1,602 research outputs found

    Myth Understanding

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    Myth Understanding is a prototype of an interactive educational program geared towards elementary school children. It provides self-paced instruction, mixing animation, graphics, and sound with information pertaining to earth science. Mythological characters from ancient Greece are sources which provide the child with scientific as well as historic information. In effect, children learn about ancient Greek mythology as they discover the mysteries and makeup of the earth. Children are given the flexibility to decide on what information to view ac cording to their own personal preference. Meticulous attention was given to the artwork interface design and layout. Myth Understanding incorporates multimedia design to make Greek mythology and earth science come alive, exhibiting facts that are not only illustrative, but at the same time entertaining and informative. The evolution of Myth Understanding will be explored in the following chapters. Initial concepts, research, character development and tqaechnical considerations will be addressed. My main goal is to stimulate, educate, and entertain children about Greek mythology and earth science. Myth Under standing provides them with a passport to the time of myths and magic

    RENDERING PRINCIPAL DIRECTION CONTOUR LINES WITH ORIENTED TEXTURES

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    In this paper we explore the use of contour lines in computer graphics as a means of conveying shape to the end-user. Contour lines provide an alternative to traditional realistic rendering styles and may even provide a more appropriate visualization for certain situations. For our images, contour line orientation is established in accordance with principal curvature directions. We present a method for rendering a texture, oriented in the principal curvature direction, across a traditionally-modeled geometric surface that effectively forms suggestive contour lines to enhance the visualization of that surface. We further extend the method to create animated contour textures, wherein lines move across a surface to suggest its shape. We demonstrate how the animation can be made more intuitive and easier to follow through a meaningful generalization of the generated vector space

    Animating Biodiversity: Creating An Educational Film on Biodiversity for Secondary School Learners in Namibia

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    The goal of this project was to assist the EduVentures Trust by developing an animated film about biodiversity for learners in rural schools. EduVentures supplements traditional classrooms with SMARTLessons in a mobile classroom that teach students about biodiversity, sustainability, heritage, and climate change. We collaborated with the EduVentures staff in all aspects of film production so they can create additional animations in the future. Our animated film on biodiversity introduces and defines biodiversity and its implications. Additionally, the film’s animated features will act as educational entertainment for the learners. Through images and animated characters the learners will be able to visualize and comprehend what biodiversity means

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation

    Out of sight: using animation to document perceptual brain states

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    It is acknowledged that the genre of animated documentary is particularly suited to depicting the subjective point of view (Wells, 1997, Honess Roe, 2013). It has also been suggested that animated documentary may have a tendency toward collaborative working methods (Ward, 2005: 94). This PhD work explores and expands these suggestions and presents the development of a methodology adapted from what has been termed collaborative ethnography (Lassiter, 2005) when using animation to document perceptual brain states. The claim to originality in this thesis lies in the methodological approach taken through the documenting of idiopathic perceptual brain states, previously unrepresented in animation. It involves a shifting of the roles of subject and director to collaborative consultant and facilitator respectively, and differentiates between the recording of an animated document and the creation of an animated documentary . It rejects the sound reliant template of the 'animated interview' (Strøm, 2005: 15) as the dominant model of creating animated documents, which assumes both that the indexical is crucial to documenting, and that this can only be achieved in animation through the use of indexical sound. It agrees with Tom Gunning s argument that Charles Sanders Pierce's original idea of the index as part of an interconnected triad of signs (index, symbol and icon) has been abstracted from its richer signifying context and extracted a simplified version of what Pierce intended it to mean (a trace or impression left by an object) to become a 'diminished concept' (2007:30-1), essentially a short hand coda in this instance for document . The practice in this work challenges this by presenting an alternative; using a collaborative cycle methodology

    Animating Film Theory

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    Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be understood, as well as how it relates to concepts such as the still, the moving image, the frame, animism, and utopia. The contributors take on the kinds of theoretical questions that have remained underexplored because, as Karen Beckman argues, scholars of cinema and media studies have allowed themselves to be constrained by too narrow a sense of what cinema is. This collection reanimates and expands film studies by taking the concept of animation seriously. Contributors. Karen Beckman, Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata, Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom Gunning, Andrew R. Johnston, Hervé Joubert-Laurencin, Gertrud Koch, Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay, Mihaela Mihailova, Marc Steinberg, Tess Takahash

    The Impossible Qualities Of Illusionary Spaces: Stop Motion Animation, Visual Effects And Metalepsis

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    This thesis examines stop motion animation, its role as a special effect and how the stop motion form impacts on narrative. In particular, it is concerned with the relationship between stop motion animation and the rhetorical concept of metalepsis, as well as the disruption and transgression of narrative spaces in fiction. The studio component of the work is an installation titled All The Nice Things Come From Here which uses an early film special effects technique, the Schüfftan process. The Schüfftan process is a form of in-camera compositing that uses mirrors to align two separate spaces to form the illusion of one cohesive space. The installation uses Newcastle’s light industrial landscape as a backdrop to create impossible miniature narrative spaces that can only be understood when the viewer is aligned to a station point forced by the placement of the mirrors. The theoretical portion of the thesis examines how this exploded view of an animated special effect can be used to explore ideas of narrative, narrative layers and the visual forms of stop motion animation. The thesis argues that object stop motion animation has aspects that are inherently metaleptic, as stop motion’s use of real objects doing impossible things creates its own subtle and impossible metaleptic spaces that simultaneously refer to both the world within the film and the world outside the film

    Animating Film Theory

    Get PDF
    Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be understood, as well as how it relates to concepts such as the still, the moving image, the frame, animism, and utopia. The contributors take on the kinds of theoretical questions that have remained underexplored because, as Karen Beckman argues, scholars of cinema and media studies have allowed themselves to be constrained by too narrow a sense of what cinema is. This collection reanimates and expands film studies by taking the concept of animation seriously. Contributors. Karen Beckman, Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata, Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom Gunning, Andrew R. Johnston, Hervé Joubert-Laurencin, Gertrud Koch, Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay, Mihaela Mihailova, Marc Steinberg, Tess Takahash

    Grendel Grendel Grendel

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    This open access study of the film Grendel Grendel Grendel, directed by Alexander Stitt, presents it as a masterpiece of animation and design which has attained a national and international cult status since its release in 1981. The film, based on the novel, Grendel, by John Gardner, is a loose adaptation of the Beowulf legend, but told from the point of view of the monster, Grendel. Grendel Grendel Grendel is a mature, intelligent, irreverent and quite unique animated film - it is a movie, both in terms of content and of an aesthetic that was well ahead of its time. Along with a brief overview of Australian animation and a contextualization of where this animated feature fits within the broader continuum of Australian (and global) film history, Dan Torre and Lienors Torre provide an intriguing analysis of this significant Australian animated feature. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com
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