Draft Literature Review

Structure:

  • · A research question or title
  • · Keywords/key phrases
  • · An Abstract 50-100 words
  • · A structure indicating chapter headings and subheadings
  • · Show development on Literature review
  • · A bibliography

Draft Literature Review 1:

A research question or problem you will investigate.

From Screen to Society: the Influence of Animated Films on Political Attitudes

A short statement on the purpose and intentions of the study (75-100 words)

The thesis aims to explore the ways of using political metaphors in animation works, their effects and their impact on the audience. In addition, we will pay attention to the audience’s acceptance and understanding of these political metaphors, as well as the differences in different cultural contexts. Through this study, we can enrich our understanding of the relationship between animated works and politics, and provide new perspectives and insights for the study of political communication and social ideology.

A draft Literature review with critical summary of at least five relev ant published research sources and their contributions .to your study.

Literature 1: Smith, J. (2019). “Hidden Messages: Political Satire in Animated Films.” Journal of Animation Studies, 10(2), 145-162.Through his analysis of several animated films in that article, Smith notes that animated works express critique and reflection on contemporary political realities through the use of exaggeration, symbolism, and satire. However, the study fails to fully consider the audience groups of animation works and their understanding and acceptance of political metaphors.

Literature 2: Chen, L., & Wu, H. (2020). “Political Allegory in Contemporary Japanese Animation: a Case Study of Hayao Miyazaki’s Films.” Asian Cinema, 31(1), 78-94.In this article, Chen and Wu examine Hayao Miyazaki’s work as a reflection of Japanese socio-political realities and ideals through themes of nature, technology, and humanity. However, the study fails to analyze in depth the specific ways in which political metaphors are presented in the works and the impact of these metaphors on the audience.

Literature 3: Garcia, M., & Martinez, A. (2021). “Subversive Animation: Exploring Political Resistance in Latin American Animated Films.” Latin American Studies Review, 46(2), 210-228.

In this article, Garcia and Martinez explore expressions of political resistance and defiance in animated works through a study of Latin American animated films. They point out that Latin American animated works are bolder and more direct in their use of political metaphors.

Literature 4: Wang, Y., & Li, Q. (2018). “The Politics of Animation: a Study of Chinese Animated Films.” Chinese Journal of Film Studies, 28(3), 45-62.In this article, Wang and Li explore political metaphors and their socio-political significance in Chinese animated films. They point out that Chinese animated works present diverse political metaphors and positions through their reflections on historical, cultural and social issues. However, the study fails to fully consider the creative environment of Chinese animation works under political censorship and cultural-political control, and the impact of this environment on the political expression of the works.

Literature 5: Johnson, R., & Thompson, S. (2017). “Animation and Political Discourse: Exploring Visual Rhetoric in Animated TV Shows.” Journal of Visual Communication, 15(4), 320-335.In this article, Johnson and Thompson explore the shaping and impact of political metaphors in animated works on viewers’ political consciousness through an analysis of animated TV shows.

To summarize, current studies have some common limitations in exploring political metaphors in animated works. First, most of the studies have not fully considered the audience groups of animation works and the way viewers understand political metaphors, nor have they taken into account the differences in viewers’ acceptance and understanding of metaphors in different cultural and social backgrounds. Second, some studies have not fully explored the relationship between political metaphors and socio-political contexts in animation works, nor have they differentiated and analyzed different types and styles of animation works. Therefore, future studies can further explore the specific forms of political metaphors in animation works, the ways of audience acceptance and interpretation, and the differences in different cultural contexts, in order to enrich our understanding of the relationship between animation and politics.

Draft Literature Review 2:

A research question or problem you will investigate.

Animation Works on Audience Identity in a Cross-Cultural Perspective

A short statement on the purpose and intentions of the study (75-100 words)

The purpose of this essay is to analyze the production and presentation of animation works in different cultural contexts as well as the reactions of the audience. It is an in-depth study of how animation works affect the audience’s cultural identity, sense of social identity and sense of personal identity. Through this study, we can explore the importance of animation works in cultural communication, identity construction and cross-cultural understanding, and provide new perspectives and insights for cross-cultural communication and identity studies.

