The document discusses various types and uses of web animation. It provides examples of animation used in banner ads, interfaces, linear and interactive content, promotions, instructions, information, entertainment, hand drawn cell animation, flip books, animated cartoons, and describes the animation process. Overall the document examines how animation can be implemented on websites for things like ads, navigation, content display, and engages users.
Task 1 2-3-4-5 uses and principles of web animation for interactive mediaBenT1990
The document discusses various types and uses of web animation. It provides examples of animation used on websites such as banners ads on Gamestation that rotate products, the Simpsons logo that acts as a preloader, and interactive demos on XGamestation. It also discusses techniques like hand drawn cell animation, digital flipbooks, animated cartoons for children's television, and outlines the basic animation process.
This document discusses various types and uses of web animation. It begins by exploring common animated elements on websites like banner ads, information pages, promotions, and entertainment content. It then examines different animation techniques such as linear and interactive animations, as well as animated interface elements. The document also investigates the development of animation over time, from hand drawn animation to newer digital formats. Finally, it analyzes different types of digital animation including vector, raster, compression techniques, and common file formats.
Vector animation comprises objects drawn using software like Freehand or Illustrator using overlapping vector content like lines, points, and polygons. Each vector object has its own attributes like line, point, and location, allowing it to move independently when overlapping other objects. Raster animation uses pixels for detailed, photographic animations but loses quality when scaled. Vector animation produces cleaner, smoother results when scaled due to using mathematical values rather than pixel values. Common file formats for animation include Flash (.swf), GIF, MNG, and SVG, each with their own advantages and disadvantages for things like color depth, file size, and browser support.
The document discusses various uses and techniques of web animation. It describes how banner ads, websites, and Google Doodles commonly use animation to grab users' attention or provide interactivity. It also explains different types of animations like linear animations in GIFs and interactive animations in games. Key animation techniques discussed include persistence of vision, frame rates, and different file formats like raster images and vector graphics.
This document provides information about motion graphics, visual effects techniques, and film/video production standards. It discusses the use of motion graphics to create animated video sequences. It describes early visual effects techniques like matte paintings and travelling mattes. It also covers blue screen/green screen compositing, CGI, and frame rates, video formats, screen ratios, resolutions, and compression standards for film, television, and online video. Examples are given from movies like Batman, The Old Man and the Sea, and Avengers to illustrate various visual effects techniques.
The document provides information about motion graphics, compositing, and visual effects techniques used in filmmaking.
It discusses how motion graphics are used in title sequences to inform viewers about the film in an entertaining way. Early title sequences evolved from simple text to more complex animations. Techniques like matte painting and blue/green screen compositing allowed the illusion of impossible or expensive locations. Advances in CGI now allow highly detailed digital environments and characters.
The document analyzes title sequences from "Catch Me If You Can" and "Skyfall" that effectively set the tone and summarize the films' stories through hand-drawn and digital animation respectively. Overall, the document outlines the history and techniques of motion graphics and visual
The document discusses motion graphics and visual effects techniques used in film title sequences and production. It provides a case study analysis of the title sequences from the films "Catch Me If You Can" and "Skyfall".
The "Catch Me If You Can" sequence uses simple animated characters and music to illustrate the film's storyline of a man impersonating various professions while being chased by an FBI agent. It relates stylistically to the 1960s setting through its Saul Bass-inspired drawn animation.
The "Skyfall" sequence similarly depicts scenes and characters from the film through elaborate animated visuals that have evolved significantly with technology. Both sequences effectively summarize key elements of the respective films in an entertaining way to engage audiences before the
Task 1 2-3-4-5 uses and principles of web animation for interactive mediaBenT1990
The document discusses various types and uses of web animation. It provides examples of animation used on websites such as banners ads on Gamestation that rotate products, the Simpsons logo that acts as a preloader, and interactive demos on XGamestation. It also discusses techniques like hand drawn cell animation, digital flipbooks, animated cartoons for children's television, and outlines the basic animation process.
This document discusses various types and uses of web animation. It begins by exploring common animated elements on websites like banner ads, information pages, promotions, and entertainment content. It then examines different animation techniques such as linear and interactive animations, as well as animated interface elements. The document also investigates the development of animation over time, from hand drawn animation to newer digital formats. Finally, it analyzes different types of digital animation including vector, raster, compression techniques, and common file formats.
Vector animation comprises objects drawn using software like Freehand or Illustrator using overlapping vector content like lines, points, and polygons. Each vector object has its own attributes like line, point, and location, allowing it to move independently when overlapping other objects. Raster animation uses pixels for detailed, photographic animations but loses quality when scaled. Vector animation produces cleaner, smoother results when scaled due to using mathematical values rather than pixel values. Common file formats for animation include Flash (.swf), GIF, MNG, and SVG, each with their own advantages and disadvantages for things like color depth, file size, and browser support.
The document discusses various uses and techniques of web animation. It describes how banner ads, websites, and Google Doodles commonly use animation to grab users' attention or provide interactivity. It also explains different types of animations like linear animations in GIFs and interactive animations in games. Key animation techniques discussed include persistence of vision, frame rates, and different file formats like raster images and vector graphics.
This document provides information about motion graphics, visual effects techniques, and film/video production standards. It discusses the use of motion graphics to create animated video sequences. It describes early visual effects techniques like matte paintings and travelling mattes. It also covers blue screen/green screen compositing, CGI, and frame rates, video formats, screen ratios, resolutions, and compression standards for film, television, and online video. Examples are given from movies like Batman, The Old Man and the Sea, and Avengers to illustrate various visual effects techniques.
The document provides information about motion graphics, compositing, and visual effects techniques used in filmmaking.
It discusses how motion graphics are used in title sequences to inform viewers about the film in an entertaining way. Early title sequences evolved from simple text to more complex animations. Techniques like matte painting and blue/green screen compositing allowed the illusion of impossible or expensive locations. Advances in CGI now allow highly detailed digital environments and characters.
The document analyzes title sequences from "Catch Me If You Can" and "Skyfall" that effectively set the tone and summarize the films' stories through hand-drawn and digital animation respectively. Overall, the document outlines the history and techniques of motion graphics and visual
The document discusses motion graphics and visual effects techniques used in film title sequences and production. It provides a case study analysis of the title sequences from the films "Catch Me If You Can" and "Skyfall".
