Monday 31 January 2011

Web Animation

Web animation

Banner ads



Banner ads are used in advertisements, the banner ads are used to promote and entertain viewers and clients of the Internet or other such locations where you can find banners is online, and other electrical devices such as:

·      Cash machines
·      Cinemas
·      Television/ Sky box
·      Bus Stations/Train station Bill Boards


Linear and interactive animations


Linear animations have one starting point and one finishing point. Linear animation game would be like World of warcraft. The only way to complete the game is to follow the games rules, you start at one point and finish at another. 


Interactive animations

Interactive animations have the option of travel where you want them to go for example, an interactive animation game would be call of duty. In the game you can choose how you react to the action in the game. Compared to a linear animation game you could only travel where the game wants you to go. This would be the same for linear animations. 








Promotion uses in animations and banner advertisement

Animation advertisement is an increasing popular use of product placement. The promotion value increases for every time an interactive animation is used. When someone clicks to view a certain animation or so see the other related videos, there will be other related imagery or videos that you can select on the same page, either to promote a certain product such as a film, TV show, item of food, clothing or sponsorship. The main uses are seen everyday on the internet, you can on almost anything to connect to product being advertised.


Introduction
In this report I am going to talk about the history of animation and how is changed over the Centenary. I am going to express what tools were used for the some of the first animations and why it was so hard work to produce one. With aid of age of technology, animation has become a great value for music, cartoons and films.

Some of the first Animations started back in the 1900s, when Thomas Edison made his first animation called the enchanted drawing in November 16 1900. He used a technique of animation which involved taking multiple pictures of ever time he moved, drew or made any changes to the picture. This way when he played it back it would look like it was moving. This is because the FPS, or the frame rate is too fast for the eye to see, therefore making it look like the image is moving and rather than just seeing a load of different pictures.

Animation has changed quite a lot over the years and the technology has increased massively compared to Thomas Edison First animation.
In the 1900 Thomas Edison would not have been able to make animations like AVATER because that film is CGI. Which is computer aided imagery. This is quicker in some respects towards the old method. As there is a lot more going on in a CGI film , meaning it takes more patience to move everything around and place all the background, the colors, the effects etc. Whereas in a in an animation like Thomas Edison, you would need to do it one by one by hand.


Timeline of Animation From 1900
This time line shows the use of frames being used as animation and how the quality changes over the Centenary
1.                  1902 -Fun in a Bakery Shop (© April 3, 1902, Thomas A. Edison)
2.                  1906 - Humorous Phases of Funny Faces (© April 6, 1906, The Vitagraph Co. of America)
3.                  1915 -[Men’s Styles] from Keeping Up with the Joneses (1915, Gaumont)
1.                  -[Women’s Styles] from Keeping Up with the Joneses (1915, Gaumont)
2.                  -He Resolves Not to Smoke from Dreamy Dud Series (© June 22, 1915, Essanay Mfg. Co.)
4.                  1916 -The Phable of a Busted Romance (© January 7, 1916, International Film Service, Inc.)
1.                  The Phable of the Phat Woman (© January 18, 1916, International Film Service, Inc.)
2.                  Mr. Nobody Holme--He Buys a Jitney (© February 1, 1916, International Film Service, Inc.)
3.                  Never Again! The Story of a Speeder Cop (© February 4, 1916, International Film Service, Inc.)
4.                  Krazy Kat Goes A-Wooing from Krazy Kat Series (© February 29, 1916, International Film Service, Inc.)
5.                  Krazy Kat--Bugologist from Krazy Kat Series (© March 14, 1916, International Film Service, Inc.)
6.                  Krazy Kat and Ignatz Mouse at the Circus from Krazy Kat Series (© March 17, 1916, International Film Service, Inc.)
7.                  Bobby Bumps Starts a Lodge (© September 21, 1916, Bray Studios, Inc.)
5.                  1917 -Mary & Gretel from Motoy Films Series (1917, Toyland Films)
1.                  The Dinosaur and the Missing Link, A Prehistoric Tragedy (© March 24, 1917, Thomas A. Edison, Inc.)

6.                  1918 -Policy and Pie from Original Katzenjammer Kids Series (1918, International Film Service, Inc.)
1.                  W.S.S. Thriftettes (ca. 1918, BDF Films)
7.                  1919-AWOL--All Wrong Old Laddiebuck (ca. 1919, American Motion Picture Co.)
1.                  Dud Leaves Home from Us Fellers Series (© October 9, 1919, Bray Studios, Inc.)
8.                  1921
1.                  The Centaurs [fragment] (1921, Rialto Productions)
2.                  The First Circus from Tony Sarg’s Almanac (1921, Herbert M. Dawley)
3.                  Gertie on Tour [fragment] (1921, Rialto Productions)
Tools used in animation
Phenakistoscope. (invented by Joseph Plateau (1832)– This is a device that uses a spinning disc that is attached on a handle, vertically inserted into the middle of the image. The image is drawn corresponding to the movement in the image meaning, when it is span the image will look likes it moving. These images are known as frames. With the aid of a mirror this will reflect the image onto the eye to give the illusion more effect. This was used for about two years only by the rapid increase of use the technology had proven to make a projected image meaning more people could view, as this tool was only limited to one viewer.
A zoetrope is a device that produces an illusion of action from a rapid succession of static pictures. The term zoetrope is from the Greek words ζωή - zoe, "life" and τρόπος - tropos, "turn". It may be taken to mean "wheel of life".
It consists of a cylinder with slits cut vertically in the sides. Beneath the slits on the inner surface of the cylinder is a band which has either individual frames from a video/film or images from a set of sequenced drawings or photographs. As the cylinder spins the user looks through the slits at the pictures on the opposite side of the cylinder's interior. The scanning of the slits keeps the pictures from simply blurring together so that the user sees a rapid succession of images producing the illusion of motion, the equivalent of a motion picture. Cylindrical zoetropes have the property of causing the images to appear thinner than their actual sizes when viewed in motion through the slits.
http://en.wikipedia.org/wiki/Zoetrope

Conclusion
In conclusion I have found that animation has grown over the years and increased popularity. Animation is a group of images collected and then used in a form of motion creating a kinetic image.
ANIMATION

Stop motion

Stop motion (also known as stop action) is an animation technique to make a physically manipulated object appear to move on its own. The object is moved in small increments between individually photographed frames, creating the illusion of movement when the series of frames is played as a continuous sequence. Clay figures are often used in stop motion for their ease of repositioning. Motion animation using clay is called clay animation or clay-mation.

Frame rate

Frame rate, or frame frequency, is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), and in progressive scan monitors as hertz (.Hz)


Film Frame

A film frame, or just frame, is one of the many single photographic images in a motion picture. The individual frames are separated by frame lines. Normally, 24 frames are needed for one second of film. In ordinary filming, the frames are photographed automatically, one after the other, in a movie camera. In special effects or animation filming, the frames are often shot one at a time.
The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past.
The size of a film frame varies, depending on the still film format or the motion picture film format. In the smallest 8 mm amateur format for motion pictures film, it is only about 4.8 by 3.5 mm, while an IMAX frame is as large as 69.6 by 48.5 mm. The larger the frame size is in relation to the size of the projection screen, the sharper the image will appear.
The size of the film frame of motion picture film also depends on the location of the holes, the size of the holes, the shape of the holes. and the location and type of sound stripe.
The most common film format, 35 mm, has a frame size of 22 by 16 mm when used in a still 35 mm camera where the film moves horizontal but the frame size varies when used for motion picture where the film moves vertically (with the exception of VistaVision where the film moves horizontally).
A key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition. They are called "frames" because their position in time is measured in frames on a strip of film. A sequence of keyframes defines which movement the viewer will see, whereas the position of the keyframes on the film, video or animation defines the timing of the movement. Because only two or three keyframes over the span of a second do not create the illusion of movement, the remaining frames are filled with inbetweens.


Tweening
Inbetweening or tweening is the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image. Inbetweens are the drawings between the key frames which help to create the illusion of motion. Inbetweening is a key process in all types of animation, including computer animation.

DIGITAL ANIMATION

Vector imagery

Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical equations, to represent images in computer graphics.
Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as is typically used for the representation of photographic images.[1] There are instances when working with vector tools and formats is the best practice, and instances when working with raster tools and formats is the best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools.

Raster animation

Raster animation is the most basic type of computer animation. Put simply, it involves creating an image, and then using a computer to put that image in motion--as opposed to having a computer render the image based on your instructions.
Graphics
There are two basic kinds of computer graphics: raster and vector. Raster also known as bitmap, defines an image as a block of pixels; vector produces it through mathematical formulas.
Examples
A raster image of the American flag would define it as, say, 260 pixels tall by 500 pixels wide, with each stripe 20 pixels high. A vector image would store it as formulas: The ratio of height to width is 1:1.9, with each stripe 7/13 of the height.
Raster Animation
Raster animation starts with raster images, moving them about the screen as blocks of pixels. If the computer needs to enlarge an image, it blows it up by simple magnification. Vector animation, by contrast, continually recalculates the image.

Compression

Physical Compression

Physical compression is the result of the subjection of a material to compressive stress, which results in reduction of volume as compared to an uncompressed but otherwise identical state. The opposite of compression is tension. In simple terms, compression is a pushing force

Data compression

In computer science and information theory, data compression or source coding is the process of encoding information using fewer bits (or other information-bearing units) than an unencoded representation would use, through use of specific encoding schemes.
In computing, data deduplication is a specialized data compression technique for eliminating coarse-grained redundant data, typically to improve storage utilization.
Compression is useful because it helps reduce the consumption of expensive resources, such as hard disk space or transmission bandwidth. On the downside, compressed data must be decompressed to be used, and this extra processing may be detrimental to some applications. For instance, a compression scheme for video may require expensive hardware for the video to be decompressed fast enough to be viewed as it is being decompressed (the option of decompressing the video in full before watching it may be inconvenient, and requires storage space for the decompressed video). The design of data compression schemes therefore involves trade-offs among various factors, including the degree of compression, the amount of distortion introduced (if using a lossy compression scheme), and the computational resources required to compress and uncompress the data.

The difference
The real difference is pure and simply quality of the file, or format the saved unit has been placed on, either it be a computer hard disk, DVD CDROM or USB pen drive, the compression variables only effect the animation speed, size and quality
File size download speeds

File formats

The FLA file type is primarily associated with 'Flash' by Adobe Systems Incorporated. Adobe Flash, initially known as Shockwave Flash and popularly called simply Flash, refers to both the Adobe Flash Player and to the Adobe Flash Professional multimedia authoring program. The Flash Player, developed and distributed by Adobe Systems (which acquired Macromedia in a merger that was finalized in December 2005), is a client application available in most common web browsers. A number of different sites provide these files as templates (paid or free) for complete Website design. Editors for this format are also available.




WEB ANIMATION SOFTWARE
 There are many platforms of software in which you can create and watch animations on the internet here are a few.

Flash is a growing software on pc and mac computers that enables you to watch and create you own animation. Director is an adobe system the same as flash, which is the upgraded and more advanced system for creating animations on. 


 Here is directors animation graphic working. 

director

 Quicktime. This allows you to watch all videos online providing you have downloaded the right software or updates. Shock wave as  well is the same product of adobe and they allow you to watch videos online. 

 shockwave



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