24
CHAPTER 3 METHODOLOGY I. OPERATION DEFINITION Define Terms: A) Animation B) Computer-generated imagery C) Animation Methods 1. Traditional animation 2. Stop motion 3. Computer animation 2D animation 3D animation 4. Character animation 5. Other animation techniques D) Children II. ELEMENTS IN COMPUTER ANIMATION III. OBJECTIVES, METHODOLOGY AND HYPOTHESES The present study objectives Tools for data collection Secondary Data Hypothesis Limitations of the study Profile of the Respondents

METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

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Page 1: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

CHAPTER 3

METHODOLOGY

I OPERATION DEFINITION

Define Terms

A) Animation

B) Computer-generated imagery

C) Animation Methods

1 Traditional animation

2 Stop motion

3 Computer animation

2D animation

3D animation

4 Character animation

5 Other animation techniques

D) Children

II ELEMENTS IN COMPUTER ANIMATION

III OBJECTIVES METHODOLOGY AND HYPOTHESES

The present study objectives

Tools for data collection

Secondary Data

Hypothesis

Limitations of the study

Profile of the Respondents

69

CHAPTER 3

METHODOLOGY

OPERATION DEFINITION

Define Terms

A) Animation denotes the condition of living or the state of being alive

while theres life theres hope life depends on many chemical and physical

processes

Animation in media refers to the rapid display of a sequence of images

of 2-D or 3-D artwork or model positions in order to create an illusion of

movement It is an optical illusion of motion due to the phenomenon of

persistence of vision and can be created and demonstrated in a number of

ways The most common method of presenting animation is as a motion

picture or video program although several other forms of presenting

animation also exist

B) Computer-generated imager (also known as CGI) is the application of

the field of computer graphics or more specifically 3D computer graphics to

special effects in films television programs commercials simulators and

simulation generally and printed media Video games usually use real-time

computer graphics (rarely referred to as CGI) but may also include pre-

rendered cut scenes and intro movies that would be typical CGI

applications These are sometimes referred to as FMV (Full motion video)

CGI is used for visual effects because computer generated effects are

more controllable than other more physically based processes such as

constructing miniatures for effects shots or hiring extras for crowd scenes and

70

because it allows the creation of images that would not be feasible using any

other technology It can also allow a single graphic artist to produce such

content without the use of actors expensive set pieces or props

3D computer graphics software is used to make computer-generated

imagery for movies etc Recent availability of CGI software and increased

computer speeds has allowed individual artists and small companies to

produce professional grade films games and fine art from their home

computers This has brought about an Internet subculture with its own set of

global celebrities clicheacutes and technical vocabulary

C) Animation Methods

1 Traditional animation

Traditional animation (also called cel animation or hand-drawn

animation) was the process used for most animated films of the 20th century

The individual frames of a traditionally animated film are photographs of

drawings which are first drawn on paper To create the illusion of movement

each drawing differs slightly from the one before it The animators drawings

are traced or photocopied onto transparent acetate sheets called cels which

are filled in with paints in assigned colors or tones on the side opposite the

line drawings The completed character cels are photographed one-by-one

onto motion picture film against a painted background by a rostrum camera

The traditional cel animation process became obsolete by the

beginning of the 21st century Today animators drawings and the

backgrounds are either scanned into or drawn directly into a computer system

Various software programs are used to color the drawings and simulate

camera movement and effects The final animated piece is output to one of

several delivery media including traditional 35 mm film and newer media

such as digital video The look of traditional cel animation is still preserved

71

and the character animators work has remained essentially the same over the

past 70 years Some animation producers have used the term tradigital to

describe cel animation which makes extensive use of computer technology

Examples of traditionally animated feature films include Pinocchio

(United States 1940) Animal Farm (United Kingdom 1954) and Akira

(Japan 1988) Traditional animated films which were produced with the aid

of computer technology include The Lion King (US 1994) Sen to Chihiro no

Kamikakushi (Spirited Away) (Japan 2001) Treasure Planet (USA 2002)

and Les Triplettes de Belleville (2003)

2 Stop motion

Stop-motion animation is used to describe animation created by

physically manipulating real-world objects and photographing them one

frame of film at a time to create the illusion of movement There are many

different types of stop-motion animation usually named after the type of

media used to create the animation Computer software is widely available to

create this type of animation

Puppet animation typically involves stop-motion puppet figures

interacting with each other in a constructed environment in contrast to

the real-world interaction in model animation The puppets generally

have an armature inside of them to keep them still and steady as well

as constraining them to move at particular joints Examples include

The Tale of the Fox (France 1937) Nightmare Before Christmas (US

1993) Corpse Bride (US 2005) Coraline (US 2009) the films of Jiřiacute

Trnka and the TV series Robot Chicken (US 2005ndashpresent)

