Motion Information and Media Flashcards

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.

A

TIMING

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.

A

ANTICIPATION

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.

A

STAGING

22
Q

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

A

ARCS

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
Q

These two principles are used to give a sense of
continuity and fluidity to an animated
character’s movement.

A

FOLLOW THROUGH AND OVERLAPPING ACTION

26
Q

refers to
the movement of an object after the main action
has been completed,

A

FOLLOW THROUGH

27
Q

refers to the fact that different parts of an animated character’s body will move at different rates

A

OVERLAPPING ACTION

28
Q

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.

A

APPEAL

29
Q

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.

A

EXAGGERATION

30
Q

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.

A

SECONDARY ACTION

31
Q

These two principles refer to the methods of animation.

A

STRAIGHT AHEAD ACTION AND POSE TO POSE

32
Q

method of drawing out an animation in sequence, frame by frame

A

STRAIGHT AHEAD ACTION

33
Q

method of drawing key frames first and then filling in the gaps in between

A

POSE TO POSE

34
Q

ELEMENTS OF MOTION MEDIA

A

Speed
Direction
Transition
Sound and Color
Blurring

35
Q

can be constant or variable. The
tone of the movement can be highlighted by the
speed coupled with music

A

SPEED

36
Q

indicates a movement from one
direction to another. It can also refer to the
growing or shrinking of an object.

A

DIRECTION

37
Q

used to switch between scenes

A

TRANSITION

38
Q

adds depth and meaning
to the motion

A

SOUND AND COLOR

39
Q

can provide
the illusion of fast movement. In videos, it is
often used to censor information for security or
decency.

A

BLURRING

40
Q

Methods in Determining
the Credibility of Motion
Media

A

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
Q

FORMATS OF MOTION MEDIA

A

Film
Animation
Interactive Videos
Motion Picture in Television (commercial ad, ph melodrama, reality show, game show, talk show, tv news)