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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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