|
3-D Computer
Animation Production Process on Distance Education Programs Through Television:
Anadolu University OEF (The Open Educational Faculty) Model
Assist.
Prof. Yucel GURSAC
Anadolu
University-TURKEY
INTRODUCTION
Anadolu University began distance education applications and TV broadcasting
related to this concept on 1982-1983 academic year. 3-d (three dimensional)
computer animation techniques started TV be used in educational TV programs
on1989, the same year when the Animation Department was established. The
Animation Department, which was orginally found under the name Electronic
Graphics is formed so as to benefit from the production and expression
advantages of 3-d computer animation techniques which became wide-spread
through technological improvements.
By this study it is aimed to point out how and where 3-d computer animation
techniques can be put into work usefully during the process of the production
of TV educational programs of Anadolu University OEF. Besides this general
goal, to state the position, importance and production levels of animation
can be expressed as a sub-goal of the study.
This
study is limited with the usage of 3-d computer animation on educational
TV programs of OEF.
What
is Computer Animation?
By
the help of technological improvements the transfer of traditional two
dimensional animation production to computers made many things easy for
the animators. Though some of the traditional animators don’t feel close
to computer-based animations, computers gave the animators much more time
to spent on creative thought since the in-between frames are drawn and
painted by computers instead of assistant animators. The rapid development
of computer softwares on this field, directed the animators toward producing
animations by computer. According to production levels, possibilities
and differences of obtained results computer made animations are technically
divided into two parts: two and three dimensional animation.
In this respect,
it seems logical to start with the classical definition of animation.
Its definition is “to create many stable images which show an object in
a movement and to direct us to think as if it moves by the help of playing
these images one after the other. [1]
Another definition
is “In traditional frame-by-frame animation, the illusion of motion is
created by filming a sequence of hand-painted cells and they playing the
images back at high speeds, typically 14 to 30 [2] frames per second” [3].
As it is understood
from these definitions, it is necessary to create image frames which are
related to each other to form an animation presentation. In early times,
this operation was being made by hand and called traditional animation.
Every frame was drawn one by one and then painted by hand on paper, celluloid
or film. Even the assistants were comforting the animator by drawing and
painting the in-between frames which complete the movement while the experienced
animators were drawing the key frames. With this method it is obvious
that a 3-4 minute long animation is very troublesome and requires a lot
of time when it is thought that a minute animation requires 12-24 [4] frames per second. Another operation which also needs
high care is to take photograph each frame one by one by using a movie
camera.
The popularity of traditional animation production, which was described above
and the increase in perception of some messages by the spectators made
the developing technologies inevitable to be used, especially the animation.
When computer technology was applied to the animation production, in the
beginning, traditional animation point of view was not left aside, developments
were reached in transferring two dimensional animation production to computer
in terms of time and technical easiness.
In 2D computer animation, animator makes the drawings by the help of digitalizers
on a computer screen, not on a paper which is made by hand working. On
the other hand there is another possibility that one can transfer the
products of traditional animation that were ones produced on paper to
computer by scanning. Some primitive drawing forms like square, circle,
line and the tools for an artist like eraser, brush, and airbrush are
simulated in computer. There is no need for the user who produces computer
animation to use a ruler to draw a line, to struggle with the measurements
for a milimetric square or to mix different colors to obtain the desired
color. These kinds of simple operations are made with a high sensitivity
by the computer software. At the end, compute gives the opportunity to
the user to get an outcome for his/her animation through a printer, a
video, etc.
3-d computer animation is the projecting of two-dimensional pictures one after
the other which are rendered in the means of width, length and depth in
the space supplied by computer software’s. 3-d computer animation has
some characteristics that are different from the traditional animation
in terms of method and techniques. By the user’s commands, the computer
calculates the details like movement, color, light, and perspective of
the objects on the created visual stage accurately and gives the outcome
as an image. Animator plans the model which is thought to be on the stage
with an architecture sensitiveness, chips into shape with a skill of sculpture,
makes it move in aesthetic way by the help of observation, experience
and creativeness. While doing this work, his/her brush is digitalizers
like mouse and keyboard, his/her canvas is computer screen. His other
tools are like modeling, metamorphosis, giving movement; primitive objects,
camera, lighting and color materials that the software enables.