Puppetoon created using techniques developed by George Paacutel are

puppet-animated films which typically use a different version of a

72

puppet for different frames rather than simply manipulating one

existing puppet

Clay animation or Plasticine animation often abbreviated as

claymation uses figures made of clay or a similar malleable material to

create stop-motion animation The figures may have an armature or

wire frame inside of them similar to the related puppet animation

(below) that can be manipulated in order to pose the figures

Alternatively the figures may be made entirely of clay such as in the

films of Bruce Bickford where clay creatures morph into a variety of

different shapes Examples of clay-animated works include The Gumby

Show (US 1957ndash1967) Morph shorts (UK 1977ndash2000) Wallace and

Gromit shorts (UK as of 1989) Jan Švankmajers Dimensions of

Dialogue (Czechoslovakia 1982) The Trap Door (UK 1984) Films

include Wallace and Gromit Curse of the Were-Rabbit Chicken Run

and The Adventures of Mark Twain

Cutout animation is a type of stop-motion animation produced by

moving 2-dimensional pieces of material such as paper or cloth

Examples include Terry Gilliams animated sequences from Monty

Pythons Flying Circus (UK 1969-1974) Fantastic Planet

(FranceCzechoslovakia 1973) Tale of Tales (Russia 1979) The

pilot episode of the TV series (and sometimes in episodes) of South

Park (US 1997)

Silhouette animation is a variant of cutout animation in which the

characters are backlit and only visible as silhouettes Examples include

The Adventures of Prince Achmed (Weimar Republic 1926) and

Princes et princesses (France 2000)

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 2: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

69

CHAPTER 3

METHODOLOGY

OPERATION DEFINITION

Define Terms

A) Animation denotes the condition of living or the state of being alive

while theres life theres hope life depends on many chemical and physical

processes

Animation in media refers to the rapid display of a sequence of images

of 2-D or 3-D artwork or model positions in order to create an illusion of

movement It is an optical illusion of motion due to the phenomenon of

persistence of vision and can be created and demonstrated in a number of

ways The most common method of presenting animation is as a motion

picture or video program although several other forms of presenting

animation also exist

B) Computer-generated imager (also known as CGI) is the application of

the field of computer graphics or more specifically 3D computer graphics to

special effects in films television programs commercials simulators and

simulation generally and printed media Video games usually use real-time

computer graphics (rarely referred to as CGI) but may also include pre-

rendered cut scenes and intro movies that would be typical CGI

applications These are sometimes referred to as FMV (Full motion video)

CGI is used for visual effects because computer generated effects are

more controllable than other more physically based processes such as

constructing miniatures for effects shots or hiring extras for crowd scenes and

70

because it allows the creation of images that would not be feasible using any

other technology It can also allow a single graphic artist to produce such

content without the use of actors expensive set pieces or props

3D computer graphics software is used to make computer-generated

imagery for movies etc Recent availability of CGI software and increased

computer speeds has allowed individual artists and small companies to

produce professional grade films games and fine art from their home

computers This has brought about an Internet subculture with its own set of

global celebrities clicheacutes and technical vocabulary

C) Animation Methods

1 Traditional animation

Traditional animation (also called cel animation or hand-drawn

animation) was the process used for most animated films of the 20th century

The individual frames of a traditionally animated film are photographs of

drawings which are first drawn on paper To create the illusion of movement

each drawing differs slightly from the one before it The animators drawings

are traced or photocopied onto transparent acetate sheets called cels which

are filled in with paints in assigned colors or tones on the side opposite the

line drawings The completed character cels are photographed one-by-one

onto motion picture film against a painted background by a rostrum camera

The traditional cel animation process became obsolete by the

beginning of the 21st century Today animators drawings and the

backgrounds are either scanned into or drawn directly into a computer system

Various software programs are used to color the drawings and simulate

camera movement and effects The final animated piece is output to one of

several delivery media including traditional 35 mm film and newer media

such as digital video The look of traditional cel animation is still preserved

71

and the character animators work has remained essentially the same over the

past 70 years Some animation producers have used the term tradigital to

describe cel animation which makes extensive use of computer technology

Examples of traditionally animated feature films include Pinocchio

(United States 1940) Animal Farm (United Kingdom 1954) and Akira

(Japan 1988) Traditional animated films which were produced with the aid

of computer technology include The Lion King (US 1994) Sen to Chihiro no

Kamikakushi (Spirited Away) (Japan 2001) Treasure Planet (USA 2002)

and Les Triplettes de Belleville (2003)

2 Stop motion

Stop-motion animation is used to describe animation created by

physically manipulating real-world objects and photographing them one

frame of film at a time to create the illusion of movement There are many

different types of stop-motion animation usually named after the type of

media used to create the animation Computer software is widely available to

create this type of animation

Puppet animation typically involves stop-motion puppet figures

interacting with each other in a constructed environment in contrast to

the real-world interaction in model animation The puppets generally

have an armature inside of them to keep them still and steady as well

as constraining them to move at particular joints Examples include

The Tale of the Fox (France 1937) Nightmare Before Christmas (US

1993) Corpse Bride (US 2005) Coraline (US 2009) the films of Jiřiacute

Trnka and the TV series Robot Chicken (US 2005ndashpresent)

