Thursday, November 22, 2012
Saturday, September 15, 2012
Common Misconceptions About Forensic Animations
There 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.
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.
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.
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:
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
Animation 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.
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.
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."
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.
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:
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.
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.
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.
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.
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.
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.
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?
A 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).
Thursday, August 23, 2012
Modern American Animation
From 1988 to the present
Disney's return
In
the mid 80's, the American animation industry fell into disgrace. Toy
commercials masquerading as entertainment programs cartoons dominated
the evening and the morning of Saturday, and the only experiment was
carried out by independent developers. Even animated films were
projected in theaters at times, but the glory of the old days was gone.
Even the animation giant Disney, which had fought a corporate
acquisition in the 80's, was considering abandoning the production of
animated feature films.
Both the enthusiastic audience, critics,
and the animators were taken by surprise when the long-awaited
renaissance of animation began in the oldest and most conservative
corporation, Disney.
Disney had a drastic change in the 80, its
new chief Michael Eisner the company relocated to his feet, returning to
its roots and revitalizing their studies. With great fanfare, in 1988
the study worked with Steven Spielberg to produce the animated film Who
Framed Roger Rabbit, directed by Robert Zemeckis. The film was a
success, and gave to the animation industry awaited push for that time.
Roger Rabbit not only earned him a pile of money for Disney, but also
sparked the popularity of the classic animation that continues to this
day. The history of animation suddenly became an object of study (and
their fans). Several directors, business legend, such as Chuck Jones and
Friz Freleng were suddenly in the spotlight, being acclaimed after
decades of being virtually ignored by audiences and industry
professionals.
Disney continued the success of Who Framed Roger
Rabbit? with "The Little Mermaid", the first of a series of animated
films that seemed to recapture the magic of the golden age of Walt
Disney himself. The studio invested heavily in new technology of
computer animation for such purposes, but could do super-productions
like "Beauty and the Beast" and "Aladdin," which attracted audiences
that were not seen in decades, and Once provided a visual feast that has
not been exceeded since the 40. The peak of the hit Disney was in 1994
when his film "The Lion King" exceeded all expectations of the study to
become one of the most successful of all time. Even later Disney films
as "Pocahontas," "The Hunchback of Notre Dame", "Hercules," "Mulan" and
"Tarzan" was blockbusters.
Disney has also made inroads into the
neglected area of the animated TV series. With the success of shows like
"The New Adventures of Winnie the Pooh", "The Adventures of the Gummi
Bears Disney" and "Duck adventures", the "new" Disney made his mark in
TV pictures. Through association and repetition, Disney can provide high
quality animation for TV. A series of large diffusion was conducted in
mid-nineties, with some critics designating "Gargoyles" as the Disney
animation project for TV's most ambitious and best done artistically.
The soundtracks of each of these animated films were an important part
of its success, because Disney was including in each of these projects a
loud voice from the world of music, such as Elton John (The Lion King),
Luis Miguel (The Hunchback of Notre Dame), Ricky Martin (Hercules),
Christina Aguilera (Mulan), Celine Dion (Beauty and the Beast), Ricardo
Montaner (Aladin), Jon Secada (Pocahontas), among others.
Spielberg and animation
Spielberg and Bluth
While
Disney gave new life to animation, Steven Spielberg was making his own
way. Animation amateur life, Spielberg was also interested in making
high quality animation, and worked with his rival, Don Bluth animation
producer to produce "Fievel and the New World." The box office success
of this and Bluth's next film, "In The Land", Hollywood made him realize
that Disney did not hold a monopoly on animated features. The other
Hollywood studios resumed production of its own animated features, but
still falling into the trap of trying to imitate Disney's 1997 film Don
Bluth, "Anastasia", produced by Fox, is mentioned as the one launched
the Fox Animation Studios and Disney's rival, however, these studies
failed to succeed after "Anastasia" and closed in 1999. Like most
successful productions of Disney, "Anastasia" was attended by Thalia,
who played the central theme of the soundtrack in its versions in
Spanish, English and Portuguese.
Spielberg and Warner Bros.
Spielberg,
meanwhile, switched to TV and worked with animation studio Warner Bros.
to produce "The Tiny Toon Adventures," a high quality animated series
that paid homage to the great cartoons of Termite Terrace. "The Tiny
Toon Adventures" had a good rating thanks to its young viewers, which
inspired the Warner Bros to resurrect his dying animation studio and
once again a contender in the field of animation. The Tiny Toon Steven
Spielberg were continued by presenting "Animaniacs" and "Pinky and the
Brain". The latter not only attracted new viewers to Warner Bros., but
also captured the attention of viewers adolescents and adults.
Bakshi's return
Ralph
Bakshi, director of innovative animated films like "Fritz the Cat" and
original "Lord of the Rings", returned to animation after making a brief
stop in the mid 80's. In 1985, he teamed up with the young Canadian
animator John Kricfalusi and the legendary British band "The Rolling
Stones" to make an animated music video for "The Harlem Shuffle", which
was completed in early 1986. Although the music video did not talk much,
he built a production team "Bakshi Animation" project continued with
the short-lived but well received, "The New Adventures of Mighty Mouse."