What
are the Technical and Expression Possibilities of the 3-D Computer Animation?
Producing animation by using computer technology, without doubt, is closely
related with the computer technology technique and a series of capabilities
of this technique. Computer gives the opportunity to the animator to use
time, technique and creativeness at a higher level and enables high quality
products to be emerged.
“Computers
are used for drawings that animators either can hardly draw or cannot
draw by hand. Even if the animators are very good at drawing two-dimensional
figures, three-dimensional figures and their movements can challenge the
most experienced eyes and hands. If a three dimensional volume is going
to be drawn, it is impossible to create the perspective images by hand
that a camera can do by moving in this visual environment. The computer
can do all the complex and dense mathematical operations while the camera
moves around the described three-dimensional objects or the objects move
around themselves. In a similar manner, sensitive light effects can be
drawn by hand in one frame; but these effects must not change in the consecutive
images like in video and cinema. Here, computers can do the painting,
shading and lighting calculations for appropriate and consistent lighting
effects.” [5]
This helps
the animator to have more time for creative thoughts and to produce different
alternatives. The computer is only a tool during the process of creating.
Creator is the man and he produces by using the capabilities of computer
softwares. [6]
The capabilities and expression easiness offered by 3-d computer animation and
communication technologies, which are hard to keep up with as they develop
day-by-day can be explained by the following examples:
- Creating images that cannot be filmed by a camera, like
the structure of an atom.
- Creating images that are not possible to obtain in real
life, like landing on any desired part of the earth from outer space.
- Reproduction of some works of art, which were destroyed
by natural reasons or by men.
- Producing events which require high costs and events
which can cause danger like explosion and collision.
- Creating some products through computer that have not
been produced yet.
- Producing moving images generated from graphical materials
like photograph, letter font, figure, schema, map.
- Transforming complex events into basic graphical expressions.
- Describing the nature and supernatural phenomenon.
- Animating imaginary and mythological heroes.
- Simulation of laboratory experiments.
- Producing images which look realistic.
- Transforming the abstract thoughts into concrete images.
Producing animation by the help of techniques and expression capabilities offered
by the computer technology which described above shortly involves a series
of production steps. The brief information about these steps is given
below.
Producing
Steps of 3-D Computer Animation
In the process of 3-d computer animation production, it is inevitable
to realize some series of steps related to production technique and methods
based on both technique and expression style. The information about these
steps are as follows.[7]
- Design
- Producing the models (modeling)
- Determining the surface qualities of models.
- Scene arrangement
- Transformation
- Rendering the objects
- Assembling and special effects
- Transferring to video, CD, or film.
First of all,
an idea must be formed to produce an animation. And design enables the
transfer of the idea. “The design process of animation production is a
kind of planning process in which the subject of animation, the message
to be sent to target population, the method to be followed in presenting
the information, time and expression characteristics are all taken into
consideration and planned as a whole.” [8] Besides this description, the drafts of characters, models,
images and sound which are going to be used in the animation are formed
in mind. The event takes its first form with the scenario. Scenario can
be thought as the story of the planned design. The event that is going
to be told, the message that is going to be given, relations, atmosphere,
manner and behaviors all form the text in this step.
3-d computer
animation production begins with the modeling of the characters that are
thought to have roles in the story. Models are made in the computer’s
virtual space where width, length and depth are entered with numerical
values. In the first step, a three-dimensional skeleton of the model which
seems to be made of wires is made. On the surface of this skeleton color,
texture and material features are defined. These features are the simulations
of the objects surface characteristics in real life. Animator produces
very realistic images by defining the materials to objects like transparent
like glass and light permeable, bright like chromium and reflecting light,
dull like plastic and absorbing light.