The "Catch Me If You Can" sequence uses simple animated characters and music to illustrate the film's storyline of a man impersonating various professions while being chased by an FBI agent. It relates stylistically to the 1960s setting through its Saul Bass-inspired drawn animation.
The "Skyfall" sequence similarly depicts scenes and characters from the film through elaborate animated visuals that have evolved significantly with technology. Both sequences effectively summarize key elements of the respective films in an entertaining way to engage audiences before the
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
The document summarizes an advertisement for Irn-Bru soft drink and the student's coursework analyzing and recreating the ad. It describes the techniques used in the original ad such as humor and close-up shots of the drink. It then summarizes the student's own ad which uses quick edits and multiple angles to create drama and tension, with a focus on humor and portraying Irn-Bru as worth fighting for. The document also analyzes an existing advergame for Chupa Chups lollipops and compares it to the student's own simple advergame set in an office with the goal of reaching Irn-Bru, reflecting the themes of the student's ad.
The document provides a summary and feedback for an FMP evaluation. It discusses the research, planning, time management, and technical and aesthetic qualities of the project. For research, it drew inspiration from racing games and included vibrant colors. The planning involved mood boards and layouts but could have explored more ideas. Time management was good but more time may have improved the work. Technically, it was similar to Mario Kart 64 with vehicles, colors, and titles. Aesthetically, the 8-bit style and colors worked well but realism could have improved immersion. Peer feedback praised the colors, style, and screens but suggested improvements like additional animations and vehicle options.
McCormick's Club House Spices updated their branding and shelf presence with both branded and unbranded versions to share shelf space with competitors.
Apprenticeship Career Connections approached me last minute to completely redesign their "bland and boring" poster to make it more dynamic and appealing.
The goal for Garbutt, Maureen was to redo an existing promo piece to make it more aesthetically pleasing and logical.
The document describes several processes the author went through to create digital designs and merchandise using Photoshop and online design tools. They experimented with cutting out and recreating images, flipping images, adding text and shapes, comparing designs to professional examples, and designing posters, t-shirts, and cushions featuring equestrian themes. The author reflected on techniques learned like using feathering and inverse selection, and how they plan to apply these skills to create higher quality original designs for their final products.
The document provides a comparison of Tommy Lister's print, video, and advergame advertising projects to similar professional advertisements.
For the print comparison, Lister notes technical differences in quality between his amateur Photoshop poster and the professional Coke ad. He also compares their use of factors of persuasion.
In the video comparison, Lister analyzes differences in narrative structure, technical quality, and use of persuasive factors between his amateur chase video and a professional Coke family ad.
For the advergame comparison, Lister discusses similarities in structure but notes technical differences between his basic game concept video and a professional Irn Bru tossing game ad. He evaluates strengths and weaknesses of his projects and how he
Caleb plans to create a 2-level video game for his final major project. For the locations in the game, he wants a sunny countryside setting for the first level and a darker, underground setting for the second level. This will help keep the audience engaged. For equipment, he will use Photoshop to create the animation and InDesign for text formatting. As the sole creator, Caleb is experienced making game backgrounds and movements. He provided storyboards showing a character walking, jumping over objects, and the location changing between levels. Caleb also plans to include sound effects like footsteps and sword swinging to enhance the gameplay experience.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document provides an evaluation of the animation "Colin the Aardvark" created by Joshua Matthews. It discusses the technical quality including the walk cycles, parallax scrolling, and jerky motions. It also covers the creative quality including characterization of the characters, lack of script, and influences from Danny Antonucci and South Park. The target audience is identified as children and the appeal is discussed in terms of humor, characters, and visuals. The software used, Photoshop, After Effects, and Final Cut Express, are also outlined.
The document provides an evaluation of the animation "Colin the Aardvark" created by Joshua Matthews. It discusses the technical quality including the walk cycles, parallax scrolling, and jerky motions. It also covers the creative quality including characterization of the characters, lack of script, and influences from Danny Antonucci and South Park. The target audience is identified as children and the appeal is discussed in terms of humor, characters, and visuals. The software used, Photoshop, After Effects, and Final Cut Express, are also outlined.
This document contains mood boards and design ideas for an ancillary document about the effects of media and video games. It includes color scheme, layout, text, font, and photography style ideas. Some key ideas mentioned are using graphics and split layouts, matching logo/text colors, varying font sizes for visual hierarchy, embedding images in text, and using blurred backgrounds with bold text to imply influence of video games. The goal is to create an eye-catching yet informative ancillary document on this topic.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
The document provides an evaluation of an animation created by Ryan Worcester. It summarizes the technical quality of the animation, including the walk cycle, use of parallax scrolling, and shot types. It also discusses the creative quality of the unique characters. Ryan took inspiration from The Grim Adventures of Billy and Mandy for the animation style and dark humor. He tested the animation with his target audience of 16-18 year old fans of dark humor and received positive feedback on the humor, characters, and professional visuals. Ryan used Photoshop to create animation elements and After Effects to animate them.
The document provides information on website and postcard design conventions for films. It discusses key elements like layout, images, fonts, content, target audiences, and genres. It then outlines the research and design process for a website and postcard for a film called Bardo, including initial draft designs, changes made, and the final designs. The website design focuses on visual appeal for teen audiences through dramatic images and color coordination. The postcard uses a dark color scheme and unsettling image to attract viewers and generate hype for the unknown film. Both pieces aim to look professional while conveying the drama genre and intrigue around the film.
James created a short stop motion animation featuring Sonic the Hedgehog being chased through a city by antagonists Barricade and Mixmaster. Inspired by other animations, James storyboarded and animated the chase scene using puppets in front of a green screen. He edited the footage in MAGIX, adding backgrounds and effects in After Effects. While time constraints prevented James from building physical sets, the final animation captured a breathless chase through the city.
James Stafford created a short stop motion animation featuring Sonic the Hedgehog being chased through a city by antagonists Barricade the police car and Mixmaster the cement truck. Inspired by other animations like Wallace and Gromit and Nightmare Before Christmas, James researched techniques and storyboarded the plot before animating with puppets on a green screen and editing in Magix. Though some plans changed due to time constraints, the final product showed James' growing skills in stop motion animation.
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
Erin Frances Machell's media product consists of a magazine, film poster, and trailer for a horror film franchise. She believes the combination is effective because it maintains consistency in font, color scheme, and the main character featured. This helps establish the corporate identity and make it more recognizable to the target audience. The product uses conventions from films like The Blair Witch Project by utilizing a similar color scheme and filming techniques. Erin learned from audience feedback during the development process to help ensure the product would appeal to its target demographic. She used various new media technologies for filming, editing, and creating music and sound effects to help the trailer appear more professional and established.
This song by Alen Vitasović is titled "Love of Fate". The lyrics describe the sea as being vivid and endless when viewed through a camera lens. Contact information is provided to send an email to drago.karlo@gmail.com about the song.
Examples of filming the cheadle and marple sixth form collegeBenT1990
The document contains reviews of three videos about Cheadle and Marple Sixth Form College:
1) "The Epic Code War of CAMSFC 2009" which shows two students competing in a computer code war game.
2) "Cheadle & Marple Sixth Form College - YouTube" which highlights the friendly environment of the campus for students of all backgrounds.
3) "Cheadle & Marple New DVD - YouTube" which also emphasizes the welcoming nature of the campus for diverse students.
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
The document summarizes an advertisement for Irn-Bru soft drink and the student's coursework analyzing and recreating the ad. It describes the techniques used in the original ad such as humor and close-up shots of the drink. It then summarizes the student's own ad which uses quick edits and multiple angles to create drama and tension, with a focus on humor and portraying Irn-Bru as worth fighting for. The document also analyzes an existing advergame for Chupa Chups lollipops and compares it to the student's own simple advergame set in an office with the goal of reaching Irn-Bru, reflecting the themes of the student's ad.
The document provides a summary and feedback for an FMP evaluation. It discusses the research, planning, time management, and technical and aesthetic qualities of the project. For research, it drew inspiration from racing games and included vibrant colors. The planning involved mood boards and layouts but could have explored more ideas. Time management was good but more time may have improved the work. Technically, it was similar to Mario Kart 64 with vehicles, colors, and titles. Aesthetically, the 8-bit style and colors worked well but realism could have improved immersion. Peer feedback praised the colors, style, and screens but suggested improvements like additional animations and vehicle options.
McCormick's Club House Spices updated their branding and shelf presence with both branded and unbranded versions to share shelf space with competitors.
Apprenticeship Career Connections approached me last minute to completely redesign their "bland and boring" poster to make it more dynamic and appealing.
The goal for Garbutt, Maureen was to redo an existing promo piece to make it more aesthetically pleasing and logical.
The document describes several processes the author went through to create digital designs and merchandise using Photoshop and online design tools. They experimented with cutting out and recreating images, flipping images, adding text and shapes, comparing designs to professional examples, and designing posters, t-shirts, and cushions featuring equestrian themes. The author reflected on techniques learned like using feathering and inverse selection, and how they plan to apply these skills to create higher quality original designs for their final products.
The document provides a comparison of Tommy Lister's print, video, and advergame advertising projects to similar professional advertisements.
For the print comparison, Lister notes technical differences in quality between his amateur Photoshop poster and the professional Coke ad. He also compares their use of factors of persuasion.
In the video comparison, Lister analyzes differences in narrative structure, technical quality, and use of persuasive factors between his amateur chase video and a professional Coke family ad.
For the advergame comparison, Lister discusses similarities in structure but notes technical differences between his basic game concept video and a professional Irn Bru tossing game ad. He evaluates strengths and weaknesses of his projects and how he
Caleb plans to create a 2-level video game for his final major project. For the locations in the game, he wants a sunny countryside setting for the first level and a darker, underground setting for the second level. This will help keep the audience engaged. For equipment, he will use Photoshop to create the animation and InDesign for text formatting. As the sole creator, Caleb is experienced making game backgrounds and movements. He provided storyboards showing a character walking, jumping over objects, and the location changing between levels. Caleb also plans to include sound effects like footsteps and sword swinging to enhance the gameplay experience.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document provides an evaluation of the animation "Colin the Aardvark" created by Joshua Matthews. It discusses the technical quality including the walk cycles, parallax scrolling, and jerky motions. It also covers the creative quality including characterization of the characters, lack of script, and influences from Danny Antonucci and South Park. The target audience is identified as children and the appeal is discussed in terms of humor, characters, and visuals. The software used, Photoshop, After Effects, and Final Cut Express, are also outlined.
The document provides an evaluation of the animation "Colin the Aardvark" created by Joshua Matthews. It discusses the technical quality including the walk cycles, parallax scrolling, and jerky motions. It also covers the creative quality including characterization of the characters, lack of script, and influences from Danny Antonucci and South Park. The target audience is identified as children and the appeal is discussed in terms of humor, characters, and visuals. The software used, Photoshop, After Effects, and Final Cut Express, are also outlined.
This document contains mood boards and design ideas for an ancillary document about the effects of media and video games. It includes color scheme, layout, text, font, and photography style ideas. Some key ideas mentioned are using graphics and split layouts, matching logo/text colors, varying font sizes for visual hierarchy, embedding images in text, and using blurred backgrounds with bold text to imply influence of video games. The goal is to create an eye-catching yet informative ancillary document on this topic.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
The document provides an evaluation of an animation created by Ryan Worcester. It summarizes the technical quality of the animation, including the walk cycle, use of parallax scrolling, and shot types. It also discusses the creative quality of the unique characters. Ryan took inspiration from The Grim Adventures of Billy and Mandy for the animation style and dark humor. He tested the animation with his target audience of 16-18 year old fans of dark humor and received positive feedback on the humor, characters, and professional visuals. Ryan used Photoshop to create animation elements and After Effects to animate them.
The document provides information on website and postcard design conventions for films. It discusses key elements like layout, images, fonts, content, target audiences, and genres. It then outlines the research and design process for a website and postcard for a film called Bardo, including initial draft designs, changes made, and the final designs. The website design focuses on visual appeal for teen audiences through dramatic images and color coordination. The postcard uses a dark color scheme and unsettling image to attract viewers and generate hype for the unknown film. Both pieces aim to look professional while conveying the drama genre and intrigue around the film.
James created a short stop motion animation featuring Sonic the Hedgehog being chased through a city by antagonists Barricade and Mixmaster. Inspired by other animations, James storyboarded and animated the chase scene using puppets in front of a green screen. He edited the footage in MAGIX, adding backgrounds and effects in After Effects. While time constraints prevented James from building physical sets, the final animation captured a breathless chase through the city.
James Stafford created a short stop motion animation featuring Sonic the Hedgehog being chased through a city by antagonists Barricade the police car and Mixmaster the cement truck. Inspired by other animations like Wallace and Gromit and Nightmare Before Christmas, James researched techniques and storyboarded the plot before animating with puppets on a green screen and editing in Magix. Though some plans changed due to time constraints, the final product showed James' growing skills in stop motion animation.
