Engaging Spect-Actors with Multimodal Digital Puppetry
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Guided Control of Intelligent Virtual Puppets
Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky A thesis subniitted in conformity with the requirements for the degree of Master of Science. Graduate Department of Cornputer Science University of Toronto O Copyright by Daniel Alexander Taranovsky 2001 National Library Bibliothèque nationale 141 of Canada du Canada Acquisitions and Acquisitions et Bibliographie Services services bibliographiques 395 Wellington Street 395. rue Wellington Ottawa ON K1A ON4 Ottawa ON K1A ON4 Canada Canada Your a7 votm nllefeme Our file Noire réMnmce The author has granted a non- L'auteur a accordé une licence non exclusive licence allowing the exclusive permettant a la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, distribute or seil reproduire, prêter, distribuer ou copies of this thesis in microfonn, vendre des copies de cette thèse sous paper or electronic formats. la forme de rnicrofiche/film., de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur conserve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts from it Ni la thèse ni des extraits substantiels may be printed or otherwise de celle-ci ne doivent être imprimés reproduced without the author's ou autrement reproduits sans son permission. autorisation. Abstract Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky Master of Science, 200 1 Graduate Department of Computer Science, University of Toronto Controlling the motion of virtual characters with many degrees of freedom can be difficult and time consuming. For some applications, cornplete control over dljoints at every time step is not necessary and actually hinders the creative process, However, endowing the character with autonomous behaviour and decision-making capabilities completely absolves the user of clearly speciQing his intentions. -
Holliday, Christopher. " Toying with Performance: Toy Story, Virtual
Holliday, Christopher. " Toying with Performance: Toy Story, Virtual Puppetry and Computer- Animated Film Acting." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 87–104. Bloomsbury Collections. Web. 1 Oct. 2021. <http://dx.doi.org/10.5040/9781501324949.ch-006>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 1 October 2021, 07:14 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 87 Chapter 6 T OYING WITH PERFORMANCE: TOY STORY , VIRTUAL PUPPETRY AND COMPUTER-A NIMATED FILM ACTING C h r i s t o p h e r H o l l i d a y In the early 1990s, during the emergence of the global fast food industry boom, the Walt Disney studio abruptly ended its successful alliance with restaurant chain McDonald’s – which, since 1982, had held the monopoly on Disney’s tie- in promotional merchandise – and instead announced a lucrative ten- fi lm licensing contract with rival outlet, Burger King. Under the terms of this agree- ment, the Florida- based restaurant would now hold exclusivity over Disney’s array of animated characters, and working alongside US toy manufacturers could license collectible toys as part of its meal packages based on characters from the studio’s animated features Beauty and the Beast (Gary Trousdale and Kirk Wise, 1991), Aladdin (Ron Clements and John Musker, 1992), Th e Lion King (Roger Allers and Rob Minkoff , 1994), Pocahontas (Mike Gabriel and Eric Goldberg, 1995) and Th e Hunchback of Notre Dame (Gary Trousdale and Kirk Wise, 1996).1 Produced by Pixar Animation Studio as its fi rst computer- animated feature fi lm but distributed by Disney, Toy Story (John Lasseter, 1995) was likewise subject to this new commercial deal and made commensu- rate with Hollywood’s increasingly synergistic relationship with the fast food market. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Usage of 12 Animation Principles in the Wayang
USAGE OF 12 ANIMATION PRINCIPLES IN THE WAYANG KULIT PERFORMANCES Ming-Hsin Tsai #1, Andi Tenri Elle Hapsari *2, # Asia University, Taichung – Taiwan http://www.asia.edu.tw 1 [email protected] * Department of Digital Media Design Faculty of Creative Design 2 [email protected] Abstrak— Wayang kulit merupakan salah satu animasi tertua, animation principles will be used in this paper and further namun hingga kini belum ada penulisan lebih lanjut yang discussed in the following section. membahas tentang hubungan animasi dengan wayang kulit itu Wayang Kulit is the Indonesian shadow puppet theatre, sendiri. Dengan demikian, tulisan ini bertujuan untuk which already been acknowledge in worldwide organization memperlihatkan hubungan antara animasi yang kita kenal saat about The Masterpieces of the Oral and Intangible Heritage of ini