After the
surface qualities of the models are done, the scene where the events will
occur can be built. A placement is arranged on stage according to the
positions of characters, objects and accessories, and their movements
that will be performed in a planned time which is determined by shooting
script and storyboard. Light sources and cameras are also placed in this
section. Virtual cameras and light sources in animation softwares have
similar features with their equivalents in real life. However, movements
and shows that cannot be made in real life can be done by using the capabilities
of a computer. Light sources are placed on the scene according to the
kind of atmosphere that is to be created. Lighting density colour values
are determined. And the camera is also placed on the stage according
to point of view.
Stage arrangement is done in the form that the first frame of the animation
is seen. The keyframes of the objects or the characters that are being
planned to be moved are placed on the time line. On these specific points,
the movements are applied according to the flow of scenario and the effect
that the characters must follow. The places of the intermediary movements
between two key frames are calculated by the computer through animation
software. The movements on the stage are not limited with only the movements
of the characters. With the possibilities of 3-d computer animation software,
the places, angles of camera and the color and the density of light sources
can be changed by time. Beside this, the images can be obtained that cannot
be seen in real life by changing the surface characteristics. For example,
a glass vase can be transformed into a vase which is covered with a texture
of tree.
The
last step is the rendering step, once the scene is designed three dimensionally.
By this operation, the defined surface characteristics, by the help of
light sources, can be viewed on the computer screen. Producing 3-d computer
animation comes to an end by playing all the frames in a sequence.
Using sound, music, effects can take the animation to its goal so easily. Sound
and music are the most important elements that support the image. The
perception level increases for the audience when the image comes with
sound.
The sound that comes from the floor when an object falls down, in a manner that
supports the structure of the object on the image, gives information about
the object and the floor.
In animation production, the usage of types of sound or music and how and where
they are going to be used is planned during design step. If the animation
is built upon a narration or music with a specific goal, the movements
in the animation are applied in a synchronized way with the edited sound
or music. On the other hand, if the sound and music is going to be used
to support the images and the events in the animation, then these elements
are inserted to animation after it is produced.
After the editing of animation, it is transferred to any medium like film, video,
CD, etc.
Animation is being used very wide-spread in many fields today which has many
steps from design to production.
Computer
Animation Usage Fields and Its
Usage
On Television Educational Programs
On screen
sometimes we see dinosaurs, strange aliens that run from one place to
another; sometimes we walk in the rooms of a house by the sea that has
not been built yet; and sometimes in TV commercials we see logos or products
flying and bouncing. These are all made by animation techniques. Computer
animation shows itself in different fields everyday. Briefly, these fields
are; advertising, architecture, art, archeology, chemistry, education,
engineering, entertainment and game, movie, flight simulation, law court,
medicine, military, multimedia, scientific animation, simulation, space
searches, video and television. [9] In every field, different dimensions of animation are
used through its production and expression possibilities. In this part
of the study, the applications and goals of computer animation in TV educational
programs is going to be told.
What makes animation different from camera image is that each frame of the images
that form the movement is made one by one in animation. Single frame doesn’t
represent the animation. It may be considered as a photograph, picture
or illustration by itself. Only when these frames are played at a specific
speed the animation presentation is occurred. A medium is necessary for
the animation presentation. Video and the computers which can process
the image digitally and then can transfer are the appropriate basic media
for these kinds of works. By transferring the images through these media,
the animation can be shown on computer, television or movie screen.
Movie projection
requires specific environments and can reached to a limited number of
spectators at a specific time. On the other hand televisions diffuses
the electromagnetic waves or broadcast by cable to far and wide places.
So, many people, individually or in a group can reach these TV broadcastings.
“The goal of distance education systems is to serve students who are in
dispersed areas and under the effects of different life conditions” [10] made television a medium to be benefited for distance
education. Television is a very rich medium in the means of transferring
knowledge and symbols. Knowledge can be transferred very densely. Television
is the only medium which brings words together, presents still and motion
pictures, transfers an event visually on the time when it occurs, shows
via slow motion or rapid motion, uses text. All these provide superiority
to television in presenting the information. [11]
Another goal
of TV educational programs which aim to serve by means of transferring
information to areas where educational and instructional systems, tools
and materials can’t reach is to teach students by using television’s audio-visual
and motion properties. For television educational programs to reach this
goal, the visual expression elements must be arranged effectively. Because,
it is a fact that the programs will be more instructive and there will
be an increase in the rating if these elements are arranged effectively.
