Slowmation: Exploring a New Teaching Approach in Primary School Classrooms
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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. -
Available Papers and Transcripts from the Society for Animation Studies (SAS) Annual Conferences
SAS Conference papers Pagina 1 NIAf - Available papers and transcripts from the Society for Animation Studies (SAS) annual conferences 1st SAS conference 1989, University of California, Los Angeles, USA Author (Origin) Title Forum Pages Copies Summary Notes Allan, Robin (InterTheatre, European Influences on Disney: The Formative Disney 20 N.A. See: Allan, 1991. Published as part of A Reader in Animation United Kingdom) Years Before Snow White Studies (1997), edited by Jayne Pilling, titled: "European Influences on Early Disney Feature Films". Kaufman, J.B. (Wichita) Norm Ferguson and the Latin American Films of Disney 8 N.A. In the years 1941-43, Walt Disney and his animation team made three Published as part of A Reader in Animation Walt Disney trips through South America, to get inspiration for their next films. Studies (1997), edited by Jayne Pilling. Norm Ferguson, the unit producer for the films, made hundreds of photo's and several people made home video's, thanks to which Kaufman can reconstruct the journey and its complications. The feature films that were made as a result of the trip are Saludos Amigos (1942) and The Three Caballero's (1944). Moritz, William (California Walter Ruttmann, Viking Eggeling: Restoring the Aspects of 7 N.A. Hans Richter always claimed he was the first to make absolute Published as part of A Reader in Animation Institute of the Arts) Esthetics of Early Experimental Animation independent and animations, but he neglected Walther Ruttmann's Opus no. 1 (1921). Studies (1997), edited by Jayne Pilling, titled institutional filmmaking Viking Eggeling had made some attempts as well, that culminated in "Restoring the Aesthetics of Early Abstract the crude Diagonal Symphony in 1923 . -
Photo Journalism, Film and Animation
Syllabus – Photo Journalism, Films and Animation Photo Journalism: Photojournalism is a particular form of journalism (the collecting, editing, and presenting of news material for publication or broadcast) that employs images in order to tell a news story. It is now usually understood to refer only to still images, but in some cases the term also refers to video used in broadcast journalism. Photojournalism is distinguished from other close branches of photography (e.g., documentary photography, social documentary photography, street photography or celebrity photography) by complying with a rigid ethical framework which demands that the work be both honest and impartial whilst telling the story in strictly journalistic terms. Photojournalists create pictures that contribute to the news media, and help communities connect with one other. Photojournalists must be well informed and knowledgeable about events happening right outside their door. They deliver news in a creative format that is not only informative, but also entertaining. Need and importance, Timeliness The images have meaning in the context of a recently published record of events. Objectivity The situation implied by the images is a fair and accurate representation of the events they depict in both content and tone. Narrative The images combine with other news elements to make facts relatable to audiences. Like a writer, a photojournalist is a reporter, but he or she must often make decisions instantly and carry photographic equipment, often while exposed to significant obstacles (e.g., physical danger, weather, crowds, physical access). subject of photo picture sources, Photojournalists are able to enjoy a working environment that gets them out from behind a desk and into the world. -
Animação De Personagem 3D: Expressão Facial
209 ANIMAÇÃO DE PERSONAGEM 3D: EXPRESSÃO FACIAL 3D CHARACTERS ANIMATION: FACIAL EXPRESSION LA ANIMACIÓN DE PERSONAJES 3D: EXPRESIÓN FACIAL José Carlos Miranda * ([email protected]) RESUMO Durante os últimos anos, emergiu um interesse crescente em animação 3D de caracteres e expressões faciais. EsTe facto está relacionado com a nova participação de actores virtuais em televisão, cinema e indústrias de jogos interactivos, entre outros. Nestes casos, o objectivo principal é criar personagens virtuais que simulam o corpo e todos os detalhes de movimento do rosto, da forma mais realista possível. Neste artigo é efectuada uma revisão dos métodos mais usados na animação 3D. O método base do esqueleto é o mais utilizado para criar os movimentos principais, como o andar, por exemplo; os métodos base de mistura de formas são usados para criar deformações mais subtis. Em áreas que exigem um maior controlo e realismo, como alguns músculos do rosto, é possível adicionar camadas de deformação. Normalmente, curvas de NURBS ou grelhas de FFD são usadas para realçar algumas características do rosto. Os vários métodos têm vantagens e desvantagens. Assim, a melhor solução é combinar as diferentes técnicas. Palavras-chave: Animação de personagem, Objectos de Deformação, Transformação, Animação do esqueleto, Expressão Facial. ABSTRACT During the last years a growing interest in 3D animation of characters and facial expressions has emerged. This is related with the new participation of virtual actors in television, cinema and interactive games’ industries among others. In these cases, the main goal is to create virtual characters that simulate body and all the facial movement details, in the most realistic possible way. -