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
Erin Frances Machell's media product consists of a magazine, film poster, and trailer for a horror film franchise. She believes the combination is effective because it maintains consistency in font, color scheme, and the main character featured. This helps establish the corporate identity and make it more recognizable to the target audience. The product uses conventions from films like The Blair Witch Project by utilizing a similar color scheme and filming techniques. Erin learned from audience feedback during the development process to help ensure the product would appeal to its target demographic. She used various new media technologies for filming, editing, and creating music and sound effects to help the trailer appear more professional and established.
This song by Alen Vitasović is titled "Love of Fate". The lyrics describe the sea as being vivid and endless when viewed through a camera lens. Contact information is provided to send an email to drago.karlo@gmail.com about the song.
Examples of filming the cheadle and marple sixth form collegeBenT1990
The document contains reviews of three videos about Cheadle and Marple Sixth Form College:
1) "The Epic Code War of CAMSFC 2009" which shows two students competing in a computer code war game.
2) "Cheadle & Marple Sixth Form College - YouTube" which highlights the friendly environment of the campus for students of all backgrounds.
3) "Cheadle & Marple New DVD - YouTube" which also emphasizes the welcoming nature of the campus for diverse students.
- The Nifty closed at 5165 with a profit of 0.87% and the Sensex closed at 17032.56 with a profit of 0.80%. This was a pullback rally in the last hour of trade while European markets were marginally up.
- In the Nifty, the top gainers were JPasssociate, Relinfra and DLF. The top losers were Reliance, TCS and Cairn.
- FIIs were net sellers of Rs. 257.29 crore in Indian equities while DIIs were net buyers of Rs. 68.67 crore.
- The report provides technical analysis indicators and levels for the Nifty and Bank N
This document provides instructions for community members to post a notice on their community home page. The steps include logging in with an email and password, visiting the community home page, clicking on "News and Events", then "Post a Notice" to write and submit the notice for approval. If the community has an administrator, the notice is sent for approval, otherwise it is directly posted. Once approved by the admin, the notice becomes visible to all community members on the home page.
Oil Technics Ltd (OTL), Products Designed with operational responsibilities in mind and Developed with minimising operational adverse impacts to a local environment (inland & marine waters), in mind.
Task 2 investigating the development of animationBenT1990
Cell animation is a traditional animation technique where individual frames are drawn by hand on transparent cells. This allows replicating parts of each frame to save time. While detailed, it is very time-consuming due to the large number of frames needed. Flip books are a linear sequence of images that create animation when flipped, and were an early precursor to motion pictures. Animated cartoons became popular on children's television using techniques like puppet animation. The animation process generally involves scripting, character design, storyboarding, test animation, ink and paint, and adding dialogue.
Task 2 investigating the development of animationBenT1990
Cell animation involves drawing each frame by hand to replicate parts of the image between frames and save time. It allows for highly detailed characters but is very time-consuming due to the large number of frames needed. Flick books are a linear sequence of images that create animation when flipped through, and were an early precursor to film. Digital flip books now allow viewing pages with a finger flick but can freeze, frustrating users. Animated cartoons became popular children's television using techniques like puppet animation and cutouts. The animation process involves scripting, character sketches, storyboarding, test animations, inking, painting, filming, and adding dialogue.
The document discusses various types of web animation and animation software. It describes how websites like The Simpsons use animation to promote products. It also discusses different animation techniques like cel animation, flick books, and stop motion. Common file formats and software for creating web animations are mentioned, including Flash, Swish, Amara, and Director. Plugins that allow viewing animations on websites are also summarized, such as Flash Player, Shockwave, and QuickTime.
The document discusses various uses and techniques of web animation. It describes how animation can enhance websites by making them look more professional and original. Different types of animations are explored, including interactive configurations, banner ads, linear animations, and dynamic HTML. A brief history of animation is also provided, from early techniques like flick books and zoetropes to modern computer-generated animations. Key concepts in animation like frame rate and persistence of vision are defined.
The document discusses various uses and types of web animation:
1) Banner ads use animation to attract customers' attention and showcase products in an engaging way, like BMW's animated banner.
2) Information sections use animation to provide details about content, like YouTube displaying video statistics.
3) Promotional websites heavily rely on animation to advertise and market products, like Apple promoting new iPhones.
4) Entertainment sites employ animation for interactive and engaging experiences, like The Simpsons' vibrant interactive website.
The document discusses various types of animations and animation techniques. It describes banner ads which appear on websites like YouTube to advertise products. It also discusses interactive animations on websites like the Nike custom shoe creator. It explains linear animations that loop continuously versus interactive animations. Additional topics covered include flick books, GIF files, the animation process, persistence of vision, stop motion, frame rates, vector vs raster animation, and using Flash software to create animations.
The document provides an overview of animation techniques. It discusses the basic principles of animation including persistence of vision and frame rates. Several animation methods are described such as flipbooks, stop motion, and rotoscoping. Planning techniques for animation like storyboarding and mood boards are also covered. The document serves as an introduction to animation concepts and terminology.
Tre Wallace investigates the uses of web animation in his assignment. He discusses how banner ads, animated interfaces, linear and interactive animations, and promotions are commonly used types of web animation. Banner ads are used to advertise and promote products, while animated interfaces utilize rollover buttons and other changing elements. Linear animations consistently change over time, while interactive animations respond to user input. Promotions combine images and deals to advertise products for sale on a website.
William is excited to begin his FMP animation project, which will be an opening for an animated TV show based on his original characters and story. He has experience drawing the characters and feels confident in his animation abilities from previous projects. His animation will be 2D and digitally created. He has created concept art, character sheets, and backgrounds to support the project. Through practicing different animations and building on his skills from past work, William feels prepared to create a quality piece and overcome any challenges.
The document analyzes and summarizes the Simpsons website. It notes that the website uses a yellow color scheme and Calibri font to match the show's style. It effectively uses banner animations like zooming and fading between pages. Interactive elements are supplemented with rollover effects and 3D buttons. The navigation is good with consistent animation styles across sections. Sounds effects and character voices are integrated throughout the site.