[12]
Animation
is an audio-visual material since it can be supported by sound. As it
is known, audio-visual materials have an important role in educational
and instructional environments. Audio-visual materials generally have
these five features: [13]
1-
Capability of improving perception,
2-
Capability of improving understanding,
3-
Capability of developing learning transfer,
4-
Capability of consolidating obtained learning results,
5-
Capability of helping to keep the learned knowledge in mind.
The main reason
for the frequent usage of audio-visual materials on television educational
programs is to contribute effectively for the students to make real their
learning objects.[14] It became inevitable to use animation in education
field since it includes audio-visual materials’ determined capabilities.
The Place and the Adaptation Computer Animation
Applications
in the Production Process of OEF Television
Educational Programs
Like
in most of the distance education systems, some in the OEF, the printed
materials which includes information and concepts are delivered to students.
These contents of the printed materials are visualized and diffused through
television broadcast to its target population.
Television
educational programs are produced due to a specific need. The main object
is to reach the students who live in wide-spread areas and transfer the
knowledge to them through a specific aim. Preparation and production of
television educational programs are realized step by step in a process.
Kılıç states that this production process can be set up in an order like
this; planning, preparation for taking footage and adaptation for TV. [15] Planning is the step that the target population is
determined and also the kind of knowledge that will be transferred and
method of transferring knowledge is determined. In this stage, instructor
(expert of the subject), director and the scriptwriter come together and
do a common work. As a matter of fact, the target population is known
for OEF TV programs. While the instructor prepares the answer for the
questions “what knowledge will be given”, on the other side the director
and the scriptwriter try to come to a common idea to determine the method
of giving the knowledge. Kılıç classifies the preparation for taking footage
as writing the scenario, determining the television program elements and
determining the technical capabilities. Kılıç also states that the scenario
is the essence of television educational programs, and progress and the
manner of being together of all events occur in scenario. [16] “Before writing the scenario which is designed to include
the form and flow of projection the content of the program and important
production knowledge”, television program elements must be determined
[17]. These elements, are people, objects, location sound,
graphics and image material which will be included in the program. [18]
In a television educational program, the idea to benefit from the capabilities
of animation occurs during this step. The director, by taking into consideration
the other alternatives, decides to use animation in the program in the
direction of expression properties and the benefits of animation. The
thought is developed where and what kind of animation is going to be used
in the program.
The people who plan the educational television program do not have to know the
technical details of animation production. But if they are aware of the
technical capabilities and limits, they can be more creative, and as a
result this lets the students take better advantage of programs.
After
the thought step, the technical capabilities are examined to see if they
are sufficient for the desired animation. In order to do this, producer-director
goes into a dialog with the animator. In most of the television production
companies, this dialog is established with the art director. The art director
is the one who knows the technical capacity, produces creative thoughts
and the producer-director exchanges ideas with each other, they transfer
the data to the animator who will realize the application of this work.
In OEF, the animator directs the animation instead of the art director.
Producer-director directly communicates with the animator. During this
interaction the animator is informed about the event that he is asked
to animate. Information like what kind of expression is desired, total
time of the animation and the period that the animation must be produced
is given to animator.
The application of the developed idea is going to be wanted from the animator.
An ideal animator who will take part in division of labor before and after
the process of taking footage must be well educated, creative, a good
observer, having practical thoughts for solving problems and alternative
methods. Even the animator is complete in every respect, he will be limited
with the capability of computer and the software.
After determining
the elements that is required for television educational programs like
narrator, set decoration, light, graphics, make-up and the technical possibilities,
the scenario is written by the help of the thoughts and knowledge which
was constituted during the planning step. The process of writing scenario
includes every element related to image and sound.
[19]
The process after writing the scenario is transferring the scenario to television
program environment. In order to the this, a shooting script is prepared.
And this script includes all the required information to realize the program,
such as shooting angles, natural sound, music, dialogs, graphics and information
about the animation like its duration.
