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Artapp 1.2 Chapter 4

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25 views37 pages

Artapp 1.2 Chapter 4

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CHAPTER 4

Let’s start!
Learning competencies
At the end of this lesson, you will be able to:

1 Give a substantial background information on


relevance and breakthrough of modern art;

2 Collect any product or service advertising


material produced by the modern technology;
and

3 Connect the business psychology on the impact of


such materials to the prospective customers.
INTRODUCTION
Media arts flourish over decades in the most developed countries,
henceforth, the Philippines is adapting a lot of changes in in the
modern times brought by digital era. Technology use is time saving
and efficient, that is how programming works in business
establishments. The modern film industry makes use of 3d
animations and computer technology to create visual appeals on
the settings and scenes with some magical impacts.

Let’s begin!
The enhancement of realistic sceneries in movie making is a
kind of computer artworks in grandeur. In printing industries
digital applications on photography, newspapers, journals,
books, and documents give satisfaction and patronage
among the consumers beyond just creating best
impressions on the beauty of arts and design applied. So
literally, media arts application is every industry’s demand,
every small business’ dream, and every teenager’s journey.
what is digital
media arts?
Digital Art

It is an artistic work or practice that


uses digital technology as part of
the creative or presentation
process.
specialize the methods for digitally

Computer synthesizing and manipulating visual


content. Its function is to create and

graphics enhance all kinds of graphical illustrations


from:

refer to the
products of the
graphic arts,
especially
commercial design
or illustration.
digital drawing

The Masked Life


La Robotte

Olivia
Fresh out of Water
Sarah Shakeel
Charts
LOGOS
3d scenes
photo manipulation

No one is an island
We are meant for each other Mark Frost
Ronen Goldman Dreamscape
Isabella Mariana
In most power point presentations, the use
of graphics add flavor and taste to the
substance and scope presentation.
Beyond seeing a good content on the
screen, the visual appeal is a must to
create and sustain reader’s attention;
charts and graphs logic gives a quick
access to reading the figures and
implications. On the other end, moving
graphics for tv, music, and video show the
growth of digital media lately.
Computer graphics can be moving or non-interactive; Symantec built an interactive
timeline to understand the evolution of cloud technology. Other web graphics are
interactive maps, and so it is the creation of digital duel games. Passive graphics are
known as non-interactive because the observer has NO CONTROL on the image like the
titles that are show on tv.

MOVING NON-INTERACTIVE
Computer is a computer-controlled game where
players interact with objects displayed

Games on a screen for the sake of


entertainment.
history of computer games
In 1952, for instance,
Though video games British professor A.S.
are found today in Douglas createdOXO, also
homes worldwide, they known as noughts and
got their start in the crosses or a tic-tac-toe, as
research labs of part of his doctoral
dissertation at the
scientists.
University of Cambridge.
nim
We tend to think of computer and video
games as common elements of our modern
society, but before there was Xbox,
Nintendo, or even Atari, there was NIM.
Created by Westinghouse for the 1940
World's Fair, Nim was a rudimentary
computer game in which one would play
against the machine, by picking up
matchsticks.
In 1952 Alexander Shafto
Douglas (21 May 1921 – 29
April 2010), a graduate
student in Cambridge, was
writing his Ph.D. thesis on
human-computer interaction
for the University of
Cambridge. He decided as
part of his thesis to create a
computer game on the EDSAC
computer at University (one of
the first stored-program
computers in the world), thus
creating the first graphical
computer game OXO.
Tennis for Two Chase

William Higinbotham created the Ralph Baer created "Chase," the first
first video game called: Tennis for video game that was capable of being
Two. played on a television.
Computer Space Pong

Before Nolan Bushnell and Ted Dabney Atari released Pong, the first
went off to start some games commercial video game on
company called Atari, Computer Space November 29, 1972.
was their first commercial
collaboration.
Fairchild Channel F Asteroids

The first home video game console


that used programmable ROM Atari became the first company to
cartridges and featured a register a Copyright for two computer
microprocessor (CPU) was the games: "Asteroids" and "Lunar Lander"
Fairchild Channel F, which was released on June 17, 1980.
in 1976
GUNPEI YOKOI

sometimes transliterated Gumpei Yokoi, was a


Japanese video game designer.
As a long-time Nintendo employee, he
was best known as creator of the Game
& Watch handheld system, inventor of
the cross-shaped Control Pad, the
original designer of the Game Boy, and
producer of a few long-running and
critically acclaimed video game
franchises such as Metroid and Kid
Icarus.
Computer animation
Computer animation is the art of movie creations using
two- or three-dimensional graphics. Disney films
intended for young viewers employs a great modern
application like the 3D animations.

• Up (2009) • The Incredibles


• Toy Story (1995) (2004)
• Finding Nemo (2003) • Ratatouille (2007)
• Wall.E (2008) • Tangled (2010)
• Cars (2006) • Brave (2012)
• Monsters, Inc. (2001) • A Bug’s life (1999)
• Wreck-It-Ralph
(2012)
Modern computer animation usually uses 3D computer
graphics. The animation's target is sometimes the
computer itself, while other times it is film.

Computer animation can make any dead image alive. The


key/main concept behind computer animation is to play the
defined images at a faster rate to fool the viewer so that the
viewer should interpret those images as a continuous motion
of images.
Methods/Techniques
1 Frame by Frame (Traditional Method)

2 Procedural

3 Behavioral

4 Key Framing

5 Motion Capture

6 Dynamics
Frame by Frame

In the past, animation was carried


out manually due to the lack of
computer-aided drawing tools.
These traditional methods
demanded significant effort,
especially for creating brief
videos, as each second of
animation necessitated
processing 24 frames.
Procedural

In the Procedural method, a set of


rules is employed to animate
objects. The animator establishes
the initial rules and procedures for
processing, followed by running
simulations. Often, these rules and
procedures are derived from real-
world physical laws demonstrated
through mathematical equations.
Behavioral

Behavioral, or stimulus-response,
control for computer animation refers
to motion generation through the use
of rules defining how objects react to
their environment.
Objects are given sensors and
effectors (motors), and the user
interactively designs a mapping
between them using nodes and
connections.
Key Framing

A key frame in computer animation is a frame where we


define changes in an animation. According to key
framing, a storyboard requirement is must as the
animator/artist draws the major frames (frames in which
major/important changes can be made later) of
animation from it. In key framing, character’s or object’s
key position are the must and need to be defined by the
animator, because the missing frames are filled in those
key position via computer automatically.
Motion Capture
Dynamics

Dynamics is the simulation of motion through the application of


the principles of physics. Instead of assigning keyframes to objects
to animate them, you assign physical characteristics that define
how an object behaves in a simulated world.
INTERNET
is a global network adapting a standardized protocols for
the purpose of communication and information
gathering. The art of communicating with people is
embedded in this medium. Internet connects people
globally thru social media such as Facebook, Twitter,
Instagram etc.
SOURCES:
Autida, M. A. B and Aller, E. B. (2018). Arts and Humanities in the 21st Century
Education Art Appreciation. Cavite: San Sebastian Recoletos de Cavite
(Recoletos Educational Apostolate in the Philippines).

https://www.geeksforgeeks.org/computer-animation/

Credits to:
Leandro Mauricio and Christian Suelto

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