Thursday, December 3, 2015

World We Dare to Imagine brainstorm/draft

I imagine a world where anyone with access to a set of headphones can experience surround sound as if they're sitting in a movie theater. My company takes surround mixes of movies and music, and converts the audio to binaural stereo using state-of-the-art personalized HRTFs. Just send in a few photographs of your head and ears, and we'll send you your own algorithm to turn multichannel audio into a virtual experience. 
Aight, I'm gonna go watch a TED talk about an idea that's probably much better than my garbage. See ya Friday. 

Monday, November 30, 2015

Challenge for Africa post 3: The Criminal Projective in 3D

In one section I read, Maathai discusses how the concept of land ownership has changed since the arrival of colonists. Originally, land was considered to be generally owned by a family, but when the colonists came in, they introduced the concept of land nominally owned by a single family member, sealed by a contract. I find that the native method is a lot more reasonable, especially considering the structure of tribal society.
Maathai also criticizes how the African tourism industry is controlled predominantly by foreign companies, while local Africans mostly perform service-level jobs for the industry. She recommends that the industry be run by local Africans with the local people and culture in mind, and believes it could help create a richer cultural experience. I also think that this is a good idea, as it can revitalize the economy in a way that is directly helpful to locals.

Wednesday, November 11, 2015

Challenge for Africa post 1

Something that interested me in the beginning of Challenge for Africa was how unskilled farmers were contributing to the degradation of the environment. One group of farmers that the author encountered, due to ignorance of proper farming techniques, were cutting plants in a way that would minimize water retention and increase erosion, and eventually make the land useless. Maathai also notes that while large-scale industrial work does a majority of the damage on the environment, such farmers finish the job with their unsustainable methods, completing the damage of the land. As this is taking place in one of the earth's most valuable rainforests, such degradation has consequences not only for locals, but for the world's climate and ecosystem at large.

Monday, November 2, 2015

Stuff again.

Later today I'll be able to register for classes, so I guess I'll talk about what I'm taking. For my Animation minor, I'll be taking "Animation Theory and Techniques" (which is basically working on the thesis project), and "Visual Music". I tried to take the Visual Music class last year, but it filled up really quickly. For my Math major, I'm taking 475 - Introduction to Theory of Complex Variables - and 445 - Mathematics of Physics and Engineering. I think 445 has some overlap with 475, and there are a couple other classes I'd rather be taking, but it's one of the only ones that fits into my schedule. And as a random elective I'm taking Introduction to Digital Logic. No idea why, it just sounds interesting. It's a 102 class, so it should be pretty easy. For the most part, I don't want to bog myself down with too much homework, because I want a lot of time to work on my animation thesis. And hopefully I'll be able to use some stuff from the Visual Music class in my thesis too. So, yeah, that should be cool. Last semester ever! And it's the first time that I'm taking less than 16 units. Cause some of the classes are 2 or 3 units. Then I'll be gone.

Sunday, October 25, 2015

Interview with Paul MacKay

Paul MacKay is an economist who promotes the concept of anthroposophy. He believes that resources should be given value based on how people make use of them, as opposed to having value by themselves, since they exist independent of human work and ingenuity. He also thinks that the economy would be healthier if there were less focus on "virtual value," which is value created in terms other than human labor and intelligence. Virtual value is displayed by things such as the stock market and high prices for natural resources. MacKay believes more of this money should be used to fund more tangible needs, like education and research.

Monday, October 19, 2015

Genius ch. 14

So this chapter is talking about metaphors to labyrinths and touchstones, and horizontal and "vertical" movement. "Horizontal" movement represents the physical transaction, and "vertical" movement represents the metaphysical value of the transaction. At this point I really think Bloom is pulling shit out of his ass, cause I don't know what the relevance is to anything. Just more stuff about physical and spiritual sides of money, I guess.

Saturday, October 10, 2015

Genius of Money, ch. 6

This chapter deals with the presence of distinct and often conflicting values in society and business. Bloom describes a Renaissance painting in which material and spiritual values appear to be competing in many ways, some of them very subtle. He describes these conflicting values as "polarities," and likens their presence in the painting (and implications about the society of the painting's provenance) to similar conflicting values in his own life. The conflict, as well as the balance, between material and spiritual values is as strong in today's society as it was in the time that the portrait was made, although many aspects of the values have switched over time.

Sunday, October 4, 2015

3 paragraphs about nothing

Player pianos are pianos that can play automatically when loaded with a specially formatted ream of paper. These rolls of paper have holes in them, so that as they scroll past the hammers the piano plays the notes. Most models have a variety of levers and switches in order to control dynamics, speed, and articulation. They were fairly popular in the early 20th century, and lost mainstream popularity once phonograph technology developed further. In their day, they actually caused some controversy among companies that published sheet music, for threatening business and de-emphasizing the need for actual piano-playing skills.

