Saturday, September 15, 2012

Common Misconceptions About Forensic Animations

AnimationsThere seems to be many preconceived notions about forensic animations and their overall use in litigation. Many times, lawyers or accident reconstructionists will say that "An animation can show whatever the animator wants" or "Animations are difficult to admit in a court of law". However, to a forensic animator, this is also like saying, that your accountant can "fix your books". In reality, it is far from the truth.
Misconception #1 - "An animation can show whatever the animator wants"
Perhaps it is the fact that so much of what we see on television and in films is altered with lifelike special effects that we tend to associate anything with 3D visualization with more than a hint of skepticism. Ironically, much of the same software used to animate films such as "Spiderman" or "Lord of the rings" is also less known to be used in scientific visualization, research and forensic animations. People may associate the fact that an experienced special effects animator is capable of creating surreal, yet realistic looking effects. Therefore, it must not be accurate.
The greatest difference between a forensic animation and just any other type of animation is the "forensic" part. This implies that there is a large effort in understanding the details of what is being animated and that there is a large emphasis ensuring a high level of accuracy. An animator can spend more than 70% of his time on activities related to the verification of data and ensuring accuracy in the animation.
An experienced and qualified forensic animator would tell you that a large effort goes into building and checking each step of the animation process to the correct and accurate dimensions. In fact, very little is left to the imagination since most recreations are based on accurate data typically provided by the expert witness. A simple example is the terrain data of a particular scene. This can be obtained by means of a total station along with the positions of important features such as signs, traffic lights, debris or tire marks on the roadway.
Even the animation and motion of objects in a 3D recreation is typically based on information or data provided by the expert witness. This data is often obtained through careful calculations or through the use of simulation software. In the case of simulation software, the data can be directly converted or imported directly into the 3D animation software, leaving little room for error.
There may be cases where the forensic animator is provided with less than ideal information, however, even in these rare instances, an experienced forensic animator will have enough knowledge to ensure that the basic rules of geometry and physics (i.e. motion) are applied and adhered to.
Misconception #2 - "Animations are difficult to admit in a court of law"
Somewhere along the way, there have been animations which were so poorly constructed or erroneous they simply could not have been allowed in court. It would seem that these cases tend to stick in the minds of litigators and cause reluctance for future use of what is a perfectly acceptable and effective use of technology.
Normally, it is an inexperienced animator or lawyer which does not follow some of the basic rules of demonstrative evidence.
Some key points to consider when considering a forensic animation are:
1. The animation needs to support the testimony of the expert witness and should be considered an extension of the witness' report. The expert witness should be directly involved in authenticating and reviewing the animation.
2. Disclose the animation well in advance of the trial date. Evidence needs to be disclosed in a timely manner and the opponent requires time to cross examine the evidence.
3. The animation fairly and accurately conveys the data or matter that it purports to convey or depict. The animation should not be prejudicial in that it outweighs the probative value.
4. The animation should be relevant.
5. The forensic animator should be prepared to testify that the works created are based on sound technology, process and algorithms such that the final works are a reflection of the expert witness' opinion.
There are, of course, many other factors to consider which may be case dependent. Further materials and references are available for review including a paper entitled "The Admissibility of Demonstrative Evidence in Jury Trials:" Written by Barbara Legate of Legate and Associates and available at the AI2 forums (www.ai2-3d.com/Forums).
Today, most forensic animations are admitted into court since there are greater considerations and groundwork taken into account to ensure the accuracy, validity and quality of the animations. By choosing an experienced forensic animator and by adhering to the rules of demonstrative evidence, the risks associated with inadmissibility are greatly reduced.