Puppetoon created using techniques developed by George Paacutel are

puppet-animated films which typically use a different version of a

72

puppet for different frames rather than simply manipulating one

existing puppet

Clay animation or Plasticine animation often abbreviated as

claymation uses figures made of clay or a similar malleable material to

create stop-motion animation The figures may have an armature or

wire frame inside of them similar to the related puppet animation

(below) that can be manipulated in order to pose the figures

Alternatively the figures may be made entirely of clay such as in the

films of Bruce Bickford where clay creatures morph into a variety of

different shapes Examples of clay-animated works include The Gumby

Show (US 1957ndash1967) Morph shorts (UK 1977ndash2000) Wallace and

Gromit shorts (UK as of 1989) Jan Švankmajers Dimensions of

Dialogue (Czechoslovakia 1982) The Trap Door (UK 1984) Films

include Wallace and Gromit Curse of the Were-Rabbit Chicken Run

and The Adventures of Mark Twain

Cutout animation is a type of stop-motion animation produced by

moving 2-dimensional pieces of material such as paper or cloth

Examples include Terry Gilliams animated sequences from Monty

Pythons Flying Circus (UK 1969-1974) Fantastic Planet

(FranceCzechoslovakia 1973) Tale of Tales (Russia 1979) The

pilot episode of the TV series (and sometimes in episodes) of South

Park (US 1997)

Silhouette animation is a variant of cutout animation in which the

characters are backlit and only visible as silhouettes Examples include

The Adventures of Prince Achmed (Weimar Republic 1926) and

Princes et princesses (France 2000)

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 3: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

70

because it allows the creation of images that would not be feasible using any

other technology It can also allow a single graphic artist to produce such

content without the use of actors expensive set pieces or props

3D computer graphics software is used to make computer-generated

imagery for movies etc Recent availability of CGI software and increased

computer speeds has allowed individual artists and small companies to

produce professional grade films games and fine art from their home

computers This has brought about an Internet subculture with its own set of

global celebrities clicheacutes and technical vocabulary

C) Animation Methods

1 Traditional animation

Traditional animation (also called cel animation or hand-drawn

animation) was the process used for most animated films of the 20th century

The individual frames of a traditionally animated film are photographs of

drawings which are first drawn on paper To create the illusion of movement

each drawing differs slightly from the one before it The animators drawings

are traced or photocopied onto transparent acetate sheets called cels which

are filled in with paints in assigned colors or tones on the side opposite the

line drawings The completed character cels are photographed one-by-one

onto motion picture film against a painted background by a rostrum camera

The traditional cel animation process became obsolete by the

beginning of the 21st century Today animators drawings and the

backgrounds are either scanned into or drawn directly into a computer system

Various software programs are used to color the drawings and simulate

camera movement and effects The final animated piece is output to one of

several delivery media including traditional 35 mm film and newer media

such as digital video The look of traditional cel animation is still preserved

71

and the character animators work has remained essentially the same over the

past 70 years Some animation producers have used the term tradigital to

describe cel animation which makes extensive use of computer technology

Examples of traditionally animated feature films include Pinocchio

(United States 1940) Animal Farm (United Kingdom 1954) and Akira

(Japan 1988) Traditional animated films which were produced with the aid

of computer technology include The Lion King (US 1994) Sen to Chihiro no

Kamikakushi (Spirited Away) (Japan 2001) Treasure Planet (USA 2002)

and Les Triplettes de Belleville (2003)

2 Stop motion

Stop-motion animation is used to describe animation created by

physically manipulating real-world objects and photographing them one

frame of film at a time to create the illusion of movement There are many

different types of stop-motion animation usually named after the type of

media used to create the animation Computer software is widely available to

create this type of animation

Puppet animation typically involves stop-motion puppet figures

interacting with each other in a constructed environment in contrast to

the real-world interaction in model animation The puppets generally

have an armature inside of them to keep them still and steady as well

as constraining them to move at particular joints Examples include

The Tale of the Fox (France 1937) Nightmare Before Christmas (US

1993) Corpse Bride (US 2005) Coraline (US 2009) the films of Jiřiacute

Trnka and the TV series Robot Chicken (US 2005ndashpresent)

Puppetoon created using techniques developed by George Paacutel are

puppet-animated films which typically use a different version of a

72

puppet for different frames rather than simply manipulating one

existing puppet

Clay animation or Plasticine animation often abbreviated as

claymation uses figures made of clay or a similar malleable material to

create stop-motion animation The figures may have an armature or

wire frame inside of them similar to the related puppet animation

(below) that can be manipulated in order to pose the figures

Alternatively the figures may be made entirely of clay such as in the

films of Bruce Bickford where clay creatures morph into a variety of

different shapes Examples of clay-animated works include The Gumby

Show (US 1957ndash1967) Morph shorts (UK 1977ndash2000) Wallace and

Gromit shorts (UK as of 1989) Jan Švankmajers Dimensions of

Dialogue (Czechoslovakia 1982) The Trap Door (UK 1984) Films

include Wallace and Gromit Curse of the Were-Rabbit Chicken Run

and The Adventures of Mark Twain

Cutout animation is a type of stop-motion animation produced by

moving 2-dimensional pieces of material such as paper or cloth

Examples include Terry Gilliams animated sequences from Monty

Pythons Flying Circus (UK 1969-1974) Fantastic Planet

(FranceCzechoslovakia 1973) Tale of Tales (Russia 1979) The

pilot episode of the TV series (and sometimes in episodes) of South

Park (US 1997)