The process for producing animation starts with the decision to realize the
animation. The details and its duration are determined after its position
in the shooting script becomes definite. Generally, the animation is used
during the editing process after taking the footage. In the editing process
image and sound arrangements are made according to scenario. Sound and
music are synchronized with the images from the archives, newly shot footage,
graphics and animation through some special effects, according to the
wishes of producer-director. In these kinds of situations, the process
of animation production continues through the process of taking filming
and it is possible to work on it till the editing process begins. But,
in some cases animation can be used during the filming step. This can
be a live broadcast production or it may be planned usage of animation
during the footage. In these cases, the animation must be ready before
the filming starts.
The animation starts with the design which includes the formation of thought.
Producer-director explains his/her thoughts to the animator by a storyboard.
If he doesn’t have a preparation like this, he interviews the animator
by giving him the information and the materials related to the subject.
He wants a storyboard from the animator which shows the direction that
the animation can develop and what kind of a possible event flow can occur.
By the method of storyboard, a preliminary knowledge is given to the producer-director
by simply visualizing the setting arrangements of characters and their
motions. Furthermore, it supplies a foresight of the problems and contradictions
that can come out in the future. In this way the storyboard provides the
work to go forward in a planned way by giving animator an idea to follow
a method. After the producer-director approves the proposed design, the
production process for animation begins.
Animator works separately from the other production elements, if a necessary
condition doesn’t occur. The objects (character, logo, accessory) planned
to take part in the animation is modeled on the computer. The features
and surface characteristics are determined. The scene arrangement which
will be seen on the screen is made. The objects are placed on the scene
to form the first frame of the animation. Desired effect is obtained by
producing the light sources to illuminate the scene. The location of the
camera is determined for the point of view. The motion is created. The
computer realizes the painting process of the scene, which is produced
by digital information, according to the values of camera, light and material
characteristics of models by calculating. The animation production is
completed after it is transferred to a medium environment to be projected.
Television education program takes its last form by editing which is done according
to scenario.
3-D
Computer Animation Application
on
OEF’s Television Educational Programs
A
Short History of Animation Applications and Technical Hardware
OEF started educational courses on Television on 1982-1983 academic year. But
the preparations for production process are based on former years. In
the first works, graphical elements were denser at the limits of technical
hardware of those days. Photographs, real images and hand-made caricatures,
illustrations and schemes were used. Consecutive images, like caricature
and illustration that are drawn in some numbers are used for the events
that must be shown gradually. By these kinds of practices, animation technique
was tried to be obtained on OEF educational programs. Special video effects
like wipe, mix and color cycle were started to be done and also motion
was created on formation of letter character style by the help of a character
generator called Chyron which was assembled in 1984. This device was able
to draw, paint and erase the objects and also it could do zoom-in, zoom-out
and move the objects. So this was the beginning for electronic animation
production in OEF.
3-d computer animation technical hardware and equipment with a software
PictureMaker 2.0 was constituted in OEF in the late 1988. After a short
in-service education for the operators to use this DOS based software,
it was started to make use of it in 1989. This technical hardware, which was
very expensive, was slow in image processing and had limited production
capabilities though it was a pioneer among its equivalents on those days.
Later, the cost of the computers began to decrease while the processors
of the computers began to improve and the AutoDesk Company developed a
software and put it on the market in 1993 called 3D Studio, which enabled
to produce animations on personal computers. From that day on, animation
production for OEF educational programs has been produced by this software.
3-d
animation software’s which have developed each day parallel to technology
has been followed in OEF and the present system performance has been improved
when needed. Today, 3D Studio Max v.2.5 is being used for the 3-d computer
animation production which is also developed by AutoDesk under a company
named Kinetix. Animations are transferred to video players from computer
by TARGA2000 Pro and Matrox DigiSuite LE video capture cards in real time.
And the hardware is double processor Pentium II 400, 256 Mb RAM with a
8 Mb Elsa Gloria Synergy graphics card.
3-D
Computer Animation Applications
It is seen that the production of particularly 3-d computer animation began
in 1989 as seen in the information given above. It is possible to have
an investigation about the animations, where and how they were used in
the programs since that day. It was designated that producer-director
is the one decides to use animation and how and where in an education
program it will be seen. Animator is the one who has the creative and
aesthetic approaches and also alternatives to direct the event and do
the production.