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. -
Animation 1 Animation
Animation 1 Animation The bouncing ball animation (below) consists of these six frames. This animation moves at 10 frames per second. Animation is the rapid display of a sequence of static images and/or objects to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25, or 30 frames per second. Etymology From Latin animātiō, "the act of bringing to life"; from animō ("to animate" or "give life to") and -ātiō ("the act of").[citation needed] History Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting Five images sequence from a vase found in Iran to convey the perception of motion. A 5,000 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. -
Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA)
LAPORAN INDIVIDU PRAKTIK LAPANGAN TERBIMBING (PLT) Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA) Jl. Mayor Kusmanto, Setran, Gergunung, Klaten Utara, Klaten, Jawa Tengah Disusun Guna Memenuhi Tugas Mata Kuliah Praktik Lapangan Terbimbing Periode 15 September 2017 – 15 November 2017 Disusun Oleh : DYAH AYU MEGAWATI NIM. 14520241023 PROGRAM STUDI PENDIDIKAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI YOGYAKARTA 2017 ii KATA PENGANTAR Puji syukur kehadirat Allah SWT yang telah memberikan limpahan rahmat, taufik, dan karunia-Nya kepada penyusun sehingga diberi kemudahan dalam melaksanakan kegiata Praktik Lapangan Terbimbing (PLT) Universitas Negeri Yogyakarta di SMK Muhammadiyah 2 Klaten Utara. Laporan ini merupakan hasil kegiatan yang telah dilakukan selama melaksanakan kegiatan PLT di SMK Muhammadiyah 2 Klaten Utara yang dimulai pada tanggal 15 September 2017 sampai dengan 15 November 2017. Selama melaksanakan Praktik Lapangan Terbimbing, baik saat persiapan, pelaksanaan kegiatan sampai penyusunan laporan ini banyak mendapatkan bantuan, dukungan, dan bimbingan dari berbagai pihak. Untuk itu, dengan segala kerendahan hati penulis ucapkan terima kasih kepada : 1. Allah SWT yang telah memberikan rahmat dan hidayah serta kesehatan selama melaksanakan kegiatan PLT. 2. Keluarga yang saya cinta terutama kepada orangtua yang telah memberikan dukungan moral dan materi. 3. Bapak Prof. Sutrisna Aji Wibawa, M.Pd selaku rektor Universitas Negeri Yogyakarta yang telah memberikan izin dan kesempatan melaksanakan PLT. 4. Pihak Lembaga Pengembangan dan Penjaminan Mutu Pendidikan (LPPMP) yang telah menyelenggarakan kegiatan PLT dengan baik 5. Bapak Prof. Herman Dwi Surjono, Ph.D. selaku Dosen Pamong dan Dosen Pembimbing Lapangan PLT yang telah memberikan bimbingan dan pemantauan hingga penyusunan laporan ini. 6. Ibu Dra. Hj. Wafir selaku Kepala Sekolah SMK Muhammadiyah 2 Klaten Utara yang telah memberikan izin, sarana, dan prasarana, serta kesempatan kepada mahasiswa untuk melaksanakan program PLT. -
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. -
Exposing Minstrelsy and Racial Representation Within American Tap Dance Performances of The
UNIVERSITY OF CALIFORNIA Los Angeles Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Culture and Performance by Brynn Wein Shiovitz 2016 © Copyright by Brynn Wein Shiovitz 2016 ABSTRACT OF THE DISSERTATION Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 by Brynn Wein Shiovitz Doctor of Philosophy in Culture and Performance University of California, Los Angeles, 2016 Professor Susan Leigh Foster, Chair Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950, looks at the many forms of masking at play in three pivotal, yet untheorized, tap dance performances of the twentieth century in order to expose how minstrelsy operates through various forms of masking. The three performances that I examine are: George M. Cohan’s production of Little Johnny ii Jones (1904), Eleanor Powell’s “Tribute to Bill Robinson” in Honolulu (1939), and Terry- Toons’ cartoon, “The Dancing Shoes” (1949). These performances share an obvious move away from the use of blackface makeup within a minstrel context, and a move towards the masked enjoyment in “black culture” as it contributes to the development of a uniquely American form of entertainment. In bringing these three disparate performances into dialogue I illuminate the many ways in which American entertainment has been built upon an Africanist aesthetic at the same time it has generally disparaged the black body. -
Authoring Embodied Conversational Agents for Tutor-User Interfaces
