Computer Animation As a Medium Used for Education and for Entertainment

Total Page:16

File Type:pdf, Size:1020Kb

Computer Animation As a Medium Used for Education and for Entertainment Computer Animation as a Medium Used for Education and for Entertainment Computer Animation can be used for educational interdisciplinary presentations and also for visualization as an ideal means to teach any discipline that could use visual presentation. Everyone needs visualization because it is the most natural way in which people view the world. It represents an excellent choice for presentation – visual presentation in studying and teaching, as well as in information transfer, as is reflected in a well-known saying "a picture is worth a thousand words". The aim of this lecture is to present Computer Animation as a useful tool for creating educational animations in the field of medicine. I will present a couple of educational animations we created over the last two years. The first one is named "Educational 3D animation according to Vejnovic modification of the Cesarean section technique". In the first presentation I will show all the necessary techniques that we use in the process of 3D Computer Animation creating, and the animation that we made for the education of medical doctors (in this case gynecologists) and their virtual training. We made a 3D Computer Animation according to professor Vejnovic modification of the Cesarean section technique. The second educational animation is named "Educational 3D animations as a guide to a set of exercises for correcting bad posture in childhood". We created a set of 17 exercises for the purpose of its application in the treatment of poor posture in children age 8-12. These animations are made in cooperation with medical doctors who are specialist in the field of Physiatry. The second topic of the presentation is Computer Animation as a medium used for Entertainment. I will present our latest 3D short animation "Head is not Dead" which has just been finished. The film was made by our New Silhouette Studio and is our second (entertainment) film, following Alea Iacta Est (The Die is Cast) our first film, see http://www.racunarska-grafika.com/index.php/galerija or https://www.youtube.com/watch?v=-84_fXUmodI&t=22s I will also present NS Studio pipeline for 3D Computer Animation short film creating. Professor PhD Ratko Obradovic Novi Sad, 25th June 2017. https://www.researchgate.net/profile/Ratko_Obradovic DreamWorks Animation (American Studio) Pipeline consist from 16 steps (Departments) and 2700 employees, and total income two billions $ (in 2015.): 1. Story (Script) 2. Editorial (Director, Producer) 3. Art Department 4. Modeling 5. Rigging 6. Surfacing 7. Rough Layout - previzuelizacija 8. Final Layout 9. Animation 10. Crowds (masovne scene) 11. Character FX (simulacija odeće, dinamika kose, simulacija krzna) 12. FX (eksplozije, rušenja, otisci stopala u snegu ili pesku, karakter koji menja boju ili oblik, vatra, dim, ) 13. Matte Painting (nebo, oblaci, planine, ) 14. Lighting 15. Image Finaling (otklanjanje grešaka sa pojedinih rendera) 16. Sound Design NS Studio pipeline for 3D Computer Animation short film creating New Silhouette Studio is founded in 2011. by Ratko Obradovic (producer), Božidar Knežević (Scriptwriter and Director) and Miloš Vujanović (Art director) Today, NS Studio has 10 members, which created second film "Head is not Dead" There are three main part in creating animation: Preproduction Production Postproduction Preproduction SCRIPT (manuscript) Could be used for Theatre, Film, Commercials, music Festivals... Synopsis "a brief summary or general survey of something" HEAD'S NOT DEAD is a classic comic styled story about struggle between good and evil: on one side we have the bully which threatens a defenseless creature, and on another side a kind of a superhero who protects the victim of violence and win the evil - but not by using muscle and super powers than using of science and knowledge. Storyboard There are 43 Storyboard pages in this case. What is Storyboard? Something that is similar to Strip: "Alan Ford", "Captain America".... but it is not a Strip! Consist from pictures, usually drawn by hand (on paper or on graphical board) There are short textual explanations about Character moving, about Camera moving.... We are using Synthetic Camera, which is camera that program contains. Concept Art Concept art is a form of illustration used to translate an idea for use in films, video games, animation, comic books... or other media before it is put into the final product. Concept art is also referred to as visual development and/or concept design. This term can also be applied to fashion, architectural and industrial design. PHoToN (elementary particle) M.Yao (cat sound, Yao is Chinese Surname) B.Attackovich (Attack+ leg (batak in Serbian)+ ...ovich is usually Serbian surname end) Characters Design Drawn by Art Department (Artists), according to a Script, and Concept Art, in agreement/cooperation with Director, Art Director and Producer. Character should follow the story. Character should be technically feasible! What does it mean? We wish to design character which are not too complex for computer's modeling. We must create Character in some 3D software (3D Studio Max, Maya, Blender...), We should create Character Geometry, we are using a Mesh as a surface representation. Production Digital Sculpting - ZBrush Front view Side view Show Turn around (360 degree) videos! Unwrapping Position of Seams are important! We are manually creating Seams: If I get bad seams, the result is bad ! M.Yao developed in plane PHoToN PHoToN developed in plane B.Attackovich B.Attackovich in plane Texturing and Character Painting Surface finish, also known as surface texture or surface topography, is the nature of a surface as defined by the three characteristics of lay, surface roughness