When OEF education programs are examined, 3-d computer animation is firstly
seen in the credits. Credits are also known as the introduction writings
of the program. It can be produced only by using letter characters or
still and motion pictures or special effects. It is inevitable to use
computer animation, because of the high interest in flying bright three-dimensional
writings, characters and special effects which has been used in advertising,
TV and cinema very frequently. And it is also attracting to use computer
animation in credits since the computer can combine real images with the
ones that computer generates.
Figure 1.
There isn’t any certain rule for OEF education program credits. Credits by animation
is realized through a style that producer-director determines or according
to the creativeness and aesthetic approach of the animator. But, the name
of the course and the subject title is definitely included in the credits.
If desired, the images and the effects which will be used with the title
are designed to support the content of title and course.
Figure 2.
3-d
computer animations are not only used in the credits but also inside of
the programs. It is possible to see moving letter characters in many programs.
Texts like descriptions, titles are used on the bottom of the screen while
the real images keep on running and these can also be written on a background
that is produced by computer. In addition, it is seen that some symbols
and abstract thoughts are represented by writings. In an example, “benefit”
and “loss” words were placed on the two pans of a computer-made balance.
At first the colors of the words were same. When the positive developments
increased in the event, the color of “benefit” word changed and that made
pan become heavier. In opposite, the same operation was done for the “loss”
pan. In another example, information was described as walking around in
a labyrinth which was made of stone walls. When it is examined generally,
it is seen that the animations which include graphical and real images
has been used in health, anatomy, physics, chemistry based programs. Flow
of blood, heartbeat, structure of skeleton and similar situations have
been simulated by animation for the courses which have contents like health
and anatomy. And for physics and chemistry based courses some other animations
have been used which simulate the effects of gravitational force, acceleration
and slowing down of objects. We can have an example for arm muscle. A
human arm was animated three dimensionally like a mechanical arm with
its joint parts and covered with muscle simulation. Inflation of the muscle
after bending the arm up with a weight in the hand and the reverse movement,
deflation and stretching of the muscle could be shown by animation. Computer
animation technique was also used to get the images that cannot be filmed
in real life or cannot be seen like the structure of an atom, the movements
of electrons. And these images were used in the programs.
Schema
and graphical elements were used in the programs which required a content
related to number, planes, curves. The values that obtained through numerical
data were shown with the animations like moving, color changing and varying
lines, curves and figures. In these kinds of works, many elements like
figures and curves may be necessary to be used together. In such cases,
the screen must be organized in a simple way to keep the perception and
learning via screen easy. The depth, which is an element of main factor
of third dimension is removed for the objects which are animated for this
goal. Animation is realized as surface objects that gives the feeling
of two dimensions even it is produced by the same production facilities
of three dimensional.
Conclusion
Animation
has an important place among the production and visualization methods
of television education programs. When an animation is used appropriately,
it has an effectual expression style in supporting learning. Besides the
entertaining feature, it has some other characteristics like to make the
unseen visible and making the abstract thoughts concrete. Any event or
image can be produced by computer very close to its real appearance.
The
characteristic of TV is that its ability to transfer audio-visual materials
enables animation presentations. This feature made is inevitable to make
use of the advantages of animation in TV educational programs which were
produced with a simple, smooth and understandable method.
Animated
image has direct influences on the learning and understanding skills since
it has the motion feature besides having the other features of audio-visual
materials. On the other hand, the idea of benefiting from animation came
to an upper level since animation has the ability to show events that
cannot be obtained in real life and the ability to show some events step
by step.
After the examination of production and expression possibilities of animation
through computer, the fields of usage of animation on TV educational programs
can be determined as follows:
- In the credits of TV education programs.
- Inside the TV programs.
a-
To visualize the events that cannot be filmed with a camera
in real life.
b-
To bring alternatives to productions which can cause dangerous
results and high costs.
c-
To describe the abstract thoughts in a concrete way by using
the features of realistic or graphical expressions.
d-
To attract the attention of the audience by giving a richer
expression to its ordinary way.