137 XNAgent: Authoring Embodied Conversational Agents for Tutor-User Interfaces Andrew M. Olney, Patrick Hays, & Whitney L. Cade Institute for Intelligent Systems & Department of Psychology 365 Innovation Drive Memphis, Tennessee 38152 {aolney,dphays,wlcade}@memphis.edu http://iis.memphis.edu Abstract. Embodied conversational agents are virtual characters that engage users in conversation with appropriate speech, gesture, and facial expression. The high cost of developing embodied conversational agents has led to a recent increase in open source agent platforms. In this paper, we present XNAgent, an open source platform for embodied conversational agents based on the XNA Framework. By leveraging the high-level class structure of the XNA Frame- work, XNAgent provides a compact implementation that is suitable both as a starting point for the development of a more advanced system and as a teaching tool for AI curricula. In this paper we describe how we created an embodied conversational agent in XNA using skeletal and morph animation, motion cap- ture, and event-driven animation and how this process can facilitate the use of embodied conversational agents in the Generalized Intelligent Framework for Tutoring. Keywords: XNA, ECA, GIFT, agent, HCI, conversation, interface, tutoring 1 Introduction It is well known that we unconsciously and automatically interact with computers using social norms [1]. Embodied conversational agents (ECAs) capitalize on this phenomena as characters with human-like communicative capabilities. By doing so, ECAs leverage pointing, gestures, facial expressions, and voice to create a richer hu- man-computer interface. As a result ECAs have been used in diverse AI applications, including education [2], where they form an important part of the tutor-user interface. -
Ashley Gerst Mobile: 216-773-7321 Email: [email protected]
Ashley Gerst Mobile: 216-773-7321 Email: [email protected] www.ashleygerst.com OBJECTIVE: Ambitious and crafty experimental / character animator seeking a challenging position to enhance and contribute her communicative, organizational, and creative artistic talents. EDUCATION: School of Visual Arts – New York City, NY MFA in Computer Art – 3D Animation (May 2011) Cleveland Institute of Art – Cleveland, OH BFA in T.I.M.E. Digital Arts – 2D and Stop Motion Animation Minors: Photography and Art history (2007) ACADEMIC AWARDS: 2011 - Paula Rhodes Memorial Award - honoring Masters Students who have shown excellence 2002 - Presidential Scholarship Award TECHNICAL ABILITIES: *3D, 2D, and Stop-Motion Animation Techniques *3D Character Modeling with consideration to proper edge flow for character animation vs. object *3D Texturing *3D Rigging: Creation of complex rigs, facial rigs (with driven keys and/or controllers for manageability) *3D Cloth and Hair Dynamics *3D lighting *Adobe Creative Cloud (Premiere, Photoshop, Illustrator, Flash, After Effects) *Autodesk Maya 2008-2014 *3D Studio Max *Mudbox *ZBrush *Blender *Cinema 4D *Final Cut Studio 3 *Nuke *Character Design for Illustration, 2D animation, and 3D animation *Motion Graphics *3D Printing design, modeling, and workflow *eBook publishing *Printing production *Fine Arts Knowledge in painting, color theory, woodworking, metals, fiber arts *Programming Languages: UNIX (tcsh and bash), MEL Script, Action Script 3.0, *Curatorial Capabilities with Film Festivals + Art Galleries WORK EXPERIENCE: Freelance 2D Animator / eBook Publication: Private Client (November 2012 – Present) Responsible for digitizing two published children’s books from printed format to animated eBook formats. Created animations for each of the previously illustrated pages and will be publishing the books as multi- platform animated eBooks for purchase. -
Computer Animation for Many of Its Special Effects
By – MaiTreya PaTni Scholars 2 D Subodh Public School Introduction to Animation What is Animation : Animation is the illusion of motion that is created by displaying a series of images or frames, each one slightly different from the last, over a brief period of time. Difference between Animation and video Video takes continuous motion and breaks it up into discrete frames. Animation starts with independent pictures and puts them together to form the illusion of continuous motion. History of Animation Pioneers of Animation: Winsor McCay of the United States Emile Cohl and Georges Melies of France. First Animated Feature Film “ Sinking of the Lusitania” in 1918. Evolution In Animation: Development of celluloid around 1913 quickly made animation easier to manage. Animator could make a complex background and foreground and sandwich moving characters in between several other pieces of celluloid. Role of Walt Disney He was the first animator to add sound to his movie cartoons with the premiere of “Steamboat Willie” in 1928. In 1937, he produced the first full length animated feature film, “Snow White and the Seven Dwarfs”. Contribution of Computers in Animation A film like “Star Wars” by George Lucas would rely heavily on computer animation for many of its special effects. “Toy Story”, produced by Walt Disney Productions became the first full length feature film animated entirely on computers. Types of Animation Main Types of Animation: Stop motion animation Clay animation Computer animation Stop Motion Animation Stop motion is an animation technique which makes static objects appear to move. It is central to the clay animation technique used on popular children's shows Stop Motion Animation Stop-motion animation, or motion captures simply a way to animate puppets.