and waviness. It comprises the small local deviations of a surface from the perfectly flat ideal (a true plane). Surface roughness often shortened to roughness, is a component of surface texture. It is quantified by the deviations in the direction of the normal vector of a real surface from its ideal form. If these deviations are large, the surface is rough; if they are small, the surface is smooth. Character Painting = coloring Rigging reminder: Show rigging test 1 and 2! Skeletal animation is a technique in Computer Animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — a door, a spoon, a building, or a galaxy.... Animation Film is divided into scenes. Cadre: The basic unit of the film, the smallest dynamic unit, the part between two prefabricated Compounds (cuts) Scene: A series of Cadres whose action takes place in one place (location) in a particular one time Sequence: Ideally and logically grouped Scenes • Computer animation, or CGI animation, is the process used for generating animated images. The more general term Computer-Generated Imaginery encompasses both static scenes and dynamic images, while computer animation only refers to the moving images. Modern Computer Animation usually uses 3D Computer Graphics, although 2D Computer Graphics are still used for stylistic, low bandwidth, and faster Real-time renderings. • To create the illusion of movement, an image is displayed on the Computer Monitor and repeatedly replaced by a new image that is similar to it, but advanced slightly in time (usually at a rate of 24 or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures. • For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without that virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. Finally, the animation is rendered. • For 3D animations, all frames must be rendered after the modeling is complete. VFX - Visual Effects visual effects (abbreviated VFX) are the processes by which imagery is created or manipulated outside the context of a live action shot. Visual effects using CGI have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software. We are using 3D Studio Max for VFX, for particle creating cigarette smoke, and After Effects for compositing. Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs. Also, the results of such a model can be called a rendering. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. .
Recommended publications
  • Forsíða Ritgerða
    Hugvísindasvið The Thematic and Stylistic Differences found in Walt Disney and Ozamu Tezuka A Comparative Study of Snow White and Astro Boy Ritgerð til BA í Japönsku Máli og Menningu Jón Rafn Oddsson September 2013 1 Háskóli Íslands Hugvísindasvið Japanskt Mál og Menning The Thematic and Stylistic Differences found in Walt Disney and Ozamu Tezuka A Comparative Study of Snow White and Astro Boy Ritgerð til BA / MA-prófs í Japönsku Máli og Menningu Jón Rafn Oddsson Kt.: 041089-2619 Leiðbeinandi: Gunnella Þorgeirsdóttir September 2013 2 Abstract This thesis will be a comparative study on animators Walt Disney and Osamu Tezuka with a focus on Snow White and the Seven Dwarfs (1937) and Astro Boy (1963) respectively. The focus will be on the difference in story themes and style as well as analyzing the different ideologies those two held in regards to animation. This will be achieved through examining and analyzing not only the history of both men but also the early history of animation in Japan and USA respectively. Finally, a comparison of those two works will be done in order to show how the cultural differences affected the creation of those products. 3 Chapter Outline 1. Introduction ____________________________________________5 1.1 Introduction ___________________________________________________5 1.2 Thesis Outline _________________________________________________5 2. Definitions and perception_________________________________6 3. History of Anime in Japan_________________________________8 3.1 Early Years____________________________________________________8
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Science Animation and Students' Attitudes
    457 Chapter 37 Science Animation and Students’ Attitudes Sivasankar Arumugam Sri Venkateswara College of Education, India Nancy Nirmala Christ the King Matric Higher Secondary School, India ABSTRACT Drawing and sustaining the interest of learners as well as ensuring better understanding seems to be the main advantages in animation. The technique of capturing successive frames of pictures or positions of toys or models that create an illusion of movement while the movie is shown as a sequence gives life to animation. The invasion of e-resources into the educational arena had opened innumerable avenues for the instructors, administrators, and researchers. This chapter makes an attempt to test the effective- ness of science educational animation over conventional class through an experimental study and also would like to sense the attitude of the learners towards animation classes. The findings support the fact that science teaching through animated lessons stands superior to conventional science classes and students also have positive attitude towards animation. The researcher concludes that animation in its own virtue along with enthusiasm of digital native learners would grow leaps and bounds in the near future in the educational sphere. INTRODUCTION Teaching is a kind of social engineering that does not deal with lifeless machines and hard wares; it cultivates tender minds into brave hearts that in turn with brimming confidence is going to build the society. In this endeavour every student is important, every detail present in each topic is essential and every batch of students is precious. The digital transformations that are taking place in educational arena had opened newer avenues for the teachers, learners, administrators and researchers in the form of ani- mation.
