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Kan man identifiera de karaktäristiska dragen hos stop-motion och applicera dem inom 3D-animation? / Is it possible to identify the characteristic features of stop-motion and apply these in 3D-animation?Dahlin Jansson, Emelie January 2013 (has links)
For any animator either working in stop-motion or 3D-animation the knowledge of the first animation techniques are most important. For it is based on these principles that animation today can create such vibrant characters. With the extreme development 3D-animation has undergone the last twenty years it is easy to lose track of the old ways. But with this thesis a hope to show that it is these old ways that will take animation to its next stage. My aim with this thesis is to find out if it is possible to identify the characteristic features of stop-motion and apply these onto 3D-animation with purpose to create a more expressive style of animation. To be able to do this the method of this thesis is divided in two parts: the production and the perception. First the two work methods straight ahead and pose to pose are analyzed and the biggest differences are then identified. With this information two basic walk cycle animations are created, one with the work method of straight ahead and the other with pose to pose. These animations are kept as simple as possible so that all focus can be directed at the feel of the movement. In the perception part a survey is done where five participants observes the two animations and with a questionnaire answer how they perceive the differences. They answer which of the two they prefer, is most interesting and pleasant. According to the participants, they feel a difference and the majority prefer the animation done with the work method of stop-motion. They feel that it shows more personality and feel more natural. However the result is relatively even. My conclusion is that to achieve an animation that appeals to a larger group, a combination of the two work methods is optimal.
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Animacija, kaip propagandos įrankis / Animation as a tool of propagandaŽilinskas, Jonas 17 July 2014 (has links)
Darbe nagrinėjama propagandos samprata, animacijos bruožai, animacijos, kaip propagandos įrankio, naudojimo priežastis. Darbo tikslas - išnagrinėti animacijos, kaip propagandos įrankio, naudojimą. Siekiant šio tikslo nagrinėjama bendra propagandos sąvoka, remiantis amerikiečių psichologo Knight Duplan teorija bei nacionalsocialistų partijos naudota propaganda Antrojo pasaulinio karo laikotarpiu, aptariami animacijos, kaip vizualinės kūrybos formos, bruožai, remiantis animatoriumi Tomu Mitkumi, remiantis Gintautu Mažeikiu aptariama propaganda šiuolaikiniame kontekste, nagrinėjami propagandinės animacijos kūriniai (Education for Death: The Making of the Nazi(1943), Der Fuehrer's Face (1942), Ending Overfishing (2012)). Kūrybiniame darbe, remiantis gautomis teorinėmis žiniomis, pateikiama propagandos interpretacija. Galutinis kūrybinio darbo rezultatas – animacinis video kūrinys „Cary Care“. / This work analyzes the concept of propaganda, the main aspects of animation and the reasons of the use of animation as a tool of propaganda. The aim of this work is to analyze the use of animation as a tool of propaganda. The purpose of this work is being attained by describing the definition of propaganda and its main principles according to American psychologist Knight Duplan and discussing the national socialist party’s use of propaganda during the period of World War II, describing the main aspects of animation according to animator Tomas Mitkus, discussing the use of propaganda in modern times, according to Gintautas Mažeikis, and analyzing the examples of propaganda animation(Education for Death: The Making of the Nazi(1943), Der Fuehrer's Face (1942), Ending Overfishing (2012)). The attained theoretical knowledge is applied in the creative project. The creative projects gives the author‘s interpretation of propaganda. The final result of creative project is an animated video work „Cary Care“.
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Vaizduotės ir tikrovės santykis stop kadro animacijoje / Imagination and reality relation in stop-motion animationKazlauskaitė, Giedrė 17 July 2014 (has links)
Šiame darbe teoriškai nagrinėjamas vaizuotės ir tikrovės santykis stop kadro animacijoje, toliau santykio tarp vaizduotės ir tikrovės interpretaciją pateikiant muzikiniame stop kadro animaciniame klipe. Teorinėje darbo dalyje analizuojama vaizduotės samprata apibrėžiant ir atskiriant vaizduotės ir fantazijos sąvokas. Aptariama tikrovės sąvoka ir keliamas jos realumo klausimas. Taip pat aptariama daiktiškumo ir fenomenologijos svarba tikrovei. Analizuojami vaizduotės šaltiniai: prisiminimo reprezentacija ir dabarties motyvacija vaizduotei. / In this work imagination and reality relation in stop-motion animation is analyzed theoretically, in which later those insights will be reflected and interpreted in a stop-motion animation music clip. The theoretical part of this work, the conception of imagination, is analyzed by defining and distinguishing the concept of imagination and phantasy. It discusses the concept of reality. Also the importance of materiality and the phenomenology to reality is discussed. The source of imagination is analyzed: representation of memories and motivation of present to imagination.
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Listen to MeGuerra, Karla M 01 January 2018 (has links)
Adaptation of personal experiences to a screen is no new concept, in fact it is the driving force to media content creation. All storylines and narratives are related to personal experience whether literally or metaphorically. These experiences are externalized in media by many forms, ranging from the visible and audible. Mainstream media is tied to an entertainment purpose, regardless of themes and topics presented. Therefore, it is important to understand that some of the depictions presented in media are linked to stigma or misrepresentation. This is particularly true for portrayals of mental illness and experiences of trauma. I plan on exploring how media, specifically animation, can communicate subjective experiences of mental illness and trauma. In my exploration I will also speak about the role of abstract and experimental animation in this endeavor. While live action contains an element of reality in contextualizing events or experiences, animation allows one to take full control of the visual representation of a subject and agency over constructing a narrative. Animation is a means of inquiry that exemplifies an art form and a journey of self-discovery. I created a short experimental film reconstructing my subjective experience with childhood sexual trauma. I will embrace visually stimulating abstract animation and stop motion to create an evocative visualization of my personal experience. This means of visual production takes the process of subjective experience a step further and literally becomes a process of laborious and tedious composition, culminating with a personal narrative piece.
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INTEGRATING STOP-MOTION ANIMATION INTO CHILDREN'S MATHEMATICS EDUCATIONTang, Yufei January 2023 (has links)
Learning interest is a key determinant of children's motivation in mathematics. The main theme of this paper is to study the integration of stop-motion animation into children's daily mathematics learning, and to further develop the stop-motion animation format into a stop-motion game with interaction as a way to stimulate children's interest in mathematics in a non-traditional educational way. To test the viability and effectiveness of the theme, I designed an experiment with a sample of 30 children aged 5-6 years in kindergartens, and conducted follow-up questionnaires and interviews to collect feedback. The results showed that the integration of stop-motion animation into children's mathematical learning did have a positive effect on the irlearning of mathematics, increasing their interest and enthusiasm for learning. The use of interactive stop-motion games also provided positive guidance, but were not as effective as stop-motion animation, so further development of interactive stop-motiongames is needed. / <p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
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TrollbundenAhlén, Ellinor January 2023 (has links)
No description available.
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SHAWN KERNSKerns, Shawn Allan 23 April 2014 (has links)
No description available.
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Unravelling the Monstrosities Within : How can characters in stop motion animation illustrate the monstrosities that live inside us and help us to be kind to them?Abbott, Elizabeth January 2022 (has links)
This paper looks upon monsters as a medium; how concentration of fear can result in the demonisation of individuals. It explores how the use of craft, with a focus on stop motion animation, can be used as a tool to build empathy and help to heal fragmentations of society. Working with contemporary mythologies, crafted techniques are metaphorically related to the fragility of societal structures and collective narratives. Hand crafting references relics of consumer culture and explores variable autonomies over personal narrative, investigating imbalances of power.
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Arquetipos imaginarios. Las claves del cine fantástico de aventuras de Ray HarryhausenFerri Gandía, Manuel 21 March 2016 (has links)
[EN] Ray Harryhausen (1920-2103) was the creator of the animation special effects of The Seventh Voyage of Sinbad (1958), Jason and the Argonauts (1964) or Clash of the Titans (1981), but his share in the movies went further, suggesting arguments, designing scenes and animating creatures. For that reason he is considered not only an animator, but the soul of the films in which he participated.
This research attempts to analyze the reasons why we believe that Ray Harryhasusen is one of the greatest fantasy film creators of the history, an universal and unique craftsman, as Méliès and Walt Disney. Through a tour of his life and work focus on people and circumstances that we have considered relevant to his sentimental education and training as an artist, whether through family or professional relationships, or through movies like King Kong or such the works of Gustave Doré or Charles R. Knight.
The most important thing that has transpired in his films has been the creatures that starred in, real stars that relieved the human actors into the background. All those creations emerged from the author's own mind and reflect his personality and love for fantasy and the supernatural through the purely craftsmanship technic like Dynamation. This gallery is made up of dinosaurs, mythological animals, aliens, legendary monsters and all sorts of creatures, not monsters, arising from his imagination and encouraged by his own hand. In this work will treat each of them, analyzing their origins, design, movement, character and influence in later works of other authors or fields, meeting with style striking and revealing similarities of style and design. This rerearch, in sum, is a love letter to Harryhausen. / [ES] Ray Harryhausen (1920-2103) fue el creador de los efectos especiales de animación de Simbad y la princesa (1958), Jasón y los argonautas (1964) o Furia de titanes (1981), pero su participación en las películas fue más allá, sugiriendo argumentos, diseñando escenas y animando las criaturas. Por esa razón se le considera no solo un animador, sino el alma de las películas en las que participó.
Este trabajo trata de analizar las razones por las que consideramos que Ray Harryhasusen es uno de los más grandes creadores de fantasía de la historia del cine, un artesano universal e irrepetible, como Méliès y Walt Disney. Mediante un recorrido por su vida y obra se hace especial atención en las personas y circunstancias que hemos considerado relevantes para su educación sentimental y formación como artista, ya sean a través de relaciones personales, familiares o profesionales, películas como King Kong u obras como las de Gustavo Doré o Charles R. Knight.
Lo que más ha trascendido de sus películas ha sido las criaturas que las protagonizaron, auténticas estrellas que relevaron a los actores a un segundo plano. Todas aquellas creaciones surgieron de la propia mente del autor y reflejaron su personalidad y amor por la fantasía y lo sobrenatural a través de una técnica puramente artesanal como la Dynamation. Dicha galería está formada por dinosaurios, animales mitológicos, alienígenas, monstruos legendarios y toda clase de criaturas, que no monstruos, surgidas de su imaginación y animadas por su propia mano. En este trabajo daremos cuenta de cada uno de ellos, analizando su procedencia, diseño, movimiento, carácter e influencias en obras posteriores de otros autores y otros campos, encontrándonos con semejanzas de estilo y diseño sorprendentes y reveladoras. Este trabajo, en suma, es una carta de amor a Harryhausen. / [CA] Ray Harryhausen (1920-2103) va ser el creador dels efectes especials d'animació de Simbad y la pricesa (1958), Jasón y los argonautas (1964) o Furia de titanes (1981), però la seva participació en les pel·lícules va ser més enllà, suggerint arguments, dissenyant escenes i animant les criatures. Per eixa raó se li considera no sols un animador, sinó l'ànima de les pel·lícules en què va participar.
Este treball tracta d'analitzar les raons per les quals considerem que Ray Harryhasusen és un dels més grans creadors de fantasia de la història del cine, un artesà universal i irrepetible, com Méliès i Walt Disney. Per mitjà d'un recorregut per la seva vida i obra es fa especial atenció en les persones i circumstàncies que hem considerat rellevants per a la seva educació sentimental i formació com a artista, ja siguen a través de relacions personals, familiars o professionals, pel·lícules com King Kong o obres com les de Gustavo Doré o Charles R. Knight.
