbish it to a fancy shoebox diorama
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shambelle97 · 16 days
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𝐎. 𝐄. 𝐏𝐀𝐑𝐊𝐄𝐑 - 𝐑𝐀𝐅𝐀𝐄𝐋 𝐂𝐀𝐒𝐀𝐋 / 𝐖𝐈𝐋𝐃𝐂𝐀𝐓 | 𝐌𝐎𝐕𝐈𝐄 𝐓𝐑𝐀𝐈𝐋𝐄𝐑 | 𝐌𝐘 𝐄𝐃𝐈𝐓𝐒 (𝟐𝟎𝟐𝟑)
My edits of the official Wildcat trailer starring Rafael Casal and Maya Hawke.
Link by: Oscilloscope Laboratories
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Once Within A Time from Oscilloscope Laboratories
Genres: Sci Fi + Fantasy
Duration: 51 minutes
Availability: Limited + Show
Celebrated director Godfrey Reggio (Koyaanisqatsi) returns after ten years with a new experimental film unlike any other from his already daring career: a bardic fairy tale about the end of the world and the beginning of a new one, tinged with apocalyptic comedy, rapturous cinematography, unforgettable vistas, and the innocence and hopes of a new generation. Featuring an electrifying score composed by Reggio’s longtime collaborator Philip Glass with additional vocals from Sussan Deyhim and co-directed by veteran editor and filmmaker Jon Kane, ONCE WITHIN A TIME is the indie revelation of the year.
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dzgrizzle · 3 months
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Flannery O’Connor movie to release in New York and Los Angeles on May 3rd with a national rollout to follow!
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hetubers · 3 months
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What Was the First Video Game: A Brief History of Gaming's Origins
Video games have become a ubiquitous part of modern entertainment, with millions of people around the world playing them every day. But where did it all begin? What was the first video game ever created? The answer to this question is not as straightforward as one might think.
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While there is no definitive answer to the question of what was the first He tuber video game, there are a number of contenders for the title. Some of the earliest examples of electronic games date back to the 1940s and 1950s, when scientists and engineers were experimenting with computers and other electronic devices. These early games were often simple and text-based, but they laid the groundwork for the more complex and sophisticated games that would follow in the decades to come.
Over the years, a number of games have been cited as the first true video game, including "Tennis for Two," which was created in 1958 by physicist William Higinbotham, and "Spacewar!," which was developed in 1962 by a group of students at MIT. While the debate over which game should be considered the first video game will likely continue for years to come, there is no denying the impact that these early games had on the development of the video game industry as we know it today.
Origins of Video Gaming
Early Concepts
The first video game was created in October 1958 by physicist William Higinbotham. The game, called "Tennis for Two," was a simple tennis game that was played on an oscilloscope. The game was designed to entertain visitors at a science fair, and it became an instant hit. The success of "Tennis for Two" paved the way for the development of video games.
In the following years, many more games were developed, such as "Spacewar!" in 1962, which was the first game to be played on multiple computers. These early games were played on large mainframe computers and were mostly developed by students and researchers.
Technological Advances
The development of microprocessors in the 1970s allowed for the creation of smaller and more affordable computers, which led to the creation of the first home video game consoles. The first commercially successful video game console was the Magnavox Odyssey, released in 1972. It was followed by the Atari 2600 in 1977, which became the most popular console of its time.
As technology continued to advance, video games became more sophisticated and complex. The introduction of 3D graphics in the 1990s revolutionized the industry, and games like Doom and Quake became instant classics. Today, video games are a multi-billion dollar industry, with millions of players around the world.
First Recognized Video Game
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The first recognized video game was created in the 1950s, when computer technology was in its early stages. The game was a simple tennis game that was played on an oscilloscope, a type of electronic display screen. The game was called "Tennis for Two" and was created by William Higinbotham, a physicist at Brookhaven National Laboratory.
Tennis for Two
"Tennis for Two" was created in 1958 and was played on an oscilloscope. The game was played by two players who used knobs to control the movement of their paddles. The aim of the game was to hit a dot back and forth across the screen, similar to a game of tennis. The game was a simple concept, but it was groundbreaking at the time.
