Cop 3 proposal form

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Context of Prac-ce 3 Proposal James Beardsell


Essay Ques-on To what extent do Technological developments in produc-on and distribu-on impact on Graphic Design / Illustra-on / Anima-on?


My Proposal Idea Technology is a huge part of the film and anima-on industry and how anima-on are being produced, and in some cases it can improve or destroy the crea-on. So as part of my disserta-on I would like to explore further into the different technological techniques used to create anima-on and films and see how it has had an impact on society and whether technology will over run the industry and leave pupperteering behind. I will probably start with how technology has improved over the years and how it has influenced films and anima-ons, and then go into the technological impact has effected the distribu-on of anima-on within different forms and medias. Not only is this something I have an interest in, also follows on from my CoP 2 essay about the Uncanny Valley and how it effects peoples opinions about films and anima-ons. This will also have an impact on my prac-cal work and give me more understanding and skills in this field of prac-ce.


Relevant Subjects •  Technological advancements. •  Technology in film and anima-on. •  Does this have an impact on how we engage in entertainment? •  Is there a difference in how films and anima-ons are captured and shown to society? •  The Uncanny Valley


Relevant Quotes •

“Mo-on Capture in an unfortunate term because it implies that the mo-on is contained once it is captured, like a bee in a net”

“performance capture studio with the latest technology and the highest standards of execu-on to create the ul-mate next genera-on storytelling capability in film, television, video games and digital applica-ons”

“The good thing about mo-on capture is that you also capture all the idiosyncra-c ac-ons. That has been my argument for the direct link with a good puppeteer, because it is essen-al that the soul of the puppeteer is projected clearly through the strings, s-cks, or even remote controls. I am not sure why or how this works, I only know what I feel when I see a good performance that comes from the heart. I do think the liXle imperfec-ons help to bring a performance closer to reality.”

“rather than accep-ng these new realis-c, human-­‐like characters, the audience was cri-cal of them… Characters that fell below viewers expecta-ons in terms of their appearance and behavior were associated with the Uncanny Valley”

“While computers have assisted animators in their efforts for decades, the advent of computer anima-on was a turning point in terms of the type of technology anima-on studios needed to use”


Relevant Books •  Tinwell, A (2015). The Uncanny Valley in Games and Anima2on. Boca Raton: Taylor & Francis. •  Menache, A (2011). Understanding Mo2on Capture for Computer Anima2on. 2nd ed. Burlington: Elsevier Inc. •  Kitagawa, M and Windsor, B (2008). MoCap for Ar2sts Workflow and Techniques for Mo2on Capture. Oxford: Elsevier Inc. •  Hayes, D and Webster, C (2013). Ac2ng and Performance for Anima2on. Oxon: Taylor & Francis. •  Priebe, Ken A. (2011). Advanced Art of Stop-­‐Mo-on Anima-on. N/ A: Course Technology. 352.


Relevant Contextual References •  Rise of The Planet of The Apes -­‐ 20th Century Fox •  Up – Pixar Anima-on Studios •  Gravity – WarnerBros •  Wallace and Gromit – Aardman Anima-on Studio •  Star Wars: The Force Awakens – Lucasfilm Ltd


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