Computerized Animation as a Useful Study Tool Proposal

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Introduction

The evolvement of technological innovations and varying perspectives of film, combined with the growing prominence of visual effects, has made describing animations in words a difficult endeavor. Animation is a flexible and ageless notion that can be traced back to toys from the 1800s, scribblings on the margins of papers, and some of the most renowned films ever made (Ekinci 4). To construct profitable, impactful, and motivating pieces, an artist should strike a balance between the following three variables: researching, discussing, and experiencing, as they are all important parts of the animation triangle. To examine the evolution of computerized animation as a useful study tool, the research will be answering the following questions:

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  1. What is the role of writing in the process of animation?
  2. How could the ideology of ‘computerized animation as a useful study tool’ transform animation?
  3. What novel approaches could artists be able to utilize in animations as a result of this ideology?
  4. What will be the next stages in this research?

In addition, the researcher will be analyzing the evolution of animation from steam-boat-based animation to computerized animation while highlighting the key themes of change. Conversely, the study will outline previous research on the topic and propose new recommendations that could be useful in advancing the field of animation.

The Boundary of the Research

The proposed research will focus on the evolution of computerized animation as a useful study tool while exploring the transitions witnessed in the animating style of The Enchanted Drawing (Blackton) and Make love, not warcraft (Parker and Matt). It will highlight the key themes of change while relating animation with other study tools. In the time boundary, the study will utilize scholarly materials dated between 2016 and 2021.

Key Concepts in The Study

An artistic existence can be defined as a condition of being that alternates amongst the states of thinking, creating, and performing. The research will demonstrate how a self-reflective blueprint of generating animations may be essential to other areas like the academic field. It will describe animation as a tool for creating, exploring, and connecting ideas (Crawford 481). There is a plethora of expertise in the creation of animated films that cannot be shared. For this reason, there is a need to illuminate the comprehension of the animation field by integrating the creating and writing operations entrenched into the creative process.

Project Purpose

The term “animate” refers to the process of bringing something to life. The strength of animation lies in its ability to envision the unseen and recreate that which exists only in the artist’s mind (Giensen and Anna n.p.). With abstraction or simplicity, an animation may convey emotions, sentiments, and experiences (Winokur 54). While a film camera records what is currently happening in the world, animations may go much further by establishing a new existence. The main aim of the research project will be to contribute to the sounding literature of animation by explaining the transitions witnessed from the 1800s to 2021 in the field of animation.

In the crystalline multi-dimensional framework that is the human perception of the world, animation introduces a unique prism to one’s perspective of realism (Ehrlich 2). This makes animation an important aspect of human life that needs to be studied in depth.

The goal of the research is to give a review of the work of other animators and designers who use animation, as well as study it. The purpose is to consider the value of animation as a kind of creative expression. This research is an analytical examination of an artistic practice, informed by education, skills, and research from other scholarly works. The study also proposes animation as a technique of research in the anticipation that it will highlight the need for animation to be recognized as scholarly work and motivate extra study in this area. The research on ‘Computerized Animation as a Research Tool’ is presented from the perspective that different ways of reasoning and exploration will provide new and creative insight.

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Review of Existing Literature

A literature review is an important aspect of research as it helps in identifying information gaps and further contributing ideas to a topic of study while integrating what is already known about the subject. This means that the role played by works of other artists in the animation field cannot be underestimated as they can assist in gathering motivation for one’s creations or discovering missing elements.

This study will review related literature that defines animation, studies the history of animation from the 1800s to date, and also studies that highlight the role of animation in other fields of study. Schallert (504) states that if one fails to ponder their artwork, they cannot be able to truly comprehend it. Chen et al. (260) believe that animation can be a useful tool in simplifying complex academic concepts and improving learning. Computer-produced animation is a pretty modern but sophisticated art genre, which is naturally constrained by the medium’s technical restrictions and thus the need to have an in-depth look at computerized animations. It is important to note however, that very little literature has been produced concerning the evolution of animations and thus the need to conduct this research.