The game was not commercialized or widely distributed, but it paved the way for the development of future video games. It was a significant achievement in the history of video games and was the first step towards the development of the video game industry.
Overall, "Tennis for Two" was a remarkable achievement in the history of video games. It was the first recognized video game and paved the way for the development of the video game industry.
Notable Mentions
Spacewar!
While Tennis for Two is often cited as the first video game, Spacewar! is considered by many to be the first true video game. Created in 1962 by Steve Russell and his colleagues at MIT, Spacewar! was a two-player game in which players controlled spaceships and attempted to shoot each other while avoiding the gravity well of a nearby star. The game was a hit among computer enthusiasts, and it paved the way for future video games.
Pong
Pong, created in 1972 by Atari co-founder Nolan Bushnell and engineer Al Alcorn, is often credited with popularizing video games and launching the industry. Pong was a simple game that simulated table tennis, with players using paddles to hit a ball back and forth across the screen. Despite its simplicity, Pong was a massive success and spawned a slew of imitators and sequels. Today, Pong is remembered as a classic and an important milestone in video game history.
Evolution of Video Games
Arcade Era
The history of video games can be traced back to the 1940s and 1950s when computer scientists began designing simple games and simulations as part of their research. However, the first commercially successful video game was created in the early 1970s during the arcade era. The game was called Pong and was developed by Atari, a company that would become synonymous with the video game industry.
Pong was a simple game that involved two players using paddles to hit a ball back and forth across a screen. Despite its simplicity, Pong was a huge success and spawned a wave of imitators and competitors. This led to the development of more sophisticated games such as Space Invaders, Pac-Man, and Donkey Kong.
Home Console Market
The success of arcade games led to the development of home consoles in the late 1970s and early 1980s. The first home console was the Magnavox Odyssey, released in 1972. However, it was the release of the Atari 2600 in 1977 that really kicked off the home console market.
The Atari 2600 was a huge success and helped to establish video games as a mainstream form of entertainment. Other companies soon entered the market, including Nintendo with their Nintendo Entertainment System (NES) in 1985 and Sega with their Sega Genesis in 1988.
The home console market continued to evolve throughout the 1990s and 2000s with the release of more powerful consoles such as the Sony PlayStation and Microsoft Xbox. Today, video games are a multi-billion dollar industry and are played by millions of people around the world.
Impact and Legacy
Industry Growth
The impact of the first video game on the industry cannot be overstated. While it was initially created as a simple experiment, it paved the way for a whole new form of entertainment. The success of the game led to the creation of countless other video games, and the industry has continued to grow and evolve ever since.
Video games have become a major part of the entertainment industry, with millions of people playing them every day. The industry has also become a major employer, with thousands of people working in various roles, from game designers to programmers to marketers.
Cultural Influence
The first video game also had a major cultural impact. It introduced the concept of interactive entertainment, which has become a defining characteristic of modern culture. Video games have become a major part of popular culture, with many games featuring iconic characters and storylines that have become beloved by fans.
Video games have also had an impact on other forms of media, such as movies and television. Many popular movies and TV shows have been influenced by video games, and some have even been adapted into video games themselves.
Overall, the impact and legacy of the first video game cannot be overstated. It paved the way for a whole new form of entertainment and has had a major impact on both the entertainment industry and popular culture.
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timeloooop · 11 months
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this is a common theme found in a lot of lutece-fics but id love to see your take on the twins talking about and comparing the differences between their lives pre-particle and pre-columbia!! (you write them with such nuance and understanding and subtle eeriness it rlly hammers home the way they feel like . fae-like almost)
Last week, Robert existed.
This week, Robert still exists, but not in his world. Existence is less a question of evidence and more a non-compulsory attendance record. Robert remembers jumping through the tear: the unstable perimeter was a soft blue (blue, no doubt, because it is the smallest color; it spreads so easily and thinly, like butter) and buzzing from static electricity (a theory: two realties too similar will repel each other just as two negatively charged electrons do) that lifted the fine hairs exposed on Robert's neck and the backside of his hands. He also remembers seeing himself jump. He remembers first existing in this reality seven days ago, and he remembers existing in this reality thirty-one years ago, age four, ginger hair pooling past each shoulder (both longer than he ever remembers and as long as he remembers) and over a green striped shirtwaist with thin pleats (he both does and does not remember wearing as a child).