El que més hi ha sagaç de les seves pel·lícules ha sigut les criatures que les van protagonitzar, autèntiques estreles que van rellevar els actors a un segon pla. Totes aquelles creacions van sorgir de la pròpia ment de l'autor i van reflectir la seva personalitat i amor per la fantasia i el sobrenatural a través d'una tècnica purament artesanal com la Dynamation. La dita galeria està formada per dinosaures, animals mitològics, alienígenes, monstres llegendaris i quasevol classe de criatures, que no monstres, sorgides de la seva imaginació i animades per la seva pròpia mà. En este treball donarem compte de cada un d'ells, analitzant la seva procedència, disseny, moviment, caràcter i influències en obres posteriors d'altres autors i altres camps, trobant-nos amb semblances d'estil i disseny sorprenents i reveladores. Aquest treball, en suma, és una carta d'amor a Harryhausen. / Ferri Gandía, M. (2016). Arquetipos imaginarios. Las claves del cine fantástico de aventuras de Ray Harryhausen [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/61977
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Nouveaux outils pour l'animation et le design : système d'animation de caméra pour la stop motion, fondée sur une interface haptique et design de courbes par des courbes algébriques-trigonométriques à hodographe pythagorien / New tools for animation and design : a haptic-based system for stop motion camera animation and curve design by algebraic-trigonometric Pythagorean Hodograph curvesSaini, Laura 13 June 2013 (has links)
Dans la première partie de la thèse, nous présentons un nouveau système permettant de produire des mouvements de caméra réalistes pour l’animation stopmotion. Le système permettra d’enrichir les logiciels d’animation 3D classiques (comme par exemple Maya et 3D Studio Max) afin de leur faire contrôler des mouvements de caméra pour la stop motion, grâce à l’utilisation d’une interface haptique. Nous décrivons le fonctionnement global du système. La première étapeconsiste à récupérer et enregistrer les données envoyées par le périphérique haptique de motion capture. Dans la seconde étape, nous réélaborons ces données par un procédé mathématique, puis les exportons vers un logiciel de 3D pour prévisualiser les mouvements de la caméra. Finalement la séquence est exécutée avec un robot de contrôle de mouvement et un appareil photo. Le système est évalué par un groupe d’étudiants du Master "Art plastiques et Création numérique" de l’Université de Valenciennes. Dans la deuxième partie, nous définissons une nouvelle classe de courbes à partir des courbes polynomiales paramétriques à hodographe pythagorien (PH) construite sur un espace algébrique-trigonométrique. Nous montrons leurs propriétés fondamentaleset leurs avantages importants par rapport à leur équivalent polynomial, grâce à l’utilisation d’un paramètre de forme. Nous introduisons une formulation complexe et nous résolvons le problème d’interpolation de Hermite. / In the first part, we present a new system that allows to create realistic cameramovements for a stop motion animation. The system improves traditional 3D software animation programs (for example Maya and 3D Studio Max) for creatingstop motion camera movements by using an haptic interface. After describing thewhole system, we explain in detail the mathematical processing to obtain differentcamera movements by using an haptic interface for motion capture. The recordedhaptic positions, once elaborated, are exported, frame by frame, to the motioncontrol software, which allows to calibrate the motion control robot, to control thecamera settings and, finally, to execute the sequences. A class of students of the"Art plastiques et Création numérique" Master of the University of Valenciennesevaluated the system. In the second part, we define a new class of Pythagorean Hodograph curves built upon a five dimensional mixed algebraic trigonometric space, and show their fundamental properties and important advantages over their well known polynomial counterpart. A complex representation for these curves is introduced and constructive approaches are provided to solve the first order Hermite interpolation problem.
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