Silhouette animation is a variant of cutout animation in which the

characters are backlit and only visible as silhouettes Examples include

The Adventures of Prince Achmed (Weimar Republic 1926) and

Princes et princesses (France 2000)

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 4: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

71

and the character animators work has remained essentially the same over the

past 70 years Some animation producers have used the term tradigital to

describe cel animation which makes extensive use of computer technology

Examples of traditionally animated feature films include Pinocchio

(United States 1940) Animal Farm (United Kingdom 1954) and Akira

(Japan 1988) Traditional animated films which were produced with the aid

of computer technology include The Lion King (US 1994) Sen to Chihiro no

Kamikakushi (Spirited Away) (Japan 2001) Treasure Planet (USA 2002)

and Les Triplettes de Belleville (2003)

2 Stop motion

Stop-motion animation is used to describe animation created by

physically manipulating real-world objects and photographing them one

frame of film at a time to create the illusion of movement There are many

different types of stop-motion animation usually named after the type of

media used to create the animation Computer software is widely available to

create this type of animation

Puppet animation typically involves stop-motion puppet figures

interacting with each other in a constructed environment in contrast to

the real-world interaction in model animation The puppets generally

have an armature inside of them to keep them still and steady as well

as constraining them to move at particular joints Examples include

The Tale of the Fox (France 1937) Nightmare Before Christmas (US

1993) Corpse Bride (US 2005) Coraline (US 2009) the films of Jiřiacute

Trnka and the TV series Robot Chicken (US 2005ndashpresent)

Puppetoon created using techniques developed by George Paacutel are

puppet-animated films which typically use a different version of a

72

puppet for different frames rather than simply manipulating one

existing puppet

Clay animation or Plasticine animation often abbreviated as

claymation uses figures made of clay or a similar malleable material to

create stop-motion animation The figures may have an armature or

wire frame inside of them similar to the related puppet animation

(below) that can be manipulated in order to pose the figures

Alternatively the figures may be made entirely of clay such as in the

films of Bruce Bickford where clay creatures morph into a variety of

different shapes Examples of clay-animated works include The Gumby

Show (US 1957ndash1967) Morph shorts (UK 1977ndash2000) Wallace and

Gromit shorts (UK as of 1989) Jan Švankmajers Dimensions of

Dialogue (Czechoslovakia 1982) The Trap Door (UK 1984) Films

include Wallace and Gromit Curse of the Were-Rabbit Chicken Run

and The Adventures of Mark Twain

Cutout animation is a type of stop-motion animation produced by

moving 2-dimensional pieces of material such as paper or cloth

Examples include Terry Gilliams animated sequences from Monty

Pythons Flying Circus (UK 1969-1974) Fantastic Planet

(FranceCzechoslovakia 1973) Tale of Tales (Russia 1979) The

pilot episode of the TV series (and sometimes in episodes) of South

Park (US 1997)

Silhouette animation is a variant of cutout animation in which the

characters are backlit and only visible as silhouettes Examples include

The Adventures of Prince Achmed (Weimar Republic 1926) and

Princes et princesses (France 2000)

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 5: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

72

puppet for different frames rather than simply manipulating one

existing puppet

Clay animation or Plasticine animation often abbreviated as

claymation uses figures made of clay or a similar malleable material to

create stop-motion animation The figures may have an armature or

wire frame inside of them similar to the related puppet animation

(below) that can be manipulated in order to pose the figures

Alternatively the figures may be made entirely of clay such as in the

films of Bruce Bickford where clay creatures morph into a variety of

different shapes Examples of clay-animated works include The Gumby

Show (US 1957ndash1967) Morph shorts (UK 1977ndash2000) Wallace and

Gromit shorts (UK as of 1989) Jan Švankmajers Dimensions of

Dialogue (Czechoslovakia 1982) The Trap Door (UK 1984) Films

include Wallace and Gromit Curse of the Were-Rabbit Chicken Run

and The Adventures of Mark Twain

Cutout animation is a type of stop-motion animation produced by

moving 2-dimensional pieces of material such as paper or cloth

Examples include Terry Gilliams animated sequences from Monty

Pythons Flying Circus (UK 1969-1974) Fantastic Planet

(FranceCzechoslovakia 1973) Tale of Tales (Russia 1979) The

pilot episode of the TV series (and sometimes in episodes) of South

Park (US 1997)

Silhouette animation is a variant of cutout animation in which the

characters are backlit and only visible as silhouettes Examples include

The Adventures of Prince Achmed (Weimar Republic 1926) and

Princes et princesses (France 2000)

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 6: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

73

Model animation refers to stop-motion animation created to interact

with and exist as a part of a live-action world Intercutting matte

effects and split screens are often employed to blend stop-motion

characters or objects with live actors and settings Examples include

the work of Ray Harryhausen as seen in films such Jason and the

Argonauts (1961) and the work of Willis OBrien on films such as

King Kong (1933 film)

Go motion is a variant of model animation which uses various

techniques to create motion blur between frames of film which is not

present in traditional stop-motion The technique was invented by

Industrial Light amp Magic and Phil Tippett to create special effects

scenes for the film The Empire Strikes Back (1980)

