digital animation
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KronoScope ◽  
2022 ◽  
Vol 21 (2) ◽  
pp. 111-131
Author(s):  
Andrew Buchanan

Abstract This article explores ways in which animation production technologies (including pre-cinema, film, and digital tools) have evolved as a system that abstracts time, primarily through its spatialization. This abstraction necessitates certain assumptions about the nature of time, including its linearity and directionality. Animation technologies have evolved so as to support various modes of temporally extended consciousness; an animator’s craft thinks and works through time. Embedded within digital production technologies, the animator is faced with a new philosophical instrument: the animation timeline. The main timeline utility in most animation software adopts a linear, mechanical model of time with the individual frame as the base unit. However, digital animation timeline can also complicate the spatialized temporal dimension, as the timeline is also embedded within animated objects in motion paths and other interface elements . As animated objects always exist through time, not merely within individual frames, the animation software tools for working with time both confine and unlock opportunities for working with time.


2021 ◽  
Vol 14 (2) ◽  
pp. 190-202
Author(s):  
Camila Zahra Alrazi ◽  
Anung Rachman

Abstrak: Sejak awal ditemukannya wabah COVID-19 di Indonesia, pemerintah telah melakukan berbagai upaya dalam rangka mencegah penyebaran COVID-19 di antaranya membuat beberapa kebijakan baru dengan upaya preventif dan upaya reaktif. Salah satu upaya preventif yang dilakukan oleh pemerintah adalah dengan menggunakan imbauan yang berisi promosi pencegahan penyebaran COVID-19. Pemerintah dibantu oleh kalangan masyarakat sering memberikan imbauan kampanye pencegahan penyebaran COVID-19, salah satunya adalah penggunaan media animasi digital. Media ini yang banyak ditemukan dalam situs-situs umum sehingga mempermudah penyampaian kepada masyarakat yang meluas. Perancangan yang digunakan menggunakan metode design thinking yang terdiri dari tahapan empathize, define, ideate, prototype dan test. Penggunaan metode design thinking diharapkan dapat digunakan secara efektif untuk merancang animasi digital sehingga promosi pencegahan penyebaran virus COVID-19 dapat menjadi lebih terstruktur dan sistematis. Hasil dari perancangan ini memberikan rekomendasi berupa model animasi digital promosi sebagai layanan masyarakat untuk pencegahan virus Covid-19 dengan menggunakan aplikasi Google Web Designer. Menggunakan dasar tersebut dapat disimpulkan metode design thinking memungkinkan desainer dalam pengumpulan berbagai informasi mengenai permasalahan yang ada sehingga mampu mengembangkan gagasan serta membuat alternatif desain dalam berinovasi. Kata Kunci: perancangan; animasi digital;  COVID-19; design thinking,     Abstract: When COVID-19 pandemics was first found in Indonesia, the government has taken several measures to contain further spread of COVID-19 pandemic, including by taking some preventive and reactive measures. One of the preventive measures taken by the government is to appeal the public by promoting preventive approach to contain the spread of COVID-19. The government in collaboration with the community has often given campaign appeals to prevent the spread of COVID-19, to use digital animation advertisements. This Media are often found in public sites can facilitate delivery to the wider community. This design uses design thinking method which consists of empathize, define, ideate, prototype and test. The use of the design thinking method is expected to be used effectively to design digital animations so that the promotion of preventing the spread of the COVID-19 virus can be more structured and systematic. The result of this design provide recommendations in the form of digital animation model as a public service for the prevention of the Covid-19 virus by using the Google Web Designer application.With this basis, they can acquire a design thinking method that allows designers to gather various information about existing problems so that they are able to develop ideas and create design alternatives in terms of design. Keywords: design; digital animation;  COVID-19; design thinking


2021 ◽  
pp. 19-42
Author(s):  
Jordan Schonig

This chapter examines fluttering leaves, swirling dust, and rippling waves as one of cinema’s earliest and most significant forms of motion. While most theorists maintain that such phenomena attracted early spectators because their unplanned appearance flaunted the indexical realism of cinema’s indiscriminate recording, this chapter shows how this attraction is part of a broader visual appeal of “contingent motion” that precedes the cinematic image and persists in the age of digital animation. Specifically, the chapter juxtaposes phenomenological insights about such phenomena in Kant’s Critique of Judgment, early spectators’ reactions to such phenomena in “wave films,” and contemporary spectators’ reactions to synthetic versions of such phenomena in computer-generated cartoons like Frozen (2013). In revealing a phenomenological consistency across these three different ways of encountering such phenomena, the chapter shows how early spectators’ astonishment at fluttering leaves and rippling waves cannot be explained with theories of the photographic index. Instead, this chapter argues, the visual reproduction of contingent motion involves its own logics of visual pleasure distinct from the marvels of the photographic process.


2021 ◽  
Vol 3 (3) ◽  
pp. 7-12
Author(s):  
Nan Shen ◽  
Dan Liu

With the development of the times and science and technology, the traditional form of flower drum lantern art has been impacted by new media and entertainment methods, and is facing an unprecedented dilemma. The article first expounds the value of digital animation to the dissemination of Huagu Lantern, then analyzes the development ideas of the integration of Huagu Lantern and digital animation, and finally proposes the strategy of using digital animation to spread the art of Bengbu Huagu Lantern.


Author(s):  
Anggy Trisnadoli ◽  
Meilany Dewi ◽  
Wenda Novayani ◽  
Aida Kamila
Keyword(s):  

Kreativitas merupakan salah satu hal yang saat ini menjadi sebuah jati diri yang sedang dikembangkan oleh anak-anak maupun remaja. Seiring dengan perkembangan teknologi, semakin mudah pula anak-anak dan remaja untuk mudah mengembangkan kreatifitasnya dalam berbagai bidang, salah satunya adalah berkreasi dalam membangun sebuah animasi dijital. Kemampuan membangun animasi sejak dini sangat baik untuk menunjang kreatifitas dan imajinasi anak-anak dalam berfikir. Saat ini, snimasi digital sudah banyak dirancang dan dipersiapkan oleh kaum muda dengan perangkat yang juga telah tersedia dengan baik. Salah satu komunitas anak-anak dan remaja yang gemar dalam membangun animasi digital di kota pekanbaru adalah Digital Animation Club yang dimiliki oleh Sekolah Islam AshShofa Pekanbaru, Politeknik Caltex Riau sebagai sivitas akademika yang mahir dan terampil dalam pengembangan animasi digital juga turut serta berbagi ilmu dalam mendampingi dan mengajarkan proses pembuatan animasi digital untuk anak-anak dan remaja peserta didik di As-Shofa Pekanbaru. Dengan harapan dikemudian hari ilmu yang didapat oleh seluruh peserta dapat menjadi bekal dalam pegembangan diri yang lebih baik lagi dimasa mendatang


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