Plan of Work

The research study will utilize the core aspects of qualitative research in defining animation and describing computerized animation as a useful research tool. After a definition of the basics of animation, the section that follows will evaluate the importance of identifying animation as a mode of investigation. It is also the possible contribution it might make to a variety of fields of study. Afterward, the study will question the idea that writing is just a means of comprehending and reflecting artistic work (Ginting et al. 233) and instead propose a symbiotic link between writing and creation modes of communication.

Additionally, the study will address the artwork in animations and digital entertainment. It will summarize the works of other academic scholars in the creative area, and delve into what computerized animation as a useful tool of study can entail. Finally, the study will focus on the future, establishing on what this implies for computerized animation, as well as making recommendations for future research.

Conclusion

Animation can be traced back to 1800s’ toys and scribblings on the margins of papers and tracked to modern-day computerized animations that have brought varying perspectives of film, and prominent visual effects. Of the notable concepts of animation, researching, discussing, and experiencing are the most important. The research study will employ qualitative research methodology in defining animation and describing computerized animation as a useful research tool. It will also review previously done works of literature and purpose to fill the information gaps created. This is especially because there is a limited number of studies produced concerning the evolution of animations. Finally, the research will build into the future of animation studies by recommending further areas of interest.

Works Cited

Baglama, Basak, Yucehan Yucesoy, and Ahmet Yikmis. “Using Animation as a Means of Enhancing the Learning of Individuals With Special Needs.” TEM Journal, vol. 7, no. 3, 2018, pp 670. Web.

Blackton, James Stuart. The Enchanted Drawing. The Library of Congress. Web.

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Chen, Chien-Hsu, Chun-Yen Huang, and Yin-Yu Chou. “Effects of Augmented Reality-Based Multidimensional Concept Maps on Students’ Learning Achievement, Motivation, and Acceptance.” Universal Access in the Information Society, vol. 18, no. 2, 2019 pp. 257-268. Web.

Crawford, Pat. “Digital Animation as a Participatory Tool for Exploring Community Visions.” Environment and Planning B: Planning and Design, vol. 33, no. 4, 2006, pp. 481-484. Web.

Ekinci, Barış Tolga. “A Hybrid Documentary Genre: Animated Documentary and The Analysis of Waltz With Bashir (2008) Movie.” CINEJ Cinema Journal, vol. 6, no.1, 2017 pp. 4-24. Web.

Ehrlich, Nea. Animating Truth: Documentary and Visual Culture in the 21st Century. 2021.

Giesen, Rolf, and Anna Khan. Acting and Character Animation: The Art of Animated Films, Acting, and Visualizing. CRC Press, 2017.

Ginting, Kristiani Lisma Vera Br, et al. “Improving Students’ Skill in Writing Narrative Text Through Animation Movie.” Linguistic, English Education and Art (LEEA) Journal, vol. 3, no.1, 2019, pp. 230-237. Web.

Morton, Drew. “Sketching Under the Influence? Winsor McCay and the Question of Aesthetic Convergence Between Comic Strips and Film.” Animation, vol. 5, no.3, 2010, pp. 295-312.

Parker, Trey, and Matt Stone. “Make love, not warcraft.” South Park (2006).

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Schallert, Diane Lemonnier. “The Role of Illustrations in Reading Comprehension.” Theoretical Issues in Reading Comprehension. Routledge, 2017, pp. 503-524.

Winokur, Mark. “2. Creole Cartoons.” The Politics of Humour. University of Toronto Press, 2017, pp. 2-81.

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IvyPanda. 2022. "Computerized Animation as a Useful Study Tool." December 7, 2022. https://ivypanda.com/essays/computerized-animation-as-a-useful-study-tool/.

1. IvyPanda. "Computerized Animation as a Useful Study Tool." December 7, 2022. https://ivypanda.com/essays/computerized-animation-as-a-useful-study-tool/.


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