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Full-Text Articles in Art and Design

Cinematic Meditations, Dakota Nanton Apr 2019

Cinematic Meditations, Dakota Nanton

Art Practices MFA Theses

The cinematic experience is a sort of ritualistic ceremony between the audience and the projected image. Audiences come into the cinematic space with a set intention (often simply the desire to be entertained) but the filmic experience can also inadvertently and deliberately access and engage other states of being including the liminal, the unconscious, and the sublime. Through both research and my filmmaking practice I am exploring ways in which cinema can be used as a tool to create meditative and introspective experiences for the audience. In this written paper I discuss my own intentions as a filmmaker, previous works ...


Landscapes As Identity And Cultural Heritage In Animation– The Australian Bushland, Japanese Urban Agglomeration And Eurasian Steppes, Zilia Zara-Papp Apr 2019

Landscapes As Identity And Cultural Heritage In Animation– The Australian Bushland, Japanese Urban Agglomeration And Eurasian Steppes, Zilia Zara-Papp

Landscapes: the Journal of the International Centre for Landscape and Language

Animation adapted from literature, folk tales and ancient myths showcases diverse approaches towards reimagining elements of geographical landscapes as cultural identity. This paper aims to compare elements from Australian, Japanese and European animated works where geographical elements are used in order to recreate the original world of the literary work the animation is based on, where landscape defines the identity of the individuals and groups of enchanted animals and human custodians of the land and location. Case studies of Yoram Gross (Dot and the Kangaroo, 1977) Australia, Takahata Isao / Studio Ghibli (Racoon Wars Pom Poko, 1994) Japan and Marcell Jankovics ...


From Feet To Flippers: The Evolution Of Whales, Tyler Stone Jan 2019

From Feet To Flippers: The Evolution Of Whales, Tyler Stone

Honors Theses at the University of Iowa

Our image of extinct animals changes constantly as new fossils emerge. One of the best ways to communicate these discoveries is through paleoart, which combines scientific knowledge with fine art to reconstruct the prehistoric world. Unfortunately, bad paleoart frequently gives an inaccurate view of the past, depicting its subjects as monsters or failed versions of their modern descendants rather than real, living animals. For this project, I set out to combine my interests in paleontology and animation to accurately reconstruct the evolutionary history of one of my favorite groups of animals: the whales.

For information on both extinct and modern ...


How To Be Okay, Isabel G. Van Den Heuvel Jan 2019

How To Be Okay, Isabel G. Van Den Heuvel

Senior Projects Spring 2019

I began this line of thought with the desire to understand human connection. I want to know how people operate both as individuals being perceived as well as how they connect to each other in small, casual ways. Acts like introducing yourself, or navigating in a crowded place seemed like skills that everyone had learned on the day I had skipped class. This began as a private venture, an intensifying of my day to day attempts of applied observation. My result, rather than gradual mastery of interpersonal relations, was deeper confusion and frustration. I wanted instruction, but the construction of ...


Existence Stories, Althea Keaton Jan 2019

Existence Stories, Althea Keaton

Masters Theses

Existence Stories is an interactive activist art project that gathers personal narratives from people about the ways in which their lives have been impacted by the current political climate in the United States, particularly surrounding the 2016 Presidential election and its aftermath. The project harnesses first-person narrative and audience participation as tools for humanizing the “Other” and building connections between people through the act of sharing stories. As the project has progressed over time, it has evolved in multiple directions and come to incorporate a variety of media, primarily comics, animation, printmaking, and zines. The roles that reproduction, distribution, and ...


Nirmal Raja Interview, Dalton Campbell Jun 2018

Nirmal Raja Interview, Dalton Campbell

Asian American Art Oral History Project

Artist Bio: Nirmal Raja is an interdisciplinary artist living and working in Milwaukee, WI. Born in India, she has lived and traveled in several countries. Raja received a Bachelor’s of Arts in English Literature in India, a Bachelor’s of Fine Arts in Painting at the Milwaukee Institute of Art & Design and a Master’s of Fine Arts at the University of Wisconsin, Milwaukee. Her work deals with concepts of displacement, cultural negotiation and memory. http://nirmalraja.com


Visual Communication Design Portfolio, Zhilin Li Jun 2018

Visual Communication Design Portfolio, Zhilin Li

Academic Excellence Showcase Proceedings

No abstract provided.


The Flow Of Art: A Study On The Human Experience And Nature, Matthew R. Schott May 2018

The Flow Of Art: A Study On The Human Experience And Nature, Matthew R. Schott

Undergraduate Honors Theses

Through all of human history, artists and other creators have been able to access the extraordinary state of flow to achieve amazing feats. Whether it be for a divine purpose, or simply making someone’s day a little better, art has been used to lift the spirits and nourish humanity. In our attempt to cope with the world in which we live, we have found this great mental resource, that has allowed for achievements that not one person could not attain on their own. In my observation, I have seen this euphoric cycle of flow change the lives of so ...