Tuesday, September 11, 2012

Animation As a Form of Media

AnimationAnimation can be used to inform, educate, advertise and express emotions just as live action can by using the same techniques; such as the use of colour, film language and sound. The NSPCC advert by Russell Brooke on television is a good example of how animation can be more effective than live action. There is no limit to how much a situation or an action can be exaggerated but still remain to be convincing. In the advert if a real child was being thrown around it would be extremely controversial and although it is actually what is going on behind closed doors it would be too much for some people to watch. The animated character is created in a way that portrays the child in a way that will get the message across. This example shows how valuable a tool animation really is, that it is not just a media form to entertain young children. It is also a good vehicle to show that cartoon violence can be used to a positive end.
On the other hand cartoon violence can be quite aggressive and graphic like the 'Grand Theft Auto' video games series and some Manga features involve a lot of violence and gore but created in a quite realistic way, not suitable for a young audience where as cartoons adapted from Marvel comics such as 'Spiderman' and the 'X-Men' are primarily orientated around fighting but done in a less bloody way. The fight sequences involve a few kicks and punches and a superhuman power is used which doesn't normally inflict much gory, physical damage on the opponent, instead the loser is left with a scratch or two on their face with a trickle of blood oozing from their mouth. The fights, realistic as they may be, are not overly graphic, otherwise they would have to be shown after the watershed, but they are descriptive enough to express what is going on within the story. Most important of all is the fact that good always triumphs over evil in these cartoons. This does not justify the fighting but neither does it encourage it. Fisticuffs in a live action feature is always more violent than fighting in cartoons as it involves real people who can get hurt whereas cartoon characters feel nothing, making the fighting seem less realistic than a live action fight sequence.
The belief that animation is a media form directed mainly at children is not necessarily true, but in some situations this can be used to the advantage of the producers. A good example of this is the recent 'DairyLea' commercials, created in a 3D Stop Motion technique it shows some talking cows encouraging children to eat their product, not just on its own, but with mashed potato. The advert shows that 'DairyLea' can be mixed with other foods and the format is more memorable to children (the talking cows), therefore they are more likely to ask their parents to buy them some. Another good example of animation aimed at children is the 'Green Cross Code' (stop, look and listen). This informative commercial shows hedgehogs crossing a road in an animated and musical way, encouraging children to do as they do and they will be safe. This format was chosen so children will remember how to safely cross the road as told by singing hedgehogs-which would not have been possible in real life through a live action format. The advert offers an interesting, memorable alternative to mundane, forgettable, live action instructions.
Since animation is made popular by children, (for example, the phenomenon of the 'Pokemon' series) there are a number of ways producers can capitalise on the launch and success of a series. The producers see many ways of making more money from a successful cartoon because they know that children will do anything to get their hands on elements of merchandise, for example the 'Pokemon' battle cards. Merchandise does not just stop at playing cards though; there is stationary, cutlery, bags, toys, clothing, books, posters and video games. It is this side of animation that results in adults distancing themselves from the genre because of the fact that the cartoon series is blatantly aimed at children and so this is enough to put them off watching. Formerly the animation format adopted a biased approach aimed solely at a younger audience. In the early d`ys animation it was fascinating concept, a drawing that was moving. Since it was a new concept people of all ages took an interest.
Now the omnipresence of the format through the years that people find it entertaining up to a point in their lives then just stop watching animation as they get older, then when they have kids of their own the viewing process starts again. It is because of this misconception of the format and its association with youngsters that successful attempts have been made to break this mould. Since some adults have an interest in animation specific titles and series' have been aimed at an adult specific audience, these include the '2DTV' series, some 'Manga' titles, Comedy Central's 'South Park', 'The Simpsons', 'Futurama' and the Japanese 'Hen-Tai'. To conclude this point, John Serpentelli writes in an article, that "The connection between children and animation seems simple enough. To a child, anything is possible and the same is true for animation." The animation format is also able to inadvertently teach children about the artistic side of animation, as John Serpentelli says, "Since animation is an art form that can involve almost all other art forms and children can directly encounter the art world in an unfiltered manner."
A recent comeback of 80's animation has shown resurgence in popularity of classics such as 'The Clangers', 'Bagpuss' and 'The Magic Roundabout'. Adults who viewed these animations when they were younger tune in to see these classics of their day, and their children join in. Some adults are required to watch animated videos in the workplace, on issues of safety. Having to watch, follow and understand irritatingly obvious and drab pieces of animation could be enough to put some adults off the format, believing the genre is as bad as the video they had to view. This also shows that animation can be as realistic and informative as live action, but simpler to understand, where as on the other hand cartoons aimed at children, however unrealistic, sometimes incorporate a moral or advice at the end of the episode, in an effort to teach the youngsters watching what is right and what is wrong. The reason being for this is that if children see their favourite cartoon character doing something or telling them to do something then they might be encouraged to do as they say. This just shows that if done correctly animations can be as entertaining as they are informative or educational for a range of audiences.
Within video games the games character which the player controls is brought to life by using animation. The character would be lifeless if it was not animated and so the use of animation is crucial. The incorporation of animation does not stop there as FMV's (Full Motion Videos) are also used to tell a story within a video game. This is a good example of how animation can make the impossible possible; by giving inanimate objects and characters life.