A draft Literature review with critical summary of at least five relevant published research

sources and their contributions .to your study.

Literature 1: Lee, S., & Kim, H. (2020). “Cultural Identity and Animated Films: a Cross-Cultural Perspective.” International Journal of Communication, 14, 356-372.This study examines the impact of animated works on viewers’ identity from a cross-cultural perspective.Lee and Kim point out that animated works promote viewers’ identification with and reflection on their own cultural identity through the presentation of different cultural backgrounds, values and traditions. However, they did not make an in-depth comparison of the degree of influence of animation works on identity among different cultures, nor did they consider audience acceptance.

Literature 2: Gao, L., & Chen, Y. (2018). “Cross-Cultural Perspectives on Identity Construction in Animated Films.” Journal of Intercultural Communication, 47(3), 210-225.Gao and Chen’s study focuses on characters and animated works with different cultural backgrounds and social characteristics, which promote viewers’ reflection and exploration of their own identity. However, the study did not adequately consider whether the presentation of cultural differences in animation works is one-sided and stereotypical, and the possible impact of such presentation on viewers’ identity.

Literature 3: Nguyen, T., & Tran, L. (2019). “Cultural Diversity and Identity Representation in Animated Films: a Comparative Analysis.” Journal of Cross-Cultural Studies, 25(2), 145-162.Nguyen and Tran’s study explores the differences in cultural diversity and identity representation in animated works through a comparative analysis of several animated films, which helps viewers understand and respect identity in different cultural contexts. However, the study did not fully consider whether the presentation of cultural differences in animated works is stereotypical and misleading, and the potential negative impact of such presentation on viewers’ identity.

Literature 4: Huang, W., & Li, Y. (2021). “Cultural Identity and Animated Films: a Case Study of Studio Ghibli.” Animation Studies, 30(4), 320-335.Huang and Li’s study explores the expression and effect of cultural identity in animated works through a case study of Hayao Miyazaki’s animated works. They point out that Miyazaki’s works promote viewers’ thinking and identification with Japanese cultural identity through the presentation of traditional Japanese culture, natural landscapes and social issues.

Literature 5: Smith, J., & Johnson, R. (2017). “Cross-Cultural Analysis of Animated Films: a Comparative Study of Disney and Studio Ghibli.” Cultural Studies Review, 15(1), 78-94.Smith and Johnson’s study explores the ways and effects of identity expression in animated works in different cultural contexts through a comparative analysis of animated works by Disney and Hayao Miyazaki, reflecting the profound differences between American and Japanese cultures. However, the study did not adequately consider whether the presentation of cultural differences in animation works is stereotypical and misleading, and the possible effects of such presentation on viewers’ identity.

Current studies share some common limitations in exploring the impact of animation works on identity from a cross-cultural perspective. First, most of the studies have not adequately considered whether there is one-sidedness and stereotyping in the presentation of cultural differences in animation works, and the possible impact of such presentation on viewers’ identity. Second, some of the studies did not adequately consider the influence of viewers’ cultural background on the reception of animation works and the differences in the degree of influence of animation works on identity among different cultures.

week13: UE5 & livelink

You learned how to use livelink to connect your phone to UE5. Through the Settings, the UE5 on the mobile phone and the computer can be synchronized in real time, and the scene in the ue can be changed by moving the mobile phone up and down. It makes me feel more possibilities of using ue to create, and also makes me curious about more functions of ue.

Here are the steps to connect using software:

First, download the unreal VCam software on your phone, and then go to UE to open the Apple ARkit in the plugin.

Open the plug-in in ue. After ue restarts, the plug-in can be used

Ipconfig: Through ipconfig to determine the ip address of the computer, through the same ip address can make the phone and the computer to achieve the link.

