Design Blog by Dennis

d. RESEARCH

For my library research I visited the Gimbel Art and Design Library at 2 W13th Street & checked out some interested books related to my project.

List 6 sources that are in-depth or opinionated or worthy of a paper all by themselves books or long articles you would read in bed, that are interesting and provocative to you. Critical design, philosophy, editorials –

1. The Complete Digital Animation Course by Andy Wyatt
2. The Future of Machinima as a Professional Animation Resource and its Growth as Real-Time Animation in Virtual Worlds. By Dellario, Frank R
(The author argues that although machinima is a relatively specialized field, it offers a newer and faster production pipeline for the commercial animation industry as a whole. Pioneered by individuals who have turned their passion for gaming into a powerful professional animation medium, machinima has a great potential. After comparing the development of machinima to the evolution of the internet, the author concludes that the emergence of virtual worlds such as Second Life was instrumental in the growth of this particular type of real-time computer animation. (Author abstract)
3. Model animation: art and technique by Ashworth & Joan Greaves, Martin
4. Cultural Research Paper Olympia 2036 by Ian Bonilla
5. The Natural Flow of Perspective: Reformulating Perspective Projection for Computer Animation by E. H. Blake
The author proposes a synthesis of theories of perception, image analysis and computer graphics as a foundation for the further development of realistic computer animation based on the point of view of the observer of the simulated world rather than on analysis of the physics of the simulation. Various aspects of perspective are explored, and the author shows how projection on a flat plane can fail to account for our intuitive expectation of how appearances change with distance. He also derives a way of describing truly moving pictures, i.e. those that are not created through a sequence of still frames.
6. Gallery artworks; Computer animations; Net-works; Exhibiting artists; The jury by Leonardo
Presents some of the works shown in the Digital Salon exhibition of computer art at the School of Visual Arts in New York (1995). The exhibiting artists include Laurie Anderson, Steve Bradley, Jon Burris, Douglas Davis, Ken Feingold, Ed Gavin, Wendy Grossman, Ian Haig, Troy Innocent, James Johnson, Jim Loecke, Lesley Mowat, Lynn Pocock, Sonya Rapoport, Bill Seaman, Bryon Thompson, Anna Wagner, Chris Wedge, David Weisman and Judith Yourman.

List 4 sources that may or may not be of interest:
1. Calvino Italo’s Invisible cities
2. Programming.Interactivity.Jul.2009 by OReilly.
3. The Genius of Design by Penny Sparke this is a book I recommended to my Professor to be included into next years curriculm. It talks about some contemporary design concepts, wartime the postwar boom and the potential of new materials and processes; ending with an up to date engagement with design in the 21st century
4. Rendering with Mental ray & 3Ds Max by Joep van der Steen
5. Snow Crash by Neal Stephenson 1992

BOOKS
1. Maya Secrets Of The Pros published by Sybex
2. (Digital Art) – Character Modeling by Ballistic D’Artiste
3. Mastering Maya 2009 by John Kundert-Gibbs
4. Computer Animation and Digital Videos by Leonardo, Vol. 34, No. 5,
5. Computers: animation and rendering by Teicholz, Eric
6. Goldene Nica für Compute ranimation [Golden Nica for computer animation] by Staveley, Joan
In 1989 Joan Staveley’s Broken Heart was awarded first prize in the Priz Ars Electronica at Linz, Austria, in the section for computer animation. Illustrations of this work are accompanied by the comments of one of the judges, Herbert W. Franke, explaining the reasons for the jury’s choice, and by Staveley’s own explanation of the cultural and religious elements in her portrayal of the terrain of the spirit when it experiences, reacts to and recalls unmotivated trauma, drawing on William Blake and post-War German poetry for inspiration for a visual poem.

Sources that inform my work in a deep way, but may seem tangential to my project.
1. SVA Theater Gallery show Spring 2015
2. FIT CG Animation Senior Gallery show Spring 2015
3. Vancouver ACM SIGGRAPH SPARK ANIMATION 2015 (Game development with a focus on the independent
developer or “indie”)
4. ACM MetroCAF SIGGRAPH presentation 2015 Sept 25th NYIT’s Auditorium

Marketing
For this project my target market will be teens & young adults. For business my SWOT analysis is as follows: Strengths: As an artist, I know my material & have a good understanding of the technical side for production. Weakness: Dealing with the market of people not interested in product. Opportunities: In animation you’re able to reach a large audience. Even if not sold mainstream, the work can stand on it’s own as a portfolio piece for future opportunities. Threats: Limited time. How to deal with this problem?

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