A discussion on computer animation as an attention getting device.
Essay # 70772 |
920 words (
approx. 3.7 pages ) |
8 sources |
MLA | 2003
|
$ 19.95
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Abstract
This paper discusses the use of images, animation, DHTML, Flash and other motion effects on the computer screen. It defines computer animation and its principal application on the Internet as an attention getting device, which are meant to support a site's commercial features.
From the Paper
"This research examines the status and use of motion effects on the Internet notably the use of images animation .DHTML flash and other attributes of the GUI that have to do with creating motion effects on the computer screen. The research will set forth a ..."
Tags:DHTML, ANIMATION, IMAGES, FLASH, MOTION, INTERNET, WEB, DEVELOPER
A look at the concern in the movie industry that digital animation will eventually eliminate the need for real actors.
Essay # 55365 |
2,031 words (
approx. 8.1 pages ) |
9 sources |
MLA | 2005
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$ 38.95
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Abstract
This paper begins with a look at the history of animation, focusing special attention on the history of computer animation. The paper explains the advances in technology that have helped improve computer animation techniques and then takes a look at some of the ethical questions that have developed regarding the use of computer animation. The paper then discusses one of the primary concerns, the fear that this type of animation will replace real actors, and explains why actors really have no reason to feel threatened by computer animation.
From the Paper
"Visual representation of ideas, history, and stories has been an important part of human culture since prehistoric times, when cave paintings and other primitive drawings were used to record and relive events. As human culture developed, so did the visual arts, and primitive cave paintings gave way to more complex drawings, paintings, and engravings that told stories ranging from epic mythological tales to a simple moment from daily life. While a talented artist has always been able to bring drawings "to life" and have a sense of movement in the work, actual animation has its roots in the 1800s. Devices such as the zoetrope, also known as the "wheel of life", were simple and used a cylinder with slits in the sides to make the drawings inside appear to move when a person peered through the sides as it spun."
Tags:clay, figures, 3-dimensional, entertainment, visual, art, special, effects, animated
A look at the history and current state of animation in film.
Term Paper # 145488 |
2,121 words (
approx. 8.5 pages ) |
2 sources |
APA | 2010
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$ 39.95
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The paper discusses Disney's creation of the feature-length movie, "Snow White and Seven Dwarves", and how it showed the great merchandising potential of animated characters. The paper further discusses how television has become today the major source of new characters for the children's toy industry. The paper looks at the Australian Children's Television Foundation (ACTF), and its goal of providing Australian children with quality, age-specific, culturally relevant television. Finally, the paper looks at the expansion of animation into computer graphics and identifies the differences between dramatic, lyrical, didactic or comic animation, as well as the differences in Disney, Warner Brothers and Japanese animation.
From the Paper
"Commercial Alert, a consumer watchdog group, has repeatedly asked the FTC to investigate product placement in TV shows for guidelines that would require an on-screen disclosure when a product placement appeared. The organization argues that consumers do not always know if a product placement is an ad unless they are told. In 2005, the FTC stated that failing to tell consumers that a product placement is an advertisement does not violate Section 5 of the FTC Act, which bans unfair and deceptive acts or practices. However, the organization is trying again. The FCC is presently asking for comments on whether to make it more obvious to TV watchers that some shows are filled with embedded ads. According to the Nielsen Company, American Idol logged an impressive 4,636 product placement shots only during the first half of one year."
Tags:programming, ads, commercials, storyline, characters
An analysis of the use of animation in pop-culture devices such as advertising.
Research Paper # 103611 |
1,269 words (
approx. 5.1 pages ) |
5 sources |
MLA | 2008
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$ 25.95
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This paper analyzes the relationship between cultural semiotics and animation within the context of anthropology. It specifically looks at the use of animation in pop-culture devices such as advertising and marketing material. The paper also discusses the complexity of animation, as a system of communication and the use of semiology in artistic endeavors, such as communication.
