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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. -
Multimodal Behavior Realization for Embodied Conversational Agents
Multimed Tools Appl DOI 10.1007/s11042-010-0530-2 Multimodal behavior realization for embodied conversational agents Aleksandra Čereković & Igor S. Pandžić # Springer Science+Business Media, LLC 2010 Abstract Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs. Keywords Multimodal behavior realization . Virtual characters . Character animation system 1 Introduction The means by which humans can interact with computers is rapidly improving. From simple graphical interfaces Human-Computer interaction (HCI) has expanded to include different technical devices, multimodal interaction, social computing and accessibility for impaired people. Among solutions which aim to establish natural human-computer interaction the subjects of considerable research are Embodied Conversational Agents (ECAs). Embodied Conversation Agents are graphically embodied virtual characters that can engage in meaningful conversation with human users [5]. Their positive impacts in HCI have been proven in various studies [16] and thus they have become an essential element of A. Čereković (*) : I. S. Pandžić Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia e-mail: [email protected] I. -
Data Driven Auto-Completion for Keyframe Animation
Data Driven Auto-completion for Keyframe Animation by Xinyi Zhang B.Sc, Massachusetts Institute of Technology, 2014 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Science in THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES (Computer Science) The University of British Columbia (Vancouver) August 2018 c Xinyi Zhang, 2018 The following individuals certify that they have read, and recommend to the Fac- ulty of Graduate and Postdoctoral Studies for acceptance, the thesis entitled: Data Driven Auto-completion for Keyframe Animation submitted by Xinyi Zhang in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. Examining Committee: Michiel van de Panne, Computer Science Supervisor Leonid Sigal, Computer Science Second Reader ii Abstract Keyframing is the main method used by animators to choreograph appealing mo- tions, but the process is tedious and labor-intensive. In this thesis, we present a data-driven autocompletion method for synthesizing animated motions from input keyframes. Our model uses an autoregressive two-layer recurrent neural network that is conditioned on target keyframes. Given a set of desired keys, the trained model is capable of generating a interpolating motion sequence that follows the style of the examples observed in the training corpus. We apply our approach to the task of animating a hopping lamp character and produce a rich and varied set of novel hopping motions using a diverse set of hops from a physics-based model as training data. We discuss the strengths and weak- nesses of this type of approach in some detail. iii Lay Summary Computer animators today use a tedious process called keyframing to make anima- tions. -
Multi-Modal Authoring Tool for Populating a Database of Emotional Reactive Animations
Multi-modal Authoring Tool for Populating a Database of Emotional Reactive Animations Alejandra Garc´ıa-Rojas, Mario Guti´errez, Daniel Thalmann and Fr´ed´eric Vexo Virtual Reality Laboratory (VRlab) Ecole´ Polytechnique F´ed´erale de Lausanne (EPFL) CH-1015 Lausanne, Switzerland {alejandra.garciarojas,mario.gutierrez,daniel.thalmann,frederic.vexo}@epfl.ch Abstract. We aim to create a model of emotional reactive virtual hu- mans. A large set of pre-recorded animations will be used to obtain such model. We have defined a knowledge-based system to store animations of reflex movements taking into account personality and emotional state. Populating such a database is a complex task. In this paper we describe a multimodal authoring tool that provides a solution to this problem. Our multimodal tool makes use of motion capture equipment, a handheld device and a large projection screen. 1 Introduction Our goal is to create a model to drive the behavior of autonomous Virtual Hu- mans (VH) taking into account their personality and emotional state. We are focused on the generation of reflex movements triggered by events in a Virtual Environment and modulated by inner variables of the VH (personality, emo- tions). We intend to build our animation model on the basis of a large set of animation sequences described in terms of personality and emotions. In order to store, organize and exploit animation data, we need to create a knowledge-based system (animations database). This paper focuses on the authoring tool that we designed for populating such animation database. We observe that the process of animating is inherently multi-modal because it involves many inputs such as motion capture (mocap) sensors and user control on an animation software. -
Niche Into Mainstream: How 90S Anime in the West Was Changed By