Object animation refers to the use of regular inanimate objects in

stop-motion animation as opposed to specially created items One

example of object animation is the brickfilm which incorporates the

use of plastic toy construction blocks such as Lego

Graphic animation uses non-drawn flat visual graphic material

(photographs newspaper clippings magazines etc) which are

sometimes manipulated frame-by-frame to create movement At other

times the graphics remain stationary while the stop-motion camera is

moved to create on-screen action

Pixilation involves the use of live humans as stop motion characters

This allows for a number of surreal effects including disappearances

and reappearances allowing people to appear to slide across the

ground and other such effects Examples of pixilation include The

Secret Adventures of Tom Thumb and Angry Kid shorts

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 7: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

74

3 Computer animation

Computer animation is the art of creating moving images via the use of

computers It is a subfield of computer graphics and animation Increasingly it

is created by means of 3D amp 2Dcomputer graphics Sometimes the target of

the animation is the computer itself sometimes the target is another medium

such as film It is also referred to as CGI (Computer generated imagery)

especially when used in movies

2D animation

2D animation figures are created andor edited on the computer using

2D bitmap graphics or created and edited using 2D vector graphics This

includes automated computerized versions of traditional animation techniques

such as of tweening morphing onion skinning and interpolated rotoscoping

3D animation

3D animation digital models manipulated by an animator In order to

manipulate a mesh it is given a digital skeletal structure that can be used to

control the mesh This process is called rigging Various other techniques can

be applied such as mathematical functions (ex gravity particle simulations)

simulated fur or hair effects such as fire and water and the use of Motion

capture to name but a few these techniques fall under the category of 3d

dynamics Many 3D animations are very believable and are commonly used

as Visual effects for recent movies

2D animation techniques tend to focus on image manipulation while

3D techniques usually build virtual worlds in which characters and objects

move and interact 3D animation can create images that seem real to the

viewer

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 8: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

75

4 Character animation

Character animation is a specialized area of the animation process

concerning the animation of one or more characters featured in an animated

work It is usually as one aspect of a larger production and often made to

complement voice acting Character animation is artistically unique from

other animation in that it involves the creation of apparent thought and

emotion in addition to physical action

5 Other animation techniques

Drawn on film animation a technique where footage is produced by

creating the images directly on film stock for example by Norman

McLaren Len Lye and Stan Brakhage

Paint-on-glass animation a technique for making animated films by

manipulating slow drying oil paints on sheets of glass

Erasure animation a technique using tradition 2D medium

photographed over time as the artist manipulates the image For

example William Kentridge is famous for his charcoal erasure films

Pinscreen animation makes use of a screen filled with movable pins

which can be moved in or out by pressing an object onto the screen

The screen is lit from the side so that the pins cast shadows The

technique has been used to create animated films with a range of

textural effects difficult to achieve with traditional cel animation

Sand animation sand is moved around on a backlighted or

frontlighted piece of glass to create each frame for an animated film

This creates an interesting effect when animated because of the light

contrast

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 9: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

76

D) Children

The Oxford dictionary defines as persons who are strongly influenced

by the ideas and attitudes of a particular time or person In my studies

children means boys or girls belonging to the age between 13 and 15 years

old ie children belonging to 9th

and 10th

standards

II ELEMENTS IN COMPUTER ANIMATION

If you want to create your own computer graphics no matter how

simple or complex you have to know a few things about computers computer

graphics and how they work The following information should help you get

started in the field of computer graphics

Anti-aliasing

Binary system

Bit depth

Bitmap

Bitmapped graphics

Boolean operations

Contouring

Coordinate System

Digitizing

Dithering

Face

File types

Fractals

Hierarchy

Inverse Kinematics

Keyframe

Modeling

Morphing amp Warping

Mesh

Object oriented graphics

Onionskinning

Pixel

Primitives

Real time rendering

Rendering

Resolution

Surface Mapping

Transitions

Vertex

Ref wwwbergenorgAASTComputer Animation

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 10: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

77

Anti-aliasing

Anti-aliasing is the process of blurring sharp edges in pictures to get

rid of the jagged edges on lines After an image is rendered some applications

automatically anti-alias images The program looks for edges in an image and

then blurs adjacent pixels to produce a smoother edge

Binary System

Everything in the computer world including graphics is based on the

binary system The binary system is based on only 2 numbers 0 and 1 unlike

our decimal system which is based on numbers from 0 through 9

One might think that the binary system is very complicated but it is

not When you count in the decimal systems it goes like this 0 1 2 3 4 5 6

7 8 9 and then you ran out of digits so you make a two-digit number 10

In the decimal system it is exactly the same 0 1 and you are already out of

digits Now you make the binary number 10 which is equivalent to the

decimal 2 And then you go on 10 11 100 101 and so on

Here is a table of the first 20 binary numbers and their decimal

equivalents

Decimal Binary Decimal Binary Decimal Binary Decimal Binary

0 0 5 101 10 1010 15 1111

1 1 6 110 11 1011 16 10000

2 10 7 111 12 1100 17 10001

3 11 8 1000 13 1101 18 10010

4 100 9 1001 14 1110 19 10011

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 11: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