Type the same ip address into your phone:

The image after implementing the link (the scene from the previous work is selected here)

week12: Layout

Blocking tips and tricks

  • if have similar poses going on throughout the animation, copy those poses and just give them slight translation and rotation adjustments so they are not the same.
  • Make sure the hand/fingers in your blocking on the key poses! They don’t need to look amazing but a nice rough pose especially if it helps the rest of the pose will help you a lot later down the line when it comes to spline and polish.
  • The main objective in blocking which goes for any type of animation work in the future is; Establishing KEY POSES/ POSES that tell the story and understanding the timing between these poses.

Here’s my layout:

feedback:

reset camera
pose change bigger
be beaten quicker

week12: Vicon introduction

This week’s class, I came to the motion capture classroom. The teacher took us step by step to start from scratch, wearing specially made black clothes with anchor points. In front of the green screen, make sure that there are no reflections on anyone in the room, as these reflections will affect the setting of the scene.

Emily trying the Vicon to record some pose:

The teacher taught us how to set up the camera so that every anchor point of the performer could be successfully identified. Because misidentification can distort the final captured action, a lot of time was spent setting up the camera and testing the integrity of the action and the motion capture so that the subsequent imported action could be more smooth.

Set the camera:

week11: Planning & Reference

Advanced Body Mechanics Planning

Going over acting with the body and pantomime. Planning your shot. 

Pantomime is any of various dramatic or dancing performances in which a story is told by expressive bodily or facial movements of the performers

How to Plan a shot:

  • the idea of getting from point a to point b
  • shoot video reference
  • draw thumbnails
  • find examples
  • do a workflow checklist

My planning: He throws a punch, but he gets knocked out by a bouncing punch bag

reference video:

2D planning:

week11: Introduction course

This week, our class begins. The professor began to introduce the main course content of the semester. Through the course introduction, I know that we will learn a lot of new software in this semester, including touchdesigner, vj and so on. For me, I’m really looking forward to having these new experiences.

Course brief:

Through the brief introduction of the course, I learned more software, more software means that I can realize more forms of animation, not only limited to the existing software, but also more new animation attempts.

week10: Edit poses and shots

Here to reflect the mother’s fatigue, it is necessary to increase the curvature of the mother’s back controller. At the same time, let the child’s actions do more big, reflect the child’s happiness, so that the mother and the child can treat the playground different mood is obviously expressed.

Edit mother’s pose:

Add some acting here: Add an animated performance between the two of you here. Mother because of the fear of heights, very afraid to ride the Ferris wheel, but not at ease with the child to ride the Ferris wheel alone, so with the child went up. But she was still very afraid, these scared action performances were seen by the child, the child laughed at the mother’s timidity, the mother was embarrassed to touch the head. The performances were made to highlight the fact that children and their mothers have a good relationship and are able to laugh and play together.

hold 2 sec:

week9: Replace Model

modify the animation based on last week’s feedback:

add car in backgroound
change the speed and action

Rendering test:

Continuing replace model in other scenes:

shot: playing carousel
shot: playing skywheel
shot: back to home
shot: mom leaving

Feedback this week:

add more frames here
add camera to point the carousel
change shot
modify action

week7: texture and edit shots

I chose to expand the UV in RizomUV and here are my steps:

  • Select “File” > “Open” from the menu to import the model file you want to expand the UV. Supported file formats include OBJ, FBX, DAE, and so on.
  • Select the model and click on the “UV” TAB at the top of the interface to enter the UV editing mode.
  • Select the “Unwrap” tool in the left toolbar and click on the surface of the model to create a UV unfolded base.
  • Make maximum use of texture maps by adjusting the layout in the “UV Pack” option on the right so that the UV fills the entire UV space as much as possible.
  • In the process of unrolling the UV, you can use the various tools provided by RizomUV to optimize the UV layout, including splitting, merging, smoothing, cutting, etc., to reduce stretching, overlapping and unnecessary space waste.

export obj and unfold UV

Make texture on the model:

Material Settings: Create and adjust the material in Hypershade to ensure that the material properties (such as reflection, transparency, and gloss) match the 2D image.
Render test: Perform several render tests, checking and adjusting the material and lighting Settings until you are satisfied with the result.

buy a mother model:

Edit the shots:

  • Add voice bar:
  • Chose the book and Turn off the light and Go out

Outcome: