Usage of 12 Animation Principles in the Wayang
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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. -
Animation: Types
Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: 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, 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 against a painted background by rostrum camera onto motion picture film. -
Performance in Bali
Performance in Bali Performance in Bali brings to the attention of students and practitioners in the twenty-first century a dynamic performance tradition that has fasci- nated observers for generations. Leon Rubin and I Nyoman Sedana, both international theatre professionals as well as scholars, collaborate to give an understanding of performance culture in Bali from inside and out. The book describes four specific forms of contemporary performance that are unique to Bali: • Wayang shadow-puppet theatre • Sanghyang ritual trance performance • Gambuh classical dance-drama • the virtuoso art of Topeng masked theatre. The book is a guide to current practice, with detailed analyses of recent theatrical performances looking at all aspects of performance, production and reception. There is a focus on the examination and description of the actual techniques used in the training of performers, and how some of these techniques can be applied to Western training in drama and dance. The book also explores the relationship between improvisation and rigid dramatic structure, and the changing relationships between contemporary approaches to performance and traditional heritage. These culturally unique and beautiful theatrical events are contextualised within religious, intel- lectual and social backgrounds to give unparalleled insight into the mind and world of the Balinese performer. Leon Rubin is Director of East 15 Acting School, University of Essex. I Nyoman Sedana is Professor at the Indonesian Arts Institute (ISI) in Bali, Indonesia. Contents List -
The Rise up Art Tradition in the Popular Culture
Journal of Education and Social Sciences, Vol. 5, issue 2, (October) ISSN 2289-1552 2016 THE RISE UP ART TRADITION IN THE POPULAR CULTURE Bani Sudardi Cultural Studies Department Universitas Sebelas Maret Jl. Ir. Sutami 36 A Surakarta [email protected] ABSTRACT This research is about folklore and its corrrelation with art tradition. This research has signification wit tradition, especially in Solo, Central Java, Indonesia. Folkore is a tradition, but in the line with the development of media. Folklore spread in the wider area outside its tradition.This study used a qualitative approach. Data is the form of art traditions in Java, especially around Surakarta. Which is the source of data are the kinds of traditions such as puppets, drama, songs, and so on. The data source is also in the form of electronic display on the TV, radio, movies, and CDs. Another source is the tradition of the artists themselves. Sampling determined by purposive sampling. Art tradition is part of folklore. Today, art tradition became popular culture and loss its tradition value. Art tradition has changed and reflected the change of the era. The change is a form of the changing identities and mass communication. It mean that the culture is instable and not in the closed system. The culture is in forming, dynamic, and continuously updating their self. So, the culture is not artifacts or symbol, but a process. This research tries to study the transformation of culture from folklore or art tradition to the popular culture. Art tradition grows in the certain society. But, today, it is transformed to TV’s performance. -
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. -
The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States. -
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. -
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. -
Apatoons.Pdf
San Diego Sampler #3 Summer 2003 APATOONS logo Mark Evanier Cover Michel Gagné 1 Zyzzybalubah! Contents page Fearless Leader 1 Welcome to APATOONS! Bob Miller 1 The Legacy of APATOONS Jim Korkis 4 Who’s Who in APATOONS APATOONers 16 Suspended Animation Special Edition Jim Korkis 8 Duffell's Got a Brand New Bag: San Diego Comicon Version Greg Duffell 3 “C/FO's 26th Anniversary” Fred Patten 1 “The Gummi Bears Sound Off” Bob Miller 4 Assorted Animated Assessments (The Comic-Con Edition) Andrew Leal 10 A Rabbit! Up Here? Mark Mayerson 11 For All the Little People David Brain 1 The View from the Mousehole Special David Gerstein 2 “Sometimes You Don’t Always Progress in the Right Direction” Dewey McGuire 4 Now Here’s a Special Edition We Hope You’ll REALLY Like! Harry McCracken 21 Postcards from Wackyland: Special San Diego Edition Emru Townsend 2 Ehhh .... Confidentially, Doc - I AM A WABBIT!!!!!!! Keith Scott 5 “Slices of History” Eric O. Costello 3 “Disney Does Something Right for Once” Amid Amidi 1 “A Thought on the Powerpuff Girls Movie” Amid Amidi 1 Kelsey Mann Kelsey Mann 6 “Be Careful What You Wish For” Jim Hill 8 “’We All Make Mistakes’” Jim Hill 2 “Getting Just the Right Voices for Hunchback's Gargoyles …” Jim Hill 7 “Animation vs. Industry Politics” Milton Gray 3 “Our Disappearing Cartoon Heritage” Milton Gray 3 “Bob Clampett Remembered” Milton Gray 7 “Coal Black and De Sebben Dwarfs: An Appreciation” Milton Gray 4 “Women in Animation” Milton Gray 3 “Men in Animation” Milton Gray 2 “A New Book About Carl Barks” Milton Gray 1 “Finding KO-KO” Ray Pointer 7 “Ten Tips for Surviving in the Animation Biz” Rob Davies 5 Rob Davies’ Credits List Rob Davies 2 “Pitching and Networking at the Big Shows” Rob Davies 9 Originally published in Animation World Magazine, AWN.com, January 2003, pp. -
Body of Tradition: Becoming a Woman Dalang in Bali
Body of Tradition: Becoming a Woman Dalang in Bali A dissertation presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jennifer L. Goodlander August 2010 © 2010 Jennifer L. Goodlander. All Rights Reserved. 2 This dissertation titled Body of Tradition: Becoming a Woman Dalang in Bali by JENNIFER L. GOODLANDER has been approved for the Interdisciplinary Arts and the College of Fine Arts by William F. Condee Professor of Theater Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT GOODLANDER, JENNIFER L., Ph.D., August 2010, Interdisciplinary Arts Body of Tradition: Becoming a Woman Dalang in Bali (248 pp.) Director of Dissertation: William F. Condee The role of women in Bali must be understood in relationship to tradition, because “tradition” is an important concept for analyzing Balinese culture, social hierarchy, religious expression, and politics. Wayang kulit, or shadow puppetry, is considered an important Balinese tradition because it connects a mythic past to a political present through public, and often religiously significant ritual performance. The dalang, or puppeteer, is the central figure in this performance genre and is revered in Balinese society as a teacher and priest. Until recently, the dalang has always been male, but now women are studying and performing as dalangs. In order to determine what women in these “non-traditional” roles means for gender hierarchy and the status of these arts as “traditional,” I argue that “tradition” must be understood in relation to three different, yet overlapping, fields: the construction of Bali as a “traditional” society, the role of women in Bali as being governed by “tradition,” and the performing arts as both “traditional” and as a conduit for “tradition.” This dissertation is divided into three sections, beginning in chapters two and three, with a general focus on the “tradition” of wayang kulit through an analysis of the objects and practices of performance. -
By Golly, the Sounds of Bali!
By Golly, The Sounds of Bali! Designed by: Taryn O’Keefe University of Washington Summary: Students will learn about the music and culture of Bali by listening critically to the performance styles of traditional music and recreating the performance practices of the Gamelan, Kecak, and Wayang Kulit musical genres. Suggested Grade Levels: 3-5; 6-8 Specialization: General/Classroom Music Co-curricular areas: Social studies, visual arts, and drama. Categories to which the lesson-segments apply: Country: Indonesia Region of Country, if applicable: Bali Culture Group: Balinese Genres: Gamelan, Kecak, and Wayang Kulit Instrument(s): Gamelan instruments (metallophone and gong types, as well as unpitched percussion) and voice Language: Indonesian Lesson-segment titles: 1. Jam Along with Gamelan 2. Kecak Yourself Before You Wreck Yourself 3. No Strings Attached: The Music of Balinese Shadow Puppetry Resources: ● Smithsonian Folkways: “Bali: Folk Music” album liner notes. Link: http://media.smithsonianfolkways.org/liner_notes/unesco/UNES08003.pdf ● Smithsonian Folkways: “The Bali Sessions: Living Art, Sounding Spirit” album liners notes. Link: http://media.smithsonianfolkways.org/liner_notes/hart/HRT15021.pdf ● Smithsonian Folkways: “From Kuno to Kebyar: Balinese Gamelan Angklung” album liner notes. Link: http://media.smithsonianfolkways.org/liner_notes/smithsonian_folkways/SFW50411.pdf ● Smithsonian Folkways: “Music of Indonesia, Vol. 14: Lombok, Kalimantan, Banyumas: Little-known Forms of Gamelan and Wayang” album liner notes. Link: http://media.smithsonianfolkways.org/liner_notes/smithsonian_folkways/SFW40441.pdf ● “A Sense of Place: Wayang Kulit in Bali and wayang listrik in America.” Thesis by Prada Young. Link: http://wesscholar.wesleyan.edu/cgi/viewcontent.cgi?article=2066&context=etd_hon_thes es ● “Performing Kecak: A Balinese dance tradition between daily routine and creative art” article by Kendra Stepputat.