    [Show full text]
  • Introduction to Computer Animation and Its
    INTRODUCTION TO COMPUTER ANIMATION AND ITS POSSIBLE EDUCATIONAL APPLICATIONS Sajid Musa a, Rushan Ziatdinov b*, Carol Griffiths c a,bDepartment of Computer and Instructional Technologies, Fatih University, 34500 Buyukcekmece, Istanbul, Turkey E-mail: [email protected] and [email protected] cDepartment of Foreign Language Education, Fatih University, 34500 Buyukcekmece, Istanbul, Turkey E-mail: [email protected] Abstract Animation, which is basically a form of pictorial presentation, has become the most prominent feature of technology-based learning environments. It refers to simulated motion pictures showing movement of drawn objects. Recently, educational computer animation has turned out to be one of the most elegant tools for presenting multimedia materials for learners, and its significance in helping to understand and remember information has greatly increased since the advent of powerful graphics-oriented computers. In this book chapter we introduce and discuss the history of computer animation, its well- known fundamental principles and some educational applications. It is however still debatable if truly educational computer animations help in learning, as the research on whether animation aids learners’ understanding of dynamic phenomena has come up with positive, negative and neutral results. We have tried to provide as much detailed information on computer animation as we could, and we hope that this book chapter will be useful for students who study computer science, computer-assisted education or some other courses connected with contemporary education, as well as researchers who conduct their research in the field of computer animation. Keywords: Animation, computer animation, computer-assisted education, educational learning. I. Introduction For the past two decades, the most prominent feature of the technology-based learning environment has become animation (Dunbar, 1993).
    [Show full text]
  • Quantum Algorithm Animator Lori Eileen Nicholson Nova Southeastern University, [email protected]
    Nova Southeastern University NSUWorks CEC Theses and Dissertations College of Engineering and Computing 2010 Quantum Algorithm Animator Lori Eileen Nicholson Nova Southeastern University, [email protected] This document is a product of extensive research conducted at the Nova Southeastern University College of Engineering and Computing. For more information on research and degree programs at the NSU College of Engineering and Computing, please click here. Follow this and additional works at: https://nsuworks.nova.edu/gscis_etd Part of the Computer Sciences Commons Share Feedback About This Item NSUWorks Citation Lori Eileen Nicholson. 2010. Quantum Algorithm Animator. Doctoral dissertation. Nova Southeastern University. Retrieved from NSUWorks, Graduate School of Computer and Information Sciences. (262) https://nsuworks.nova.edu/gscis_etd/262. This Dissertation is brought to you by the College of Engineering and Computing at NSUWorks. It has been accepted for inclusion in CEC Theses and Dissertations by an authorized administrator of NSUWorks. For more information, please contact [email protected]. Quantum Algorithm Animator by Lori E. Nicholson [email protected] A Final Dissertation Report submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science Graduate School of Computer and Information Sciences Nova Southeastern University 2010 We hereby certify that this dissertation, submitted by Lori E. Nicholson, conforms to acceptable standards and is fully adequate in scope and quality to fulfill the dissertation requirements for the degree of Doctor of Philosophy. _____________________________________________ ________________ Michael J. Laszlo, Ph.D. Date Chairperson of Dissertation Committee _____________________________________________ ________________ Maxine S. Cohen, Ph.D. Date Dissertation Committee Member _____________________________________________ ________________ Junping Sun, Ph.D.
    [Show full text]
  • Animation Fandom in North America and East Asia from 1906–2010 By
    Animating Transcultural Communities: Animation Fandom in North America and East Asia from 1906–2010 By Sandra Annett A thesis submitted to the Faculty of Graduate Studies of The University of Manitoba in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Department of English, Film, and Theatre University of Manitoba Winnipeg © 2011 Sandra Annett Abstract This dissertation examines the role that animation plays in the formation of transcultural fan communities. A ―transcultural fan community‖ is defined as a group in which members from many national, cultural, and ethnic backgrounds find a sense of connection across difference, engaging with each other through a mutual interest in animation while negotiating the frictions that result from their differing social and historical contexts. The transcultural model acts as an intervention into polarized academic discourses on media globalization which frame animation as either structural neo-imperial domination or as a wellspring of active, resistant readings. Rather than focusing on top-down oppression or bottom-up resistance, this dissertation demonstrates that it is in the intersections and conflicts between different uses of texts that transcultural fan communities are born. The methodologies of this dissertations are drawn from film/media studies, cultural studies, and ethnography. The first two parts employ textual close reading and historical research to show how film animation in the early twentieth century (mainly works by the Fleischer Brothers, Ōfuji Noburō, Walt Disney, and Seo Mitsuyo) and television animation in the late twentieth century (such as The Jetsons, Astro Boy and Cowboy Bebop) depicted and generated nationally and ethnically diverse audiences.
    [Show full text]
  • Developing Educational Computer Animation Based on Human Personality Types
    UDC 004.5: 004.9: 37 Developing Educational Computer Animation Based on Human Personality Types Sajid Musa1, Rushan Ziatdinov1,, Omer Faruk Sozcu1, Carol Griffiths2 1Department of Computer and Instructional Technologies, Fatih University, 34500 Buyukcekmece, Istanbul, Turkey [email protected], [email protected], [email protected] 2Department of Foreign Language Education, Fatih University, 34500 Buyukcekmece, Istanbul, Turkey, [email protected] ABSTRACT Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered to be one of the most elegant ways for preparing materials for teaching, and its importance in assisting learners to process, understand and remember information efficiently has vastly grown since the advent of powerful graphics-oriented computers era. Based on theories and facts of psychology, colour science, computer animation, geometric modelling and technical aesthetics, this study intends to establish an inter-disciplinary area of research towards a greater educational effectiveness. With today’s high educational demands as well as the lack of time provided for certain courses, classical educational methods have shown deficiencies in keeping up with the drastic changes observed in the digital era. Generally speaking, without taking into account various significant factors as, for instance, gender, age, level of interest and memory level, educational animations may turn out to be insufficient for learners or fail to meet their needs. Though, we have noticed that the applications of animation for education have been given only inadequate attention, and students’ personality types of temperaments (sanguine, choleric, melancholic, phlegmatic, etc.) have never been taken into account.
    [Show full text]
  • The Society for Animation Studies Newsletter
    Volume 22, Issue 1 Spring 2009 The Society for Animation Studies Newsletter ISSN: 1930-191X In this Issue: Letters from the Editors SAS Announcements: 1 _ President Report and Minutes Maureen Furniss Dear SAS members, 2 _ Membership Reminder 3 _Animation Studies We are pleased to present you with the first issue of Nichola Dobson the SAS Newsletter in 2009. We hope the 4 _ 2009 Conference Update newsletter finds you in cheerful spirits and that you enjoy reading the contributions from members all Conference News and Events over the world. 5 _ Sydney Animation News 2009 Katharine Buljan On behalf of the Society for Animation Studies, we 6 _ Goat Story: The Changing Face thank those who share their essays, news and of Czech Animation Lucie Joschko photos with us. We would also like to thank Amy Ratelle for her assistance with the newsletter and The Light and Shade of congratulate her on the birth of her daughter Laila! Postgraduate Research 7 _ Tea, biscuits and a trip down memory lane! Kerry Drumm Sincerely, 8 _ A Work Between Two Worlds: Caroline Ruddell and Lucie Joschko Starewicz’s Style and The Co-Editors Cameraman’s Revenge LeAnn McCaslin World perspectives 9 _ African Animation By Mohamed Ghazala Publications list 10 _ Recent publications Membership Information SAS Board and Contacts The articles in the SAS Newsletter are licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 2.5 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/2.5/ or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.