- To use animated image instead of a real narrator.
- To reproduce the whole stage that the narrator will
take part or to give motion the moving accessories on stage.
Developments in the communication technology makes it inevitable to use computer
softwares in educational environments. Whatever the method is, these usages
aim to stimulate one more perception center of the student or to stimulate
the perception centers more in a learning process. For the students, during
the process of benefiting from the TV programs of Anadolu University OEF,
the animation presentations, in terms of visuality, attractiveness, arousing
attention, easiness in perception and learning become so effectual. TV
programs can be presented in an interactive and effective way by getting
rid of the manner, which bores the students.
REFERENCES
ELLIOT,
Steven; MILLER, Phillip. Translator: Milimetre Ceviri Grubu. 3D Studio
Max 2, Sistem Yayincilik Mat.San. ve TIC. A.S., Istanbul: 1999.
GUCHAN, Naci. Sistem Yaklasimi
ile Televizyon Egitim Programi Yapimi–Acikogretim Fakultesi Ornegi- [Production
of Television Educational Program by System Approach]. Anadolu Universitesi
Acikogretim Fakultesi Yayinlari, Eskisehir:1988.
GURSAC, Yucel. Uc Boyutlu Bilgisayarli Animasyon ve Yaraticilik Iliskisi
[Three Dimensional Computer Animation and Creativty Relation], Yayinlanmamis
Yuksek Lisans Tezi [Unublished MA Thesis], Anadolu Universitesi Sosyal
Bilimler Enstitusu, Eskisehir: Haziran 1993.
____________.
Bilgisayarda Uc Boyutlu Animasyon Film Uretimi -Bir Basina Oyun Film
Uygulamasi-[Production of Three Dimensional Animation Film on Computer–Application
of Solitary Game-], Yayinlanmamis Sanatta Yeterlik Tezi [Unublished Doctoral
Thesis in Art], Anadolu Universitesi Sosyal Bilimler Enstitusu, Mart 1999.
GURSES, Nedim. SAGLIK, Mediha. “Uzaktan Ogretimde Televizyon ve Televizyon
Ogretmenligi [Television and Television Teaching in Distance Education]”,
Turkiye Ikinci Uluslararasi Uzaktan Egitim Sempozyumu BILDIRILER–Turkiye
Second International Distance Education Symposium-PAPERS, MEB Film Radyo
Televizyonla Egitim Baskanligi, Ankara: 1998.
KARATIMUR, Binnur, Yesil Bulut [Green Cloud], Yayinlanmamis Sanatta Yeterlik
Tezi [Unublished Doctoral Thesis in Art], Marmara Universitesi Sosyal
Bilimler Enstitusu, 1998.
KILIC,
Levent. Egitim Televizyonunda Yapimci-Yonetmen [Producer-Director on Educational
TV], Anadolu Universitesi Acikogretim Fakultesi Yayinlari, Eskisehir:1985.
OZDIL, Ilhan. Uzaktan Egitim Teknolojisi [Technology of Distance Education].
Anadolu Universitesi Acikogretim Fakultesi Yayinlari, Eskisehir:1985.
OZGUC, Bulent. “Goruntunun Matematigi [The Mathemetics of Image]”, Bilim
ve Teknik Dergisi, Mart 1995, Sayi:328.
OZGUR, A.
Ziya. OZTURK, Serap. “Televizyon Egitim Programlarinda Yapim Bicimleri
ve Gorsellestirme Boyutu [Production Formats and Visualization Methods
in TV Educational Programs]”, Turkiye İkinci uluslararasi Uzaktan Egitim
Sempozyumu BİLDİRİLER–Turkiye Second International Distance Education
Symposium Papers, MEB Film Radyo Televizyonla Egitim Baskanligi, Ankara:1998.
http://www.alkenmrs.com/video/standards.html
(visited in May 2001)
http://www.bergen.org/AAST/ComputerAnimation/
(visited in May 2001)
http://encarta.msn.com
(visited in May 2001).
