History of Animations - digitalmarketinghead@gmail.comSaurabh Verma
This Presentation is all about the history of animation. All the references are from reliable sources over internet on animations. The topics described are:
Early approaches to motion in art
Animation Before Film
The magic lantern
Thaumatrope
Phenakistoscope
Zoetrope
Flip book
Praxinoscope
The Silent Era
Theater Optique
The Kinetoscope
The Golden Age of Animation
Walt Disney
Alice Comedies
World War II era
Post-war period
The Television Era
Animation Techniques
Go motion
and more ...
History of Animations - digitalmarketinghead@gmail.comSaurabh Verma
This Presentation is all about the history of animation. All the references are from reliable sources over internet on animations. The topics described are:
Early approaches to motion in art
Animation Before Film
The magic lantern
Thaumatrope
Phenakistoscope
Zoetrope
Flip book
Praxinoscope
The Silent Era
Theater Optique
The Kinetoscope
The Golden Age of Animation
Walt Disney
Alice Comedies
World War II era
Post-war period
The Television Era
Animation Techniques
Go motion
and more ...
.My presentation is on Animation Timeline. Firstly , we will look What is animation,next we will move on history of animation including various animati on techniques used before film, then we will move on Modern animation techniques and finally we will discuss about future of animation." What is Animation? Animation is basically simulation of movement crea ted by displaying a series of pictures, or frames rapidly.In animation, what we perceive as a moving image is actually an illusion. What we are really seeing is a succession of still images displayed in rapid sequence, separated by a small interval o f darkness. When faced with a rapid series of stil l images, our eye and brain will perceive them to be one smoothly moving image.When successive image s are shown at a faster rate, the eye will blend t hem together with the retina retaining one image a s the second is superimposed over it. This creates the illusion of movement.The number of frames per second, or FPS, directly correlates to how smooth the movement appears. If the frame rate is too sl ow, the motion will look awkward and jerky. If the frame rate is too high the motion will blur. So a question arises here..... what is difference b etween video and animation? we have to note the basic difference here,that a v ideo takes continuous motion and breaks it up into discrete frames,whereas animation starts with ind ependent pictures and puts them together to form t
he illusion of continuous motion.
(Slide no. 5)
Evidence of artistic interest in depicting figures in motion can be seen in art as early as Paleolit hic cave paintings. Animals in such paintings were often depicted with multiple sets of legs in supe rimposed positions. Because the paintings are preh istoric, alternative interpretations are possible, such as the artist simply deciding to change a le g's position and having no means of erasing, but i t is very likely that these were early attempts to convey motion.Another example is a 5,200-year old pottery bowl discovered in Shahr-e-Sukhteh, Iran. The bowl has five images painted around it that s how phases of a goat leaping up to nip at a tree.A fter merging all the five images we will see the a ctual animation. An Egyptian mural approximately 4000 years old, fo und in the tomb of Khnumhotep at the Beni Hassan c emetery, features a very long series of images tha t apparently depict the sequence of events in a wr estling match.
Effective Use of Animation in Education, Advertising, and EntertainmentKiran Budhrani
Its a FLASH world after all. Adobe Flash is a 2D animation tool used to deliver rich experiences in Business Education Entertainment. Become an Interactive Developer!
@AgilePT 2016 - HyP: A journey to greater efficiencyBruno Cacho
HyP stands for the journey of Farfetch’s FrontEnd teams to find different ways of work, by applying on the field, Jeff Sutherland’s hyperprodutivity patterns for highly efficient teams. These patterns are bounded to the origins and foundations of Scrum, and so, they comprises dynamics that have been identified in highly successful Scrum teams, all around the world.
At the end you will have an introduction of all 9 HyP patterns, how they work together, complemented with some great field stories and finally the results of our journey.
This journey was an extraordinary, collective, eye opening experience, and will leave no one indifferent. Be ready to get inspirational by stories and ideas that emerged in our journey.
.My presentation is on Animation Timeline. Firstly , we will look What is animation,next we will move on history of animation including various animati on techniques used before film, then we will move on Modern animation techniques and finally we will discuss about future of animation." What is Animation? Animation is basically simulation of movement crea ted by displaying a series of pictures, or frames rapidly.In animation, what we perceive as a moving image is actually an illusion. What we are really seeing is a succession of still images displayed in rapid sequence, separated by a small interval o f darkness. When faced with a rapid series of stil l images, our eye and brain will perceive them to be one smoothly moving image.When successive image s are shown at a faster rate, the eye will blend t hem together with the retina retaining one image a s the second is superimposed over it. This creates the illusion of movement.The number of frames per second, or FPS, directly correlates to how smooth the movement appears. If the frame rate is too sl ow, the motion will look awkward and jerky. If the frame rate is too high the motion will blur. So a question arises here..... what is difference b etween video and animation? we have to note the basic difference here,that a v ideo takes continuous motion and breaks it up into discrete frames,whereas animation starts with ind ependent pictures and puts them together to form t
he illusion of continuous motion.