dengan pertunjukan wayang kulit, menggunakan 12 prinsip dasar dari animasi sehingga terlihat persamaan penggunaan Humanity. It was a list maintained by UNESCO with pieces teknik yang ada dalam hubungannya dengan proses yang of intangible culture considered relevant by that organization. lainnya. The goal of this paper is to take a closer look at 12 principle of animation used in wayang kulit performances. The animation principles designed by Disney animators Kata kunci— Teknik animasi, 12 prinsip animasi, wayang kulit themselves, will act as guidelines to test the quality of Abstract— Wayang Kulit has been known as one of the oldest animation used in wayang kulit performances techniques, by animation; however, there is no definitive methodology that analyzing the use of the 12 traditional animation principles in supports the development process of these animation performances it. -
Performing the Fractured Puppet Self
Performing the Fractured Puppet Self Employing auto-ethnopuppetry to portray and challenge cultural and personal constructions of the disabled body by Emma C. Fisher Supervisor: Doctor Michael Finneran A thesis submitted for the degree of DOCTOR OF PHILOSOPHY Department of Drama and Theatre Studies Mary Immaculate College (Coláiste Mhuire Gan Smál) University of Limerick Ph.D. ABSTRACT This research project examines personal and cultural constructs of the disabled body, with the creation of the puppet play Pupa as its practical culmination. The testimonials of six participants (including my own), all from artists with a disability or deaf artists, are the inspiration for Pupa. The qualitative research methodology used within this research combines ethnographic methods, auto-ethnography, practice-based research and narrative enquiry. I have adapted auto-ethnography by combining it with puppetry to coin new methodologies; ‘ethnopuppetry’ and ‘auto-ethnopuppetry’. Inspired by fairytales, Pupa creates a fantastical world where the narratives of the participants find expression through a range of puppet characters. These testimonies examine what it is to identify with a disabled identity, and to ‘come out’ as disabled. It looks at how we perceive ourselves as disabled, and how we feel others perceive us. Creating a piece of theatre based around disabled identity led me to investigate the history of disabled performers, and historical depictions of disabled characters within theatre, fairytales and freak-shows, in order to see how they influence societal beliefs around disability today. Within the practice element of this research, I experimented with unconventionally constructed puppets, as well as puppeteering my own disabled limb with an exo-skeleton, in order to question how I view disability in my own body. -
Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play
COMBINING PERFORMANCE ANIMATION AND VIRTUAL REALITY FOR EARLY CHILDHOOD EDUCATION ROLE-PLAY THESIS Presented in Partial Fulfillment of the Requirements for The Degree of Masters of Fine Arts in the Graduate School of The Ohio State University By Katherine Frances Talmadge Kalal ***** The Ohio State University 2008 Thesis Committee: Approved by Professor Alan Price, Advisor Professor Laurie Katz ________________________ Professor Wayne Carlson Advisor Graduate Program in Industrial, Interior, and Visual Communication Design ABSTRACT Role-playing is an essential component to social skills training in early childhood education. However, current programs are either not interactive enough in role-playing, or through the process of interaction with adults, become confrontational and frightening. A combination of virtual reality and performance animation can provide an environment for a child to learn through role-playing that is non-threatening, yet interactive enough for authentic and constructive interaction, as well as facilitating communication between the teacher and student. This study begins with a review of literature and contemporary applications of early childhood education, performance animation, and virtual reality. The question of how performance animation and virtual reality can contribute to a lesson that uses role- play is explored through prototyping components of an immersive environment for role- play with digital characters. This prototype was then demonstrated to early childhood educators. A focus study was conducted to evaluate the prototype and its implications in the field of early childhood education. The findings from the focus group are presented and analyzed. Conclusions are drawn based on the focus group feedback and designer’s experience in combining these fields. -
Teachers Guide
Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation. -
