Motion Information and Media Flashcards

(41 cards)

1
Q

is a group
of key teachings for
the professional
animator. The list has
served Disney
animators since the
1930s and was
outlined by Ollie
Johnston and Frank
Thomas in the 1981
book The Illusion of
Life: Disney
Animation.

A

The 12 Principles of
Animation

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2
Q
  • A visual media that gives the
    appearance of a movement
A

MOTION MEDIA

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3
Q

Can be a collection of videos,
footage, videos. It is combined with
audio, text and/or interactive
content to create a multimedia

A

MOTION MEDIA

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4
Q

created by rendering or
showing consecutively several
frames per seconds.

A

MOTION

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5
Q

FORMS OF MOTION MEDIA

A

Informal
Formal

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6
Q

created by individuals often for personal use

A

INFORMAL

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7
Q

created by professional who follows industry standards in creating, editing, and producing motion in media

A

FORMAL

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8
Q

FORMAL PRODUCTION OF ANIMATIONS

A
  • Writing a Story
  • Script is written and
    dialogue is recorded
  • Animators sketch major
    scenes; in betweeners fill
    in the gaps
  • Background
    music and background
    details are added
  • Drawings are rendered
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9
Q

MOTION MEDIA FORMATS

A

Animation
Video/Codecs

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10
Q

ANIMATION FORMATS

A

Animated GIFs (Graphics Interchange Format)
Flash
Shockwave
Dynamic HTML

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11
Q

VIDEO FORMATS/CODECS

A

MPG
Quicktime
MP4

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12
Q

MOTION MEDIA PURPOSES

A

Education
Entertainment
Advertising

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13
Q

MOTION MEDIA SOURCES

A

Personal
Media Companies
Social Media

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14
Q

MOTION MEDIA AUDIENCES

A

Private or Public
Directed or General

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15
Q

ADVANTAGES OF MOTION MEDIA

A

It captures motion in a
manner that can be
viewed repeatedly

Simulations allow for
safe observation

It can show processes in
detail and in sequence

It can cut across different
cultures and groups

It enables learning with
emotions

It allows scenes,
history, events and
phenomenon to be
recreated

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16
Q

LIMITATIONS OF MOTION MEDIA

A

It is often times more
costly than other
forms of visual media.

It is subject to
misinterpretation

Compared to other forms of visual
media the viewer cannot always
interrupt the presentation.

Other data may be
presented best using
still images. Examples
are graphs, diagrams,
maps.

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17
Q

DESIGN PRINCIPLES OF MOTION MEDIA

A

Timing
Ease in/Ease Out
Anticipation
Staging
Arcs
Action and Reaction
Squash and Stretch
Follow Through and Overlapping Action
Appeal
Exaggeration
Secondary Action
Straight Ahead Action and Pose to Pose

18
Q

can be objective or subjective. Objective
timing can be measured in minutes, seconds, days,
etc. Subjective timing is psychological or felt.

19
Q

works by adjusting frames in
order to give the impression of something moving
slowly then rapidly as it would move in the real
world.

A

EASE IN/EASE OUT

20
Q

prepares the viewer for something
to happen. This gives the scene more energy as it
begins to develop or move.

21
Q

is the process of arranging all of the
elements in a scene so that the eye of the viewer
is directed towards the focal point.

22
Q

can help make transitions look
smoother. In moving objects, arcs can make
motion look realistic.

23
Q

this can be approached
in a realistic or not. Sometimes animations can
involve a very dramatic reaction to an event to
emphasize a point.

A

ACTION AND REACTION

24
Q

This principle is used to
give a sense of weight and flexibility to an
animated object. It involves exaggerating the
deformation of an object as it moves or changes
shape.

A

SQUASH AND STRETCH

25
These two principles are used to give a sense of continuity and fluidity to an animated character's movement.
FOLLOW THROUGH AND OVERLAPPING ACTION
26
refers to the movement of an object after the main action has been completed,
FOLLOW THROUGH
27
refers to the fact that different parts of an animated character's body will move at different rates
OVERLAPPING ACTION
28
This principle is used to make an animation more engaging and memorable. It involves giving a character or object a unique, likable, or relatable quality that will make it stand out in the minds of the audience.
APPEAL
29
This principle is used to make an animation more interesting and believable. It involves taking a realistic action and exaggerating it in some way, making it more dramatic or comedic.
EXAGGERATION
30
This principle is used to add depth and realism to a scene. It involves adding an additional, related action to the main action, which helps to support and reinforce the main action.
SECONDARY ACTION
31
These two principles refer to the methods of animation.
STRAIGHT AHEAD ACTION AND POSE TO POSE
32
method of drawing out an animation in sequence, frame by frame
STRAIGHT AHEAD ACTION
33
method of drawing key frames first and then filling in the gaps in between
POSE TO POSE
34
ELEMENTS OF MOTION MEDIA
Speed Direction Transition Sound and Color Blurring
35
can be constant or variable. The tone of the movement can be highlighted by the speed coupled with music
SPEED
36
indicates a movement from one direction to another. It can also refer to the growing or shrinking of an object.
DIRECTION
37
used to switch between scenes
TRANSITION
38
adds depth and meaning to the motion
SOUND AND COLOR
39
can provide the illusion of fast movement. In videos, it is often used to censor information for security or decency.
BLURRING
40
Methods in Determining the Credibility of Motion Media
Validity of information Source Relationship of the author to the event Technical methods of detecting tampering/fake video: > Smoothness of video > Lighting coverage matches > Scale and size consistency
41
FORMATS OF MOTION MEDIA
Film Animation Interactive Videos Motion Picture in Television (commercial ad, ph melodrama, reality show, game show, talk show, tv news)