But some piano roll artists made a name with pieces that couldn't possibly be played by an actual person. From around 1950 on, we have the works of Conlon Nancarrow, who found that most pianists of his day could not meet the demands of his complicated pieces, so he turned to write music specifically for the player piano. Most of his studies deal with complicated meters and polyrhythms. Many contain distinct voices playing the same line at different tempos, often in odd ratios. On top of this, most of the lines themselves tend to be highly dissonant and hard to actually play. While some of his earlier studies were influenced by jazz - some of them are quite catchy - the later ones are basically just random, and don't really sound like much as a whole.

Marc-Andre Hamelin, already a virtuoso pianist in his own right, has also made a few unplayable pieces for piano roll. His tend to be a lot more friendly to the ear than Nancarrow's polytempic experiments, give or take an assortment of random glissandi and tone clusters. One of his most well-known pieces of this type is Circus Galop. To actually play it would take at least four pianists, preferably on separate pianos, but would still be near-impossible to pull off faithfully because of the precise, multi-octave glissandi. While tamer than Nancarrow in terms of consistent tempos, it does throw an occasional polyrhythm around in the faster sections. Many internet users have created their own pieces in this vein, thus creating the genre of "black MIDI." I like it when people create a genre without knowing it. Especially if it doesn't take off until long after the founding work was created. And then people look back, and it's like, "oh yeah, that guy made that thing that sounds weirdly similar to what we have now, but it was a long time ago!" But I hate when the reverse happens, and you think you've found something like that but it's actually not. Like this one abstract animation they showed us in History of Animation from, like, the 20's that had an electronic-sounding soundtrack, and I was like, "oh, that's pretty awesome that they were able to make stuff sound like that way back then," but then the teacher mentioned that the soundtrack was added later from like the 60s or something. But even when it is real, the derivative works have often expanded the concept so much that looking back at the original is like, "meh," because compared to the later stuff it's only kind of interesting. Okay bye!

Food Post 3

The author's troubles with the deer eating his apple trees reminds me of the deer near my house. They eat some of our roses every so often. It also amused me to read about some of his attempts to deter the deer, and how one section he ignored for several years actually grew enough weeds to keep the deer from finding the trees. Heh, he mentions Pollan's Botany of Desire. And recalls how the plants and animals are basically "using" humans to thrive. I should probably watch the rest of that video some time. And he goes from finding the baby lambs cute to happily eating them. Classic comedy.

Sunday, September 27, 2015

Animation in the Modern Age

How Flash Has Improved and Worsened an Art Form

Computer technology has transformed the way we produce and experience media, and animated content is no exception. Since 1996, Flash animation has revolutionized the way much of animation is produced for both the internet and television. But like any technology, Flash has changed things for both better and worse. While the software has allowed animators to produce content of high quality more quickly than before, it also lets content creators crank out exceptionally low-quality animation with unprecedented ease.

Flash animation has been one of the most widely expanding tools for internet and television animation in the past two decades. Currently one of the most popular tools for 2D computer animation, it can create animation much more quickly and efficiently than traditional cell animation. Thus, it has become nearly ubiquitous for web-based animation, and is decently popular for televised animation. However, Flash’s efficiency and ease of use has had two contrary effects: it allows animators to create detailed animation more quickly, producing high quality animation that can rival the output of traditional animation; but it also lets animators create cheap animation really quickly, resulting in mediocre animation that can be hard to watch if executed poorly. We will look at examples of both ends from the internet and television.

Flash vs. Traditional Animation

The Flash authoring tool provides many features that make it more efficient than hand-drawn animation. The most prominent of these are vector graphics, recyclable animation, and automated tweening (Finkelstein and Leete 2). Vector graphics are a method of storing and rendering images based on points, lines, and fills. This setup produces images with clean, sharp lines and flat shading that take up very little memory. These lines and colors are very easy to edit, which means one can fine-tune the graphics easily. This makes drawings much easier to manipulate than hand-drawn work, where such fine-tuning would, at best, require copious erasing and re-drawing.

Another huge timesaver is recyclable animation. A sequence of images can be stored as a re-usable chunk of animation called a “symbol,” and used as many times as is needed. This method does exist in hand-drawn animation – watch any Hanna-Barbera cartoon – but it is especially powerful here, as these symbols can be replayed at arbitrary size and rotation, and duplicated indefinitely within a single shot.