Robert's memories, it seems, are recessive. When entering another reality, the primary inhabiter's memories are dominant and chiefly expressed. All at once, upon entry, Robert inherited Rosalind's memories. A super majority of which are the same; most of his life is her life. Such unity provides stability. It is the smaller, intricate details that thin and scatter from him—like butter, like blue.
Immediately after Robert's arrival to Rosalind's reality, The Lutece Device short-circuited. Tears have been weaker and erratic, their strength and longevity far depleted.
In the shared Lutece laboratory, Rosalind slowly runs a rubber-gloved hand along a pair of thick fibre optic cables that are connected to the field conductor stationed in the middle of the room. Any fissures, no matter how minuscule, would be highly detrimental to the output levels. Luckily, they're easy enough to detect, if present at all: fissures in the cables, when touched, feel like tiny shocks beneath the skin even while wearing protective gloves.
Robert stands below the corresponding collider dome affixed to one of the two main metal pillars. His arm is raised above his head to reach the collider's conductive surface. In his hand, he holds a modified oscilloscope that translates the electricity levels emitting from the dome into decipherable green wave lines. He reaches for a dial just left of the collider to recalibrate the output, but it's absent. There is no dial. He rubs his hand around the flat slab of metal, groping for that which is not there. Blood trickles from his nose. The dial is on the right. He remembers the dial is on the right. A familiar yet foreign pulsating pain swells deep behind his eyes. Something clatters to the floor. He looks, Rosalind looks. The oscilloscope. The hand that was holding it is pinching the bridge of his nose.
Rosalind is near Robert in three quick strides. Her speed towards him physically imitates the sensation of falling backwards. Or, an alternative hypothesis: he is falling backwards. His head is light. Everything considerately and considerably softens in sound just as all noise feels shrill and distant. Splotches of black begin to enter his vision. He should sit down. Fortunately: his body may well already be rapidly approaching such a destination. Unfortunately: the impact will hurt. Fortunately/Unfortunately: he likely won't be conscious for it. Rosalind grabs the end of Robert's tie and pulls—hard—altering his fall trajectory to the opposing direction (i.e. towards her) and averting a collision with the metal pillar.
Twenty-two seconds later—Rosalind times it—Robert comes to. His lips feel wet. His chin, too. He's low. They're on the floor. He's cradled in Rosalind's arms.
«What did you think?» «Right.» «Right.» «Right is right.» «Yes...» «Left is left.» «And up is up and down is down. Now nothing is left: what did you think?» «Nothing is left.» «Yes.» «No.» He must think this correctly: «There is no dial on the left.» «I see.» Rosalind plucks a white handkerchief from a hidden pocket in the lining of her suit jacket and wipes the blood from Robert's face. That is a new habit of hers. She didn't have a handkerchief with her during his previous fit and had to leave his side to locate one. Robert finds this amendment equally touching and maddening. How often is she worrying about him? To divert her attention to him, with a mind like hers—like theirs—is like siphoning all the heat of the sun to hatch a single chick. He would like her to worry less. His eyes crinkle-twinkle:
«B positive.» «I’m trying.» «No, my blood is B positive, should the bleeding cease to stop and I require a transfusion.» Rosalind rolls her eyes. Robert smiles. «What de trop detail. You know we share the same blood type.» «Precisely so: we share everything. Including the same sense of humor.» Rosalind hides away a smile, poised and composed, in much the way a lady is meant to carefully fold and store her undergarments—as though the smile itself is, to her, far too defamatory or revealing. «Lean forward.» She hooks the side of her index finger beneath Robert's round chin and the pad of her thumb presses into the small dip of skin below his lower lip. The fit of her thumb in the delicate dip of his chin feels identical to her own chin. She finds this familiarity not likable or unlikable, simply likely (a cursory note: the skin of his face is smooth, as smooth as hers; might Robert's hormone levels prevent him from growing a beard? they've been together for a week and she's never seen him shave or any evidence of shaving (no hair trimmings clinging to the shallow basin of the bathroom sink, no razor resting alongside her perfectly parallel hair fasteners)). She tilts his head down.