78

Bit Depth

Bit depth is the number of bits used to store information about each

pixel The higher the depth the more colors are stored in an image For

example the lowest bit-depth 1 bit graphics are only capable of showing two

colors black amp white This is because there are only two combinations of

numbers in one bit 0 and 1 Four bit color is capable of displaying 16 colors

because there are 16 different combinations of four bits

0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011

1100 1101 1110 1111 With 8 bit color there is a total of 256 colors available

With 16 bit color a total of 65536 is available When you have 24 bit color a

total of 16777216 colors is available

Bitmapped Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented Bit mapped graphics are graphics that are stored in the form of a

bitmap They are a sequence of bits that get drawn onto the screen You create

bit mapped graphics using a painting program You can not edit the

components of a bitmapped image once you drew them For example if you

use your painting program to draw a line you will not be able to edit that line

as a separate object It becomes part of the image From now on that line is a

pattern of pixels

Boolean Operations

In regard to 3D modeling there are three primary operations addition

subtraction and intersection In order to create a boolean object you first

need two other objects They can be primitves or other meshes They also

need to intersect in 3D space If you do addition the resulting object will be

the sum of the two initial objects It will look as if the two were welded If

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 12: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

79

subtraction is what you are doing the second object gets subtracted from the

first one A hole in the shape of the second object is created in the first one

All the space that was occupied by both of the objects is taken away from the

first one Finally in the intersection mode the final object occupies the area

in which both of the initials intersected

Coordinate System

In real life we can tell where objects are by measuring distance

between them As for placing them moving them and keeping track of where

they are nature has developed a pretty good system On the computer though

we have to somehow keep track of objects in a 3D scene Mathematicians

have developed the coordinate system You have probably learned in

geometry about the X and the Y axis Well these two axis define a coordinate

plane that is a two dimentional world However to work in three dimentions

we need one more axis the Z axis

Digitizing

Digitizing is the process of converting a continues signal (such as

sound or video) into distinct units that the compute or other electronic

equipment can process There are many ways to digitize things There is the

microphone which digitizes sound The scanner can digitize photos and other

images A digital camera is able to bring video into the computer

TitleFile Formats

There is a very large number of different file formats for images and

moviesanimations There is no way to mention all of them Different file

types have their own qualities Some file types store compressed images

others can only hold files of a specific bit depth and resolution Finally there

are those files that contain information specific only to one application Some

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 13: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

80

of the file formats are GIF JPEG TIFF Quicktime Targa Pict RGB BMP

SGI etc

Fractals

Fractals are very complex pictures generated by a computer from a

single formula Very often they are very colorful and look beautiful A fractal

gets created by using iterations This means that one formula is repeated with

slightly different values over and over again taking into account the results

from the previous iteration The results are then graphed In fractals the little

parts of them look like the big picture and when one zooms in more one will

find more and more repeating copies of the original

Hierarchy

When modeling a charachter it is often usefull to establish a hierarchy

between all the objects making up the character To explain what hierarchy is

let us consider a model of a human You have 5 fingers Each of the fingers is

connected to your hand The hand is connected to your lower arm which in

turn is connected to your upper arm Finally the whole arm is connected to

your torso If you were to model a human arm you would probably set up the

same type of hierarchy You would connect the fingers to the hand and the

hand to the lower arm and the lower arm to the upper arm You might ask

yourself how does this help you Well consider animating this arm If the

objects were all disconnected you would have to place each part of the whole

arm in the appropriate position With an established hierarchy you start with

the object highest up in the hierarchy and position it in place When you do

this all the objects further down follow Then you continue going down the

hierarchy until the whole arm and its components are in the position you want

them to be in

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 14: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

81

Inverse Kinematics

Before you try to understand what inverse kinematics is you have to

know what hierarchy is If you have a hierarchy established some programs

allow you to take advantage of a process called inverse kinematics to position

and animate characters Unlike in a regular hierarchy in inverse kinematics

all you have to do is pull on the object lowest in the hierarchy and the rest of

them follow This is possible because the computer calculates the position of

the objects higher up in the hierarchy according to restraints and other

paramaters specified for a character

Keyframe

When someone creates a 3D animation on a computer they usually

dont specify the exact position of any given object on every single frame

They create keyframes Keyframes are important frames during which an

object changes its size direction shape or other properties The computer

then figures out all the in between frames and saves an extreme amount of

time for the animator

Modeling

Modeling is the process of creating 3D objects from simple 2D objects

by lofting or from other simple 3D objects called primitives Primitives can

be combined using a variety of boolean operations They can also be distorted

by dragging around their vertices or distorted in different ways

Morphing

Morphing is a very cool looking transition It is also one of the most

complicated ones A morph looks as if two images melt into each other with a

very fluid motion In technical terms what happens is two images are

distorted and a fade occurs between them

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 15: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