Bakshi & Co, worked on numerous projects at the end of the 80, but
the biggest project was "Cool World: a blonde between two worlds", which
premiered in 1992. The production got out of hand and ended up being
severely criticized and forgotten by almost everyone.
Wednesday, August 15, 2012
Humans Are Animals But Animals Are Not Human
It
seems that there is a lack of understanding and more than a few
misconceptions when it comes to the subject of animals. This article
will discuss some of these misconceptions and the realizations that we
need to make if we are to avoid deaths and animal attacks. The problem
seems to lie in our misconceptions that animals are driven by emotions
rather than by pure survival instincts. This causes us to attribute an
animal attack to the human emotion of anger or revenge. I know that all
people do not hold these misconceptions, which would be presumptuous.
What I am saying is that a majority of people do, simply based upon the
evidence. The evidence I refer to includes television shows on
Discovery, Animal Planet, TNT, etc. It also includes the news media, and
even Academia. Again, some shows are guiltier than others, but the
fallacies range from the small to the absurd.
The main point the
reader needs to take from this article is that animals are animals,
driven by basic instincts necessary for their survival. They do not feel
anger, jealousy, love, or plot revenge. Although some animals may
contain the capacity for these emotions, I doubt those senses are as
highly developed or reasoned through as ours seem to be. So, when we
attempt to attribute human emotions to animal motivations we are making a
silly mistake. We need only try to look at the situation from the
animal's point of view. This shouldn't be hard, because we have the
ability to reason. We need only attempt to return to a state of mind
that we haven't had since we rubbed sticks together and drew on cave
walls.
The Main Issues:
The tree hugger is as much to blame
as the hunter. When a nature lover is attacked brutally by an animal and
survives they usually make the statement; "It didn't know what it was
doing". This is not true. The animal knew full well what it was doing.
They would also make the claim that they should not have put themselves
in that situation. That statement actually is true, to an extent. When
we venture out into nature we cannot expect that we will not be attacked
by a wild animal. What we must expect is that there is a possibility,
and we must accept responsibility for this if we are going into the
woods anyways.
Animals are finding their natural lands threatened
by housing developments, businesses, and other activities that bring
human beings into areas where animals used to roam. Their territory is
shrinking. So, when we go out into the woods than it is our
responsibility. If a person enters the forest for any reason, and is
attacked by an animal, whatever the reason; it's their fault. Why?
Because they know in the back of their mind that it is a possibility. If
you go into the woods with your children and they are attacked, then it
is the parent's fault. Why? Because they knew it was a possibility. You
have every right to take the risk, but when and if something bad
happens, you can't blame the animal.
There are people out there
who believe that animals are of no consequence. The only thing that
matters in this world is the human race. If an animal is hit by a car,
shot, or killed by anything other than natural means; so what. This is a
very ignorant viewpoint to have for one reason. We live in a world that
is governed by balance. One thing affects another and if one species
disappears it will affect other species. Sometimes it can be in a good
way for that species and sometimes it can be in a bad way. If all
predatory birds were to go extinct than it would be great for rodents.
It would not be so good for whatever the rodents feed upon and it most
certainly would not be good for us. Granted some species can go extinct
without greatly upsetting the balance of things. It's when multiple
extinctions occur that a major problem will arise. These individuals
that do not hold animals in high regard, when attacked by animals,
usually are quick to anger. That animal attacked me and therefore must
die! I doubt that they would even consider the possibility that they
bore any responsibility whatsoever for entering the woods that day. The
bottom line is that if people enter the woods, we must be aware of the
dangers. This goes for any natural environment that we consciously
enter, knowing full well that we could be attacked by a bear or a shark.
I
will never forget an episode of Worlds Most Amazing Video or maybe it
was the Most Extreme, where an elephant was rampaging through the
streets of Mexico. If I remember correctly, this elephant was performing
in a circus, turned on its trainer (killing him), and then began
running through the streets. This elephant ended up being shot to death
in the street. I had no problem with that, it was clear the animal had
to be taken down. What I did have a problem with was the statement made
by the bonehead commentator of the show. He stated, "This is a tragic
event, but let's not forget why this was necessary." That may not be his
statement word for word, but the point is clear. The elephant had to
die because it was a rampaging monster! How ignorant is that? In my
opinion that was an extremely ignorant statement that had me cursing out
loud at my television set. It is true that the elephant did kill his
trainer. It is also true that the elephant was out of control. Why are
these the only valid points? Did anyone stop to think that the elephant
should not have been there in the first place? Elephants do not belong
in circuses and they do not belong in zoos. The only purpose a zoo
should serve is to rehabilitate injured animals or to shelter animals
that are endangered.
Subscribe to:
Posts (Atom)