«It is commendable your sense of humor still remains intact given your current state. But it is your other, more physical senses I worry for.» «I see, I hear. Yes, I smell blood. Yes, I taste it. An alarming state, but I propose the opposite would be far worse.» «Seeing and hearing blood?» «No, I mean, not smelling or tasting the traces of blood present on and in my person.» «Hm.»
Despite their similarities, there is still an entire lifetime of Robert's that Rosalind is not privy to. Not in the way he is to hers. For her, it's guesswork or interrogations. She's envious. She's curious. «Do we differ?» A perfect flash of overlap surfaces in Robert's mind. Of his world and of hers, different and alike; his nose does not bleed. «At university, they would not admit you due to your perceived gender. You told them there was a mistake in your application. You were, in fact, Robert Lutece, not Rosalind. For four years, you dressed like me.» She smiles. «I wore a lot of ill-fitting trousers.» «You had to be me. Let me be you for a time.»
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rookie-critic · 1 year
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Wendy and Lucy (2008, dir. Kelly Reichardt) - review by Rookie-Critic
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I continue with my foray into the film's of director Kelly Reichardt with her 2008 film Wendy and Lucy, starring Michelle Williams as the titular Wendy, a woman who's trekking her way across the US in hopes of reaching a more stable and peaceful life in Alaska with nothing but a 1988 Honda Accord and her dog, Lucy, as a companion. Keeping in the same thematic vein as the other 2 Recihardt films I've watched so far, Wendy finds herself stuck in an Oregon town when not only her car breaks down, but through a series of unfortunate circumstances, she also loses Lucy. Reichardt manages yet again to build a tremendous sense of melancholy by the film's end, possibly the most heartbreaking I've seen from her yet, while also injecting just a tiny bit of hope in the form of a kind stranger who helps Wendy through what might be her most vulnerable moments. A tragic character study on poverty and the toll it takes on people who are just trying to get by, trying not to get stuck in a world/country that seems to want to do nothing but stomp them into ground. I am absolutely enamored by Reichardt and her films and I cannot wait to dive into more of them.
Score: 9/10
Available on DVD & Blu-ray through Oscilloscope Laboratories.
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labtexbd · 23 hours
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Electric and Electronics Lab Equipment and Components
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1. Overview of Electric and Electronics Lab Equipment and Components
When it comes to working in the field of electric and electronics, having the right lab equipment and components is crucial for success. From oscilloscopes to signal generators, having reliable and accurate tools can make a significant difference in the quality of work produced. In this blog, we will explore the various types of lab equipment and components that are essential for professionals in the electric and electronics industry. Whether you are a seasoned expert or just starting out in the field, this information will help you understand the key tools needed to excel in your work.
2. Importance of high-quality equipment and components in lab settings
In any lab setting, the importance of high-quality equipment and components cannot be overstated. Utilizing top-notch tools ensures accuracy, reliability, and efficiency in the testing and troubleshooting processes. High-quality equipment not only improves the precision of measurements but also enhances the safety of the laboratory environment. Investing in reliable tools minimizes the risk of errors and equipment failure, ultimately saving time and resources in the long run. Professionals in the electric and electronics industry must prioritize the quality of their lab equipment to uphold industry standards and deliver exceptional results. Stay tuned as we delve deeper into the significance of investing in premium lab equipment.
3. Types of lab equipment and components commonly used in electric and electronics labs
Electric and electronics labs utilize a range of specialized equipment and components to conduct experiments, tests, and research. Some common tools include digital multimeters, oscilloscopes, function generators, power supplies, soldering stations, and breadboards. Components like resistors, capacitors, diodes, transistors, and integrated circuits are essential for building circuits and prototypes. These tools and components play a crucial role in analyzing electrical signals, measuring parameters, and troubleshooting electronic systems. Understanding the functions and applications of these instruments is essential for professionals working in the electric and electronics industry. Stay tuned for detailed insights on the usage and significance of these lab essentials.