Monday, September 10, 2012

The Animal and the Human

Recent DNA analyses have revealed that humans share a majority of our genetic makeup with other animals. Physically speaking, our similarities with our fellow beings far outweigh our differences. In the Western mindset, however, a sharp line is drawn between human beings and other animals. Because they do not communicate in our language, it is thought, we do not have much in common beyond physical structure. For Westerners, only humans have a soul, a wide range of emotions, and the unique capacities of reason, imagination, and the changing of our environment on a grand scale to meet our needs. Despite the division in our thinking, we still have intimate relationships with the animals closest to us and cannot seem to resist anthropomorphizing them. There are several societies whose conception of humans' place in the animal world is far different from ours.
 the HumanAlthough these kinds of belief systems are widely varied, many see us as more
closely related to other creatures, both physically and spiritually. Here, I will
examine a few of these non-Western ideologies and compare their conceptions of
the human-animal relationship to each other and to Western ideas.
Several cultures which hold traditionally animistic religious beliefs share the concept
of a time long ago during which humans were animals and vice versa. In this
"Distant Time," "Dreamtime" or "Mythtime," as it is variously referred to, animals
were able to take human form. Most animals, it is believed, once possessed human
souls, and some cultures think that they still do, although the average person is now
unable to perceive them. Folklorist Charles L. Edwards hints that this idea may have
evolved out of a memory of a much earlier period in the evolution of the human
species, when the common ancestor of both humans and apes roamed the earth.
This apelike being lived no differently from the other predatory mammals who
shared his environment. Some of his offspring later began the process of change
and adaptation that would produce our species. "In outwitting his foes, instead of
throttling them the diverging elementary man began to make plans of strategy." As
their thought process grew more complex, Edwards argues, early humans expanded
their thinking beyond their immediate surroundings and contemplated the unseen
forces that governed their world. "[T]hese forces took form in the gods who dwelt
beyond the clouds, and the myths of cosmogony and transformation arose." Now,
when people belonging to animistic traditions look for ways of explaining the
phenomena around them and of connecting their rituals to the greater processes of
continuing cyclical transformation, they recall the time when myths were formed,
when humans were much closer to other animals than we are today.
Edwards connects the deep sense of spiritual communion with other beings out of
which myth and belief in the supernatural arise to the formative period in the
development of each human being known as childhood. He relates a story of his
own childhood and the time he spent watching ants in his backyard, inventing
stories to match the escapades of "the ant-people." He envisions them as soldiers
engaged in various industries at peacetime, but in wartime displaying "remarkable
valor and extraordinary strategy." This depth of imagination, which is now the
exclusive domain of children, is the fertile ground from which spring "the miracles
of transformation" and the deeper sense of connection through the
anthropomorphism of playful storymaking. "So we see in the child, as in primitive
people [sic], the projection of his own fancies born of fear, or love, or desire, into
the things about him which then become personified."
For many non-Westerners, the rituals associated with storytelling and traditional
practice comprise an extension and evolution of childhood, where the wonder and
intimacy in the natural world they experienced as children develops into a greater
understanding of ourselves and other forms of life. Most Western adults are, on the
surface, all too eager to put childhood behind them. Our deep longing to connect
to the wider life community manifests itself in other ways, though, such as our
feelings towards our companion animals.
The Distant Time stories of the Koyukon people, who inhabit the boreal forests of
central Alaska, show another instance of the interrelatedness of humans and other
animals in a non-Western culture. Once again, the time when human-animal
transformations occurred is seen as a dreamlike phase in the formation of the earth
and cosmos:
During this age [Distant Time] 'the animals were human'--that is,
they had human form, they lived in a human society, and they spoke human
(Koyukon) language. At some point in the Distant Time certain humans died and
were transformed into animal or plant beings [...] These dreamlike metamorphoses
left a residue of human qualities and personality traits in the north-woods
creatures.
Distant Time stories account for natural features and occurrences, as well as for the
physical forms and personalities of the animals. The myths also dictate how they
must be treated. Since the animals were once human, the Koyukon believe, they can
understand and are aware of human actions, words and thoughts. Although the
spirits of some animals are more potent than others, it is important to treat all
animals with respect because they can cause grief and bad luck for those who do
otherwise. Because Koyukon people were no different from other animals in Distant
Time and because of the awareness and power of animal spirits, it may appear that
they do not conceive of a separation between human and animal realms. However,
the Koyukon believe that only humans possess a soul which is different from the
animals' spirits. But because they accept that humans were created by a human-
