Escuela De Artes – Diseño Gráfico

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Escuela De Artes – Diseño Gráfico UNIVERSIDAD NACIONAL DE CHIMBORAZO FACULTAD DE CIENCIAS DE LA EDUCACIÓN HUMANAS Y TECNOLOGÍAS ESCUELA DE ARTES – DISEÑO GRÁFICO TÍTULO: “ANÁLISIS COMPARATIVO DE SOFTWARE PROPIETARIO Y SOFTWARE LIBRE PARA EL DISEÑO DE ANIMACIÓN DIGITAL 2D” Trabajo presentado como requisito para obtener el título de Licenciado en la especialidad de DISEÑO GRÁFICO Autor: Alex Darwin Aguirre Mendoza Director: Arq. William Quevedo RIOBAMBA –ECUADOR 2015 UNIVERSIDAD NACIONAL DE CHIMBORAZO FACULTAD DE CIENCIAS DE LA EDUCACIÓN HUMANAS Y TECNOLOGÍAS ESCUELA DE ARTES – DISEÑO GRÁFICO TÍTULO: “ANÁLISIS COMPARATIVO DE SOFTWARE PROPIETARIO Y SOFTWARE LIBRE PARA EL DISEÑO DE ANIMACIÓN DIGITAL 2D” Trabajo presentado como requisito para obtener el título de Licenciado en la especialidad de DISEÑO GRÁFICO Autor: Alex Darwin Aguirre Mendoza Director: Arq. William Quevedo RIOBAMBA –ECUADOR 2015 ____________________ Arq. William Quevedo DIRECTOR DE TESIS ____________________ ____________________ Lic. Paolo Arévalo Lic. Elvis Ruiz PRESIDENTE DEL TRIBUNAL MEMBRO DEL TRIBUNAL ii “Yo, Alex Darwina Aguirre Mendoza, soy responsable de las ideas, doctrinas y resultados expuestas en esta la presente Tesis de Grado, con exepción de las citas bibliográficas las cuales se a dado crédito a sus autores y patrimonio intelectual de la misma pertenece a la UNIVERSIDAD NACIONAL DE CHIMBORAZO”. ______________________________ Alex Aguirre M. AUTOR iii CERTIFICACIÓN Que el documento escrito de tesis para obtener el título de Licenciado en Diseño Gráfico cuyo tema es: “ANÁLISIS COMPARATIVO DE SOFTWARE PROPIETARIO Y SOFTWARE LIBRE UTILIZADOS PARA EL DISEÑO DE ANIMACIÓN DIGITAL 2D”. Elaborado por el aspirante: ALEX DARWIN AGUIRRE MENDOZA, Se encuentra apto para su proceso de defensa de Grado. Atentamente, Arq. William Quevedo DIRECTOR DE TESIS iv DEDICATORIA Esta Investigación la dedico primero a Dios por brindarme la salud, que es lo más esencial para lograr alcanzar mis metas, después a mi madre Martha Aguirre por ser un ejemplo de lucha en el día a día, a mis hermanas Johana y Jhoselyn, que siempre estuvieron conmigo dándome su apoyo incondicional, estoy eternamente agradecido porque ellas fueron quienes me dieron fuerza en todo momento para seguir adelante con mis estudios. A mis maestros por tenerme paciencia y guiarme hacia el profesionalismo, en especial al Arq. William Quevedo que más que un profesor se convirtió en un gran guía y amigo. Alex Darwin Aguirre Mendoza v AGRADECIMIENTO Agradezco a la Universidad Nacional de Chimborazo, Facultad de Ciencias de la Educación Humanas y Tecnologías, a mis maestros que han tenido la filosofía de guiarme y engrandecer mis conocimientos, haciendo de mí una persona culta y sobre todo un gran profesional con principios y valores éticos, toda su enseñanza, aprendizaje la impartiré en mi vida profesional. Alex Darwin Aguirre Mendoza vi ÍNDICE GENERAL DEDICATORIA .................................................................................................... v AGRADECIMIENTO ......................................................................................... vi ÍNDICE GENERAL ........................................................................................... vii ÍNDICE DE CUADROS .................................................................................... xiii RESUMEN .......................................................................................................... xxi SUMMARY ....................................................................................................... xxii INTRODUCCIÓN ................................................................................................ 1 CAPÍTULO I ......................................................................................................... 3 1. MARCO REFERENCIAL ........................................................................ 3 1.1 PLANTEAMIENTO DEL PROBLEMA .......................................................... 3 1.2 FORMULACIÓN DEL PROBLEMA ............................................................... 4 1.3 OBJETIVOS ...................................................................................................... 4 1.3.1 Objetivo General ............................................................................................. 4 1.3.2 Objetivos Específicos ...................................................................................... 4 1.4 JUSTIFICACIÓN E IMPORTANCIA DEL PROBLEMA ............................... 5 CAPÍTULO II ....................................................................................................... 7 2. MARCO TEÓRICO .................................................................................. 