4. Factors to consider when selecting lab equipment and components for your workspace
When setting up your electric and electronics lab, it's crucial to carefully consider the selection of equipment and components that will best suit your needs. Factors to ponder include the specific requirements of your experiments, the quality and reliability of the tools, compatibility with existing equipment, ease of use, and future scalability. Take into account the accuracy of measurements, safety features, and the reputation of the brands you're considering. Investing in high-quality lab essentials can enhance the efficiency and precision of your work while also ensuring the safety of personnel and equipment. Stay tuned for expert tips on optimizing your lab setup for optimal performance and results.
5. Proper care and maintenance of lab equipment and components
Proper care and maintenance of lab equipment and components are essential to ensure their longevity and optimal performance. Regularly inspecting all tools for any signs of wear and tear, cleaning them according to manufacturer guidelines, and calibrating measurement devices are crucial steps in preserving the accuracy and reliability of your equipment. Implementing a schedule for preventive maintenance and timely repairs can help prevent unexpected downtime and costly replacements. Remember, investing time and effort in maintaining your lab essentials will pay off in the long run by maximizing efficiency and ensuring consistent results. Stay diligent in upkeeping your electric and electronics lab to guarantee a productive and safe working environment.
6. Resources for finding reliable suppliers of lab equipment and components
When sourcing lab equipment and components for your electric and electronics lab, it is imperative to rely on reputable suppliers to ensure quality and reliability. Look for suppliers with a proven track record of providing durable products and excellent customer service. Utilize industry-specific directories, online marketplaces, and professional networks to connect with trusted suppliers. Conduct thorough research, read reviews, and request product samples when possible to assess the quality firsthand. Remember, investing in high-quality equipment and components from reliable suppliers will not only enhance the efficiency of your lab but also contribute to the accuracy and success of your experiments and projects. Choose your suppliers wisely to create a well-equipped and reliable laboratory environment.
7. The future of electric and electronics lab equipment and components
7. The future of electric and electronics lab equipment and components
As technology continues to advance rapidly, the future of electric and electronics lab equipment and components is set to evolve significantly. Trends such as automation, IoT integration, and industry 4.0 are reshaping the way labs operate. With the increasing demand for efficiency and precision, labs are now looking towards smart devices, wireless communication, and data analytics in their equipment. It is crucial for professionals in the field to stay updated on the latest innovations and adapt to the changing landscape of lab equipment. By embracing these advancements, labs can streamline processes, improve accuracy, and stay competitive in the ever-evolving field of electric and electronics. Stay informed and be ready to embrace the future of lab equipment and components.
8. Conclusion and key takeaways
In conclusion, the future of electric and electronics lab equipment and components is bright, with rapid advancements driving innovation in the industry. Professionals must stay informed about trends like automation, IoT integration, and smart devices to remain competitive. Embracing the latest technologies will streamline processes, enhance accuracy, and ensure labs are at the forefront of the field. Remember to adapt to the changing landscape and leverage data analytics and wireless communication for improved efficiency. By staying abreast of developments and being open to change, professionals can navigate the evolving field of electric and electronics successfully. Stay proactive in learning about new technologies and techniques to thrive in this dynamic industry.
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flashfuckingflesh · 1 month
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An Odyssey through the Phantasmagoria EVIL. "Moon Garden" reviewed! (Oscilloscope Laboratories / Blu-ray)
Take a Stroll Through the “Moon Garden” on Blu-ray Five-year-old Emma is caught in the middle of her beleaguered parent’s marital strife.  When Emma witnesses one particular heated and nasty argument between mom and dad, she flees to escape the anger only to slip and fall down the stairs, hitting her head that puts her into a comatose state.  She awakes lost, confused, and consumed in an…
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rebelrhoads · 7 days
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God & Country - Official Trailer - Oscilloscope Laboratories HD
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