Lastly, tweening is a process that smoothly interpolates graphics across a series of frames. This allows for smooth changes in position, scale, rotation, and a number of other properties. In traditional animation, such changes generally require redrawing each frame by hand. These features serve two purposes: they make animation very easy to create and manipulate, and very efficient to store on a computer – a three-minute cartoon can take up less than 600 kilobytes of space, while a decent-quality video file of the same length can take up 60 megabytes!

Bad Examples From the Web

Great timesavers they may be, heavy or unrefined use of these techniques can create less-than-pleasing results. This fact is visible in abundance in early internet cartoons, from a time when slow network speeds necessitated these shortcuts even more than production constraints. For our first example, let’s look at one of the very first internet cartoons1, John Kricfalusi’s The Goddamn George Liquor Program2. The graphics themselves are quite good, with smooth, nuanced linework and a style that translates easily from John K’s earlier hand-drawn cartoons. However, the animation itself is ridiculously limited and choppy – most looped actions consist of only two or three frames, and characters just snap from one drawing to another – a stark contrast to the relatively detailed graphic style.

Now for cartoons with a different set of problems, we could look at pretty much every cartoon ever posted on Newgrounds, but let’s just consider a few decently well-known ones. We’ll look at David Firth’s Burnt Face Man,3 the earliest episodes of Jon Mathers’ Neurotically Yours,4 and Shawn Vulliez’s video for Lemon Demon’s “The Ultimate Showdown of Ultimate Destiny.”5 These cartoons all have the same issues: the line quality is chunky and jagged (courtesy of the smoothing algorithm on Flash’s “paintbrush” tool), and animation is quite limited, making heavy and obvious use of motion tweens for most character movement. While the animation is passable compared to John K’s early Flash work, the graphics are fairly hard to look at.  
 Good Examples From the Web

On the other side, there are internet cartoons which make good work of Flash’s toolset. A prime example of animation that uses limited animation to an advantage is Matt and Mike Chapman’s Homestar Runner cartoon series.6 With the exception of the very earliest cartoons, the series uses clean, simple, flat graphics and fairly restrained animation, but in a way that produces an appealing result. The animation style uses the efficiency of Flash’s tools to their full advantage, without falling into the caveats that make other cartoons display them for the worse.

Then there are more modern internet cartoons that go in the opposite direction to make more complicated animation that either feels hand-drawn or is very smooth and nuanced. Such is the output of many modern internet animators such as Harry Partridge,7 Chris O’Neill and Zach Hadel,8 and Max Gilardi.9 All of these animators tend to use very smooth and full animation that looks miles better than older Newgrounds fare. This is likely in part due to the fact that faster internet speeds have made streaming video a viable platform, so animators don’t have to worry about file size constraints. As well, streaming video allows animators to composite Flash animation in other programs, to add subtle video elements and shading effects that enhance the look of the cartoon to beyond what one can achieve with pure vector graphics (Gilardi).
 
Bad Examples From TV

Flash has also seen a moderate amount of use for television animation. You would expect that a professional studio using such an efficient program would produce quite good animation. Often, yes, but unfortunately not always. Many Flash shows have surprisingly mediocre animation, for example Johnny Test,10 which switched from hand-drawn to Flash in Season 2 (Collideascope); Eliot Kid;11 and Home Movies.12 These shows are mostly passable, but the animation is largely flat; consists of thick, bright colors; and uses motion tweening rather obviously for character movement, along with a decent amount of snapping between positions. The animation on these tends to be comparable with that of Homestar Runner – which was made by two people producing an average of three minutes of animation per week.

However, there are a few shows that are considerably worse. Instead of using Flash to make decent animation more efficiently, these shows apparently use it to keep budgets as low as humanly possible. For example, My Life Me13 and Pixel Pinkie14 have animation that’s closer to early Newgrounds fare. Characters tend to be very stiff, and when they do move it’s usually tweened in a very clunky manner. While the graphics are cleaner than amateur internet cartoons, the design styles tend to be pretty unappealing, too. When near-amateurs on the internet can make animation miles better than your studio-produced TV show, you know you have a serious problem.

Good Examples From TV

Fortunately, there are shows that actually do push the envelope with Flash to create animation that can compete with traditionally drawn work. Shows like Motorcity15 and Metalocalypse16 (especially Season 3 onward) – both produced by Titmouse Animation – have animation that uses recycled drawings and tweening to a decent extent, but pulls them off in an appealing and detailed manner. In addition, the graphic design is quite well-done, with subtle colors, detailed backgrounds, and composited lighting effects adding up to a pleasing style. This is a stark improvement over the bright, flat palettes of the more mediocre shows I discussed earlier.

