The Galician Magic Kingdom: Nation and Animation from the Glocal Forest

Author(s):  
José Colmeiro

This chapter focuses on the animation boom in Galicia of the last two decades. It examines the different strategies employed by Galician animation studios working in the global arena, analysing three different models and their results: Dygra, an independent studio behind 3D films with Galician roots and atmosphere (The Living Forest, Summer Night, Spirit of the Forest), rewriting the local for export internationally; Bren, a studio based in Santiago de Compostela, subsidiary of the giant Barcelona-based media conglomerate Filmax, with a diversified plan of international co-productions, films based on hybrid animation and live action scenes (Pérez, the mouse of your dreams, Pérez 2), combination of 2D and 3D (Gisaku, Nocturna) and 3D animation (Donkey Xote), where the global overshadows the local, with little apparent connection to the Galician reality. Lastly, a number of alternative and personal productions with highly innovative techniques, such as De Profundis by Miguelanxo Prado, which offer a symbolic journey to the depths and a final rebirth, an ecological allegory of Galicia’s cultural resurgence after the Prestige disaster.

Author(s):  
Naktal Edan ◽  
Sanabil A Mahmood

Many years ago, Flash was essential in browsers to interact with the user media devices, such as a microphone and camera. Today, Web Real-Time Communication (WebRTC) technology has come to substitute the flash, so browsers do not need the flash to access media devices or establish their communication. However, WebRTC standards do not express precisely how browsers can record audios, videos or screen instead of describing getUserMedia API that enables a browser to access microphone and camera. The prime objective of this research is to create a new WebRTC recording mechanism to record audios, videos, and screen using Google Chrome, Firefox, and Opera. This experiment applied through Ethernet and Wireless of the Internet and 4G networks. Also, the recording mechanism of this research was obtained based on JavaScript Library for audio, video, screen (2D and 3D animation) recording. Besides, different audio and video codecs in Chrome, Firefox and Opera were utilised, such as VP8, VP9, and H264 for video, and Opus codec for audio. Not only but also, various bitrates (100 bytes bps, 1 Kbps, 100 Kbps, 1 MB bps, and 1 GB bps), different resolutions (1080p, 720p, 480p, and HD (3840* 2160)), and various frame-rates (fps) 5, 15, 24, 30 and 60 were considered and tested. Besides, an evaluation of recording mechanism, Quality of Experience (QoE) through actual users, resources, such as CPU performance was also done. In this paper, a novel implementation was accomplished over different networks, different browsers, various audio and video codecs, many peers, opening one or multi browsers at the same time, keep the streaming active as much as the user needs, save the record, using only audio and/or video recording as conferencing with full screen, etc.


Author(s):  
Arif Sulistiyono

At The End of 2010 to 2011 there has been a political crisis in MiddleEastern countries and parts of North Africa. The movement called "JasmineRevolution" caused by poor socioeconomic situation in the region, while itspresidents has been living rich in power for decades. It was raised the anger of the people and cause lot of protest to raising down the Presidents. Most of the presidents refused to resign and against the protester violently. The thousands of people have been killed and injured due to the demonstrations and civil war during the conflict. The Indonesian people must be wary to prevent leadership crisis's revolution. They need to be aware that the war and violence conflict caused suffering continously and harmfull for both of them."Warkaholic" is a manifestation of the artist's social responsibility to deliver the message through their artworks. It formed into the video arts and the topic of its art works are stop war and violence campaign. This video arts does not emphasize the personal subjectivity aspects as a fine art works. It will be more objective and easily understood for the public in general and can be seen by peoples through any audiovisual media.The methods of art works's realization are narrative style approach andapplying universal symbol, iconic, connotative to the visual and sound elements of the object. Visual storytelling content can be understood by peoples as a representation of the impact of war and violence. The Supers or text is to be the key of the public's message to stop war and violence. The computer 3D animation technique is used to create realistic  visualization and to make something impossible in live action technique can be relatively possible.


2021 ◽  
Vol 8 (2) ◽  
pp. 126-133
Author(s):  
Yudi Rahman ◽  
◽  
Irsyadunas Irsyadunas ◽  
Regina Ade Darman ◽  
◽  
...  

The Students of 2D and 3D Animation subjects class XI Multimedia SMK Negeri 1 Sijunjung have difficulty in understanding learning materials. Absence of learning media that support learners' learning outcomes in 2D and 3D Animation subjects makes it difficult for learners to understand the subject matter. This research aims to develop a valid and practical android-based learning medium on the subjects of 2D and 3D Animation. The research method used Research and Development (R&D) with ADDIE (Analyze-Design-Development-Implement-Evaluate) model. The results of the study are: (1) media validation results obtained with an average of 0.77 with the category "valid" (2) material validation results obtained with an average of 0.85 with the category "valid" (3) the practicality of teachers obtained with a percentage of 89% with the category "very practical" (4) the practical results of learners obtained with a percentage of 94% with the category "very pragmatic. Keywords: Media, Animation, Android, R&D, ADDIE


2017 ◽  
Vol 10 (2_suppl) ◽  
pp. 3-6 ◽  
Author(s):  
Jonathan Charles Goddard

Thomas Lightbody Chapman (1903 – 1966) founded the urological department at the Victoria Infirmary, Glasgow. After travelling to the Mayo Clinic in America to learn the new technique of punch prostatectomy he brought that procedure back to Glasgow. The prostatic punch required skill to master but could be successful in the right hands. Chapman was a great teacher who used innovative techniques to educate his students in the skills of punch prostatectomy. These included a training model where the trainee surgeon could be observed punching out a phantom prostate and a cine-film using both live action and animation to demonstrate the technique. Keen to share his enthusiasm for the punch prostatectomy he organized a meeting of like-minded urologists, a group which became the Punch Club, a travelling urology club still active today. Tom Chapman was a colourful and dynamic individual, devoted to his work and his patients. His name will be remembered as being almost synonymous with the punch prostatectomy in Great Britain.


Author(s):  
Eliza Fadilah ◽  
Dwi Maryono ◽  
Endar Suprih Wihidayat

<p>The purpose of this study is to (1) Improve psychomotor skills of students in creating 2D animation with a project-based learning model; (2) Know the increase in creativity of students of class XI MM 2 of SMK Negeri 3 Surakarta by implementing a project-based learning model on 2D and 3D animation engineering subjects. This research is a Classroom Action Research conducted in 2 cycles. Subjects in this study were students of class XI MM 2 of SMK Negeri 3 Surakarta, amounting to 36 people. Data collection techniques used were observation, document review, practice tests, and portfolio assessments. The data validity test technique used is triangulation and the data analysis technique used is descriptive statistics. The results of the study stated that after the project-based learning model was applied, (1) the percentage of completeness of the results of the psychomotor skills test had increased by 41.67% in the pre-action, 63.89% in the first cycle, and 80.56% in the second cycle; (2) the creativity of students in terms of fluency, flexibility, authenticity, and elaboration has increased. Based on observations, students look more active and responsible in completing tasks. The conclusion of this study is the application of Project Based Learning models in 2D and 3D Animation subjects can improve psychomotor skills and creativity of students of Class XI MM 2 of SMK Negeri 3 Surakarta in 2018/2019 Academic Year.</p>


2021 ◽  
Vol 328 ◽  
pp. 04003
Author(s):  
Alfrina Mewengkang ◽  
Olivia E S Liando

This research study was conducted to determine the effect of the mobile learning model using social media platforms on the learning outcomes of 2d and 3d animation techniques for students of class XI Multimedia at SMK Negeri 1 Tondano. This research uses experimental research in the form of Quasi Experimental Design or quasi-experimental and the research design used in this research is Post-Test Only Control Design. Before the treatment is given in each class, a pre-test is carried out first. After learning, using the Blendend Learning learning model for the experimental class and using conventional methods for the control class. After the learning process is complete, a post-test is carried out for each class. From the results of this post-test, the results obtained are the influence of the Learning Mobile Learning model on the learning outcomes of 2d and 3d Animation Engineering students of class XI Multimedia SMK Negeri 1 Tondano. The results showed that mobile learning had a positive effect on improving learning outcomes. Finally, the results show that mobile learning changes students’ study habits for the better.


2019 ◽  
Vol 5 (1) ◽  
pp. 58
Author(s):  
Nur Fakhrunnisaa ◽  
Sudji Munadi

This study aims to determine the relevance of vocational school curriculum with the needs of business/industrial world, based on competency profile in the structure of 2013 curriculum after revision. The method used is a survey with quantitative descriptive approach, and data analysis techniques use descriptive statistics. The findings of the study reveals that there are 13 basic competencies of competency profiles needed by the business/industrial world in printing graphic design subject; in 2D and 3D animation subject, there are 19 basic competencies needed; and on audio and video processing engineering subject, all of the basic competencies as many as 18 items are needed by the business /industrial world. In general, all the basic competencies of those three subjects, in terms of percentage, are in the very relevant category. This means that this 2013 curriculum after revision is truly needed and has been relevant to the world f work needs, so that if it’s applied in vocational schools, competency of the graduates of multimedia expertise competency already able to fulfill the competencies of the business/ industrial world


Author(s):  
P.M. Rice ◽  
MJ. Kim ◽  
R.W. Carpenter

Extrinsic gettering of Cu on near-surface dislocations in Si has been the topic of recent investigation. It was shown that the Cu precipitated hetergeneously on dislocations as Cu silicide along with voids, and also with a secondary planar precipitate of unknown composition. Here we report the results of investigations of the sense of the strain fields about the large (~100 nm) silicide precipitates, and further analysis of the small (~10-20 nm) planar precipitates.Numerous dark field images were analyzed in accordance with Ashby and Brown's criteria for determining the sense of the strain fields about precipitates. While the situation is complicated by the presence of dislocations and secondary precipitates, micrographs like those shown in Fig. 1(a) and 1(b) tend to show anomalously wide strain fields with the dark side on the side of negative g, indicating the strain fields about the silicide precipitates are vacancy in nature. This is in conflict with information reported on the η'' phase (the Cu silicide phase presumed to precipitate within the bulk) whose interstitial strain field is considered responsible for the interstitial Si atoms which cause the bounding dislocation to expand during star colony growth.


2021 ◽  
Author(s):  
Ruoyang Liu ◽  
Ke Tian Tan ◽  
Yifan Gong ◽  
Yongzhi Chen ◽  
Zhuoer Li ◽  
...  

Covalent organic frameworks offer a molecular platform for integrating organic units into periodically ordered yet extended 2D and 3D polymers to create topologically well-defined polygonal lattices and built-in discrete micropores and/or mesopores.


2012 ◽  
Author(s):  
Michael Sackllah ◽  
Denny Yu ◽  
Charles Woolley ◽  
Steven Kasten ◽  
Thomas J. Armstrong

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