Friday, 12 July 2013

How Technology Affects Animation

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  • Animation is the rapid display of a sequence of images of two-dimensional artworks in order to create an illusion of movement. The earliest form of animation was the drawing on stones and caves. Through the course of history, animation's development revolved around the development of technology. From simple animation on phenakistoscope disk or flipbook, the use of image projection of Praxinoscope to the amazing graphic animation in this modern world, the growth of technology has helped graphic animation evolved from two-dimensional to three-dimensional format.
  • A Phenakistoscope disc with sequence of image
  • A Phenakistoscope disc
  • Early animation can be traced back since the Stone Age where scientists discovered sequence of drawings on stones or in caves. Because animation is the sequence of images, the significant breakthrough was the invention of the camera, which is a device that captures real images and stores them in a medium. Then the invention of the Praxinoscope, the first projection that projected the image from a small film strip onto the wall, led animation to another evolution.
  • Moving picture
  • By spinning the phenakistoscope, the image appear to be moving when focus on one point on the disc
  • There were many inventions to execute animating sequence before the time of digital world. The first simple device was called phenakistoscope disc which has a sequence of images on the edge of the disc. When looking at a position on the edge and spin the disc, it created an optical illusion that the drawn object was moving. Then video camera was invented where sequence of images was stored on the film strip. The analog period was where filming industry stored everything on physical medium. When the computer was invented and the digital world started to break away from the analog world, animation sequences transformed from physical objects (film strips) to binary code.
  • Early camera
  • A spring-wound Bolex 16mm camera
  • Information in digital format represent as 1's and 0's (binary code). The process of creating animation in the early day involved the use of hand drawing, and keeping track of all the physical material was a hassle. The invention of computer and graphic processing hardware has reduced the workload on animating artists. As technology advanced and computer's hardware became sufficient, the concept of three-dimensional (3D) animation became possible. Through software and hardware development, a computer can create a virtual 3D space for animation process. It also makes it easier and simpler to edit animation sequence because it is much effortless to change digital information. However, we also have to keep in mind that the rendered view of 3D animation would be the same as 2D animation. Both of the animation types are displayed on a 2D surface, which is a screen. The only difference is artists have more control over 3D animation than 2D animation. In 2D animation, if the view angle needs to be switched, artists have to re-draw the image in different angle. However, in 3D animation, everything is 3D model in a 3D virtualized world. That means the artists only have to switch the camera view using the aid of software. Thus, it makes 3D animation easier to process and look more realistic.Graphic animation would not stop at movies and moving drawing pictures, but it also advanced to different field with the help of new technology. Computers create realistic photos without the help of camera and eventually create animation footages that looked like they were captured by a video camera. Video capture devices became more sophisticated and powerful. Movies can be captured with very high resolution, and the process of transfer those footages to consumers became easier. Nevertheless, the role of technology plays a very huge part in animation, because technology affects the development of new hardware for animating process.
  • CGI Hulk
  • A comparison of a CGI Hulk. The top image have less detail, and the bottom image has more detail because of more proccesing time
  • Besides movies and animating pictures, new technology allows animation to transform to better animating format. The advancement of the internet means user would demand for these animating pictures to be transfer with ease. We can see many types of animation formats such as GIF, Flash, etc. being use more and more over the time. Not only that, the advancement of capture device such as video camera resulted with higher movie resolution, thus Computer Graphic Imaging (CGI) is highly focus.
  • About a few hundred years ago where there was no microprocessor, the process of making animation is slow and the quality was not really good. However, as new technology being invented such as computers, the process of render motion pictures became easier every day. However, because the newer technology enables picture to have very high resolution, hardware processing power is also being challenge. With the current "horse power" of computer CPU (Central Processing Unit) and GPU (Graphic Processing Unit), the rendering time for pictures over the past 20 years would take seconds to complete. However, because of the high resolution, the rendering process would take longer. For example, the movie "Transformers", a movie about alien robots that tried to invade the earth. The footage of the real sceneries would take seconds to render, but the footage of the CGI robot would take up to several hours per frame. One second of movie usually has 24 frames, and we can see the tremendous amount of time to render that awesome CGI footage with the newest technology available.The development of technology would never stop and thus animation would also evolve. Looking back at the old technology, we have to be amazed by such creativity. If animating pictures can be made from such archaic technology, we can be sure there would be more amazing achievement in the future with the advanced invention. Maybe in the future, 3D animation would not be limited on 2D screen, but we would see 3D animation on our real 3D environment.

Wednesday, 10 July 2013

3-D COMPUTER ANIMATION PRODUCTION

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INTRODUCTION
Anadolu University began distance education applications and TV broadcasting related to this concept on 1982-1983 academic year. 3-d (three dimensional) computer animation techniques started TV be used in educational TV programs on1989, the same year when the Animation Department was established. The Animation Department, which was orginally found under the name Electronic Graphics is formed so as to benefit from the production and expression advantages of 3-d computer animation techniques which became wide-spread through technological improvements.
By this study it is aimed to point out how and where 3-d computer animation techniques can be put into work usefully during the process of the production of TV educational programs of Anadolu University OEF. Besides this general goal, to state the position, importance and production levels of animation can be expressed as a sub-goal of the study.
This study is limited with the usage of 3-d computer animation on educational TV programs of OEF.
What is Computer Animation?By the help of technological improvements the transfer of traditional two dimensional animation production to computers made many things easy for the animators. Though some of the traditional animators don’t feel close to computer-based animations, computers gave the animators much more time to spent on creative thought since the in-between frames are drawn and painted by computers instead of assistant animators. The rapid development of computer softwares on this field, directed the animators toward producing animations by computer. According to production levels, possibilities and differences of obtained results computer made animations are technically divided into two parts: two and three dimensional animation.
In this respect, it seems logical to start with the classical definition of animation. Its definition is “to create many stable images which show an object in a movement and to direct us to think as if it moves by the help of playing these images one after the other. [1]
Another definition is “In traditional frame-by-frame animation, the illusion of motion is created by filming a sequence of hand-painted cells and they playing the images back at high speeds, typically 14 to 30 [2] frames per second” [3].
As it is understood from these definitions, it is necessary to create image frames which are related to each other to form an animation presentation. In early times, this operation was being made by hand and called traditional animation. Every frame was drawn one by one and then painted by hand on paper, celluloid or film. Even the assistants were comforting the animator by drawing and painting the in-between frames which complete the movement while the experienced animators were drawing the key frames. With this method it is obvious that a 3-4 minute long animation is very troublesome and requires a lot of time when it is thought that a minute animation requires 12-24 [4] frames per second. Another operation which also needs high care is to take photograph each frame one by one by using a movie camera.
The popularity of traditional animation production, which was described above and the increase in perception of some messages by the spectators made the developing technologies inevitable to be used, especially the animation. When computer technology was applied to the animation production, in the beginning, traditional animation point of view was not left aside, developments were reached in transferring two dimensional animation production to computer in terms of time and technical easiness.
In 2D computer animation, animator makes the drawings by the help of digitalizers on a computer screen, not on a paper which is made by hand working. On the other hand there is another possibility that one can transfer the products of traditional animation that were ones produced on paper to computer by scanning. Some primitive drawing forms like square, circle, line and the tools for an artist like eraser, brush, and airbrush are simulated in computer. There is no need for the user who produces computer animation to use a ruler to draw a line, to struggle with the measurements for a milimetric square or to mix different colors to obtain the desired color. These kinds of simple operations are made with a high sensitivity by the computer software. At the end, compute gives the opportunity to the user to get an outcome for his/her animation through a printer, a video, etc.
3-d computer animation is the projecting of two-dimensional pictures one after the other which are rendered in the means of width, length and depth in the space supplied by computer software’s. 3-d computer animation has some characteristics that are different from the traditional animation in terms of method and techniques. By the user’s commands, the computer calculates the details like movement, color, light, and perspective of the objects on the created visual stage accurately and gives the outcome as an image. Animator plans the model which is thought to be on the stage with an architecture sensitiveness, chips into shape with a skill of sculpture, makes it move in aesthetic way by the help of observation, experience and creativeness. While doing this work, his/her brush is digitalizers like mouse and keyboard, his/her canvas is computer screen. His other tools are like modeling, metamorphosis, giving movement; primitive objects, camera, lighting and color materials that the software enables.
What are the Technical and Expression Possibilities of the 3-D Computer Animation?Producing animation by using computer technology, without doubt, is closely related with the computer technology technique and a series of capabilities of this technique. Computer gives the opportunity to the animator to use time, technique and creativeness at a higher level and enables high quality products to be emerged.
“Computers are used for drawings that animators either can hardly draw or cannot draw by hand. Even if the animators are very good at drawing two-dimensional figures, three-dimensional figures and their movements can challenge the most experienced eyes and hands. If a three dimensional volume is going to be drawn, it is impossible to create the perspective images by hand that a camera can do by moving in this visual environment. The computer can do all the complex and dense mathematical operations while the camera moves around the described three-dimensional objects or the objects move around themselves. In a similar manner, sensitive light effects can be drawn by hand in one frame; but these effects must not change in the consecutive images like in video and cinema. Here, computers can do the painting, shading and lighting calculations for appropriate and consistent lighting effects.” [5]
This helps the animator to have more time for creative thoughts and to produce different alternatives. The computer is only a tool during the process of creating. Creator is the man and he produces by using the capabilities of computer softwares. [6]
The capabilities and expression easiness offered by 3-d computer animation and communication technologies, which are hard to keep up with as they develop day-by-day can be explained by the following examples:
Creating images that cannot be filmed by a camera, like the structure of an atom.
Creating images that are not possible to obtain in real life, like landing on any desired part of the earth from outer space.
Reproduction of some works of art, which were destroyed by natural reasons or by men.
Producing events which require high costs and events which can cause danger like explosion and collision.
Creating some products through computer that have not been produced yet.
Producing moving images generated from graphical materials like photograph, letter font, figure, schema, map.
Transforming complex events into basic graphical expressions.
Describing the nature and supernatural phenomenon.
Animating imaginary and mythological heroes.
Simulation of laboratory experiments.
Producing images which look realistic.
Transforming the abstract thoughts into concrete images.
Producing animation by the help of techniques and expression capabilities offered by the computer technology which described above shortly involves a series of production steps. The brief information about these steps is given below.
Producing Steps of 3-D Computer AnimationIn the process of 3-d computer animation production, it is inevitable to realize some series of steps related to production technique and methods based on both technique and expression style. The information about these steps are as follows.[7] 
Design
Producing the models (modeling)
Determining the surface qualities of models.
Scene arrangement
Transformation
Rendering the objects
Assembling and special effects
Transferring to video, CD, or film.
First of all, an idea must be formed to produce an animation. And design enables the transfer of the idea. “The design process of animation production is a kind of planning process in which the subject of animation, the message to be sent to target population, the method to be followed in presenting the information, time and expression characteristics are all taken into consideration and planned as a whole.” [8] Besides this description, the drafts of characters, models, images and sound which are going to be used in the animation are formed in mind. The event takes its first form with the scenario. Scenario can be thought as the story of the planned design. The event that is going to be told, the message that is going to be given, relations, atmosphere, manner and behaviors all form the text in this step.
3-d computer animation production begins with the modeling of the characters that are thought to have roles in the story. Models are made in the computer’s virtual space where  width, length and depth are entered with numerical values. In the first step, a three-dimensional skeleton of the model which seems to be made of wires is made. On the surface of this skeleton color, texture and material features are defined. These features are the simulations of the objects surface characteristics in real life. Animator produces very realistic images by defining the materials to objects like transparent like glass and light permeable, bright like chromium and reflecting light, dull like plastic and absorbing light.
After the surface qualities of the models are done, the scene where the events will occur can be built. A placement is arranged on stage according to the positions of characters, objects and accessories, and their movements that will be performed in a planned time which is determined by shooting script and storyboard. Light sources and cameras are also placed in this section. Virtual cameras and light sources in animation softwares have similar features with their equivalents in real life. However, movements and shows that cannot be made in real life can be done by using the capabilities of a computer. Light sources are placed on the scene according to the kind of atmosphere that is to be created. Lighting density colour values are determined.  And the camera is also placed on the stage according to point of view.
Stage arrangement is done in the form that the first frame of the animation is seen. The keyframes of the objects or the characters that are being planned to be moved are placed on the time line. On these specific points, the movements are applied according to the flow of scenario and the effect that the characters must follow. The places of the intermediary movements between two key frames are calculated by the computer through animation software. The movements on the stage are not limited with only the movements of the characters. With the possibilities of 3-d computer animation software, the places, angles of camera and the color and the density of light sources can be changed by time. Beside this, the images can be obtained that cannot be seen in real life by changing the surface characteristics. For example, a glass vase can be transformed into a vase which is covered with a texture of tree.
The last step is the rendering step, once the scene is designed three dimensionally. By this operation, the defined surface characteristics, by the help of light sources, can be viewed on the computer screen. Producing 3-d computer animation comes to an end by playing all the frames in a sequence.
Using sound, music, effects can take the animation to its goal so easily. Sound and music are the most important elements that support the image. The perception level increases for the audience when the image comes with sound.
The sound that comes from the floor when an object falls down, in a manner that supports the structure of the object on the image, gives information about the object and the floor.
In animation production, the usage of types of sound or music and how and where they are going to be used is planned during design step. If the animation is built upon a narration or music with a specific goal, the movements in the animation are applied in a synchronized way with the edited sound or music. On the other hand, if the sound and music is going to be used to support the images and the events in the animation, then these elements are inserted to animation after it is produced.
After the editing of animation, it is transferred to any medium like film, video, CD, etc.
Animation is being used very wide-spread in many fields today which has many steps from design to production.
COMPUTER ANIMATION USAGE FIELDS AND ITSUSAGE ON TELEVISION EDUCATIONAL PROGRAMS
On screen sometimes we see dinosaurs, strange aliens that run from one place to another; sometimes we walk in the rooms of a house by the sea that has not been built yet; and sometimes in TV commercials we see logos or products flying and bouncing. These are all made by animation techniques. Computer animation shows itself in different fields everyday. Briefly, these fields are; advertising, architecture, art, archeology, chemistry, education, engineering, entertainment and game, movie, flight simulation, law court, medicine, military, multimedia, scientific animation, simulation, space searches, video and television. [9] In every field, different dimensions of animation are used through its production and expression possibilities. In this part of the study, the applications and goals of computer animation in TV educational programs is going to be told.
What makes animation different from camera image is that each frame of the images that form the movement is made one by one in animation. Single frame doesn’t represent the animation. It may be considered as a photograph, picture or illustration by itself. Only when these frames are played at a specific speed the animation presentation is occurred. A medium is necessary for the animation presentation. Video and the computers which can process the image digitally and then can transfer are the appropriate basic media for these kinds of works. By transferring the images through these media, the animation can be shown on computer, television or movie screen.
Movie projection requires specific environments and can reached to a limited number of spectators at a specific time. On the other hand televisions diffuses the electromagnetic waves or broadcast by cable to far and wide places. So, many people, individually or in a group can reach these TV broadcastings. “The goal of distance education systems is to serve students who are in dispersed areas and under the effects of different life conditions”[10] made television a medium to be benefited for distance education. Television is a very rich medium in the means of transferring knowledge and symbols. Knowledge can be transferred very densely. Television is the only medium which brings words together, presents still and motion pictures, transfers an event visually on the time when it occurs, shows via slow motion or rapid motion, uses text. All these provide superiority to television in presenting the information. [11]
Another goal of TV educational programs which aim to serve by means of transferring information to areas where educational and instructional systems, tools and materials can’t reach is to teach students by using television’s audio-visual and motion properties. For television educational programs to reach this goal, the visual expression elements must be arranged effectively. Because, it is a fact that the programs will be more instructive and there will be an increase in the rating if these elements are arranged effectively. [12]
Animation is an audio-visual material since it can be supported by sound. As it is known, audio-visual materials have an important role in educational and instructional environments. Audio-visual materials generally have these five features: [13]
1-     Capability of improving perception,
2-     Capability of improving understanding,
3-     Capability of developing learning transfer,

4-     Capability of consolidating obtained learning results,

5-     Capability of helping to keep the learned knowledge in mind.

The main reason for the frequent usage of audio-visual materials on television educational programs is to contribute effectively for the students to make real their learning objects.[14] It became inevitable to use animation in education field since it includes audio-visual materials’ determined capabilities.
THE PLACE AND THE ADAPTATION COMPUTER ANIMATION APPLICATIONSIN THE PRODUCTION PROCESS OF OEF TELEVISION EDUCATIONAL PROGRAMS
Like in most of the distance education systems, some in the OEF, the printed materials which includes information and concepts are delivered to students. These contents of the printed materials are visualized and diffused through television broadcast to its target population.
Television educational programs are produced due to a specific need. The main object is to reach the students who live in wide-spread areas and transfer the knowledge to them through a specific aim. Preparation and production of television educational programs are realized step by step in a process. Kýlýç states that this production process can be set up in an order like this; planning, preparation for taking footage and adaptation for TV. [15]Planning is the step that the target population is determined and also the kind of knowledge that will be transferred and method of transferring knowledge is determined. In this stage, instructor (expert of the subject), director and the scriptwriter come together and do a common work. As a matter of fact, the target population is known for OEF TV programs. While the instructor prepares the answer for the questions “what knowledge will be given”, on the other side the director and the scriptwriter try to come to a common idea to determine the method of giving the knowledge. Kýlýç classifies the preparation for taking footage as writing the scenario, determining the television program elements and determining the technical capabilities. Kýlýç also states that the scenario is the essence of television educational programs, and progress and the manner of being together of all events occur in scenario. [16] “Before writing the scenario which is designed to include the form and flow of projection the content of the program and important production knowledge”, television program elements must be determined [17]. These elements, are people, objects, location sound, graphics and image material which will be included in the program. [18]
In a television educational program, the idea to benefit from the capabilities of animation occurs during this step. The director, by taking into consideration the other alternatives, decides to use animation in the program in the direction of expression properties and the benefits of animation. The thought is developed where and what kind of animation is going to be used in the program.
The people who plan the educational television program do not have to know the technical details of animation production. But if they are aware of the technical capabilities and limits, they can be more creative, and as a result this lets the students take better advantage of programs.
After the thought step, the technical capabilities are examined to see if they are sufficient for the desired animation. In order to do this, producer-director goes into a dialog with the animator. In most of the television production companies, this dialog is established with the art director. The art director is the one who knows the technical capacity, produces creative thoughts and the producer-director exchanges ideas with each other, they transfer the data to the animator who will realize the application of this work. In OEF, the animator directs the animation instead of the art director. Producer-director directly communicates with the animator. During this interaction the animator is informed about the event that he is asked to animate. Information like what kind of expression is desired, total time of the animation and the period that the animation must be produced is given to animator.
The application of the developed idea is going to be wanted from the animator. An ideal animator who will take part in division of labor before and after the process of taking footage must be well educated, creative, a good observer, having practical thoughts for solving problems and alternative methods. Even the animator is complete in every respect, he will be limited with the capability of computer and the software.
After determining the elements that is required for television educational programs like narrator, set decoration, light, graphics, make-up and the technical possibilities, the scenario is written by the help of the thoughts and knowledge which was constituted during the planning step. The process of writing scenario includes every element related to image and sound. [19]
The process after writing the scenario is transferring the scenario to television program environment. In order to the this, a shooting script is prepared. And this script includes all the required information to realize the program, such as shooting angles, natural sound, music, dialogs, graphics and information about the animation like its duration.
The process for producing animation starts with the decision to realize the animation. The details and its duration are determined after its position in the shooting script becomes definite. Generally, the animation is used during the editing process after taking the footage. In the editing process image and sound arrangements are made according to scenario. Sound and music are synchronized with the images from the archives, newly shot footage, graphics and animation through some special effects, according to the wishes of producer-director. In these kinds of situations, the process of animation production continues through the process of taking filming and it is possible to work on it till the editing process begins. But, in some cases animation can be used during the filming step. This can be a live broadcast production or it may be planned usage of animation during the footage. In these cases, the animation must be ready before the filming starts.
The animation starts with the design which includes the formation of thought. Producer-director explains his/her thoughts to the animator by a storyboard. If he doesn’t have a preparation like this, he interviews the animator by giving him the information and the materials related to the subject. He wants a storyboard from the animator which shows the direction that the animation can develop and what kind of a possible event flow can occur. By the method of storyboard, a preliminary knowledge is given to the producer-director by simply visualizing the setting arrangements of characters and their motions. Furthermore, it supplies a foresight of the problems and contradictions that can come out in the future. In this way the storyboard provides the work to go forward in a planned way by giving animator an idea to follow a method. After the producer-director approves the proposed design, the production process for animation begins.
Animator works separately from the other production elements, if a necessary condition doesn’t occur. The objects (character, logo, accessory) planned to take part in the animation is modeled on the computer. The features and surface characteristics are determined. The scene arrangement which will be seen on the screen is made. The objects are placed on the scene to form the first frame of the animation. Desired effect is obtained by producing the light sources to illuminate the scene. The location of the camera is determined for the point of view. The motion is created. The computer realizes the painting process of the scene, which is produced by digital information, according to the values of camera, light and material characteristics of models by calculating. The animation production is completed after it is transferred to a medium environment to be projected.
Television education program takes its last form by editing which is done according to scenario.
3-D COMPUTER ANIMATION APPLICATIONON OEF’S TELEVISION EDUCATIONAL PROGRAMS
A Short History of Animation Applications and Technical HardwareOEF started educational courses on Television on 1982-1983 academic year. But the preparations for production process are based on former years. In the first works, graphical elements were denser at the limits of technical hardware of those days. Photographs, real images and hand-made caricatures, illustrations and schemes were used. Consecutive images, like caricature and illustration that are drawn in some numbers are used for the events that must be shown gradually. By these kinds of practices, animation technique was tried to be obtained on OEF educational programs. Special video effects like wipe, mix and color cycle were started to be done and also motion was created on formation of letter character style by the help of a character generator called Chyron which was assembled in 1984. This device was able to draw, paint and erase the objects and also it could do zoom-in, zoom-out and move the objects. So this was the beginning for electronic animation production in OEF.
3-d computer animation technical hardware and equipment with a software PictureMaker 2.0 was constituted in OEF in the late 1988. After a short in-service education for the operators to use this DOS based software, it was started to make use of it in 1989. This technical hardware, which was very expensive, was slow in image processing and had limited production capabilities though it was a pioneer among its equivalents on those days. Later, the cost of the computers began to decrease while the processors of the computers began to improve and the AutoDesk Company developed a software and put it on the market in 1993 called 3D Studio, which enabled to produce animations on personal computers. From that day on, animation production for OEF educational programs has been produced by this software.
3-d animation software’s which have developed each day parallel to technology has been followed in OEF and the present system performance has been improved when needed. Today, 3D Studio Max v.2.5 is being used for the 3-d computer animation production which is also developed by AutoDesk under a company named Kinetix. Animations are transferred to video players from computer by TARGA2000 Pro and Matrox DigiSuite LE video capture cards in real time. And the hardware is double processor Pentium II 400, 256 Mb RAM with a 8 Mb Elsa Gloria Synergy graphics card.
3-D Computer Animation ApplicationsIt is seen that the production of particularly 3-d computer animation began in 1989 as seen in the information given above. It is possible to have an investigation about the animations, where and how they were used in the programs since that day. It was designated that producer-director is the one decides to use animation and how and where in an education program it will be seen. Animator is the one who has the creative and aesthetic approaches and also alternatives to direct the event and do the production.
When OEF education programs are examined, 3-d computer animation is firstly seen in the credits. Credits are also known as the introduction writings of the program. It can be produced only by using letter characters or still and motion pictures or special effects. It is inevitable to use computer animation, because of the high interest in flying bright three-dimensional writings, characters and special effects which has been used in advertising, TV and cinema very frequently. And it is also attracting to use computer animation in credits since the computer can combine real images with the ones that computer generates.
 Figure 1.
There isn’t any certain rule for OEF education program credits. Credits by animation is realized through a style that producer-director determines or according to the creativeness and aesthetic approach of the animator. But, the name of the course and the subject title is definitely included in the credits. If desired, the images and the effects which will be used with the title are designed to support the content of title and course.
Figure 2.
3-d computer animations are not only used in the credits but also inside of the programs. It is possible to see moving letter characters in many programs. Texts like descriptions, titles are used on the bottom of the screen while the real images keep on running and these can also be written on a background that is produced by computer. In addition, it is seen that some symbols and abstract thoughts are represented by writings. In an example, “benefit” and “loss” words were placed on the two pans of a computer-made balance. At first the colors of the words were same. When the positive developments increased in the event, the color of “benefit” word changed and that made pan become heavier. In opposite, the same operation was done for the “loss” pan. In another example, information was described as walking around in a labyrinth which was made of stone walls. When it is examined generally, it is seen that the animations which include graphical and real images has been used in health, anatomy, physics, chemistry based programs. Flow of blood, heartbeat, structure of skeleton and similar situations have been simulated by animation for the courses which have contents like health and anatomy. And for physics and chemistry based courses some other animations have been used which simulate the effects of gravitational force, acceleration and slowing down of objects. We can have an example for arm muscle. A human arm was animated three dimensionally like a mechanical arm with its joint parts and covered with muscle simulation. Inflation of the muscle after bending the arm up with a weight in the hand and the reverse movement, deflation and stretching of the muscle could be shown by animation. Computer animation technique was also used to get the images that cannot be filmed in real life or cannot be seen like the structure of an atom, the movements of electrons. And these images were used in the programs.
Schema and graphical elements were used in the programs which required a content related to number, planes, curves. The values that obtained through numerical data were shown with the animations like moving, color changing and varying lines, curves and figures. In these kinds of works, many elements like figures and curves may be necessary to be used together. In such cases, the screen must be organized in a simple way to keep the perception and learning via screen easy. The depth, which is an element of main factor of third dimension is removed for the objects which are animated for this goal. Animation is realized as surface objects that gives the feeling of two dimensions even it is produced by the same production facilities of three dimensional.
CONCLUSION
Animation has an important place among the production and visualization methods of television education programs. When an animation is used appropriately, it has an effectual expression style in supporting learning. Besides the entertaining feature, it has some other characteristics like to make the unseen visible and making the abstract thoughts concrete. Any event or image can be produced by computer very close to its real appearance.
The characteristic of TV is that its ability to transfer audio-visual materials enables animation presentations. This feature made is inevitable to make use of the advantages of animation in TV educational programs which were produced with a simple, smooth and understandable method.
Animated image has direct influences on the learning and understanding skills since it has the motion feature besides having the other features of audio-visual materials. On the other hand, the idea of benefiting from animation came to an upper level since animation has the ability to show events that cannot be obtained in real life and the ability to show some events step by step.
After the examination of production and expression possibilities of animation through computer, the fields of usage of animation on TV educational programs can be determined as follows:
In the credits of TV education programs.
Inside the TV programs.
a-     To visualize the events that cannot be filmed with a camera in real life.
b-     To bring alternatives to productions which can cause dangerous results and high costs.
c-      To describe the abstract thoughts in a concrete way by using the features of realistic or graphical expressions.

d-     To attract the attention of the audience by giving a richer expression to its ordinary way.

To use animated image instead of a real narrator.
To reproduce the whole stage that the narrator will take part or to give motion the moving accessories on stage.


Tuesday, 9 July 2013

What is Computer Animation?

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Computer animation can be described as an art form that involves bringing still images to life using computer technology. Animation in this form can apply to images on a computer or to those in film. When computer animation is used for movies, it is often called computer-generated imagery (CGI).
To create computer animation, a still, or non-moving image, is first displayed. With speed in mind, this image is then replaced with another image. The new image is very similar to the first, but has been changed in some small way. Each subsequent image is changed slightly. This combination of rapid image replacement and slight alteration of images creates the illusion of movement. Though computer technology is used for computer animation, the technique of creating the look of movement is the same as that used for television and movie animation.
To understand how movement is created with computer animation, consider a blank screen. Now imagine a person drawn on the left side of the screen. Then imagine the screen is blank again, and the next time you see the image of the person, it is positioned just a little to the right of its initial position. Once more, the screen is blanked, and the person is moved a bit more to the right. At a high speed, this slight movement of the image will result in the appearance of smooth movement to the right.
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Speed is key to the success of computer animation. To give the illusion of smooth movement, complete images, often called frames, must be shown at speeds of at least 12 images per second. At lesser speeds, the human eye is able to detect a certain amount of jerkiness. Interestingly, however, there is no advantage to showing images at speeds of 70 frames per second or more, as there is no noticeable improvement in movement perception at speeds this high.
When animation is created using conventional hand-drawn methods, it is not uncommon to use 15 frames per second. This is done to economize on the amount of drawings necessary to create the animation. However, computer animation is often used to create more realistic looking images. As such, the use of more frames per second is typically necessary.
A computer and special animation software are necessary for the creation of computer animation. There is a wide variety of animation software on the market today, with prices varying according to the intended use. In general, animation software intended for the novice to enjoy for fun or for simple animation is less costly. Software for more professional animation is not only more expensive, but also more comprehensive. However, even the most basic animation programs are capable of creating some amazing animations.
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BSc Computer Animation Technology

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University of Bedfordshire, Luton campus
Full-time

Course Summary

The world of computer animation is rapidly expanding, and this exciting course offers the opportunity to learn the skills required to work or embark on further study in this field. It brings together the two fields of computing and media art, allowing you to develop core skills in computer animation and computer-generated imagery (CGI). The course offes a hybrid of creative and technical approaches to learning, where you'll have access to high-quality facilities as well as our new computer laboratories.

On this course, you'll work with teams of artists, animators and programmers, benefitting from the experience of staff across the main disciplines and meeting a wide range of industry requirements for computer animators, film production and games development. You'll have access to high-quality animation production facilities, as well as a range of industry standard commercial software, two motion capture rigs, optical and mechanical rigs and 3D sculpting software. The course also builds on the work of our highly regarded Centre for Computer Graphics and Visualisation (CCGV).



Why choose this course?

The skills and knowledge you will acquire on this course will make you highly employable in the fields of film and TV production, design, games development, product modelling and consultancy or technical support.

During the course you will:

  • Gain relevant experience and qualifications in computer animation, using the latest industry standard software
  • Benefit from the latest animation tools and techniques
  • Have access to our state-of-the-art laboratories, with optical and machanical motion capture facilities
  • Be taught by experts spanning the fields of visual arts, animation, computer graphics and computer animation
Areas of study you may cover on this course include:

  • The need to both understand theory and undertake practical work
  • An emphasis on developing the student's ability to (i) think creatively and (ii) visualise situations and solutions
  • A substantial exposure to software development and a commercially recognised computer language
  • Its relevance to finding a job in the computer animation industry or related field
  • The strong commercial potential of computer animation in a broad range of entertainment-related businesses in areas such as image/video editing, computer games, the film industry etc, which have a major presence in the UK and generate significant global income

Monday, 8 July 2013

Basic Computer Terminology

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access time - The performance of a hard drive or other storage device - how long it takes to locate a file.
active program or window - The application or window at the front (foreground) on the monitor.
alert (alert box) - a message that appears on screen, usually to tell you something went wrong.
alias - an icon that points to a file, folder or application (System 7).
apple menu - on the left side of the screen header. System 6 = desk accessories System 7 = up to 50 items.
application - a program in which you do your work.
application menu - on the right side of the screen header. Lists running applications.
ASCII (pronounced ask-key ) - American Standard Code for Information Interchange. a commonly used data format for exchanging information between computers or programs.
background - part of the multitasking capability. A program can run and perform tasks in the background while another program is being used in the foreground.
bit - the smallest piece of information used by the computer. Derived from "binary digit". In computer language, either a one (1) or a zero (0).
backup - a copy of a file or disk you make for archiving purposes.
boot - to start up a computer.
bug - a programming error that causes a program to behave in an unexpected way.
bus - an electronic pathway through which data is transmitted between components in a computer.
byte - a piece of computer information made up of eight bits.
card - a printed circuit board that adds some feature to a computer.
cartridge drive - a storage device, like a hard drive, in which the medium is a cartridge that can be removed.
CD-ROM - an acronym for Compact Disc Read-Only Memory.
Chooser - A desk accessory used to select a printer, or other external device, or to log onto a network.
Clipboard - A portion of memory where the Mac temporarily stores information. Called a Copy Buffer in many PC applications because it is used to hold information which is to be moved, as in word processing where text is "cut" and then "pasted".
Clock Rate (MHz) - The instruction processing speed of a computer measured in millions of cycles per second (i.e., 200 MHz).
command - the act of giving an instruction to your Mac either by menu choice or keystroke.
command (apple) key - a modifier key, the Command key used in conjunction with another keystroke to active some function on the Mac.
compiler - a program the converts programming code into a form that can be used by a computer.
compression - a technique that reduces the size of a saved file by elimination or encoding redundancies (i.e., JPEG, MPEG, LZW, etc.)
control key - seldom used modifier key on the Mac.
control panel - a program that allows you to change settings in a program or change the way a Mac looks and/or behaves.
CPU - the Central Processing Unit. The processing chip that is the "brains" of a computer.
crash - a system malfunction in which the computer stops working and has to be restarted.
cursor - The pointer, usually arrow or cross shaped, which is controlled by the mouse.
daisy chaining - the act of stringing devices together in a series (such as SCSI).
database - an electronic list of information that can be sorted and/or searched.
data - (the plural of datum) information processed by a computer.
defragment - (also - optimize) to concatenate fragments of data into contiguous blocks in memory or on a hard drive.
desktop - 1. the finder. 2. the shaded or colored backdrop of the screen.
desktop file - an invisible file in which the Finder stores a database of information about files and icons.
dialog box - an on-screen message box that appears when the Mac requires additional information before completing a command.
digitize - to convert linear, or analog, data into digital data which can be used by the computer.
disk - a spinning platter made of magnetic or optically etched material on which data can be stored.
disk drive - the machinery that writes the data from a disk and/or writes data to a disk.
disk window - the window that displays the contents or directory of a disk.
document - a file you create, as opposed to the application which created it.
DOS - acronym for Disk Operating System - used in IBM PCs.
DPI - acronym for Dots Per Inch - a gauge of visual clarity on the printed page or on the computer screen.
download - to transfer data from one computer to another. (If you are on the receiving end, you are downloading. If you are on the sending end, you are uploading ).
drag - to move the mouse while its button is being depressed.
drag and drop - a feature on the Mac which allows one to drag the icon for a document on top of the icon for an application, thereby launching the application and opening the document.
driver - a file on a computer which tells it how to communicate with an add-on piece of equipment (like a printer).
Ethernet - a protocol for fast communication and file transfer across a network.
expansion slot - a connector inside the computer which allows one to plug in a printed circuit board that provides new or enhanced features.
extension - a startup program that runs when you start the Mac and then enhances its function.
fibre channel - as applied to data storage and network topology - link to FC Glossary.
file - the generic word for an application, document, control panel or other computer data.
finder - The cornerstone or home-base application in the Mac environment. The finder regulates the file management functions of the Mac (copying, renaming, deleting...)
floppy - a 3.5 inch square rigid disk which holds data. (so named for the earlier 5.25 and 8 inch disks that were flexible).
folder - an electronic subdirectory which contains files.
font - a typeface that contains the characters of an alphabet or some other letterforms.
footprint - The surface area of a desk or table which is occupied by a piece of equipment.
fragmentation - The breaking up of a file into many separate locations in memory or on a disk.
freeze - a system error which causes the cursor to lock in place.
get info - a Finder File menu command that presents an information window for a selected file icon.
gig - a gigabyte = 1024 megabytes.
hard drive - a large capacity storage device made of multiple disks housed in a rigid case.
head crash - a hard disk crash caused by the heads coming in contact with the spinning disk(s).
high density disk - a 1.4 MB floppy disk.
highlight - to select by clicking once on an icon or by highlighting text in a document.
icon - a graphic symbol for an application, file or folder.
initialize - to format a disk for use in the computer; creates a new directory and arranges the tracks for the recording of data.
insertion point - in word processing, the short flashing marker which indicates where your next typing will begin.
installer - software used to install a program on your hard drive.
interrupt button - a tool used by programmers to enter the debugging mode. The button is usually next to the reset button.
K - short for kilobyte.
keyboard shortcut - a combination of keystrokes that performs some function otherwise found in a pulldown menu.
kilobyte - 1024 bytes.
landscape - in printing from a computer, to print sideways on the page.
launch - start an application.
Measurements (summary) -
*a bit = one binary digit (1 or 0) *"bit" is derived from the contraction b'it (binary digit) -> 8 bits = one byte
*1024 bytes = one kilobyte
*K = kilobyte
*Kb = kilobit
*MB = megabyte
*Mb = megabit
*MB/s = megabytes per second
*Mb/s = megabits per second
*bps = bits per second
i.e., 155 Mb/s = 19.38 MB/s

