648 resultados para Slowmation Animation


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Sociologisk Forsknings digitala arkiv

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As far back as I can remember, I have always been interested in studio art. Whether it be painting, drawing, printmaking, or photography, it has consistently been a part of my life. Upon enrolling in Colby, I became interested in computers and decided to major my undergraduate college career in Computer Science. Not forgetting past interests, I continued my studio art education, taking several classes within the Art department. In due time, I began combining interests and began studying Computer Graphics and Design. With limited resources in this field at Colby, the majority of my computer graphic education and experience has been done on my own time apart from regular classroom work. As time progressed, so did my interests. Starting with simple image manipulation of digitally scanned photographs, I moved on to Web Page design, eventually leading to Desktop Publishing. Ultimately, I wanted to take a step further and expand my overall computer graphic knowledge by learning 3D modeling and animation. With even fewer resources in 3D animation at Colby, I perceived having trouble finding the information and tools I would need to gain the necessary skills for this new field. The Senior Scholars program gave me the opponunity to find and acquire the necessary tools to pursue my interest. This program also allowed me to devote the proper amount of time required for learning these new tools.

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With digital compositing and digital special effects, the traditional edits of cut, dissolve and wipe, are being augmented by a more complex, yet liberating, creative process. This paper will explore how the language of film editing may be shifting and evolving due to new tools at the filmmakers disposal (and the ease with which to use them).

With the convergence of all media into the digital realm, the distinctions between animation and live-action filmmaking are continuing to blur. In fact, editing live-action film is now often similar to the process of animation. In many ways, the film editor is becoming like an “animation-inbetweener, ” of the “key posses” that have been “drawn” by the cinematographer.

This new animator/compositor/editor uses a variety of methods for creating inbetweens in order to connect two distinctly different scenes. These can include the use of; morphing, animated mattes, digital animation, and controlled complex dissolves. Not only can this process create a unique visual style, but in addition, new languages can also be explored.

Eisenstein was very interested in how new meanings can be created by the linear juxtaposition of distinctly different scenes. But what does it mean when these two scenes are allowed to evolve into each other?

Furthermore, the editor, can now easily allow selected elements to transcend between shots. It is now possible for the editor to decide what portions of the scene are most important, and what the viewer should take with them into the next scene. What should be highlighted, or what elements should be suppressed.

In order to illustrate these ideas, this paper will look at the earlier film editing theories of, Eisenstein, Pudovkin and G.W. Pabst, and the traditions and theories of animation. It will also showcase contemporary compositing/editing examples.

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Comprehensively documents the working process, techniques and philosophies of Australian animator Neil Taylor.

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Documents the working process, techniques and philosophies of Australian animator Dirk de Bruyn.

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Documents the working process, techniques and philosophies of Australian animator Alex Stitt.

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Contains never before published data, and represents the only text available that comprehensively documents the working process, techniques and philosophies of this historically important Australian animator. This book consists of original research, based upon video interviews of the animator.

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This thesis investigates 'Frankenstein', in the light of Cultural Poetic practices and modern psychological theories, illustrating the pivotal role it played in the transition of developmental psychology from philosophy to science. Drawing on Locke, Rousseau and Godwin, Shelley presents the monster as an exaggerated case study of the danger of ineffective nurturing.

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The thesis includes theoretical and practice based project work that examines the role of animation within architecture, and the relationship between change, time and design through techniques of animation.

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This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only high-level human direction.

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Animation has been practised in Australia from a relatively early stage in the worldwide history of cinematic animation, as evidenced by quite mature examples of cutout animation by cartoonist Harry Julius beginning in 1912. It may therefore seem odd that there is comparatively little written of its history. In America and Europe established histories of animation have been recorded. The growth of the medium in these other countries led to the comparatively early establishment of institutions teaching its history and practice.

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This paper will focus upon the use of found objects in stop-motion animation. It will survey a number of found-object animated films, exploring how the viewer might closely identify with such objects in motion, as well as attributing to them multiple meanings. This analysis will be furthered through the consideration of an object-orientated phenomenological perspective, referencing Graham Harman and Martin Heidegger. It will also consider how the cinema studies concept of star studies might be applied to the use of found objects in animation as a means of detecting additional layers of meaning.