Case Pikku Kakkonen

Total Page:16

File Type:pdf, Size:1020Kb

Case Pikku Kakkonen Creating Animated Stickers for Social Media Platforms Using Brand-Based Imagery – Case Pikku Kakkonen Sofi-Ilona Löhönen BACHELOR’S THESIS April 2020 Degree Programme in Media and Arts Fine Art 2 ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media and Arts Fine Art LÖHÖNEN, SOFI-ILONA: Creating Animated Stickers for Social Media Platforms Using Brand-Based Imagery Case Pikku Kakkonen Bachelor's thesis of 67 pages April 2020 Animation is an adaptable medium. In digital media, animation can be detected for example in the form of GIF. Today GIFs are used in multiple ways, such as a decorative, promotional and artistic elements, as well as communicational tools – for example as animated stickers – on personal messaging platforms. The purpose of this thesis was to create animated stickers, and two animated shorts for Pikku Kakkonen, which were set to be used in social media platforms as decorative elements and updates. Pikku Kakkonen is a magazine-styled Finnish children’s program. The program’s Art Director Elli Murtonen had a vision to add elements into Pikku Kakkonen’s Instagram by launching a set of stickers using the brand’s visual brand imagery. The research was carried out in order to study how animation, its principles and production works, and how it is being adapted as a medium. The thesis also explored the history and the technical functionality of the GIF, and how the format was used in social media. These findings were aimed at being utilized in the thesis project, focusing on important matters when creating animations using Pikku Kakkonen’s vector graphics, while simultaneously aiming to adapt the animation principles. An additional question was what to take into consideration when creating an animation project, and to describe the project and its outcome, as well as personal thoughts concerning the process. The project was created using data from the research, and by following Pikku Kakkonen’s Art Director’s directions. Key words: animation, principles, project, GIF, sticker, brand-based imagery 3 CONTENTS 1 GLOSSARY .......................................................................................... 4 1 INTRODUCTION .................................................................................. 5 2 WHAT IS ANIMATION .......................................................................... 7 2.1 Description of the history of animation ............................................ 8 2.2 Principles of animation ................................................................. 14 2.2.1 Disney’s principles of animation ......................................... 14 2.2.2 Additional foundations of animation .................................... 18 2.3 The technical execution of animation ........................................... 22 2.3.1. Genres of animation ........................................................... 23 2.3.2. Pixel based graphics .......................................................... 25 2.3.3. Vector based graphics ........................................................ 26 3 ANIMATION AS A MEDIUM ............................................................. 27 3.1 Adaptation of storytelling in animation .......................................... 28 3.1.1 Animation and visual arts ................................................... 28 3.2 Aims of production ....................................................................... 29 4 ADAPTING THE GRAPHIC INTERCHANGE FORMAT ..................... 31 4.1 History .......................................................................................... 31 4.2 Technique and the limits of it ........................................................ 32 4.3 Adapting GIF animation................................................................ 33 4.3.1 Social media ....................................................................... 34 4.3.2 GIF in use of brands ........................................................... 34 4.3.3 GIF and visual arts ............................................................. 36 4.3.4 Emotions............................................................................. 36 5 THE BRAND ....................................................................................... 38 6 THE PROJECT ................................................................................... 40 6.1 Description of the process ............................................................ 42 6.2 Final Thoughts ............................................................................. 53 7 PRODUCTION .................................................................................... 63 8 CONCLUSION .................................................................................... 64 REFERENCES ........................................................................................ 65 4 GLOSSARY traditional animation hand-drawn animation, originally on physical paper and later see-through film animation principles guidelines for creating lively animation and motion-work frame a singular image out of an image sequence in animation keyframe frames in animation, showing the most important frames of the movement rig a skeleton of a digital character or puppet, making it more practical to control rigging creating the rig for a digital character GIF short for the graphic interchange format, a file format designed originally for images, later also for short, looping and soundless moving image sticker in the context of the thesis a still or moving digital image, used for communication and personalization in social media emoji a pictorial symbol used for communication in messaging servers and social media emoticon a presentation of a facial expression using keyboard characters app application, a program for smart