From the Paper
"The level of communication taking place within contemporary animation is often equated to the subtext within semiotic constructs. Beasley and Danesi describe this sub-textual transfer of meaning as being connotative in nature and often relying on associative chains where meaning or signifier is established through storylines (104). Barthes clearly provides the theoretical foundation upon which animators, as indicated by Beasley, Danesi, and Ohmann, develop their unique language constructs that both rely on cultural associations with meaning as well as develop new cultural queues that became part of the popular folklore such as Red Bull's business man and pigeon animation. Yet, other researchers argue that contemporary animation is nothing but a retelling of existing myth that resonates culturally with the societies."
Tags:semiology, marketing, textual
An examination of Pixar Animation Studios.
Case Study # 125784 |
750 words (
approx. 3 pages ) |
13 sources |
MLA | 2008
|
$ 16.95
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This paper discusses Pixar Animation Studios and profiles its history, management, market and prospects.
From the Paper
"Pixar Animation Studios is a highly successful company that owes much of its early success to its association with Disney studios. The company's stated objective is to combine proprietary technology and world-class creative talent to develop computer-animated feature films with memorable characters and heartwarming stories that appeal to audiences of all ages.
"Noted for its high-quality animation and engaging story lines, Pixar's computer-animated feature films include such favorites as "Toy Story", "Finding Nemo Cars" and "Wall-E", all films that arguably could not..."
Tags:Pixar, Disney, music industry, innovation
A discussion of motion capture 3D animation technology and software.
Term Paper # 125197 |
2,500 words (
approx. 10 pages ) |
20 sources |
MLA | 2008
|
$ 45.95
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The paper provides a discussion of how motion capture is used to create 3D animated characters, in addition to the use of this technology in filmmaking, athletics and video game design.
From the Paper
"New technologies like motion capture 3D animation provide movie makers, video game designers and those who study human motion in sports unprecedented capacities. Motion capture also called MOCAP is defined by Alberto Menache in "Understanding Motion Capture for Computer Animation and Video Games" as; "The creation of a 3D representation of a live performance." To create the three-dimensional representation, the motion of live actors or athletes are digitally recorded and then applied to 3D models. The digital recording process typically occurs in one of..."
Tags:movies, films, animated characters, human motion, sensors, bodysuits, Moven, biking
An analysis of motion capture and 3D animation in filmmaking, video games and sports.
Analytical Essay # 125370 |
6,000 words (
approx. 24 pages ) |
58 sources |
MLA | 2008
|
$ 85.95
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In the paper, different types and processes of motion capture are explained in detail, along with a history of motion capture development and a discussion of what the future of this rapidly evolving technology holds for these three industries of filmmaking, video games and sports.
From the Paper
"Motion capture, motion tracking or mocap, is a technique of digitally recording movements for entertainment, sports and medical applications. Where filmmaking is concerned, motion capture refers to the technique of recording the actions of human actors and using that information to animate digital character models in 3D animation. Motion capture has its origins in the pioneering photography work of moving images conducted by Eadweard Muybridge in the late ...th century, but the first individuals to analyze human and animal motion with video was..."
Tags:LED, sensors, markers, cameras, computer technologies, software, animated models, human movement, emotions, facial expression, light, reflection, data, interactive, performance, gait analysis
A history of the development of animated films from 1889 until the present.
Essay # 9947 |
1,430 words (
approx. 5.7 pages ) |
3 sources |
MLA | 2002
|
$ 28.95
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The paper discusses the invention of animation in the 1880's and explores the popularity of cartoon productions in the aftermath of World War I. The paper discusses technological advancements in the animation industry such as color, sound, and voice and shows its impact on the popularity of cartoons. The paper discusses the first animated feature film and explores social discrimination in cartoons, focusing on racial discrimination towards African Americans.
From the Paper
"Animation was first attempted in 1906. A commercial artist, J. Stuart Blackman, created his small animation attempt called "Humorous Phases of Funny Faces" (Finch 23). However, Emile Cohl, who may not be the first animator, is recognized for being the first to do individual frame-to-frame drawings in animation. "Mr. Stop" was his first cartoon. Although he knew that he was not such a good illustrator, he helped invent this style of animation (Heraldson 24)."