(Slide no. 5)
Evidence of artistic interest in depicting figures in motion can be seen in art as early as Paleolit hic cave paintings. Animals in such paintings were often depicted with multiple sets of legs in supe rimposed positions. Because the paintings are preh istoric, alternative interpretations are possible, such as the artist simply deciding to change a le g's position and having no means of erasing, but i t is very likely that these were early attempts to convey motion.Another example is a 5,200-year old pottery bowl discovered in Shahr-e-Sukhteh, Iran. The bowl has five images painted around it that s how phases of a goat leaping up to nip at a tree.A fter merging all the five images we will see the a ctual animation. An Egyptian mural approximately 4000 years old, fo und in the tomb of Khnumhotep at the Beni Hassan c emetery, features a very long series of images tha t apparently depict the sequence of events in a wr estling match.
Effective Use of Animation in Education, Advertising, and EntertainmentKiran Budhrani
Its a FLASH world after all. Adobe Flash is a 2D animation tool used to deliver rich experiences in Business Education Entertainment. Become an Interactive Developer!
@AgilePT 2016 - HyP: A journey to greater efficiencyBruno Cacho
HyP stands for the journey of Farfetch’s FrontEnd teams to find different ways of work, by applying on the field, Jeff Sutherland’s hyperprodutivity patterns for highly efficient teams. These patterns are bounded to the origins and foundations of Scrum, and so, they comprises dynamics that have been identified in highly successful Scrum teams, all around the world.
At the end you will have an introduction of all 9 HyP patterns, how they work together, complemented with some great field stories and finally the results of our journey.
This journey was an extraordinary, collective, eye opening experience, and will leave no one indifferent. Be ready to get inspirational by stories and ideas that emerged in our journey.
The earliest 'movie theatres' were converted churches or halls, showing one-reelers (a 10-12 minute reel of film - the projector's reel capacity at the time). The primitive films were usually more actualities and comedies.
1 Week 1 Visual Culture in the Western World Th.docxjeremylockett77
1
Week 1
Visual Culture in the Western World
The Idea of Cinema
-Fascination with images can be traced back to
Plato (The Republic) in the parable of “The Cave”
Plato raises the danger of being
complacent with the illusion of the image
The dangers of an uncritical
understanding of the image
-The period of Enlightenment:
scientific studies and machinations are developed
to “capture, project and record images.
-17th century:
Athanasius Kircher (1601-1680)
developed the “catoptric lamp.”
German-born Jesuit priest and scientist whose
book Ars magna lucis et umbrae diagramed the
outlines for his reflecting optic machine.
Did not invent the “magic lantern”
He projected and reflected images on the wall
Encouraged scientific explanation to his spectators
so as to demythify images as some sort of magic
or ghostly apparition.
He emphasised that these images were not magic,
but “art.”
The Magic Lantern—17th Century
2
1659—Christiaan Huygens develops the “lanterne
magique”
1664—Thomas Walgensten developed a similar
apparatus in Paris
Unlike Kircher who used sunlight to reflect the
image Huygens and Walgensten used an artificial
light source
Walgensten traveled through Europe with the
“lanterne magique” (Lyons, Rome, and
Copenhagen)
The people who saw the lanterne magique were
initially royalty in these cities
By the end of the century the lantern shows were
exhibited in more popular culture venues such as
fairs and carnivals
18th and 19th CENTURIES
1740— X. Theodore Barber demonstrates the
“Magick Lanthorn” in Philadelphia, New York, and
Boston.
Venues such as private homes and coffee houses
were the favored sites for these exhibitions.
France, however, was where these lantern shows
first gained commercial popularity at the beginning
of the 19th century.
3
Etienne Gaspars Robertson
“Fantasmagorie” capitalized on superstitions and
religious fears
Invoked the “spirits” of Rousseau and Voltaire
It was a theater of apparitions.
Unlike Kirhcer, Robertson did not tell his audiences
that the “Fantasmagorie” was a technological
spectacle
Like contemporary theater and film, Robertson
maintained the illusion of the image
-It was an extremely complicated production to
put on - images size and intensity of light had to
be continuously managed
The Fantasmagorie was internationally popular.
Each traveling show was uniquely packaged
usually attended by an adult urban middle-class
audience.