devices direct messaging a messaging system designed for private conversations composition a space in software providing timeline for the layers and their content, essentially a place for an individual project 5 1 INTRODUCTION Communication is part of human life. When speech and textual communication turn out to be deficient – for example because of linguistic or emotional reasons – we can use images as a form of communication. Images have an ability to depict information and emotion regardless of the viewer’s personal background, such as age or language. Some of this imagery is used in digital communication in forms of emojis, stickers and GIFs. In addition to emojis, animated stickers – or GIFs – are also used in direct messaging. The GIF was originally created for images to be compressed into a format which would not take up much of the computer’s memory. Later the GIF gained the ability to loop soundless moving image without requiring any separate playback system, which made it possible for the format to be spread moving images over the evolving World Wide Web. Today GIFs can be commonly found in smartphone applications, and are a form of direct messaging and personalization, as well as decorative and commercial elements on the internet. The thesis project is an animation project produced for Pikku Kakkonen, which is a Finnish, magazine-styled children’s program. The program’s running time is roughly an hour, and it is broadcasted twice per day from Monday through Friday, and on Saturday and Sunday mornings. The project was started to fulfil the idea for expanding Pikku Kakkonen’s brand by launching a set of stickers and animated shorts, which were executed by using the programs brand-based imagery. The stickers were used in a social media platform called Instagram – precisely in its Stories feature – as decorative and infographic elements. The animated shorts were published as Pikku Kakkonen’s Facebook and Instagram updates in order to advertise the stickers on the days of their launch. To dive into the matters concerning the project, the historical use of animation is being studied in the beginning of the thesis. Afterwards the principles of animation, as well as the additional foundations of animation are explained, in order to support describing the animating process. Animation as a medium is also researched to better understand its extensive functionality, and how it is being 6 utilized. The GIF is also studied as a concept throughout its history, and how it functions as a vehicle from technical point of view. This was also done in order to support describing the projects contents in more detail. The very meaning of images is also briefly researched and contemplated to address their meaning as communicative elements. The research question of the thesis was to unwrap what to take into consideration when starting an animation project from the described baseline, and to document and describe how an animation project was formed precisely for Pikku Kakkonen, when using vector graphics from its brand-based imagery. The aim was also to describe the project’s production and workflow in detail, and to narrate how the project turned out and felt like in general from a young animator’s point of view. An additional question was also how the principles of animation, and the additional foundations of animation were able to be adapted while using Pikku Kakkonen’s vector graphics. Additional research was done in order to immerse oneself more into the topics at hand, and to help understand the project and everything that went in it in more detail. 7 2 WHAT IS ANIMATION Animation is the illusion of movement that appears when still images – or frames – are being showed in prompt speed (Computer
Recommended publications
  • 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.
    [Show full text]
  • Pixar's 22 Rules of Story Analyzed
    PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling.
    [Show full text]
  • Faea-Fresh-Paint-Fall-2021.Pdf
    FALL 2021 Volume 44 • Issue 2 The 2021 Annual What Affect Theory Conference Can Tell Us About Registration Becoming an Art Information Teacher and Schedule Preview Museum Spotlight: Orlando Museum of Art Tissue Vases Lesson Plan for Grades K-6 Royal & Langnickel Big Kids’ Choice Lil’ Grippers Deluxe Assorted Set of 6 Item #06082-1669 Blick Liquid Watercolors Item #00369 Transform plastic bottles and cups into colorful, textural containers for plants and flowers. Upcycle everyday objects to create 3D artwork! Using a mixture of water and medium, students layer strips of tissue paper to the outside of discarded plastic containers. Twist, bunch, and fold to create texture, then add color to create an earth-friendly vase. DickBlick.com/lesson-plans/Tissue-Vases-from-Recycled-Containers/ CHECK OUT NEW lesson plans and video workshops at DickBlick.com/lesson-plans. For students of all ages! Alliance for Young Artists ® Writers& Request a FREE 2021 Catalog! DickBlick.com/requests/bigbook2 Fresh Paint • FAEA Fall 2021 FALL 2021 • Volume 44 • Issue 2 C NTENTS features OUR COVER ARTIST NaTescha Holloway (Grade 8) Swimming with the Koi, 2021 FAEA K-12 Drawing Howard Middle School, Assessment & Teacher: Rachel Buckley Virtual Exhibition The purpose of this publication is to Winners | 13 provide information to members. Fresh Paint is a quarterly publication of Florida Art Education Association, Inc., located at 402 Office Plaza Drive, 2021 Annual Tallahassee, Florida 32301-2757. Conference Schedule FALL digital Preview | 18 Conference digital 13 Winter digital Remembering Spring/Summer digital Nellie Lynch | 25 FAEA 2021 Editorial Committee Lark Keeler (Chair) Jeff Broome What Affect Theory Susannah Brown Claire Clum Can Tell Us About departments Jackie Henson-Dacey Michael Ann Elliott Becoming an Art President’s Reflection | 4 Britt Feingold Heather I.