Footnotes
[1] ELLIOT, Steven; MILLER, Phillip. Translator: Milimetre
Ceviri Grubu. 3D Studio Max 2, Sistem Yayincilik Mat.San. ve TIC. A.S.,
Istanbul: 1999, s. 44.
[2] 14-30 frame per second projection speed is valid for
NTSC Video Broadcasting Systems. For detailed information: http://www.alkenmrs.com/video/standards.html
(visited in May 2001).
[3] http://encarta.msn.com , (visited in May 2001).
[4] 12-24 frame per second projection speed is valid for
PAL Video Broadcasting System. For detailed information: http://www.alkenmrs.com/video/standards.html
(visited in May 2001).
[5] OZGUC, Bulent. "Goruntunun Matematigi [The Mathemetics
of Image]", Bilim ve Teknik Dergisi [Journal Scince and Technics],
Mart 1995, S.328, s. 22.
[6] For detailed information: GURSAC, Yucel. "Uc Boyutlu
Bilgisayarli Animasyon ve Yaraticilik Iliskisi [Three Dimensional Computer
Animation and Creativty Relation]", Yayinlanmamis Yuksek Lisans Tezi
[Unublished MA Thesis], Anadolu Universitesi Sosyal Bilimler Enstitusu,
Eskisehir: Haziran 1993, s.68-70.
[7] GURSAC, Yucel. Bilgisayarda Uc Boyutlu Animasyon Film
Uretimi -Bir Basina Oyun Film Uygulamasi [Production of Three Dimensional
Animation Film on Computer --Application of Solitary Game-], Yayinlanmamis
Sanatta Yeterlik Tezi [Unublished MA Thesis], Anadolu Universitesi Sosyal
Bilimler Enstitusu, Mart 1999, s.10.
[8] KARATIMUR, Binnur. Yesil Bulut [(Green Cloud], Yayinlanmamis
Sanatta Yeterlik Tezi [Unublished Doctoral Thesis in Art], Marmara Universitesi
Sosyal Bilimler Enstitusu, 1998, s.46.
[9] For detailed information: http://www.bergen.org/AAST/ComputerAnimation/
(visited May 2001).
[10] OZDİL, İlhan. Uzaktan Egitim Teknolojisi [Technology
of Distance Education], Anadolu Universitesi Acikogretim Fakultesi Yayinlari,
Eskisehir:1985, s.18.
[11] GURSES, Nedim. SAGLIK, Mediha. "Uzaktan Ogretimde
Televizyon ve Televizyon Ogretmenligi [Television and Television Teaching
in Distance Education]", Turkiye Ikinci Uluslararasi Uzaktan Egitim
Sempozyumu BILDIRILER -Turkiye Second International Distance Education Symposium-PAPERS,
MEB Film Radyo Televizyonla Egitim Baskanligi, Ankara: 1998, s.209.
[12] OZGUR, A. Ziya. OZTURK, Serap. "Televizyon Egitim
Programlarinda Yapim Bicimleri ve Gorsellestirme Boyutu [Production Formats
and Visualization Methods in TV Educational Programs]", Turkiye İkinci
uluslararasi Uzaktan Egitim Sempozyumu BİLDİRİLER-Turkiye Second International
Distance Education Symposium Papers, MEB Film Radyo Televizyonla Egitim
Baskanligi, Ankara:1998, s.253.
[13] OZDıL, ibid., s.44.
[14] Ibid.
[15] KILIC, Levent. Egitim Televizyonunda Yapimci-Yonetmen
[Producer-Director on Educational TV], Anadolu Universitesi Acikogretim
Fakultesi Yayinlari, Eskisehir:1985, s.52.
[16] KILIC, s.54
[17] GUCHAN, Naci. Sistem Yaklasimi ile Televizyon Egitim
Programi Yapimi -Acikogretim Fakultesi Ornegi- [Production of Television
Educational Program by System Approach]. Anadolu Universitesi Acikogretim
Fakultesi Yayinlari, Eskisehir:1988, s.65.
[18] KILIC, ibid, s. 60-62; GUCHAN, ibid., s. 57-63.
[19] KILIC, ibid, s. 54.
|