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Burn, Andrew – Learning, Media and Technology, 2016
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the…
Descriptors: Animation, Educational Games, Elementary School Students, Media Literacy
Wedge, John Christian – 1985
This master's thesis investigates the relationship between the traditional animator and the computer as computer animation systems allow them to apply traditional skills with a high degree of success. The advantages and disadvantages of traditional animation as a medium for expressing motion and character are noted, and it is argued that the…
Descriptors: Animation, Characterization, Computer Graphics, Computer Simulation
Halas, John; Manvell, Roger – 1970
Thanks to film, graphic artists can now create over time as well as in space. An essay discusses the influence of cinema on still paintings (e.g., Duchamp's "Nude Descending a Staircase" and the increasing combination of animation and live action in films. New techniques that are available in animation and in special visual effects are explained,…
Descriptors: Animation, Art Expression, Cartoons, Computer Graphics
Youngblood, Gene – 1970
Today, our environment is created more by television and cinema than by nature. Our view of what human nature is and might be is conditioned by what we see in those media. Films which make use of traditional genres only reinforce traditional views. They do not force us to new ones. But new filmmakers are creating "synaesthetic" cinema, which…
Descriptors: Animation, Audiences, Bionics, Computer Graphics
Elberg, H. H. – 1969
A detailed account is given in this paper of the procedures and the equipment used in producing six computer-animated instructional movies. First, the sequence of events were described in a script, which, together with the analytical expressions that were dealt with, formed the basis of a program. Then, the program was run on a computer and the…
Descriptors: Analog Computers, Animation, Computer Graphics, Computer Oriented Programs
Dana, Ann S. – 1993
Two initiatives to introduce technology into the art curriculum of a school district are described. The initiatives gave permission for money to be spent on third-grade and middle-school programs. Both were designed around the existing art curriculum and attempted to take advantage of hardware the district already owned. In the third-grade…
Descriptors: Animation, Art Education, Computer Assisted Instruction, Computer Graphics