But not to be too hard on bright, flat colors, because our last show takes the complete opposite approach to good animation. Superjail!,17 animated by Studio Augenblick (Season 1) and later Titmouse (Seasons 2-4), goes for a hand-drawn feel, because it basically is hand-drawn. Nearly all character animation is redrawn frame-by-frame, making Flash more of an incidental medium for animation than an actual style (Simpson). This hand-drawn animation is quite smooth and detailed, especially in during the show’s many over-the-top action sequences.


Conclusion

As with any technology that makes an art form easier to access, Flash has produced animation that’s both some of the best in recent memory, and some of the worst ever made commercially. Both amateur web cartoons and professional televised fare have output that encompasses a surprisingly high amount on either end. It is somewhat alarming that companies will settle for output that is so low-quality for the sake of a cheaper budget, especially when producing good Flash animation is cheaper still than most alternatives. But, such is business. As long as well-produced cartoons survive, it’s worth the trade-off.

Links


References:
Finkelstein, Ellen, and Gurdy. Macromedia Flash 8 for Dummies. John Wiley & Sons, 2005. Print.

Gilardi, Max. Hotdiggedydemon. 26 Apr. 2015. Web. 26 Sep. 2015. http://hotdiggedydemon.com/post/117447750464/a-little-info-for-those-who-are-interested-on

“Johnny Test Test.” Collideascope Animation Studios. Collideascope, 29 May 2006. Web. 26 Sep. 2015.  http://collideascope-animation.blogspot.com/2006_05_01_archive.html

Simspon, Aaron. “Superjail Super Interview.” Cold Hard Flash. 26 Sep. 2008. Web. 26 Sep. 2015. http://www.coldhardflash.com/2008/09/superjail-super-interview.html

Wednesday, September 23, 2015

First Draft

[Version with working images and proper formatting here.]

Animation in the Modern Age
How Flash Has Improved and Worsened an Art Form
Computer technology has transformed the way we produce and experience media, and animated content is no exception. Since 1996, Flash animation has revolutionized the way much of animation is produced for both the internet and television. But like any technology, Flash has changed things for both better and worse. While the software has allowed animators to produce content of high quality more quickly than before, it has also let content creators crank out exceptionally low-quality animation with unprecedented ease.
Flash animation has been one of the most widely expanding tools for internet and television animation in the past two decades. Currently one of the most popular tools for 2D computer animation, it is widely used due to its ability to create animation much more quickly and efficiently than traditional cell animation. Thus, it has become nearly ubiquitous for web-based animation, and is a decently popular medium for televised animation. However, Flash’s efficiency and ease of use has had two opposite effects: it allows animators to create detailed animation more quickly, producing high quality animation that can rival the output of traditional animation; but it also lets animators create cheap animation really quickly, resulting in mediocre animation that can become hard to watch if executed poorly.
Flash vs. Traditional Animation
The Flash authoring tool provides many features that make Flash animation more efficient than hand-drawn animation. Of these, the most prominent are vector graphics, recyclable animation, and automated tweening. Vector graphics are a method of storing and rendering images based on points, lines, and fills. This setup produces images with clean, sharp lines and flat shading, while taking up very little memory. Further, these lines and colors are very easy to edit, which means one can fine-tune the graphics easily. This makes drawings much easier to manipulate than hand-drawn work, where such fine-tuning would, at best, require copious erasing and re-drawing.
Another huge timesaver is recyclable animation. A sequence of images can be stored as a re-usable chunk of animation called a “symbol,” and used as many times as is needed. This method does exist in hand-drawn animation – watch any Hanna-Barbera cartoon – but it is especially powerful here, as these symbols can be replayed at arbitrary size and rotation, and duplicated indefinitely within a single shot.
Lastly, tweening is a process that smoothly interpolates graphics across a series of frames. This allows for smooth changes in position, scale, rotation, and a number of other properties. In traditional animation, such changes generally require redrawing each frame by hand. All of these features serve two purposes: they make animation very easy to create and manipulate, and make it very efficient to store on a computer – a three-minute cartoon can take up less than 600 kilobytes of space, while a decent-quality video file of the same length can take up 60 megabytes!
Bad Examples From the Web
Great timesavers they may be, heavy or unrefined use of these techniques can create less-than-pleasing results. This fact is visible in abundance in early internet cartoons, from a time when slow network speeds necessitated these shortcuts even more than production constraints. For our first example, let’s look at one of the very first internet cartoons1, John Kricfalusi’s The Goddamn George Liquor Program2. The graphics themselves are quite good, with smooth, nuanced linework and a style that translates easily from John K’s earlier hand-drawn cartoons. However, the animation itself is ridiculously limited and choppy – most looped actions consist of only two or three frames, and characters just snap from one drawing to another – a stark contrast to the relatively detailed graphic style.
Now for cartoons with a different set of problems, we could look at pretty much every cartoon ever posted on Newgrounds, but let’s just consider a few decently well-known ones. We’ll look at David Firth’s Burnt Face Man,3 the earliest episodes of Jon Mathers’ Neurotically Yours,4 and Shawn Vulliez’s video for Lemon Demon’s “The Ultimate Showdown of Ultimate Destiny.”5 These cartoons all have the same issues: the line quality is chunky and jagged (courtesy of the smoothing algorithm on Flash’s “paintbrush” tool), and animation is quite limited, making heavy and obvious use of motion tweens for most character movement. While the animation is passable compared to John K’s early Flash work, the graphics are fairly hard to look at.