    [Show full text]
  • Making Sense of Animation: How Do Children Explore Multimedia
    CN 7 CT Making Sense of Animation: How do Children Explore Multimedia Instruction? Mireille Betrancourt and Alain Chassot A-Head Introduction With the increasing sophistication of computer technologies and decreasing production costs, multimedia documents offering highly animated and interactive graphics are becoming ubiquitous in instructional materials. However, research on how learners process such multimedia information in order to construct a mental model of the learning material has emerged only in the last decade. From an applied perspective, a key issue is whether multimedia documents are actually beneficial to learning when compared with more traditional materials. It is therefore important to identify the conditions under which educational benefit is more likely to occur. From a more fundamental research perspective, many issues still remain to be thoroughly investigated. These include questions about how people process multimedia documents and what this processing may tell us about cognitive processes involved in constructing mental models. In this chapter we focus on instructional multimedia documents that include animated graphics or animation. An instructional multimedia document can be defined as a “presentation involving words and pictures that is intended to foster learning.” (Mayer, 2001, p. 3). More generally, words refer not only to verbal information in natural language, but also to symbolic information that can accompany graphics, such as formulae in mathematics or chemistry. For the purposes of this chapter, animation is defined as “[…] any application which generates a series of frames, so that each frame appears as an alteration of the previous one, and where the sequence of frames is determined either by the designer or the user” (Bétrancourt and Tversky, 2000, p 313).
    [Show full text]
  • INFORMATION to USERS This Manuscript Has Been Reproduced
    INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in ^ewriter face, while others may be from an y type of computer printer. The qnaliQr of this reproduction is dependent upon the quali^ of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and inproper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manusciipt and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the badt of the book. Photogr^hs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6" x 9" black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI A Bell & Howell Information Company 300 North Z eeb Road. Ann Arbor. Ml 48106-1346 USA 313.'761-4700 800/521-0600 INFORMAL COMPUTER-ART EDUCATION: A FOCUS ON THE ART AND HISTORICAL IMPACT OF COMPUTER GENERATED SPECIAL VISUAL EFFECTS AND THE PEDAGOGY OF THE ARTISTS WHO CREATE THEM PROFESSIONALLY IN THE SAN FRANCISCO BAY AREA PRODUCTION COMPANIES DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Garth Anthony Gardner, B.A., M.A.
    [Show full text]
  • Imaging the Airways
    Rochester Institute of Technology RIT Scholar Works Theses 2008 Imaging the airways Betsy Skrip Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Skrip, Betsy, "Imaging the airways" (2008). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. ROCHESTER INSTITUTE OF TECHNOLOGY A Thesis Submitted to the Faculty of The College of Imaging Arts and Sciences In Candidacy for the Degree of MASTER OF FINE ARTS IMAGING THE AIRWAYS 3D Modeling of a Complete Respiratory Airway for Use in Computational Flow Dynamics Studies of Particle Deposition in the Lungs Creation of an Educational Animation about the Respiratory System for Use in the Human Visualization Project and CollaboRITorium ETSY SKRIP Medical Illustration Date Approved: October 7, 2008 IMAGING THE AIRWAYS 3D Modeling of a Complete Respiratory Airway for Use in Computational Flow Dynamics Studies of Particle Deposition in the Lungs Creation of an Educational Animation about the Respiratory System for Use in the Human Visualization Project and CollaboRITorium Betsy Skrip Medical Illustration, Rochester Institute of Technology ABSTRACT CONTENTS The IMAGING THE AIRWAYS thesis project is a multidiscipline and INTRODUCTION 1 multimedia endeavor consisting of two main parts: I. 3D Modeling of a Complete Respiratory Airway for Use in Computational Flow Dynamics Part I.I Bronchi/Bronchiole Model Studies of Particle Deposition in the Lungs and II. Creation of an Educational ORIGINAL THESIS STATEMENT 2 Animation about the Respiratory System for Use in RIT’s Human Visualization BACKGROUND 2 Project and CollaboRITorium.
    [Show full text]