    [Show full text]
  • National Film Registry
    National Film Registry Title Year EIDR ID Newark Athlete 1891 10.5240/FEE2-E691-79FD-3A8F-1535-F Blacksmith Scene 1893 10.5240/2AB8-4AFC-2553-80C1-9064-6 Dickson Experimental Sound Film 1894 10.5240/4EB8-26E6-47B7-0C2C-7D53-D Edison Kinetoscopic Record of a Sneeze 1894 10.5240/B1CF-7D4D-6EE3-9883-F9A7-E Rip Van Winkle 1896 10.5240/0DA5-5701-4379-AC3B-1CC2-D The Kiss 1896 10.5240/BA2A-9E43-B6B1-A6AC-4974-8 Corbett-Fitzsimmons Title Fight 1897 10.5240/CE60-6F70-BD9E-5000-20AF-U Demolishing and Building Up the Star Theatre 1901 10.5240/65B2-B45C-F31B-8BB6-7AF3-S President McKinley Inauguration Footage 1901 10.5240/C276-6C50-F95E-F5D5-8DCB-L The Great Train Robbery 1903 10.5240/7791-8534-2C23-9030-8610-5 Westinghouse Works 1904 1904 10.5240/F72F-DF8B-F0E4-C293-54EF-U A Trip Down Market Street 1906 10.5240/A2E6-ED22-1293-D668-F4AB-I Dream of a Rarebit Fiend 1906 10.5240/4D64-D9DD-7AA2-5554-1413-S San Francisco Earthquake and Fire, April 18, 1906 1906 10.5240/69AE-11AD-4663-C176-E22B-I A Corner in Wheat 1909 10.5240/5E95-74AC-CF2C-3B9C-30BC-7 Lady Helen’s Escapade 1909 10.5240/0807-6B6B-F7BA-1702-BAFC-J Princess Nicotine; or, The Smoke Fairy 1909 10.5240/C704-BD6D-0E12-719D-E093-E Jeffries-Johnson World’s Championship Boxing Contest 1910 10.5240/A8C0-4272-5D72-5611-D55A-S White Fawn’s Devotion 1910 10.5240/0132-74F5-FC39-1213-6D0D-Z Little Nemo 1911 10.5240/5A62-BCF8-51D5-64DB-1A86-H A Cure for Pokeritis 1912 10.5240/7E6A-CB37-B67E-A743-7341-L From the Manger to the Cross 1912 10.5240/5EBB-EE8A-91C0-8E48-DDA8-Q The Cry of the Children 1912 10.5240/C173-A4A7-2A2B-E702-33E8-N
    [Show full text]
  • Harun Farocki and Cinema As Chiro-Praxis
    Journal of Aesthetics & Culture ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/zjac20 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson To cite this article: Henrik Gustafsson (2021) “A new image of man”: Harun Farocki and cinema as chiro-praxis, Journal of Aesthetics & Culture, 13:1, 1841977, DOI: 10.1080/20004214.2020.1841977 To link to this article: https://doi.org/10.1080/20004214.2020.1841977 © 2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. Published online: 29 Dec 2020. Submit your article to this journal Article views: 137 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=zjac20 JOURNAL OF AESTHETICS & CULTURE 2021, VOL. 13, 1841977 https://doi.org/10.1080/20004214.2020.1841977 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson Media and Documentation Science Department of Language and Culture, The Arctic University, Tromsø, Norway ABSTRACT KEYWORDS In Harun Farocki’s lifelong study of the mute language of manual expressions, the human Animation; anthropology; hand is explored not only as a versatile tool, but as a repository of social memory, a topos in automation; gesture; Harun the genealogy of the moving image, and a critical agent in the theory and practice of Farocki; hand; imagination; filmmaking itself. While cinema distinguished itself from previous artistic media through its operational chain; capacity to salvage and store everyday gestures for later scrutiny, accruing a Bilderschatz for operational image; social future anthropological and archaeological research, it was also integral to an ongoing process memory; soft montage that spurred the progressive withdrawal of the human hand from the manufacturing of images.
    [Show full text]
  • National Film Registry Titles Listed by Release Date
    National Film Registry Titles 1989-2017: Listed by Year of Release Year Year Title Released Inducted Newark Athlete 1891 2010 Blacksmith Scene 1893 1995 Dickson Experimental Sound Film 1894-1895 2003 Edison Kinetoscopic Record of a Sneeze 1894 2015 The Kiss 1896 1999 Rip Van Winkle 1896 1995 Corbett-Fitzsimmons Title Fight 1897 2012 Demolishing and Building Up the Star Theatre 1901 2002 President McKinley Inauguration Footage 1901 2000 The Great Train Robbery 1903 1990 Life of an American Fireman 1903 2016 Westinghouse Works 1904 1904 1998 Interior New York Subway, 14th Street to 42nd Street 1905 2017 Dream of a Rarebit Fiend 1906 2015 San Francisco Earthquake and Fire, April 18, 1906 1906 2005 A Trip Down Market Street 1906 2010 A Corner in Wheat 1909 1994 Lady Helen’s Escapade 1909 2004 Princess Nicotine; or, The Smoke Fairy 1909 2003 Jeffries-Johnson World’s Championship Boxing Contest 1910 2005 White Fawn’s Devotion 1910 2008 Little Nemo 1911 2009 The Cry of the Children 1912 2011 A Cure for Pokeritis 1912 2011 From the Manger to the Cross 1912 1998 The Land Beyond the Sunset 1912 2000 Musketeers of Pig Alley 1912 2016 Bert Williams Lime Kiln Club Field Day 1913 2014 The Evidence of the Film 1913 2001 Matrimony’s Speed Limit 1913 2003 Preservation of the Sign Language 1913 2010 Traffic in Souls 1913 2006 The Bargain 1914 2010 The Exploits of Elaine 1914 1994 Gertie The Dinosaur 1914 1991 In the Land of the Head Hunters 1914 1999 Mabel’s Blunder 1914 2009 1 National Film Registry Titles 1989-2017: Listed by Year of Release Year Year
    [Show full text]
  • Computer Animation in an Intuitive Way
    An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello Ettore Trainiti University of Illinois at Chicago University of Illinois at Chicago 1200 W Harrison St, Chicago, IL 1200 W Harrison St, Chicago, IL [email protected] [email protected] ABSTRACT keyframe by defining the position of each vertex, may result Human Computer Interaction is a rising field of computer in very tedious task to perform. For this reason, skeletal an- science and perfectly fits among Computer Graphics scopes. imation is often preferred. This method is composed of two The video-game industry is focusing on this field in order phases: rigging and animation. Rigging consists in defining to provide always more realistic and engaging game expe- a skeleton made of bones. Parts of the mesh are associated riences. The bond between animation and user movement to each of these bones in order to define which bone is re- seems to be destinated to be closer in future. sponsible of deforming a part of the object. The animation is then designed by defining the position of each bone in each Author Keywords keyframe and interpolating the inbetweens. For big produc- Keyframing, Rigging, Mophing, Warping, Blending. tions like movies and videogames, the animation design is executed by means of more powerful techniques like for in- INTRODUCTION stance motion capture. Motion Capture is a technique, which Computer Animation is the process of generating animated takes advantage of special suits that actors dress and that cap- images in computer graphics scenes. It is one of the most an- ture every movement they do.