Tags:cartoon, draw, technology, movie
A historical perspective of the Hanna Barbera organization, it's founders and contributions to the world of animation.
Term Paper # 110960 |
2,990 words (
approx. 12 pages ) |
12 sources |
MLA | 2008
|
$ 52.95
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Abstract
The author of the paper relates the history of the Hanna Barbera animation studio. The writer examines the studio's founders and their activities prior to the founding of the studio and the factors that influenced the founding of the Hanna Barbera studio. The author then goes on to describe the development of the studio, the animation productions that brought the studio to the public eye and notable productions over the course of time. The paper's writer also examines animation techniques used by the studio and innovative use of sound, lighting and special effects. The paper concludes with an overview of the company's position today.
Outline:
Brief History of Both Hanna & Barbera and How Each Evolved as Animators
How They Met or Joined Forces
What Profession Were They in Before Becoming Animators?
How They Started the Company of Hanna Barbera
What Made Hanna Barbera a Success?
What Cartoons They Created
Process of Animation They Used
Special Effects, Techniques, Lighting, & Sound Effects That Were Used
The Position of the Company Today
References
From the Paper
"When MGM closed its animation unit, Hanna and Barbera founded Hanna-Barbera Cartoons Inc., their own production company. The company was known for its magical formula of producing low cost cartoons that focused more on humor, story and characters than on action. The company gained success with the production of 'The Flintstones'. In the year 1980, the company started operating globally by distributing the work through its international network. The Hanna Barbera Company was staffed with the members of MGM animation unit. In order to keep Hanna Barbera productions a secret to the MGM officials, the show 'I Love Lucy' was anonymously promoted. Hanna Barbera made $40000-$60000 for Tom and Jerry shots as compared to $2700 given by Screen Gems for a cartoon having duration of 5 minutes. This forced them to think about earning more profit by reviving the whole cartoon concept. They shifted the focus from visual action, which was followed at MGM, to dialogue and story. They made cartoons which were cheaper by limiting the amount of drawings. However it was not a fruitful solution to remain competitive in the industry. Then the introduction of voices to the cartoons was intended to gain the interest of the audience. In 1957, Daws Butler and Don Messick gave voice to the characters of Ruff and Ready. This enabled the company to produce shows in less time, thereby increasing the sales and enriching the development of the shows. Later the company was sold to Great American Broadcasting in 1987 when there was a slow growth witnessed, and later Turner Broadcasting purchased it in 1991. Turner Broadcasting later merged with Time-Warner Inc. In 1992, Turner started 24-hour cartoon network with Hanna Barbera cartoon series. (History of Hanna Barbera Cartoons Inc)"
Tags:animators film sound movie cartoons turner mgm studio, the flintstones, time-warner television
An analysis of the history of animation as part of Japanese culture.
Research Paper # 91520 |
1,378 words (
approx. 5.5 pages ) |
3 sources |
MLA | 2007
$ 27.95
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Abstract
This paper discusses the history of film animation in Japan. Particularly, it discusses anime produced by Japan's Studio, Giblias, and whether it plays a part in Japanese culture. The paper concludes that though Japanese animation has it's roots in western animation, it has developed and continues to do so in a very different direction and that it draws on its own cultural influences like kabuki theater and woodblock prints as well as developing it's completely unique style.
From the Paper
"By the 1990's anime took a more serious turn that in my opinion is not present in modern day western animation. While still outputting light-hearted so called children's anime, studios began to release more intellectual sophisticated anime such as Anno Hideaki's television series Neon Genesis Evangelion and Miyazaki Hayao's film Princess Mononoke. These films often touched on themes and issues that modern Japanese faced. To truly explain the Japanese nature of these films I believe that an in depth look at one of them in necessary."
Tags:television, film, Disney, children