1803—Barber presented the French Fantasmagoria
in New York
1803—Showmen Bologna and Thomlinson
exhibited the Fantasmagoria in London
Americans saw the ghost of Benjamin Franklin
and exotic figures like the “Egyptian Pygmy Doll”
4
There was sound with these presentations—
ghost’s voices, music
Ticket prices were approximately US$1.
1830
Photography and the Stereopticon
The difference between t ...
Do you want to learn more about the history of photography?
Photography is a very old art form. It has been around for centuries and it's still going strong today. This timeline will take you on a journey through time, showing you how this amazing technology evolved over time. You'll see that there are many different types of cameras out there, some with lenses and some without. Some use film while others don't even need film at all! There are so many things to discover in this world of photography - let's get started!
Visit - https://www.photographytalk.com/history-of-photography-timeline-from-start-to-present-day
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#whenwascamerainvented #whenwasphotographyinvented
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2. is the rapid display of a
sequence of images of 2-D
or 3-D artwork or model
positions in order to create
an illusion of movement.
The effect is an optical
illusion of motion due to the
phenomenon of persistence
of vision
3. Early examples of
attempts to
capture the
phenomenon of
motion drawing
can be found in
paleolithic cave
paintings, where
animals are
depicted with
multiple legs in
superimposed
positions, clearly
attempting to
convey the
perception of
motion.
4. A 5,000 year old earthen bowl found in Iran in Shahr-i
Sokhta has five images of a goat painted along the sides.
This has been claimed to be an example of early
animation. However, since no equipment existed to show
the images in motion, such a series of images cannot be
called animation in a true sense of the word.
5. An Egyptian burial
chamber
mural, approximatel
y 4000 years
old, showing
wrestlers in action.
Even though this
may appear similar
to a series of
animation
drawings, there was
no way of viewing
the images in
motion. It
does, however, indi
cate the artist's
intention of
depicting motion.
6. A Chinese zoetrope-
type device had
been invented in
180 AD by the
inventor Ding
Huan (丁緩).
A zoetrope is a device
that produces an
illusion of action
from a rapid
succession of static
pictures. The term
zoetrope is from
the Greek words
"zoe", "life" and
τρόπος -
tropos, "turn". It
may be taken to
mean "wheel of
life".
7. The Phenakistoscope (also
spelled Phenakistiscope)
was an early animation
device that used the
persistence of vision
principle to create an
illusion of motion. The
phenakistoscope is the
precursor of the zoetrope.
The first part of the term
'phenakistoscope' comes
from the root Greek word
φενακίζειν -
phenakizein, meaning "to
deceive" or "to cheat", as
it deceives the eye by
making the pictures look
like an animation.
8. The Praxinoscope was an
animation device, the
successor to the zoetrope.
It was invented in France
in 1877 by Charles-Émile
Reynaud.
The Praxinoscope improved
on the zoetrope by
replacing its narrow
viewing slits with an
inner circle of
mirrors, placed so that
the reflections of the
pictures appeared more
or less stationary in
position as the wheel
turned
9. A flip book or flick book is a
book with a series of
pictures that vary
gradually from one page
to the next, so that when
the pages are turned
rapidly, the pictures
appear to animate by
simulating motion or
some other change.
John Barnes Linnett was a lithograph
printer based in
Birmingham, England. Although
the French Pierre-Hubert
Desvignes is generally credited
with being the inventor of the
flip book, Linnett was the first to
patent the invention, in
1868, under the name of
kineograph. Linnett died of
pneumonia. His wife sold the
patent to an American.
10. These devices produced the appearance of
movement from sequential drawings using
technological means, but animation did not really
develop much further until the advent of
Cinematography.
Cinematography (from Greek: kinema - κίνημα "movement" and
graphein - γράφειν "to record") is the making of lighting and camera
choices when recording photographic images for cinema. It is closely
related to the art of still photography. Many additional issues arise when
both the camera and elements of the scene may be in motion, though this
also greatly increases the creative possibilities of the process.
There is no single person who can be considered the
"creator" of film animation, as there were several
people working on projects which could be
considered animation at about the same time.
11. A Thaumatrope is a toy that was The invention of the
popular in Victorian times. A Thaumatrope is usually
disk or card with a picture on credited to either John
each side is attached to two
pieces of string. When the strings Ayrton Paris or Peter Mark
are twirled quickly between the Roget.
fingers the two pictures appear
to combine into a single image
due to persistence of vision.
12. Is the phenomenon of the eye by
which an afterimage is thought
to persist for approximately one
twenty-fifth of a second on the
retina.
An afterimage or ghost image or
image burn-in is an optical
illusion that refers to an image
continuing to appear in one's
vision after the exposure to the
original image has ceased.