Barbarossapokalypse, Amanda M. Glass Apr 2018

Barbarossapokalypse, Amanda M. Glass

Honors Projects

Barbarossapokalypse is a short animated film that explores the mindset behind “sleeping king” legends. Frederick Barbarossa was a Holy Roman Emperor who was particularly popular with his public. After his death, people longed for a return to the “good old days” of his reign. He became a cultural icon for the German people; a symbol of hope, of a better future.

While in general, the future often looks grim, hope is not something humanity can afford to lose. What matters is where that hope is drawn from. Symbols like Barbarossa are dangerous, as they can lead to people always looking ...


“Lately, I’Ve Been Feeling Distraught” Self And Fear, Jelena Prljevic Jan 2018

“Lately, I’Ve Been Feeling Distraught” Self And Fear, Jelena Prljevic

MFA Statements

No abstract provided.


The Last Halloween, Aris Holmes Jan 2018

The Last Halloween, Aris Holmes

Williams Honors College, Honors Research Projects

An Exploration in the processes that make up an animation;

An exploration of the origins of Halloween.


The Twilight Zone: The Confluence Of Childhood Scenes And Future Anxiety, Jongwon Bae Dec 2017

The Twilight Zone: The Confluence Of Childhood Scenes And Future Anxiety, Jongwon Bae

School of Arts & Sciences Theses

Jongwon Bae’s paintings reflect his childhood memories as an archive that is to be repressed until it manifests itself in uncertain ways as it becomes confluent with the anxiety about the future.


Creatures Of Play, Melissa Shelton May 2017

Creatures Of Play, Melissa Shelton

Graduate School of Art Theses

This thesis explores my practice as an artist and my work’s cultural, theoretical and social contexts, such carnival theory, feminist studies and film studies, as well as references to mythology and my own biography. I discuss forms of representation of gendered identities through my work in drawing, performance, animation, video and installation.

The masks we wear become as real as our bare face. Through the act of doubling the representation, my thesis work BECOMING/a fine line situates the mask as the mediator between reflections, mirroring the identity and the notion of performativity. Embracing a certain incompleteness and embodying ...


The Fabric Of Animation, Anna Aaberg Jan 2017

The Fabric Of Animation, Anna Aaberg

Honors Theses at the University of Iowa

With the technology we have today, animation is often computer generated. Traditional 2D hand drawn animation, as well as stop motion animation, is less common. Each animation style has a very distinctive look and style to it. It is easy to tell if an animation was computer generated or not. This project tested how using unaltered, non-digital elements combined with a digital animation program would impact the outcome of a computer generated animation. The overall goal for this project was to see if the viewer could tell the final product was computer generated or if it more resembled a stop ...


The Bunny Who Wore A Red Hat Children's Book, Alyssa N. Myers Jan 2017

The Bunny Who Wore A Red Hat Children's Book, Alyssa N. Myers

Williams Honors College, Honors Research Projects

As an artist as well as a developer, having the ability to think both creatively and critically has helped me become an excellent problem solver. This along with the experience in animation for which I long will transform me to become a great storyteller as well. There is beauty in a universal language that can bring others together, and I believe that is what animation and illustration can accomplish. This project has given me the opportunity to incorporate my illustration skills, practice the writing aspect of storytelling, and develop a small animated trailer for marketing the book. Nevertheless, bringing something ...


Matrix Of Delights Oct 2016

Matrix Of Delights

SIGNED: The Magazine of The Hong Kong Design Institute

Using skills from the 21st century scholars are putting digital techniques to work in an effort to preserve the endangered artefacts of China's Dunhuang region, where the Mogao caverns represent one of the world's most important repositories of ancient art. As Daisy Zhong reports, part of their solution has been to digitally recreate the caves in Hong Kong.


Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell May 2016

Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell

Honors Thesis

Trailer: https://www.youtube.com/watch?v=kxjqjJNMSFQ

Website: http://www.visionsthegame.com

Development Blog: http://visionsthegame.tumblr.com

Facebook: https://www.facebook.com/visionsthegame/?fref=ts

Twitter: https://twitter.com/visionsthegame

Email: visionsthegame@gmail.com


The Art Of The Silent Story, Caitlin J. Walker May 2016

The Art Of The Silent Story, Caitlin J. Walker

Undergraduate Honors Theses

I created a one minute 2D, hand-drawn, frame-by-frame animation with an original music score utilizing Toon Boom to demonstrate my ability to convey an interesting story without the use of any dialogue.I relied instead on pantomime, expressions, and context clues to communicate the story to the viewer.


Lingua Franca: An Analysis Of Globalization And Language Evolution, Abigail Watson Apr 2016

Lingua Franca: An Analysis Of Globalization And Language Evolution, Abigail Watson

Honors Projects

This project details the evolution of languages and how globalization and advances in communication have effected smaller language groups. A world community in which communication is standardized by a Lingua Franca is in most cases harmful for isolated language groups without many speakers. The extinction of language is harmful for human society and culture, and there are many different ways to help prevent language extinction.