7 2.1. ANTECEDENTES DE INVESTIGACIONES ANTERIORES CON RESPECTO DEL PROBLEMA QUE SE INVESTIGA ......................................... 7 2.2. FUNDAMENTACIÓN TEÓRICA ............................................................... 7 2.2.1. Software ..................................................................................................... 7 2.2.2. Clasificaciones del Software ..................................................................... 8 2.2.3. Proceso de creación de un software........................................................... 9 2.2.4. Software Propietario ................................................................................ 10 2.2.5. Software Libre ......................................................................................... 11 2.2.6. Software propietario aplicados en la animación ...................................... 13 2.2.7. Adobe Photoshop .................................................................................... 14 2.2.7.1. Características.......................................................................................... 18 vii 2.2.8. Adobe Illustrator ...................................................................................... 19 2.2.8.1. Características.......................................................................................... 21 2.2.9. Adobe Flash ............................................................................................. 21 2.2.10. Características.......................................................................................... 24 2.2.11. Software Libre Aplicado en la Animación .............................................. 24 2.2.12. Gimp ........................................................................................................ 26 2.2.12.1. Características ...................................................................................... 27 2.2.13. Inkscape ................................................................................................... 28 2.2.13.1. Características ...................................................................................... 29 2.2.14. Synfig Studio ........................................................................................... 29 2.2.15. Características.......................................................................................... 31 2.2.16. Introducción a la Animación ................................................................... 32 2.2.16.1. Animación ............................................................................................ 32 2.2.16.2. Animación Tradicional ........................................................................ 33 2.2.16.3. Animación por ordenador .................................................................... 33 2.2.16.4. Largometraje de animación ................................................................. 36 2.2.16.5. La animación y la televisión ................................................................ 36 2.2.16.6. La Animación en Hispanoamérica y Latinoamérica............................ 38 2.2.17. Tipos de Animación ................................................................................ 39 2.2.17.1. Animación en volumen ........................................................................ 39 2.2.17.2. Animación en volumen go motion....................................................... 40 2.2.17.3. Rotoscopio ........................................................................................... 41 2.2.17.4. Animación 3D ...................................................................................... 42 2.2.17.5. Animación experimental ...................................................................... 43 2.2.17.6. Captura de movimiento ........................................................................ 44 2.2.18. Etapas para crear un dibujo o caricatura.................................................. 45 2.2.18.1. Cabeza .................................................................................................. 46 2.2.18.2. Ojos ...................................................................................................... 47 2.2.18.3. Nariz..................................................................................................... 48 2.2.18.4. Boca ..................................................................................................... 48 2.2.18.5. Cabello ................................................................................................. 49 2.2.18.6. Expresiones del rostro .......................................................................... 50 viii 2.2.19. Características generales del software propietario y software libre. ....... 51 2.2.20. Software Propietario ...............................................................................
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