Digital Puppetry: Comparative Visual Studies Between Javanese & Malaysian Art
International Journal of Applied Engineering Research ISSN 0973-4562 Volume 13, Number 6 (2018) pp. 3579-3589 © Research India Publications. http://www.ripublication.com Digital Puppetry: Comparative Visual Studies between Javanese & Malaysian Art Dahlan Abdul Ghani Universiti Kuala Lumpur (UniKL), Malaysian Institute of Information Technology 1016 Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia. Abstract puppet play in Kelantan is performed primarily as a form entertainment in the towns and villages, for many people, and Shadow play theatre is one of the most ancient forms of all in the evening’s a diversion from the routine daily life traditional theatres in Malaysia and Indonesia. There is (Patricia Matusky,1997). But unfortunately, the Wayang perhaps no greater symbol or semiotics more specifically, the Kulit Kelantan in Malaysia is threatened with forthcoming Kelantanese and Javanese ethos than its classical shadow play extinction. According to Amin Sweeney’s it was one time (wayang kulit siam and wayang kulit purwa, whose the literally widespread and popular in Kelantan which research spiritual roots be submerged into the island’s unwritten past in the late 1960’s confirmed the existence of more than 300 and which lies at the core of its immensely rich traditional Dalangs (shadow puppeteer and narrator) (Amin culture. Unfortunately, they are so unique that they are slowly Sweeney,1974). However, the number decreased to 37 in being extinct and forgotten especially among the young 1982 and 11 in 1999 generation of today. Digital puppets are animated metaphors that augment online film entertainment and education content. As for wayang kulit java, changes are needed in order to The aim of the research is to explore the design of digital 3D safeguard this heritage from extinct. -
Pre Visit Activity 2
Animation Pre Visit Activity 2. Types of Animation. Basic Types of Animation: 1. • Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, which are first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one onto motion picture film against a painted background by a rostrum camera. 2. • Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the type of media used to create the animation. • Puppet animation typically involves stop-motion puppet figures interacting with each other in a constructed environment, in contrast to the real-world interaction in model animation. The puppets generally have an armature inside of them to keep them still and steady as well as constraining them to move at particular joints • Clay animation, or Plasticine animation often abbreviated as claymation, uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have armature or wire frame inside of them, similar to the related puppet animation (below), that can be manipulated in order to pose the figures. -
Persistence of Vision: the Value of Invention in Independent Art Animation
Virginia Commonwealth University VCU Scholars Compass Kinetic Imaging Publications and Presentations Dept. of Kinetic Imaging 2006 Persistence of Vision: The alueV of Invention in Independent Art Animation Pamela Turner Virginia Commonwealth University, [email protected] Follow this and additional works at: http://scholarscompass.vcu.edu/kine_pubs Part of the Film and Media Studies Commons, Fine Arts Commons, and the Interdisciplinary Arts and Media Commons Copyright © The Author. Originally presented at Connectivity, The 10th ieB nnial Symposium on Arts and Technology at Connecticut College, March 31, 2006. Downloaded from http://scholarscompass.vcu.edu/kine_pubs/3 This Presentation is brought to you for free and open access by the Dept. of Kinetic Imaging at VCU Scholars Compass. It has been accepted for inclusion in Kinetic Imaging Publications and Presentations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. Pamela Turner 2220 Newman Road, Richmond VA 23231 Virginia Commonwealth University – School of the Arts 804-222-1699 (home), 804-828-3757 (office) 804-828-1550 (fax) [email protected], www.people.vcu.edu/~ptturner/website Persistence of Vision: The Value of Invention in Independent Art Animation In the practice of art being postmodern has many advantages, the primary one being that the whole gamut of previous art and experience is available as influence and inspiration in a non-linear whole. Music and image can be formed through determined methods introduced and delightfully disseminated by John Cage. Medieval chants can weave their way through hip-hopped top hits or into sound compositions reverberating in an art gallery. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody.