Category: 4_Digital Animation and Visual Culture

  • Research 4.10: social media

    TASKArtists Ryan Trecartin and Emma Calder both make use of social media as the source for their animation and video work. Each ask how cameras, social media, and reality TV have changed the way we engage with the world and with one another. Watch the videos made by both artists as a starting point to […]

  • Research 4.9: Video Games and Corporate Video

    Of all the digital animation that is produced, corporate videos and video games are possibly the most numerous form. The various visual styles of this non-advertisement based graphic content can be a rich source of material for artists.Explore either video games or corporate video as your focus. Research several kinds of contemporary corporate video online […]

  • Research 4.8: Something is missing

    TASKUndertake research into absence and representation in moving image and buildup your own argument about whether ‘something is missing’ in digitalrepresentation. For example;● In what ways can representation be defined by an absence?● Why is this particular to animation and the digital world?● What will the future be like?Your argument can be in written, recorded […]

  • Research 4.7: Image quality

    TASK:Identify animations that uses good and/or bad image quality in interesting ways. Write a short piece (written, audio or animated) that draws together your research and viewpoints on image quality. Your essay can be presented in written, audio or video form (Approximately 1500 words, 3 minutes audio or 1 minute video).Reflect on these animations in […]

  • Research 4.6: More Real

    TASK:Do you agree with Peter Jackson that high frame rates allow an audience to see more reality?If so, do you think this is desirable? If not, what other motivation do film-makers and animators have in pushing for such high frame rates?Use OCA’s discuss forums to share your thoughts and any animation references.

  • Research 4.5: Frame Rates

    TASK: To demonstrate that you fully grasp the concept of frame rates, write a short paragraph explaining the difference between slow motion and frames per second in your ongoing glossary of terms. Cite any web or literature references that you use. “Frame rate is the engine behind the cinematic lie.”Alice O’Connor The amount of time […]

  • Research 4.4: ‘mid-morph’ moments

    TASK: Find three examples on the internet of morphing forms that include one example of each: analogue morphing, computer graphic (1990s) and digital (contemporary). Take a screenshot of the midpoint of each transformation to try and capture the point of transition.Ian Ferguson, Bush Arnie Morph (2006) Image via Wikimedia commons

  • Research 4.3: Morphing: analogue and digital

    TASK:Academics, like Norman M Klein and Vivian Sobchack argue that there is an important difference between analogue morphing and digital morphing. They suggest that digital morphing programmes tend to smooth out glitches and hesitations more than analogue morphing. Klein argues that the effects of seamless computer morphing; “displays less of the mercurial, the lighting hand […]

  • Research 4.2: Compositing: Masks and Mattes

    Look at the work of animators who use compositing techniques. Reference some of the names mentioned in the preceding text and below are some examples of artists who work with compositing. Heather Phillipson, Zero point garbage matte (2014) Andy Holden, Chewy Cosmos (Panels to the Walls of Heaven) (2013) Benjamin Popp, East Lake Sans Souci […]

  • Research 4.1 : Analogue and digital

    TASK: Find some analogue and digital animations to compare and contrast their visual qualities. You could look at early cartoons and their later digital remakes or compare CGI animations with claymation.Look at their visual qualities and consider what is lost or gained. Can youobviously tell that one is digital and the other hand crafted and […]