Burnt Face Man
 

The Goddamn George Liquor Program
 
  

Good Examples From the Web
On the other side, there are internet cartoons which make good work of Flash’s toolset. A prime example of animation that uses limited animation to an advantage is Matt and Mike Chapman’s Homestar Runner cartoon series.6 With the exception of the very earliest cartoons, the series uses clean, simple, flat graphics and fairly restrained animation, but in a way that produces an appealing result. The animation style uses the efficiency of Flash’s tools to their full advantage, without falling into the caveats that make other cartoons display them for the worse.
Then there are more modern internet cartoons that go in the opposite direction to make more complicated animation that either feels hand-drawn or is very smooth and nuanced. Such is the output of many modern internet animators such as Harry Partridge,7 Chris O’Neill and Zach Hadel,8 and Max Gilardi.9 All of these animators tend to use very smooth and full animation that looks miles better than older Newgrounds fare. This is likely in part due to the fact that faster internet speeds have made streaming video a viable platform, so animators don’t have to worry about file size constraints. As well, streaming video allows Flash animation to be composited in other programs where subtle video elements and shading effects can be added to enhance the look of the cartoon to beyond what one can achieve with pure vector graphics.

“Luigi’s Day Out” by Max Gilardi
 

Homestar Runner
 
 

Bad Examples From TV
Flash has also seen a moderate amount of use for television animation. You would expect that animation made by a professional studio using such an efficient program would generally come out really well. Often, yes, but unfortunately not always. Many Flash shows have surprisingly mediocre animation, for example Johnny Test,10 Eliot Kid,11 and Home Movies.12 These shows are mostly passable, but the animation is largely flat; consists of thick, bright colors; and uses motion tweening rather obviously for character movement, along with a decent amount of snapping between positions. The animation on these tends to be comparable with that of Homestar Runner – which was made by two people producing an average of three minutes of animation per week.
However, there are a few shows that are considerably worse. Instead of using Flash to make decent animation more efficiently, these shows use it to apparently keep budgets as low as humanly possible. For example, My Life Me13 and Pixel Pinkie14 have animation that’s closer to early Newgrounds fare. Characters tend to be very stiff, and when they do move it’s usually tweened in a very clunky manner. While the graphics are cleaner than amateur internet cartoons, the design styles tend to be pretty unappealing, too. When near-amateurs on the internet can make animation miles better than your studio-produced TV show, you know you have a serious problem.

Johnny Test
 
http://toonbarn.com/wordpress/wp-content/uploads/2009/09/Johnny-Test-season-four-on-Teletoon.jpg

Good Examples From TV
Fortunately, there are shows that actually do push the envelope with Flash to create animation that can compete with traditionally drawn work. Shows like Motorcity15 and Metalocalypse16 (especially Season 3 onward) – both produced by Titmouse Animation – have animation that uses recycled drawings and tweening to a decent extent, but pulls them off in an appealing and detailed manner. In addition, the graphic design is quite well-done, with subtle colors, detailed backgrounds, and composited lighting effects adding up to a pleasing style. This is a stark improvement over the bright, flat palettes of the more mediocre shows I discussed earlier.
But not to be too hard on bright, flat colors, because our last show takes the complete opposite approach to good animation. Superjail!,17 animated by Studio Augenblick (Season 1) and later Titmouse (Seasons 2-4), goes for a hand-drawn feel, because it basically is hand-drawn. Nearly all character animation is redrawn frame-by-frame, making Flash more of an incidental medium for animation than an actual style. This hand-drawn animation is quite smooth and detailed, especially in during the show’s many over-the-top action sequences.

Metalocalypse
 

Superjail!
 

References