33 resultados para Animation virtuelle
Resumo:
In front of the vast and widespread use of new technology in 3D animation currently, this research aims to give an overview adjacent to major film productions with Studio Ghibli and its main director/animator: Hayao Miyazaki. Showing up as an interesting exception to worldwide success, the Ghibli feature films are made with the predominance of 2D hand-drawn art. Its process dates back to the first animations created in the early twentieth century, though such tools have been “overcome” by big studios like Walt Disney, Pixar and Dreamworks, the works of Miyazaki still get considerable highlight, preferring the pencil and paper than the computer. With the aid of some authors in particular as McCloud and the founders of Anima Mundi, and other theorists of design and subjective philosophy, some analyzes are mapped to better understand the connection between the work of Miyazaki and his contribution to the field of illustration and originality as a whole. The objective is to find the key points of Ghibli animations which will drive new parameters between creativity, illustration and Western and Eastern praxis.
Resumo:
This thesis goes from the origin of the human interest in movement, tracing briefy the history of animation, from your remotest manifestations until the appearence of the GIF format, to address the topic of repetition in movement, stablishing a parallel between this format and primitive devices of animation ehxibition. It is also brought into this project some questions relative to the uses of GIF as meme and as artwork, and the possibilities that the repetition offer in both cases. Through artistic production and empiric research, many techniques were considered adequated to produce an animation that gave the public the sensation of continuity, with the intent to contribute to the development of GIF language. It was also researched the effect of the movement repetition on the espectors, and if these manifestations where different for each person by age and with distinct professions. At the end of the research, was concluded that animation techniques with contrasting visual characteristics were able to give the sensation of continuity, as well as the sensations towards the animations were independent of the social groups that the espectors belongs
Resumo:
O presente trabalho tem como objetivo identificar de que forma os desenhos animados contribuem na formação da criança na faixa etária de 3 à 7 anos. Adotando como referência os desenhos animados O Peixonauta e Meu Amigãozão, produzidos pela TVPinguim (Brasil) e por uma parceria entre a brasileira 2DLab e a canadense Breakthrough Animation respectivamente, pretende-se analisar de que modo as animações semeiam valores essenciais da sociedade ao mesmo tempo que cultiva o intelecto adaptando conhecimentos científicos à percepção infantil. Utilizando da abordagem qualitativa, e tendo como referencial a pesquisa bibliográfica, o presente estudo visa apresentar as animações definidas acima e desenvolver uma análise acerca de sua relação com o telespectador infantil