    [Show full text]
  • Year of the Nurse 2020
    New Hampshire Nursing News YearYear ofof thethe NurseNurse 20202020 Official Newsletter of New Hampshire Nurses Association Quarterly publication direct mailed to approximately 1,250 Registered Nurses and LPNs and delivered electronically via email to 16,500 Registered Nurses and LPNs in New Hampshire. March 2020 | Vol. 44 No. 2 www.NHNurses.org Florence Nightingale (1820-1910) Please be sure to notify us with address changes/corrections. We have a very large list LEGISLATIVE TOWN HALL FORUM to keep updated. If the nurse listed no longer lives at this address – please notify us to Top Ten Bills Presented for 2020 discontinue delivery. Thank You! Please call 877-810-5972, extension 701 or Bill Description CGA Presenter NHNA Position email to [email protected] with Allowing RN’s to certify walking disability plate eligibility. Fixes a problem Nursing News in the subject line. HB 1489 with prior legislation by adding the RN to the list of health care providers that Linda Compton In Support currently certify eligibility for walking disability plates and placards. Establishing a NH health policy commission. Aims to establish a NH Index Health Policy Commission with the purpose of monitoring health care HB 1520 Katie Lajoie In Support Spotlight on a Specialty . 2 delivery and spending. NHNA proposed adding a nurse to the Commission, and this amendment is supported by the bill’s prime sponsor. President’s Message . 3 From the ED’s Desk . 3 Relative to pharmacist-in-charge. This bill modifies the duties and responsibilities of a pharmacist-in-charge, clarifies the inspection Legislative Town Hall Forum .
    [Show full text]
  • Gaboury 10/01/13
    Jacob Gaboury 10/01/13 Object Standards, Standard Objects In December 1949 Martin Heidegger gave a series of four lectures in the city of Bremen, then an isolated part of the American occupation zone following the Second World War. The event marked Heidegger’s first speaking engagement following his removal from his Freiburg professorship by the denazification authorities in 1946, and his first public lecture since his foray into university administration and politics in the early 1930s. Titled Insight Into That Which Is [Einblick in das, was ist],1 the lectures mark the debut of a new direction in Heidegger’s thought and introduce a number of major themes that would be explored in his later work.2 Heidegger opened the Bremen lectures with a work simply titled “The Thing” which begins with a meditation on the collapsing of distance, enabled by modern technology. “Physical distance is dissolved by aircraft. The radio makes information instantly available that once went unknown. The formerly slow and mysterious growth of plants is laid bare through stop-action photography.”3 Yet Heidegger argues that despite all conquest of distances the nearness of things remains absent. What about nearness? How can we come to know its nature? Nearness, it seems, cannot be encountered directly. We succeed in reaching it rather by attending to what is near. Near to us are what we usually call things. But what is a thing?4 This question motivates the lecture, and indeed much of Heidegger’s later thought. In 1 Heidegger, Martin. trans. Andrew J. Mitchell. Bremen and Freiburg Lectures: Insight Into That Which Is and Basic Principals of Thinking.