Animation is created by displaying a series of images rapidly to create the illusion of movement. It works due to phenomena like persistence of vision and phi phenomenon. There are different types of animation including 2D animation which uses static images manipulated on a 2D plane, 3D animation which adds depth and movement along the z-axis, and stop motion animation which manipulates physical objects frame by frame. A storyboard is used in planning animation to visualize scenes, characters, and motion through a comic-style presentation before beginning production.
This document discusses plans to advertise a short film through various online and social media platforms. It begins by examining how Marvel advertises its films through websites, social media, posters, and trailers. It then analyzes how Instagram, Snapchat, and visual posters could promote the short film. The document settles on using a website and Snapchat story to advertise, with the website providing information and the story linking to the film. It outlines website pages for the film, other works, and upcoming premiers. Finally, it discusses premiers for the short film at a local folk home and college.
Modern styles and types of illustration techniquesZatie Marzuki
An illustration is a decoration, interpretation or visual explanation of a text, concept or process, designed for integration in published media, such as posters, flyers, magazines, books, teaching materials, animations, video games and films.
This document discusses and compares moving images and digital games. It notes that while they share the platform of being viewed on screens, their relationships in other ways are difficult to discern. Moving images are typically viewed first on television, while digital games can be played on a variety of devices from handhelds to game consoles connected to televisions. Both mediums make use of on-screen icons and maps to provide contextual information to the viewer or player. Posters and websites are designed to attract attention and convey what the game or movie contains visually.
This document summarizes and reviews two film websites - Short of the Week and Warp Films. Short of the Week hosts short films from a range of creators and awards a monthly "Film of the Month." It has a clean, modern design that highlights the independent films. Warp Films is an influential British production company. Their website features automatically playing film trailers, interactive staff profiles, and a fluid design with linked graphics and textures. Both sites effectively showcase their films and creative talent through their bold, visually engaging designs.
Cartoon animation involves linking drawings together to simulate movement. If drawings are changed slightly and displayed rapidly at 12-24 frames per second, it creates the illusion of smooth motion. Animation combines the art of cartoonists and computer animators. Animated cartoons are entertaining and can convey themes or provide food for thought to audiences. They bring drawings to life and maintaining quality is challenging. Cartoon animation is a sequential display of animated drawings that tell a story or convey a message without requiring voice overs. It is a cross-cultural medium where animators and computer animators can create animated works.
This document provides a tutorial on basic animation techniques in Adobe Flash. It argues that Flash animation is more efficient than traditional hand-drawn animation for three main reasons:
1) Flash gives the animator more control over the content as it reduces the number of frames needed compared to hand drawing each frame.
2) Hand drawn animations are time consuming to create as each frame must be planned and drawn by hand, whereas Flash allows importing images and animating them with keyframes.
3) Technological advances now make computers and software integral to design workflows, and Flash specifically offers animators flexibility and tools to create animations faster compared to traditional methods.
This document is an insight report from Studio Output that summarizes entertainment industry trends, including:
1) The rise of "second screens" like tablets and laptops that enhance TV viewing through social media integration and personalized recommendations.
2) A focus on individualized and personalized content through platforms that allow users to curate magazines and scrapbooks from various sources.
3) Content producers utilizing multiple platforms like never before through initiatives like live streaming fashion shows and releasing TV shows on Twitter.
4) Interactive hardware changing engagement with brands through innovations like Google Glass and touchscreen movies.
Traditional Animation (tiktikmotion.com).pdfTik Tik Motion
Traditional animation is one of the best advertising tools which your company can use to promote its service/product in storytelling mode! in this brief book we'll get more familiar with this type of animation which is one of the best advertising tools!
The document contains summaries of multiple graphic design projects and briefs completed by Stephanie Wilson. The projects include creating a zine to capture everyday life at Castle Market, visualizing sleep data on a duvet cover, designing a logo for a building surveying company, and creating an awareness campaign for mental illness. Stephanie created digital documents, illustrations, photographs, icons and websites to complete the various briefs.
Similar to Task 1 2-3-4-5 uses and principles of web animation for interactive media (20)
Task 2ciii shot-log for the ict creative media digital videoBenT1990
This document contains a shot log for a digital video about the ICT Creative Media course at Cheadle and Marple Sixth Form College. It describes 17 scenes filmed by Ben Turner and Shaun Daniels, including an introduction to the course, tours of the ICT center and classrooms, interviews with Shaun Daniels about the course, and demonstrations of software used in the course like Photoshop, Flash, and Dreamweaver. For each take, it provides the duration, description, audio details, and comments on how it could be improved.
Task 5 assets table for the ict-creative media digital videoBenT1990
Ben Turner and Shaun Daniels created an assets table for their ICT-Creative Media Digital Video project that included 14 assets such as video clips, images, and audio recordings. The assets were either produced (P) or sourced (S) and described the content, source, creator, intended use, and permission status. The assets would be used in scenes introducing the Creative Media course, staff, facilities, and student experiences to promote the program in a digital video.
The document outlines plans for a promotional video for a creative media course. It will be 10-15 minutes long and feature interviews with staff and students in the creative media department. The target audience is students ages 16-18 interested in creative media courses. The production team will conduct research, create a schedule, survey students, script the video, and make storyboards. They will film interviews with staff and students to showcase the department. A teacher or student will film, while others are interviewed. As they have the necessary equipment and facilities, no budget is needed for the promotional video.
Task 2ciiiii justifying the ideas for the creative media digital video projectBenT1990
The document justifies ideas for a promotional digital video for the Creative Media BTEC course at Cheadle Campus. It will include the campus logo to identify the location. Moodboards illustrate the computer facilities and software applications that will be used and demonstrated in the video production process. The video will also provide an idea of building websites and animations within the Creative Media program.
The document discusses various terms related to media production contracts and briefs, including contractual, negotiated, formal, informal, commission, tender, co-operative brief, and competition. For each term, it provides a definition and example of how that term would apply to projects between a student and Cheadle and Marple Sixth Form College. Screenshots and illustrations are included as examples.
Task 5 evaluation for the creative media digital video projectBenT1990
Ben Turner produced a 2-minute promotional video for the Creative Media course at Cheadle and Marple College. He conducted research on the target audience of 16-21 year olds interested in computing. Turner filmed footage on campus and received feedback from questionnaires that praised the video's music, transitions, and information about the course, but suggested adding more interviews. The video was well-received overall and reflected professional standards.
Task 4ii minutes - creative media digital video end of project meetingBenT1990
The meeting reviewed a digital video project completed by students Ben Turner and Shaun Daniels, finding that while illness made collaboration difficult at times, they completed the assigned work to a high standard. While some elements could be improved, the work met the expectations set out by Roger Sears. The remainder of the meeting covered ongoing IT issues, equipment orders, software licensing, and printing best practices.
Task 4ii agenda - creative media digital video end of project meetingBenT1990
The meeting agenda outlines an end of project review meeting for the Creative Media Digital Video department scheduled on June 11th, 2013 from 1:45pm to 2:55pm in room CO5. The meeting was called by Roger Sears, the Head of the ICT department, and will include attendees BT, SD and RSS to discuss the end of project review, teamwork, time management, and any other business.
Unit 4 5 and 62 - evidence of email correspondence with the clientBenT1990
I have had email correspondence with my client regarding the final product for a Creative Media Digital Video project. The email correspondence provides evidence of communication with the client on the project deliverables. In 3 sentences or less, the document discusses email contact with a client about a creative media digital video project.
Ben Turner and Shaun Daniels kept a detailed communication log of their work on a Creative Media Digital Video Project from November 2012 to April 2013. Over this period, they met regularly through focus groups and emails to plan, film, and edit scenes for the video. Key milestones included brainstorming ideas, creating a script, drafting a proposal presentation, filming 8 scenes on location at their college, and editing the raw footage. Through collaborative work and communication, they were able to successfully complete the different stages of production for their Creative Media Digital Video Project.
This assignment brief outlines tasks for students to complete a digital video production project. It involves planning the production, conducting audience research, developing pre-production materials like storyboards and scripts, pitching the project to a client, making agreed upon changes, shooting raw video footage, and completing a reflective blog. The goal is for students to experience the full process of working to a brief from initial negotiations through final self-evaluation.
Task 4iii minutes - creative media digital video production meetingBenT1990
The meeting reviewed progress on the Digital Video production project. Ben Turner reported that pre-production planning and paperwork were complete ahead of schedule. Shaun Daniels noted some work was done outside of class to stay on track. Roger Sears confirmed the project was going well with only a few minor tasks left. The client meeting highlighted time management as an area for improvement since one team member had been ill. Working from home was proposed to keep up with deadlines during illness. The meeting also discussed various technical issues and purchases needed to support the project work.
Task 4ii agenda - creative media digital video production meetingBenT1990
The agenda summarizes a meeting to review progress on a digital video production project. It will discuss work completed so far, pre-production planning, monitoring current progress, resources needed to finish on time, and ways to improve teamwork, time management and meeting deadlines. The meeting is called by the head of the ICT department and will involve BT, SD and RSS reviewing the project.
This assignment brief outlines tasks for a digital video production project. Learners will produce a promotional video for a college department and negotiate the brief with their client. They will investigate digital video technology, create a proposal and report on working to a brief. Learners must document all communication with their client and conduct meetings to develop the brief and a SWOT analysis. The tasks aim to develop skills in creative media production management, working to a brief, and digital video production.
This assignment brief outlines tasks for a digital video production project. Learners will produce a promotional video for a college department and negotiate the brief with their client. They will investigate digital video technology, create a proposal and report on working to a brief. Learners must document all communication with their client and conduct meetings to develop the brief and a SWOT analysis. The tasks aim to develop skills in creative media production management, working to a brief, and digital video production.
The document discusses various terms related to media production contracts and briefs, including contractual, negotiated, formal, informal, commission, tender, co-operative brief, and competition. It provides definitions and examples for each term. Several screenshots and illustrations are included to demonstrate examples of contracts, negotiations, briefs, and competitions in media production.
This document contains a SWOT analysis for a creative media digital video project. The strengths include keeping records of past project success, having necessary resources and skills, and understanding processes. Weaknesses are a lack of experience in some areas like video editing. Opportunities exist in discovering new technologies and expanding markets, while threats include competitors, economic changes, and busy seasons affecting distribution.
Client proposal for creative media digital videoBenT1990
The document proposes creating a digital video to promote the ICT department and Creative Media course at Cheadle and Marple Sixth Form College. It will describe what is involved in the course based on the author's experience. Promotional videos can be published online and used for viral marketing to expose the video to a wider audience. The main purpose is to inform prospective students about the diverse course subjects and supportive learning environment available at the college.
This assignment brief outlines tasks for students to complete a digital video production project. It involves planning the production, conducting audience research, developing pre-production materials like storyboards and scripts, pitching the project to a client, making agreed upon changes, shooting raw video footage, and compiling production documentation and assets. The goal is for students to experience the full process of working to a brief from initial negotiations through completion and self-evaluation.
Task 4i – questionnaire on the finished creative media digital video projectBenT1990
This document is a 10-question survey about a Creative Media Digital Video project. It asks respondents about their age and gender, what they enjoyed most about the video, if the soundtrack and transitions fit well, and to rate the video and provide suggestions for improvement.
Task 4i – questionnaire on the finished creative media digital video project
Task 1 2-3-4-5 uses and principles of web animation for interactive media
1. Unit 65 – Uses and Principles of
Web Animation for Interactive
Media
2. Banner Ads
The following example of an advertising banner is taken from the Gamestation website where it advertises the latest games and
gadgets that are used for games consoles as of today. It also includes a state of animation within the advertising banner where the
products are displayed within a sequence of numbers in order to individually display the latest products that are being shown
within the Gamestation website. Overall, I feel that the colour scheme that is used within the advertising banner of the
Gamestation website matches the overall theme and it is suitable towards its target audience which is gamers. However, rollover
colour effects may need to be taken into consideration as an additional feature within the advertising banner of the site that helps
to sustain the overall theme for the Gamestation website.
3. Animated Interface Elements
The Simpsons website for instance, makes use of interactivity right from the word go where it shows the Simpson’s logo itself and
it includes a preloader that is designed as a donut which gives users an indication that that the website is being uploaded. It also
shows an illusion of movement throughout the main parts of the navigation system within the site. For example, I navigated from
the home button to the about button and during this process it shows an illusion of movement within the motion picture of all of
the features that are involved within The Simpsons website.
4. Linear and Interactive Animations
For the XGamestation website it does involves features that are passive on the computer screen that cannot be controlled by the
users. For instance, the Hot News! section displayed within the top-centre of the site shows movement of the text moving to the
right hand centre of the screen which allows users to access more information on the headlines stated within the Hot News
section of the XGamestation website. In terms of the interactive elements it integrates an outline of the recent animated game
demos where there are links provided just underneath the motion picture of the games. As a whole I feel that the colour schemes
reflect the layout of the site and it utilises animation very well within mainly all of the XGamestation website and it does resemble
the overall theme of the site.
5. Promotion
On the bmw.com website I have found that just recently it has released the new BMW 3 series touring where there is a link
provided so that users can view more information of this particular promotional product within the BMW website. It also exhibits
it own unique brands and models of the BMW cars as well in which users can view the latest and exciting car models all related
towards the BMW site. On the whole, I think that the BMW advertises it products very well and users are able to easily access the
more recent promotions throughout the BMW website. Furthermore, I feel that the colour scheme does fit in well within the
BMW website and the overlays do follow the pattern of the theme within the BMW site.
6. Instruction
I have found that on the bsapp.com website it provides a wide range of options for any type of academic purposes that are either listed by
using arrow symbols or they are graphically scattered within certain areas of the computer screen. It also operates with the Sapp’s
Instructional Website’s site map where users are able to navigate backwards and forwards throughout the bsapp.com website. On the
whole, I feel that the bsapp.com website has integrated its own colour scheme very well throughout all of the interactive content within the
site and it also displays its own slogan as well so that it becomes identical towards anyone accessing the bsapp.com website.
7. Information
For the marksandspencer.com website it gives users details on that latest discounts for all children whether its male or female.
For example, 20% off the kid’s and baby clothing from Thursday 13th September to Saturday 15th September. It also shows the
Autumn Arrivals from Per Una for women and the New Season Collezione for the men as well where users from both genders
can shop within these sections to find out more about the latest products. As a whole, I feel that the marksandspencer.com
website does make use of the appropriate colour schemes that flow well within the overall theme of the site. However, their
could have been colour rollover effects applied towards the discount advertisements as illustrated below so that it keeps in touch
with the whole theme of the marks andspencer.com website.
8. Entertainment
The hmv.com website obtains a wide range of technological devices such as, DVD, Blu-Ray Disc, CD and Nintendo Wii etcetera
which are divided into categories such as, Film, Music and Games etc. It also shows the most popular movies, music and more
where these will be coming out in the month of September 2012 and additionally you can by 5 Blu-Ray Discs for £30 in which
supplements the advertisements of movies. In general, I think that the hmv website makes efficient use of the colour scheme that
helps to resemble the overall theme of the site and it effectively uses colour effects throughout the whole of the website as well.
The only criticism is that the anchors that are displayed underneath the navigation bar could do with colour rollover effects so
that it fits in with the rest of the colour scheme within the hmv site.
9. Hand Drawn (cel) Animation
This section is essential to the way in which Animation is traditionally set out, as it enables particular parts of each frame to be
replicated frame by frame, so therefore this saves time and effort. A basic sample would be two characters on screen, one that is
talking and the other one is stationery. Meanwhile, whilst the 2nd character in the scene is standing silently it can be shown on the
screen with the production of one drawing only with the use of multiple drawings and cells which are implemented in order to
create a speaker character. The main advantage of using hand drawn cell animation is that it is highly detailed within the output of
the sketches and the audience can simply relate towards the characters. But the main disadvantage of cell animation is that it is
very time-consuming where this is due to the overwhelming number of frames that are needed in order to make the movement.
A more sophisticated example of cell-animation is where you put a plate upon a table and then physically draw around it in which
will be incorporated into the background of the cell-animation.
These graphics
illustrate how Cell-
animation is
integrated on screen
and through objects.
10. Flick Books
Is a sequence of images that vary from one page to another, so that when you turn each of the pages consecutively the pictures
emerge as an animation. Flipbooks are most often illustrated for children but it could also be appealing towards adults and use a
range of Photographs instead of Drawings. Due to the technological developments in web animation it has now become digital
meaning that people can gain access to every page by just a flick of the finger. The main benefits of having an enhanced flick book
model is that you are not tied with other servers and the pages per costs and all of the files related to the flick books are obtained
within the server and you do not have to rely on anybody. However, the main drawback of the improved flip book is that it can
freeze up odd times which causes the user to be agitated and frustrated due to the fact they cannot do anything with the digital
flipbook.
The first flip book shown in, "September 1868", when it was originated by John Barnes Linnett under the name of "Kineograph"
motion picture. This was the first form of producing animation in a linear sequence of images rather than being Circular.
These images shows samples of what a flipbook actually looks like, how it is
produced and how it is displayed on a technological device.
11. Animated Cartoons
Throughout the decades of producing film for children TV animation has become a big hit which can be well-known as, cheap-fun.
Different types of animation within this area include: Puppet animation, Puppetoons, Clay-Mation, Cut-Out animation, Silhouette
animation, Model animation, Graphic animation and Pixelation. The Captain Pugwash is an example for the type of animation
used within children’s TV animation which is `Cut-Out`. Another example of the kind of animation used within children’s TV is
`Bagpuss` which resemble the way model animation is laid out. The main advantage of animated cartoons is that you tend to have
a more sense of humour, expressions and general social skills. However, the disadvantage of watching too much animated
cartoons is that you may neglect your studies which will result into bad grades and stress.
12. Animation Process
Is where you take steps towards put together a piece of animation. Firstly, there needs to be a script or storyline in which links
towards sketching your ideas and the filming production for the animation where this will be discussed between the animator and
the director, therefore this will help them to gain a visualisation of the approximate timescale of the movie and how many
drawings are involved within the animation. Secondly, you need to obtain a dialogue of what each character will say before they
get animated in the way you wish. Thirdly, you need to draw out the characters of the story and there appearances in which the
sketches are normally very messy. Many of the films today do use 70,000 plus of separate drawings. Whereas, the best animators
only need a few drawings and leave gaps between for the inbetweener who would come along to finish off drawing the animation
gaps. Fourthly, the layout of the film and the storyline is produced by very specialised artist or group on the basis of all of the
research materials and sketches. All of the features such as, background and the position of the characters is drawn on to a sheet
of transparent where they are amplified with subtle movement of the characters. Fifthly, everything involved within the animation
is then put through the process which is called `Line Test`, where the animation testing is carried out by using a computer or video
equipment to ensure that the animation is running smooth. Sixthly, When everything is completed, the drawings are then sent to
the people that ink and paint them. The whole process can be very problematic if the images that used within the animation are
very ugly. Finally, after all the drawings have been filmed, the dialogue is then added. From time to time the film is edited through
computer software applications such as, Adobe Picture Elements 10 and Adobe Premier Pro 9. Once this has been done the film is
then released to the public.
13. Graphic Information File Format (gif)
Is an animated GIF that was originally used on the web where the animations makes use of a limited range of colours to make up
the maximum number of colours within the animated GIF which is 256. It can also use transparency layers where each layer has it
own moveable object in terms of colours and images etc. The main advantage of an animated GIF is that it can be obtained at a
very restricted file size which means that the web animation will be more quicker to upload on the internet. However, due to the
limitation within the amount of colours that can be used the motion picture tends to be very quick and speedy.
14. Dynamic Hyper-Text Mark-up
Language (DHTML)
The usage of DHTML may not be favourable as making use of the shockwave/flash for web animation but has mainly recognised
for what it has done in the past. DHTML can help with producing small animations and vibrant menus on the webpages. The code
for DHTML is made up on HTML (Hyper-Text Mark-Up Language), CSS (Cascading Style Sheets) and Java script. As flexible as it is
within the earlier platforms, users who operate with the Windows 95 or the Windows 98 will not get the smooth animation as
they intended. Even if you try to amplify the speed of the animation it would still be a slow bumpy ride and there is a limit on how
fast you will enable your animation to go with DHTML and therefore how smooth it will play. This means that it is not very cross-
platform compatible, even though a minority of the people would use such old platforms these days. Nevertheless, DHTML
animation does work fairly well on every platform if it is carrying out basic animation for instance, transitional effects, drop down
menus, wipe effects and other animations with a small duration. DHTML used within animation is a simple way of making a site
become interactive for the user without the need of loads of coding and testing.
15. Extensible Hyper-Text Mark-up
Language (XHTML)
Is a derivation of the HTML (Hyper-Text Mark-up Language which is used for producing webpages. It is centred around the HTML
4.0 syntax, but has been altered to follow the guidelines of XML (Extensible Mark-up Language). So therefore, the XHTML 1.0 can
be sometimes referred to as the HTML 5.0. Because the XHTML is expansionable, Web Developers can produce their own objects
and tags for every webpage that they build where this gives the Web Developers more control over how the web animation looks
and being able to manage their own webpages. The only obligation is that the custom tags and attributes are defined in a
document type definition, that is referenced by the XHTML webpage. XHTML webpages also follow strict arrangement in
comparison to the regular HTML webpages. While the web browsers on the internet are very user-friendly of the HTML syntax the
XHTML must have the correct quotes and capitalisation in the mark-up language for all of the coding within a webpage because if
you don not put the right coding in it will not function as you want it to. As the strictly arrangement of the webpage requires a
more thorough creation of the webpages, it should also make sure that the webpages do look more uniform across different web
browser platforms.
16. Java Applets
Are small programs which are used on the webpages that help to make animations become functional. Unlike the DHTML as
explained above the java applets are intersectable towards other computers in other words they are linked together. This is
because the languages are not available on all of the platforms and they don’t always agree about what they consider to be
proper code. Java applets are mainly used to provide many interactive elements towards web applications which cannot be
provided by HTML where many forms of animation are possible. What all java applets have in common is that they produce
motion on screen by drawing consecutive frames at a high speed of around 10 to 20 frames per second. The main advantage of
java applets is that it is safe and trustworthy online application meaning that any untrusted online apps can only access the server
it came from. However, there is no standard to make the content of applets available towards any screen readers. So therefore,
applets can harm the accessibility of a web site to users with special needs.
17. The Optical Illusion of Motion
(persistence of vision)
Dating back to the year 65 B.C., Persistence of Vision is where a range of graphics can sustain swift contact with your eye in more
excessive timescales then it would take for just one image in which the images are joined together in order to produce an
hallucination of movement within the motion picture. Normally, 2 frames operate at a frame rate of 24 meaning that 12 frames
per second is assembled within one drawing. The main advantage of the persistence of vision is that you can be fascinated by the
illusion of movement when viewing the motion picture within an image or an object etcetera. However, if the images are not
properly put together the pattern of the illusion of the motion picture will not flow as expected.
For instance, the squid-led-bike (See below left) maintains constant looping that forms an illumination of movement within the
object, so therefore it can visually maintains constant interaction from the people viewing it. Another example, taken from the
Tech-Tut website (See beneath text) that demonstrates how graphics tends to turn blurry when watched for a long period of time.
18. Clay-Mation
This technique represents one of the many forms of "stop motion" animation which is constructed from clay or Plasticine. All
frames or still photographs are recorded on Film or Digital Media and it then replays the motion of images and objects in quick
succession.
The term "clay animation" is where each object is formed in or clay or similar flexible material for example, Plasticine in which it is
normally used on a wire skeleton called "Armature". The object within the animation is put on a set (Background) where the "Film
Frame" is exposed and the object or characteristic is moved marginally by hand. This process is replicated for every new frame
that you create so that it integrates the "Plasticine" features into an actual animation. The main benefit of Clay-Mation is that
These images show samples of how "Claymation" is
constructed as a still images & through animation.
20. Computer Generation (Frame Rate)
They mainly comprise of Frame Frequency which gives an indication as to the amount of images that are displayed within the
movie per second. Frame Rates can also be measured in FPS (Frames Per Second) which primarily shows the number of frames
per second. Certain computer facilities would use FPS for instance, the Adobe Flash Professional CS4 software enables users to
construct their own animation and choose the frame rate that it is going to be played back as which is normally 24 fps but you can
re-modify it up to 120 fps. Specifically, a movie played within a cinema would stand at a frame rate of 25 fps, whereas a standard
animation would in general last up to 12 fps. The main difference in the speed of the frame rate mainly relies upon the rate that
has been chosen for example, if you have allocated a frame rate any lower than 12 then the illusion of movement tends to be
more slower meaning that the filming process becomes more long-winded, so therefore this will become more tedious towards
the people viewing the movie.
21. Computer Generation (Frames)
Is where the content can be displayed in what is called “keyframes” where this can be done through software applications such
as, Adobe Flash Professional CS4. They are shown within different layers in what is called a Timeline menu where they can
extended for as long as possible in order to make the hallucination of movement fit within the motion picture of the animation.
You can also organise or add layers in which are displayed near the bottom-left of the timeline menu. The main benefit of having
frames is that you can properly modify the positioning of all of the content within the animation. However, corruptions within the
Flash software applications can occur if the content is not integrated correctly.