Niche into Mainstream 1 Niche into Mainstream: How 90’s Anime was changed by Agenda-Setting Theory Malik Watson Agnes Scott College Niche into Mainstream 2 Abstract Media transforms minor topics into mainstream, and their perception changes over time. I’m going to examine American people’s perception towards anime and define the significance of the medium and how far it has come in America. I’m going to pay particular attention to Sailor Moon. Sailor Moon is a manga created by Naoko Takeuchi with the premise of an ordinary junior high student destined to fight evil. It was popular enough in Japan to warrant an anime series which spread to other western countries especially America. This case will show how the media affects two ways: on itself (anime) and people (fans). Niche into Mainstream 3 Part 1 “What is Anime?” Chances are, they watched anime before but didn’t realize it. The medium has a historical and cultural significance in the United States, which influences animation and has become a profitable industry in the country. Many Americans have tried to control it, yet this genre of art is too big to be handled and it’s still growing. Before I get too far, I need to explain anime’s meaning. Anime is Japanese for animation. To be clear, anime is the shortened form for animation. In Japan, Animation (anime-shon) is represented in katakana, a set of writing characters in the Japanese language, as アニメーション . The -tion (-shon ーション) suffix is removed leaving the prefix Anime (アニメ). In the country, the term is utilized to refer to all forms of animation. -
Animation's Exclusion from Art History by Molly Mcgill BA, University Of
Hidden Mickey: Animation's Exclusion from Art History by Molly McGill B.A., University of North Carolina at Chapel Hill, 2014 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Master of Arts Department of Art & Art History 2018 i This thesis entitled: Hidden Mickey: Animation's Exclusion from Art History written by Molly McGill has been approved for the Department of Art and Art History Date (Dr. Brianne Cohen) (Dr. Kirk Ambrose) (Dr. Denice Walker) The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. ii ACKNOWLEDGMENTS I would like to thank the Department of Art History at the University of Colorado at Boulder for their continued support during the production of this master's thesis. I am truly grateful to be a part of a department that is open to non-traditional art historical exploration and appreciate everyone who offered up their support. A special thank you to my advisor Dr. Brianne Cohen for all her guidance and assistance with the production of this thesis. Your supervision has been indispensable, and I will be forever grateful for the way you jumped onto this project and showed your support. Further, I would like to thank Dr. Kirk Ambrose and Dr. Denice Walker for their presence on my committee and their valuable input. I would also like to extend my gratitude to Catherine Cartwright and Jean Goldstein for listening to all my stress and acting as my second moms while I am so far away from my own family. -
An Investigation of the Applicability of Susan
AN INVESTIGATION OF THE APPLICABILITY OF SUSAN NAPIER’S JAPANESE ANIMATION (ANIME) ‘GENRE CLASSIFICATION MODEL’ IN KENYAN ANIMATION FAITHSANDRA NEKHONGA MASIBO (BA) M66/28937/2013 A RESEARCH PROJECT SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE AWARD OF THE DEGREE OF MASTER OF ARTS (FILM STUDIES) IN THE SCHOOL OF CREATIVE AND PERFORMING ARTS, FILM AND MEDIA STUDIES OF KENYATTA UNIVERSITY. MAY, 20TH 2019. DECLARATION I declare that this Research Project is my original work and has not been presented for a degree or award in any other University. Faithsandra Nekhonga Masibo, BA. M66/28937/2013 Signature: ………………….…… Date: ……………….……… SUPERVISOR This Research Project is submitted for review with our approval as university supervisor(s). Prof. John Mugubi Signature: ………………………. Date: ………………………. ii DEDICATION To Elizabeth and Protus Masibo, Lilian, Francis and Wilma. iii ACKNOWLEDGMENT First and foremost, I acknowledge my supervisor Prof. John Mugubi for his tireless effort in shaping this report through insightful readings, positive criticism and encouragement. I will forever be deeply indebted to him. I also recognize Sara Masese and all my friends and colleagues at the Department of Film and Theatre Arts and the larger School of Creative Arts, Film and Media Studies, Kenyatta University, with whom we walked this journey. I appreciate you. I also benefitted immensely from the following and who I shall always remain obliged to: Dr. Rosemary Nyaole and Mr. Norman Shitote for your scholarly insight; Mark Njoroge, Ng’endo Mukii and Andrew Kaggia for the animation productions studied in this report and availed personal insight on Kenyan Animation films as a whole. Special mention also goes to Francis Welle, Kevin Arianda, Elisabeth Shabouk and Hellen Musira and her family for the support offered throughout this program. -
Untitled Essay, 1946 Intelligence Overload These Days
CONTENTS OVERVIEW ................................................................. vi INTRODUCTION: The Name of the Game: Let’s Define Our Terms ........... vii CHAPTER 1 HOW TO DECEIVE: Principles & Process 1.1 Deception as Applied Psychology....................................... 1 1.2 The Basic Principle: Naturalness........................................ 6 1.3 The Structure of Deception ............................................ 7 1.4 The Process of Deception............................................ 13 CHAPTER 2 INTERFACE: Deceiver versus Detective 2.1 Weaving the Web .................................................. 16 2.2 Unraveling the Web................................................. 17 CHAPTER 3 HOW TO DETECT: 10 General Principles 3.1 Cognitive Biases that Inhibit Detection .................................. 20 3.2 Overcoming Information Overload...................................... 20 3.3 The Analysts: Minimalists versus Compleatists ........................... 22 3.4 The Analyst’s Advantage............................................. 23 3.5 Categories ........................................................ 24 3.6 Know Your Enemy: Empathy & Inference................................ 32 3.7 Channels ......................................................... 34 3.8 Senses & Sensors.................................................. 35 3.9 Cultural Factors.................................................... 39 3.10 Asymmetries: Technological & Cognitive ................................ 40 CHAPTER 4 HOW TO DETECT: 20 -