MB - short for megabyte.
megabyte - 1024 kilobytes.
memory - the temporary holding area where data is stored while it is being used or changed; the amount of RAM a computer has installed.
menu - a list of program commands listed by topic.
menu bar - the horizontal bar across the top of the Mac¹s screen that lists the menus.
multi finder - a component of System 6 that allows the Mac to multi task.
multi tasking - running more than one application in memory at the same time.
nanosecond - one billionth of a second. ( or, the time between the theatrical release of a Dudley Moore film and the moment it begins to play on airplanes).
native mode - using the computers original operating system; most commonly used when talking about the PowerPC can run software written for either the 80x0 systems, or the PowerPC¹s RISC code.
NuBus - expansion slots on the Mac which accept intelligent, self-configuring boards. NuBus is a different bus achitecture than the newer PCI bus and the boards are not interchangable.
operating system - the system software that controls the computer.
optical disk - a high-capacity storage medium that is read by a laser light.
palette - a small floating window that contains tools used in a given application.
partition - a subdivision of a hard drives surface that is defined and used as a separate drive.
paste - to insert text, or other material, from the clipboard or copy buffer.
PC - acronym for personal computer, commonly used to refer to an IBM or IBM clone computer which uses DOS.
PCI - acronym for Peripheral Component Interchange - the newer, faster bus achitecture.
peripheral - an add-on component to your computer.
point - (1/72") 12 points = one pica in printing.
pop-up menu - any menu that does not appear at the top of the screen in the menu bar. (may pop up or down)
port - a connection socket, or jack on the Mac.
Power PC - a processing chip designed by Apple, IBM and Motorola (RISC based).
Power Mac - a family of Macs built around the PowerPC chip.
print spooler - a program that stores documents to be printed on the hard drive, thereby freeing the memory up and allowing other functions to be performed while printing goes on in the background.
QuickTime - the Apple system extension that gives one the ability to compress, edit and play animation, movies and sound on the Mac.
RAM - acronym for Random-Access Memory.
reset switch - a switch on the Mac that restarts the computer in the event of a crash or freeze.
resize box - the small square at the lower right corner of a window which, when dragged, resizes the window.
RISC - acronym for Reduced Instruction Set Computing; the smaller set of commands used by the PowerPC and Power Mac.
ROM - acronym for Read Only Memory; memory that can only be read from and not written to.
root directory - the main hard drive window.
save - to write a file onto a disk.
save as - (a File menu item) to save a previously saved file in a new location and/or with a new name.
scroll - to shift the contents of a window to bring hidden items into view.
scroll bar - a bar at the bottom or right side of a window that contains the scroll box and allows scrolling.
scroll box - the box in a scroll bar that is used to navigate through a window.
SCSI - acronym for Small Computer System Interface.
SCSI address - a number between zero and seven that must be unique to each device in a SCSI chain. Fast and Wide SCSI devices will allow up to 15 SCSI Ids (hexidecimal); however, the length restriction (3 meters) is such that it is virtually impossible to link 15 devices together.
SCSI port - a 25 pin connector on the back of a Mac (native SCSI port); used to connect SCSI devices to the CPU. Some SCSI cards (like the ATTO) have a 68 pin connector.
SCSI terminator - a device placed at the end of a SCSI chain to complete the circuit. (some SCSI devices are self-terminating, or have active termination and do not require this plug).
serial port - a port that allows data to be transmitted in a series (one after the other), such as the printer and modem ports on a Mac.
server - a central computer dedicated to sending and receiving data from other computers (on a network).
shut down - the command from the Special menu that shuts down the Mac safely.
software - files on disk that contain instructions for a computer.
spreadsheet - a program designed to look like an electronic ledger.
start up disk - the disk containing system software and is designated to be used to start the computer.
surge suppressor - a power strip that has circuits designed to reduce the effects of surge in electrical power. (not the same as a UPS)
System file - a file in the System folder that allows your Mac to start and run.
System folder - an all-important folder that contains at least the System file and the Finder.
32 bit addressing - a feature that allows the Mac to recognize and use more than 8MB of memory.
title bar - the horizontal bar at the top of a window which has the name of the file or folder it represents.
upload - to send a file from one computer to another through a network.
Uninterruptible Power Source (UPS)- a constantly charging battery pack which powers the computer. A UPS should have enough charge to power your computer for several minutes in the event of a total power failure, giving you time to save your work and safely shut down.
UPS - acronym for Uninterruptible Power Source.
vaporware - "software" advertised, and sometimes sold, that does not yet exist in a releasable for.
virtual memory - using part of your hard drive as though it were "RAM".
WORM - acronym for Write Once-Read Many; an optical disk that can only be written to once (like a CD-ROM).
zoom box - a small square in the upper right corner of a window which, when clicked, will expand the window to fill the whole screen.
 

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