This project includes an essay, an animation, six illustrations, and a coloring book that all relate to endangered languages.


Trauma And Human Objecthood, Leslie Kelman Jan 2016

Trauma And Human Objecthood, Leslie Kelman

School of Arts & Sciences Theses

I am processing recent traumatic personal content in multiple media. This investigation dovetails with the work I was conducting previously, that of contemplating humans as objects continuous with their environment. This represents a reduced position in the biological hierarchy for humans, or a rejection of the hierarchy itself.


Mr. Acephalous: The Procedure Of The Individual Stop-Motion Animation, Xin Liu Jan 2016

Mr. Acephalous: The Procedure Of The Individual Stop-Motion Animation, Xin Liu

Graduate Theses and Dissertations

Using the individual stop-motion animation Mr. Acephalous as a sample, this paper explores the change and restructuring of the commercial animation design and production process to create an individual stop-motion animation. Usually, commercial stop-motion animation involves a mature team, adequate funding, an enhanced production system, high-quality craftsmanship, and large-scale production space. However, in the individual stop-motion animation production explored in this paper, the animators are independent, usually students or film enthusiasts, who are not working with the manufacturing conditions of typical commercial animation. Utilizing the basis of commercial stop-motion animation, the author combined the process and experience of stop-motion to ...


Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley May 2015

Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley

Graduate School of Art Theses

In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft ...


Cute As A Button, Marta R. Finkelstein Jan 2015

Cute As A Button, Marta R. Finkelstein

Theses and Dissertations

Cute As A Button explores powerlessness, vulnerability, illness and addiction all wrapped up in tender buttons and a cute, cuddly creature. Using animation, sculpture, sound and an intimate space, I surround the viewer in a saccharine nightmare, one that references the dark underbelly of the cute and the sweet. The visual and aural elements are representative of the psychological and emotional states of powerlessness, which are overcome by the act of making and exploring a medium over which I can have complete control.


Building And Using A Character In 3d Space, Shasta Bailey May 2014

Building And Using A Character In 3d Space, Shasta Bailey

Undergraduate Honors Theses

The goal of this thesis was to take a character from concept to creation and animation. A variety of skills in 2D and 3D computer graphics were used in order to design and build the character for a 3D space. The character was taken from flat concept to 3D model, and then rigged with a skeleton in the 3D program Maya so that the character could be animated. The focus of the animation is a walk cycle.


Stem Art Learning Outcomes, Emily Gottlieb Feb 2014

Stem Art Learning Outcomes, Emily Gottlieb

The STEAM Journal

No abstract provided.


The Secret Life Of Things, Maja Savic May 2013

The Secret Life Of Things, Maja Savic

Electronic Theses and Dissertations

The artist discusses the work presented in The Secret Life of Things, her Master of Fine Arts exhibition held at Slocumb Galleries, East Tennessee State University, from March 18th through 22nd, 2013. The exhibition consists of sixteen illustrations (four of these are digitally enhanced photographs) and one animation that show the artist’s interest in bringing household objects to life. Pieces in the exhibition can be characterized as humorous with a strong narrative and attention to details. Savić’s ideas are based on traditional education with contemporary influences. All printed work is twenty inches wide, sixteen inches tall, framed, and ...


Game Asset Development Pipeline With A Focus On Facial Rigging And Animation, Boqian Liu May 2012

Game Asset Development Pipeline With A Focus On Facial Rigging And Animation, Boqian Liu

All Theses

Though slowly improving, the majority of modern real-time productions--chiefly consisting of video games--tend to be lacking detail and flexibility in facial animation. A new facial rig is devised by investigating both the game asset development pipeline as well as current facial setup and animation schemes. The resultant rig hybridizes several of these solutions and not only attempts to address the issue of detail in facial animation but also usability and efficiency in its controller setup.


Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield Apr 2012

Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield

Department of Computer Graphics Technology Degree Theses

The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within ...


Animation Project 2012, Linda Herritt Jan 2012

Animation Project 2012, Linda Herritt

Cornerstone 2 Reports : Community Outreach and Empowerment Through Service Learning and Volunteerism

No abstract provided.


Fixing Belief: Artificial Preservatives, James Walker Tufts Iv May 2011

Fixing Belief: Artificial Preservatives, James Walker Tufts Iv

Masters Theses

Research opened with inquiries into the state space of the self and various modalities of the construction of the self. Flawed research design led towards a loss of original focus, spaces opened accordingly. Early sculptural work looked towards a semantic flattening through flushing out and digitally manipulated photographic and video work investigated avenues of ocular-centric landscape construction. Photoshop CS5 and its Content Aware Fill tool were engaged as collaborator and animations ensued. Hesitant time-based sketches were developed to suggest work incomplete and instead took their place. Space-based sketches followed, using the multiple to thwart focus on parts and draw it ...