1 the Cool Japan Project and the Globalization of Anime
THE COOL JAPAN PROJECT AND THE GLOBALIZATION OF ANIME AND MANGA IN THE UNITED STATES by Joshua Michael Draper Honors Thesis Appalachian State University Submitted to the Department of Cultural, Gender, and Global Studies and The Honors College in partial fulfillment of the requirements for the degree of Bachelor of Arts May, 2015 Approved by: Wei Xie, Ph.D., Thesis Director Alexandra Sterling-Hellenbrand, Ph.D., Second Reader Jeanne Dubino, Ph.D., Department Honors Director Leslie Sargent Jones, Ph.D., Director, The Honors College 1 The Cool Japan Project and the Globalization of Anime and Manga in the United States Abstract: This research paper will primarily discuss the impact that Japanese animation and manga have had on American popular culture and the subsequent cult following they developed. It will discuss what distinguishes Japanese animation from Western animation, how Japanese animation initially gained popularity among American audiences, and how it has subsequently impacted American popular culture. This paper will also focus on the subculture of otaku, a group of people known for their devoted following to Japanese animation and comic books. The purpose of this paper is to discuss the relative popularity of Japanese animation and manga amongst American audiences as an example of globalization impacting the United States from another country. Keywords: anime, manga, soft power, Cool Japan, globalization 2 Introduction During the 1980s and 1990s, Japanese animation and comic books began coming overseas to the United States, where it soon gained popularity amongst a sizeable number of young Americans. Recognizing the economic potential of Japanese popular culture, in 2002, Douglas McGray, writing for Foreign Policy, wrote an article titled “Japan’s Gross National Cool”, highlighting Japan’s potential to be a global “soft power”, or a country that promotes itself through its cultural influence rather than by economic and military force. -
Educational Animation: an Alternative Teaching Learning Aid for English Jayana Sohanraj Nagar & Dr
International Journal of Research e-ISSN: 2348-6848 p-ISSN: 2348-795X Available at https://edupediapublications.org/journals Volume 05 Issue 07 March 2018 Educational Animation: An Alternative Teaching Learning Aid for English Jayana Sohanraj Nagar & Dr. M. K. Yagnik Research Scholar, Department of Education, Sardar Patel University, Vallabh Vidya Nagar, Anand, Gujarat, India.Email Id: [email protected] Former Head, Department of Education, Sardar Patel University, Vallabh Vidya Nagar, Anand, Gujarat, India. 1. Animation Animation is to give life to a still thing. such an interesting aid to help learners to Animation means to give motion to still images. understand and remember the taught information It is described as to change the image at such a or knowledge for a longer period with better pace that changing of images is observed as a understanding. video in motion.It can also be described as a sequential motion given to images with addition Animation is good for describing a to text and sound. dynamic typical academic content because animations aid to show changes over time The search engine, Wikipedia the Free (temporal changes) which is very useful for Encyclopedia (2010) statesAnimation is a teaching processes. Animations can present both dynamic medium in which images or objects are the changes in position (translations), and the manipulated to appear as moving images. changes in form (transformation) that are (www.wikipedia.com). fundamental to learning this type of subject matter. According to Gagne (1968) states that animation is moving text and pictures or simply 3. Introduction of Animation in interesting transitions between visual tableaus Education which can be an effective attention grabber that Traditional Learning had so many lays the necessary foundation for learning. -
University of Florida Thesis Or Dissertation Formatting Template
MALFUNCTION IN MEDIA: UNINTENDED CONSTRAINT AND THE DURABLE AESTHETIC By REX P. KRUEGER A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2012 1 © 2012 Rex Krueger 2 To Angela, for typing, for editing, for everything 3 ACKNOWLEDGMENTS I would like to thank my dissertation director, Terry Harpold, without whom I never would have attempted this project, and without whose enthusiastic support, I would not have finished. I would also like to thank my committee, Roger Beebe, Amy Ongiri and Alex Reed, all of whom were more than generous with their time and insight. Thanks go to my wife, Angela, to whom this project is dedicated. Many thanks also go to the University of Florida Department of English for building an environment where this kind of work is welcome. I must also thank Kenneth Kidd who was an inspiring teacher and very capable administrator during my time here. I would like to thank Anastasia Ulanowicz for being a consistent role-model, always treating graduate students like colleagues, and for writing me a letter. Additionally, Donald Ault gave excellent feedback on some of my dissertation and welcomed me onto the staff of his journal. I must thank all of my past mentors, but especially to Mike Shea and Candace Barrington, gifted professors who inspired me to go into the profession in the first place, and who still feed me from time to time. I must also thank the staff of the journal ImageTexT, from whom I learned a great deal about academic publishing.