82

Mesh

A mesh is a collection of faces which describe an object An object can

be anything a sphere a pyramid a car tire or an elephant The faces are

arranged in such a way that they form the outside surface of that object It

could be thought of as the skin of the object The mesh is usually depicted in

wire frame mode

Object Oriented Graphics

There are two kinds of computer graphics Bit Mapped and Object

Oriented You create object oriented graphics in a drawing program When

you create objects in a drawing program you can still edit them after you

have done something else For example if you draw a circle in one place

then draw a rectangle in another place you can still select the circle and

change its size and location This is possible because object oriented graphics

are stored as dimensions and formulas unlike bit mapped graphics which are

stored as individual pixels

Onionskinning

Onionskinning is a term that commonly refers to a graphic process in

which an image or an animation is composed of a couple of different layers

Imagine it as a series of totally transparent pieces of plastic with different

drawings on them When they are all stacked on top of another a composite is

formed This is widely used in traditional animation when the background is a

separate layer and each character is a separate layer This way only layers

have to be redrawn or repositioned for a new frame Onionskinning is also

found in computer software where different effects can be placed on different

layers and later composited into a final image or animation

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 16: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

83

Pixel

A pixel is the most basic component of any computer graphic Pixel

stands for picture element It corresponds to the smallest thing that can be

drawn on a computer screen Every computer graphic is made up of a grid of

pixels When these pixels are painted onto the screen they form an image

This grid of pixels is called a bitmap

Primitives

If you really look around you might realize that many objects around

you are made up of very simple objects Take a chair for example It is created

of a bunch of blocks A table might be 2 cylinders one really short and wide

one for the top and one long skinny one for the leg Most 3D programs

provide the user with a number of primitives from which they can model

more complex objects These primitves most often include a sphere a box a

cylinder a cone and a torus Some programs have more like tube or

hemisphere In order to create other objects though such as garden hose for

example you might need to use other modeling methods such as extrusion or

lathing

Real Time Rendering

Rendering in real time means that the computer updates the screen with

an actual rendered image instead of a mesh on the fly Real time rendering is

most often done in flat rendering modes Real time rendering is what makes

virtual reality possible

Rendering

Rendering is the process a computer uses to create an image from a

data file Most 3D graphics programs are not capable of drawing the whole

scene on the run with all the colors textures lights and shading Instead the

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 17: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

84

user handles a mesh which is a rough representation of an object When the

user is satisfied with the mesh he then renders the image

Resolution

Resolution in computer graphics either refers to the number of pixels

per inch or other unit of measure (centimeter for example) on a monitor or

printer It is also sometimes used to describe the total number of pixels on a

monitor Resolution is usualy measured in pixels per inch or dots per inch

(dpi) Most monitors can display at 72 dpi Monitors come in a variety of

resolutions They can get as small as 320 pixels by 200 pixels or as large as

1280 by 1024

Surface Mapping

Very often when objects are to be rendered in order to achieve a more

realistic look a surface map is applied to an object or a part of an object A

surface map is really just a picture which is wrapped around an object in one

or more fashion A surface map can be a decal placed onto a bumper of a car

or a brick texture put on a wall in order to make it look more realistic Surface

maps are sometimes referred to as textures

Transition

In computer animation transitions are ways of moving from one

picture to another A simple transition might be a fade In a fade one image

fades out while the other one fades in giving an animation a cool look Other

examples of transitions are wiping morphing blending etc

Vertex

A vertex is a collection of three numbers which define its position in

the coordinate system Points are the building blocks of all 3D objects From

points one can build faces and ultimately meshes

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 18: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

85

III OBJECTIVES METHODOLOGY AND HYPOTHESES

THE PRESENT STUDY OBJECTIVES

1 To understand the impact of computer animation on children and its

impacts on their behaviours especially on violence formation of

character and its impact on their studies and real life situations

2 To find out the impact of computer animation on children especially

on the transfer of ideas on children in comparison with other media

3 To find out the impact of computer animation on cognitive social and

health related development

4 To asses the characteristics development and applications of Computer

animation and its many manifestation in day-to-day life

5 To find out the content treatment and different phases of computer

animation

6 To find out the achievement made by Computer animation in TV

Internet and Film production

7 To find out the impact of gender difference in matters of

comprehension social learning and attitude changes

8 To find out the reason for the global Animation to search India as the

destination for animation industry

9 To find out whether the emergence of Indian animation is the revival

of Indian mythology epics and heritage which are going to be rich

contribution in many manifestation

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 19: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

86

METHODOLOGY

With the main objectives in mind the researcher has opted a

combination of survey method and content analysis of animation which is

meant for children The researcher has scientifically studied the content and

characteristics of 2D and 3D animation on children in visual media especially

in TV Internet and Film in Kerala over a period between July and Nov in

2008 Thus the researcher has scientifically designated a questionnaire with

the main objectives in mind

Tools for data collection

With scientifically developed questionnaire the researcher has

conducted a survey among the children in the age group of 13 to 15 who are

mainly pursuing their studies in 9th

and 10th

standards Further the researcher

has selected a sample size of 687 samples of children belonging to three cities

of Kerala - Trivandrum Cochin and Calicut giving adequate representation to

different socio-economic and religious groups The researcher has personally

administered the questionnaire to the children in order to collect the needed

data for the study with scientifically devised questionnaire containing both

closed and open ended questions relating to the objectives of the study The

questionnaire also contained the questions meant for eliciting personal and

demographic information The questionnaire already contained needed

guidelines to fill up questionnaire and the researcher has personally

administered the same to children in order to elicit complete information with

regards to the objectives

Thus the researcher was able to get 687 completed questionnaires in all

respect The researcher has also collected secondary data from many other

sources to find out the Impact of Computer Animation on Children in

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 20: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