animal (the Raven), the distinction is less sharp than in Western cultures. The
similarities between us and other animals derive not as much from the animal
nature of humans as from the human nature of animals, having been human in
Distant Time.
The relative absence of a boundary between the human and animal realms figures
widely in the mythology of the Inuit and Eskimo. Their stories of a similar time long
ago explain the way they see their world and also guide their traditional
observances, rituals and overall lifestyle, much as the Distant Time stories do for
the Koyukon. Just as the myths account for such things as the shape of the land,
the cycles of sun, moon and seasons and the generation of all life forms, they also
dictate how each person is to play his or her role in society. Tom Lowenstein
investigates this phenomenon amongst the Inuit of Tikigaq Peninsula in
northwestern Alaska in a poetic book entitled Ancient Land, Sacred Whale.
For these people, the annual whale hunt and the elaborate preparations for it
reenact a mythic cycle. The rituals surrounding the whale hunt represent a complex
interplay between them and the spirit of the whale, whose power is seen as greater
than that of humans. Their belief system comprehends the union of many
opposites, including the human and animal. "Just as Raven Man had the double
character of bird and human, and the uliuaqtaq [unmarried woman who marries
Raven Man in the story] was a double creative/destructive presence , so the whale
was perceived in terms of two main elements: animal and land." By reenacting the
ages-old epic every spring, the Tikigaq Inuit play an essential role in keeping the
forces of nature in balance, thereby ensuring their survival and livelihood.
A central aspect of the religious traditions of several Eskimo tribes of northeastern
Canada and Greenland is the existence of the Sea Mother, who is both as a real
creature living on the ocean floor and a spirit residing within sea creatures (as well
as land creatures, according to some tribes). The ancient story of her coming to be
the spiritual ruler of the submarine world is similar across these cultures and it
serves to bind the animal and human worlds together. According to one version of
the story, the Sea Mother (who goes by different names, Sedna being one of the
most recognized) was once a young woman living with her father. She had refused
to marry, but a sea bird disguised as a man succeeds in winning her hand and
whisks her across the sea. Her life with him is miserable, and eventually her father
comes and takes her with him in his boat. The bird-man is furious, so he causes a
windstorm which capsizes the boat. The woman is left hanging on by her fingertips.
In anger and desperation, her father decides to amputate her fingers, each of which
becomes a sea creature as it drops into the water. Once the last finger is cut, the
woman sinks to the sea floor, where she becomes the Sea Mother, having dominion
over the souls of the creatures made from her fingers.
Since the Eskimo depend on sea creatures for most of their food supply, keeping the
Sea Mother happy is an important aspect of their endeavors. She is seen as having
control of the souls of many creatures, which are able to take either animal or
human form, and as a union of opposites. Her power is respected as greater than
the human because people are utterly dependent on other creatures for survival.
However, she is also scorned because of her refusal to join human society (which is
indicated by her refusal to marry) and her insistence on living in a dream world. The
human/animal boundary is central to the Sea Mother's status both as an abject
outcast and as a great power to be feared and obeyed. The people's lukewarm
relationship with her is indicative of their respect for and struggle with the animals
and the natural world, with which they must maintain the proper balance in order to
ensure survival and sustainability.
In "Witches' Transformations into Animals," M. A. Murray investigates an example of
human-animal transformation in a Western setting which took place among witches
in sixteenth- and seventeenth-century England and France, as well as in colonial
New England. These witches carried on pre-Christian traditions. Each witch's
transformation ability was limited to one or two animals, usually a cat or a hare, but
occasionally a dog, mouse, crow, rock or bee. Transformation was accomplished
"by being invested with the skin of the creature, by the utterance of magical words,
the making of magical gestures, the wearing of a magical object [amulet], or the
performance of magical ceremonies." These methods appear as motifs in many
cultures. "Distant Time" stories tell of humans becoming animals by doing any of
these things, and shamans continue this practice in several places. Another
common belief which Murray argues is a corollary to zoomorphism is that wounds a
person receives while in the shape of an animal remain on the body after a return to
the human form. Witches saw taking on the form of their particular species as a
way of becoming one with that animal's spirit, as shamans use ritual objects made
of animal parts to communicate with the spirit world.
Jean Buxton examines animal and human identities in the traditional culture of the
Mandari people of southern Sudan in "Animal Identity and Human Peril." For these
people, the physical location where an animal lives relative to the human homestead
and village determines its cultural and spiritual status. Like many Westerners, the
Mandari draw a sharp line between the animals of the home (dogs and other
domesticated animals), the animals of the village (cattle and other farmed animals),
and animals of the three tiers of the wild, separated according to distance from the
village.