    [Show full text]
  • Boundin' Pixar Short Film Original
    Boundin' pixar short film original Continue Boundin'Poster for Boundin'Directed byBud LuckeyProduced ByOsnat ShurerWritten byBud LuckeyStarringBud LuckeyNarrated byBud LuckeyMusic byBud LuckeyCinematographyJesse HollanderEdited bySteveveproductioncompany Pixar StudiosDistributed byenaBu Vista 2003 (2003-12) 2004 (2004- 11-05) (with Incredibles) The Duration of 5 Minutes 'CountryUnited StatesLanguageEnglish Boundin' is a 2004 Pixar computer-animated short film that was shown in cinemas before the feature film Incredible. The short film is a musically told story about a dancing sheep who loses confidence after a haircut. The film was written, directed, narrated and featured by musical composition and performance by Pixar animator Bud Luckey. The film plot features a sheep that lives in the American West. His elegant dances are popular with other animals. Once come sheep and oatmeal haircuts for wool. Losing his coat, other animals laugh at the sheep, and he becomes shy and loses confidence in the dance. It's while in his bare state that a benevolent shakalop comes across a little lamb and teaches it the dignity of the boundary, not just dancing (that is, getting up whenever you fall). The sheep are converted and his joy in life has been restored. Sheep's wool eventually grows back in winter, only to be cut again, but its pride is now completely unwavering and it continues to be linked. The moral of the story is to never feel bad about yourself. The voice cast of Bud Lucky as the narrator, sheep and Jackalope produced by writer-director Bud Luckey designed and voiced all the characters, composed the music and wrote the story.
    [Show full text]
  • An Artist- Scholar Perspective
    DOI: https://doi.org/10.17605/OSF.IO/KXM5N ARTISTIC PRACTICE AND RESEARCH: AN ARTIST- SCHOLAR PERSPECTIVE MICHELLE STEWART This article is licensed under a Creative Commons Attribution 4.0 International (CC BY 4.0) licence: https://creativecommons.org/licenses/by/4.0 33 Arts Research Africa Conference 2020 An Artist- Practice and Research: | Creative Michelle Stewart Scholar Perspective How do measurable methods of research move between theoretical critique, technical reporting, and creative practice? This question is explored with reference to Michelle’s own practice- based PhD, the experimental animation, Big Man. 34 Arts Research Africa Conference 2020 An Artist- Practice and Research: | Creative Michelle Stewart This paper aims to show the dynamic and complex nature of artistic knowledge. It hopes to illustrate how, within the context of practice- based- research PhD study, meas- urable methods of research can move between theoretical critique, technical reporting, and creative output. In his essay, ‘What is Artistic Research?’, Julien Klein posits that serious creative practice constitutes legitimate research and that the research process does not only evolve from practice but that it is there and can be measured from the outset, from the “level of artistic experience.”1 In terms of a PhD- level or scholarly study, while artistic re- search is made visible in the final artwork, it can be further communicated, document- ed, explained, and contextualised in a written component. However, he asserts, if artis- tic practice as research is to have any relevance at all, the practice and creative output need to be recognised as the primary source of knowledge—in that such knowledge can only be acquired through creative or artistic experience.
    [Show full text]
  • Shifting Sands: Contemporary Trends in Powder Animation
    Shifting Sands: Contemporary trends in powder animation Corrie Francis Parks1 1 University of Maryland, Baltimore Country, Visual Arts, 1000 Hilltop Circle, Baltimore, MD 21228, USA [email protected] Abstract. Backlit animation capitalizes on the purity of light pouring directly into the camera and no technique maximizes the nuances of that light better than sand animation. This paper will discuss the historical variations on sand animation, the physical properties of the material that result in typical movement patterns, and the contemporary evolution of the technique that break from the historical trends, due to the adoption of digital capture and compositing. Keywords: sand animation, hybrid animation, stopmotion, fluid frames 1 Introduction The mysterious art of powder animation is a technique to which I have deep personal connections as a practitioner, and one which represents the broader global trends of hybridization and handcrafted process in the animation field. This adoption of hybridity has brought a renewed interest to the technique, both for animator and for audiences. In this paper, I will give a brief overview of the technique and the common traits seen in historical and contemporary films that find their source in the unique properties of powdered material such as sand, salt, coffee and other dusts. Then I will discuss contemporary trends in the practice of this technique, based on new technology and accessibility. On occasion, I will speak generally about “sand animation” since this is the most common material in use, but the observations and conclusions apply to all powders used under the camera. The source of this research is from my own practice as an independent filmmaker cross-referenced with historical investigation and interviews with contemporary artists practicing powder animation techniques.
    [Show full text]