87

CALICUT COCHIN amp TVM Thus the scientifically collected data is

presented in the next chapter for inference and interpretation

Secondary Data

The researcher has collected the needed secondary data from the

institutions and libraries both from India and abroad like the university of

Ryerson in Toronto Humber ndash Digital Imaging Training Centre in Toronto

Toronto Public Library and also from the Canadian Centre in New Delhi and

papers from the various seminars conducted by ICCS (International Council

for Canadian Studies) and IACS (Indian Association Canadian Studies)

Thus the data obtained from the field survey and historical research is

presented in the forth coming chapters with tabular presentation according to

the relevant characteristics for the needed inference and interpretation

NULL-HYPOTHESIS

NH 1 Views regarding the impact of computer animation on children and

its impact on their value system and formation of character are not

associated with the background (Gender) differential of the

respondents

NH 2 Views regarding the impact of computer animation on children and

its impact of violence and aggression in real life situations are not

associated with the background (Gender) differential of the

respondents

NH 3 Views regarding the impact of violent computer animation games on

aggressive behaviour of children are not associated with the

background (Gender) differential of the respondents

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 21: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

88

NH 4 Views regarding the impact of computer animation on the transfer of

ideas in comparison with other media are not associated with the

background (Gender) differential of the respondents

NH 5 Views regarding the impact of computer animation on the formation

of ideas are not associated with the background (Gender) differential

of the respondents

NH 6 Views regarding the impact of computer animation on childrenrsquos

body weightunhealthy situations are not associated with the

background (Gender) differential of the respondents

NH 7 Views regarding the impact of computer animation on childrenrsquos

family relation education amp community relationship are not

associated with the background (Gender) differential of the

respondents

NH 8 Views regarding the impact of computer animation on childrenrsquos

knowledge learning process and communication skills are not

associated with the background (Gender) differential of the

respondents

NH 9 Views regarding the impact of computer animation on childrenrsquos

articulation and the capacity to organize and comprehend their

understandings are not associated with the background (Gender)

differential of the respondents

NH 10 Views regarding the impact of computer animation on childrenrsquos

social isolation and depression are not associated with the

background (Gender) differential of the respondents

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 22: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

89

NH 11 Views regarding the impact of computer animation on childrenrsquos

identification of interest and attitude are not associated with the

background (Gender) differential of the respondents

NH 12 Views regarding the most preferred animation program of children is

not associated with the background (Gender) differential of the

respondents

NH 13 Views regarding the widely used computer animation program in

different medium is not associated with the background (Gender)

differential of the respondents

NH 14 Views regarding the impact of hidden negative content of computer

animation on children is not associated with the background (Gender)

differential of the respondents

NH 15 Views regarding the impact of Film amp TV computer animation on

retardation of childrenrsquos capacity to think is not associated with the

background (Gender) differential of the respondents

NH 16 Views regarding the most preferred domain of Animation program of

children is not associated with the background (Gender) differential

of the respondents

NH 17 Views regarding the most preferred location of viewing of Animation

program by children is not associated with the background (Gender)

differential of the respondents

NH 18 Views regarding the most preferred animation themes of children is

not associated with the background (Gender) differential of the

respondents

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 23: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

90

NH 19 Views regarding the impact of Computer Animation on Indian epics

is not associated with the background (Gender) differential of the

respondents

NH 20 Views regarding the childrenrsquos rating of the language to interact with

Animation program is not associated with the background (Gender)

differential of the respondents

NH 21 Views regarding the substitute of Computer Animation for the

traditional story telling is not associated with the background

(Gender) differential of the respondents

Limitations of the study

In Kerala the animation industry is in its embryonic stage So the

researcher was concentrating mainly in metropolitan cities to get the

respondents

The researcher could not give adequate representation to rural children

since animation is not very popular to them due to the inaccessibility to

animation industry

Profile of the Respondents

Location 9

th STD 10

th STD Total No of

respondents M F M F

TVM 81 61 40 32 214 3115

COCHIN 30 60 45 90 225 3276

CALICUT 69 49 63 67 248 3609

Total 180

26

170

25

148

215

189

275 687 100

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students

Page 24: METHODOLOGYshodhganga.inflibnet.ac.in/bitstream/10603/3286/9/09_chapter 3.pdf · 70 because it allows the creation of images that would not be feasible using any other technology

91

Geographical wise distribution of the sample shows that 3115

respondents belong to Trivandrum 3276 of the respondents belong to

Cochin and 3609 of them are from Calicut On the basis of education the

distribution of the sample shows that 51 of the children belong to 9th

standard and 49 of them belong to 10th

standard Gender wise distribution

of the sample shows that 475 of respondents happened to be male students

and 525 of them happened to be female students