Saturday, September 1, 2012

The Favicon, an Untapped Image Promotion Trick - Animated Favicons?

AnimatedA favicon is that little image that most browsers display on the address line and in the favorites (bookmarks) menu. Tabbed browsers like Firefox and Opera extend the functionality of favicons, adding them to their tabs. The name was coined based on Internet Explorer (the first browser to support it) and derives from "Favorites Icon". Each web browser has a unique user interface, and as a result uses the favicon in different ways. The favicon allows a company to further promote its identity and image by displaying a logo, a graphical message, etc. Often, the favicon reflects the look and feel of the web site or the organization's logo.
A traditional favicon is actually a Microsoft Windows ICO file. An ICO file is actually a repository of bitmap like images. They are used because in some locations a 16x16 pixel image is desired, and sometimes a 32x32 image may be needed. Sometimes a 16 color image is desired, and sometimes a 256 color icon is desired.
You probably already knew all of the above.
But did you know that Firefox can display animated favicons? If you don't believe me, open Firefox and go to my site, bsleek.com (there should be a link at the bottom of the article). if you don't have Firefox, download it, it's a "must have" and you will quickly fall in love with the simplicity and convenience of tabbed browsing. Even if you are not a designer but just a site owner, in today's environment you absolutely must know how your site looks in all browsers. You would think that all websites should look the same, but as browsers become more diverse and more sophisticated, standards are not respected and things can get messy. For example, I just discovered that a few pages on my site don't look as expected in the latest version of Opera and need to be adjusted.
Ok, I hope by now you saw my animated favicon in Firefox and came back to the article to learn more about it...
The main reason why you can see animated favicons in Firefox is because Firefox abolished the proprietary ICO format in favor of the ability to display any supported image format in the favicon location, including BMP, JPG, GIF, PNG and... animated GIFs.
So now you know the big secret, the animated favicon is nothing but a tiny animated GIF.
Here's a very neat trick, that can actually be used to visualize how any image looks like as a 16x16 pixel icon - once you start designing one of those, you will realize that it is extremely hard to produce a legible image on a 16 square pixels canvas:
Find any page with any graphic that you are interested in. Right click the image and chose "View Image" from the dialog. A blank page should display with your chosen image and surprise: you can see a miniature 16x16 copy of the image as a favicon! Uhh... do I have to mention again that we are doing all this in Firefox?
A hacker's mind will immediately think of how great it would be to use this feature as a conversion tool. Unfortunately, unlike Internet Explorer and Opera, Firefox doesn't store FavIcons in .ico files, the icons are stored in an encoded format directly in the bookmark file.
You can apply the same principle to animated GIFs and you will notice that a miniature version of the animation also plays in the address bar and on the tabs.
Perhaps one of the main reasons why you don't see that many sites using animations is browser compatibility. Animated favicons are not treated at all by Internet Explorer. A static image will not be extracted from the animation either. Instead, the default .htm icon (as defined in Windows' filetypes) will be placed under one's Favorites - once added, that is. The animations are not supported by Netscape, Opera, Konqueror, Safari; at least so it seems at the time of this writing. The Firefox family seems to be the only friend to animations, yet as browsers evolve, broader support for animation will probably come along (or, the concept will die).
So, why not take advantage of this *now* and 'beat the rush'?
Basically, this is how it's done:
1. You make a 16x16 animated GIF.
2. You upload the animated GIF to the "root" of your site, or to any other location.
3. You hardcode in your page the location where Firefox should look for the animation.
That's really it, "big picture" wise.
If you don't feel too creative or just don't have time and/or patience, a reputable professional design firm (such as Bsleek) should be able to make a nice animated favicon for you. Another option - I don't endorse it, as your goal should be to excel through unique content and push your own image out there - is to find one of the many galleries online and either download a ready made animated favicon or take a large animated GIF and resize it and/or edit it in one of the many available tools. There also are sites that offer online animated favicon creation from a standard image (check out chami.com, find "FavIcon from pics", they have a simple but neat scrolling text feature).