Development on Literature review

After a discussion with the teacher last week, I chose one of the two directions in the draft for further study.

· A research question or title

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

· Keywords/key phrases

Society, political attitude, political metaphors

· An Abstract 50-100 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 structure indicating chapter headings and subheadings

  • Title Page
  • Page 1. – Abstract
  • Page 2. – Contents
  • Page 3. – Introduction
  • Page 4. – Literature Review
  • Page 4. – Chapter 1 – (The expression and impact of political metaphor in animation)
  • Page 5. – Chapter 2 – (Limitation of political metaphor in animation)
  • Page 6. – Chapter 3 – (Innovative exploration of ideological and political elements)
  • Page 7. – Conclusion
  • Page 8. – Bibliography

Show development on Literature review

Literature 1: In Okoro N and Onakpa M’s study, the researcher recommends, among others, that TV cartoonists should think out of the box and come with crafty cartoons that effective convey political messages.

Literature 2: In this article,Man ye said that in the process of exploration and innovation of two-dimensional animation short film creation, we should objectively examine the importance of the practical application of Ideological and political elements, and explore the rational application of Ideological

Literature 3: Yoshida, Kaori in this study combines textual and discourse analyses, taking perspectives of cultural studies, gender theory, and postcolonial theory, which allow us to unpack complex mechanisms of gender, racial/ethnic, and national identity constructions. I analyze tropes for identity articulation in a select group of Disney folktale-saga style animations, and compare them with those in anime directed by Miyazaki Hayao. It is demonstrated that Japan also expresses political positions through animation to ensure its national identity.

Literature 4: The article written by Whitley David suggests that what children learn from Disney and other animated films is shaped in complex ways by responses to the quality of innocence with which such films are so often imbued.

Book 5: M. Keith. Disney, Pixar, and the hidden messages of children’s films. Bloomsbury Publishing USA, 2009. 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.

To summarize, animation is one of the popular media of political thought, but 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.

A bibliography

  • Okoro, Nnanyelugo, and Mohammed S. Onakpa. “Audience perception of television animated cartoons as tool for political communication: A study of selected towns in North Central Nigeria.” AFRREV IJAH: An International Journal of Arts and Humanities 5.4 (2016): 232-249.
  • Quigley, Marian. “The Politics of Animation: <i>South Park</I>” 2000. Metro Magazine: Media & Education Magazine, no. 124/125, Australian Teachers of Media Inc. (ATOM), 2000, pp. 48–53, https://search.informit.org/doi/10.3316/informit.729075992328488.
  • Man, Ye. “INNOVATIVE EXPLORATION OF IDEOLOGICAL AND POLITICAL ELEMENTS IN THE CREATION OF TWO-DIMENSIONAL ANIMATION SHORT FILMS.” IETI Transactions on Social Sciences and Humanities 15 (2021): 8-15.
  • Yoshida, Kaori. Animation and” otherness”: the politics of gender, racial, and ethnic identity in the world of Japanese anime. Diss. University of British Columbia, 2008.
  • Ishii, Kenichi. “Nationalism and preferences for domestic and foreign animation programmes in China.” International Communication Gazette 75.2 (2013): 225-245.
  • Whitley, David. “Learning with Disney: Children’s animation and the politics of innocence.” Journal of Educational Media, Memory, and Society 5.2 (2013): 75-91.
  • M. Keith. Disney, Pixar, and the hidden messages of children’s films. Bloomsbury Publishing USA, 2009.

week 15: UE5 &TD

Course Introduction:
This course is designed to teach students how to import TouchDesigner projects into Unreal Engine 5 (UE5), combining the power of both to achieve more complex and efficient visuals. Through this course, students will learn the basic operation of TouchDesigner and UE5, as well as data transfer and synchronization techniques between the two.

In this class, I mainly learned two main knowledge points, the first is the method of importing touchdesigner in ue; The second direction is how to smoothly import motion capture animations into ue5.

Open the plug-in and use the advanced version through the link given by the teacher. This version can smoothly import the touchdesigner file into ue.

Export the touchdesigner file:

Create a random cube and import the touchdesigner video into the cube as a material, so that you can view the touchdesigner file in the file

Part two:

Part two:How to import vicon motion capture files into ue smoothly

Import FBX file: In the Content browser, right-click and select “Import to…” Options.
Navigate to the folder where you saved the FBX file and select the FBX file you want to import.
Import Settings: In the Import dialog, make sure the following options are set correctly:
Skeleton: Select the skeleton that matches the FBX file. If this is the first import, you can select “None” and a new skeleton will be created.
Animation: Make sure the “Import Animations” option is selected.
Mesh: If the imported file contains mesh data, you can also import it.

use ViconFemale_v2 to import Emily:

Import Animation sequence:

do ik rig for Vicon:

Check the skeleton:

Once the import is complete, locate the imported Skeleton in the content browser. Double click to open and check that the bone structure is correct.
Ensure that bone names and hierarchies are consistent with the model.

IK the Mannequins and Vicon:

Edit the Vicon pose and Mannequins, let both of them in the same pose:

Adjust the animation:

Find the imported Animation in the content browser. Double-click to open and check that the animation plays correctly.
The animation editor allows you to adjust the animation speed and loop Settings.

export animation sequence:

week14: Spline

On the basis of blocking, modified the action. Change the blocking to a standing position by turning your head on the spot for two seconds.

When doing spline, pay attention to timing control. Converting from blocking to spline will have some problems with the action, which should also be modified. At the same time, on the basis of last week’s blocking, after modification, we started this week’s spline.

Here’s the spline:

This week’s feedback:

Add more prep moves
With a lower center of gravity, the punch will appear harder

week 14: TouchDesigner learning

Through some examples of touchdesigner demonstrated by the teacher in class, I realized the strong usability of this software. There are many effects in this, which can make the video achieve a variety of different effects, so that I have more ideas and choices for making videos. In the class, I learned the basic usage of this software and some simple effect implementation, and I found that this software has great potential in animation production. If I have the opportunity in the future, I hope I can continue to study this software in depth and learn more.

think TD as Photoshop: give video different visual style

week13: Blocking

Blocking tips and tricks part2

  • Don’t rely too heavily on the timing of your reference out this point just be sure to utilize the thumbnail/sketches of the poses you have and just capture those. There is no need to be super in-depth about where certain things move or how long it takes this early on just trust in your drawings and create your poses off that first. Then once you have done that you can go back and make a timing/clean-up pass using your reference to help you a bit.
  • Be sure to use FK/IK where it is needed! If you are making a character rotate like flip, or roll you can switch it to FK and avoid all those unnecessary keys and instead utilize the free animation you get from it. Another reason for this is that you can get something called a gimble lock where you
  • Only need to adjust these IK/FK controls when your character leaves/touches the ground.
  • If you are working in stepped it would be a good idea to switch to spline now and then to check the motion path when it comes to extreme rotations.

This week do the blocking plus and I’m focus on the time, and how to show the power of the model.

feedback:

By controlling the waist, the accumulation is more obvious
In the punch, the range of motion is greater

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: