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      <title>Unit 31 by Harry Wass</title>
      <link>https://padlet.com/harrywass2001/vuipqfwrev0a</link>
      <description>Made with a wish on a star and ur mum</description>
      <language>en-us</language>
      <pubDate>2018-01-12 09:37:44 UTC</pubDate>
      <lastBuildDate>2023-03-28 11:00:30 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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      <item>
         <title>Simulation</title>
         <author>harrywass2001</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896802</link>
         <description><![CDATA[<div>History: First aircraft simulation was built in 1929 by a man called Edwin Link, the first anesthesia simulator was created in 1969<br>Examples of simulation: Physics simulations allow objects to move in a realistic and physical way according to constraints given by an animator.<br>Simulations can also give data to the user for example some 3D printer softwares use simulation to test the strength of the products being made during a specific task.<br>When engineering simulation is used so that the engineers know that a building is safe and wont fall down when it is hit by winds (especially skyscrapers).<br><br>Advantages: Simulations allow an idea to be tested before it is created and used to ensure it is safe.<br>Disadvantages:</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 09:40:16 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896802</guid>
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      <item>
         <title>Advertising</title>
         <author>ped152813901</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896883</link>
         <description><![CDATA[<div>Brief History<br>One of the oldest recorded animated adverts is a stop motion short advertising for donations to send matches to troops. It is named <em>Matches an Appeal</em> and was created by Arthur Melbourne-Copper. It utilized stop motion to illustrate a matchstick man spelling out the companies’ name. Not only is it considered the earliest advertisement, but perhaps even the earliest example of a fully animated film.&nbsp;<br><br>Three examples of animation used in advertising;<br>- Sony Bravia, Play-Doh<br>- Mr. Muscle<br>- Compare the Market<br><br>Advantages<br>It allows companies to create a likable character that people relate with the company/product.<br>It can distract the viewer to be interested in the animation so they can see the product instead of ignoring the advert.<br>It gives the company a uniqueness that other adverts can't achieve.<br>Can be done with a smaller team.<br><br>Disadvantages<br>It can be expensive to produce animation but it is also time consuming, in almost every sector of animation.<br>Adverts are generally avoided as much a possible so a large majority of the viewers aren't paying attention to the advert so it's a waste of money.<br>You can only do so much in a 10-15 second window and an animation isn't always the best way to do that.<br><br>Types of animation over time<br>Initially it was stop motion and cel-animation in the early days of animation in advertising but as time has gone on it has progressed to more modern forms of animation. Almost all adverts with animation today are CGI.<br><br></div>]]></description>
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         <pubDate>2018-01-12 09:40:36 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896883</guid>
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         <title>Animation in Education</title>
         <author>duf17001532</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896913</link>
         <description><![CDATA[<div>Animation is used in education as it makes understanding information a lot easier. Using animation, information can more easily be shown to students that just looking at static images with markings. Animations can by pass the need for these difficult markings and removes the need for the student to try and interpret what will happen as the animation shows exactly what happens. This allows for people who lack the skills needed to understand markings and confusing images and allows them to gain an understanding of what is happening.<br>Animations in Education really helps benefit science images as it makes confusing diagrams about experiments or processes easier to understand.<br><br>Animation has become more frequent in recent years due to how it can benefit learners and help their understanding. Animations are also very easy to make allowing for them to become very common.</div>]]></description>
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         <pubDate>2018-01-12 09:40:42 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220896913</guid>
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         <title>Uses for animation in creative art</title>
         <author>mastermind0926</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220897469</link>
         <description><![CDATA[<div>What are the uses: Cinemagraphs - A cinemagraph is a living image - a still photograph that contains an element of movement lopped seamlessly to create a never ending moment. <br>HISTORY:<br> The first cinemagraph was created by Jamie Beck and Kevin Burg in early 2011 and they coined the term "cinemagraph" in March of that year. Cinemagraphs began through a series of experiments using existing video content but the medium began when Beck and Burg captured imagery specifically for creating cinemagraphs. Since then cinemagraphs have evolved and gained a wide audience, appearing online, on television and in advertising. <br><br> Animation can be used in creative arts to create an image that is animated, but still considered art. An example of this would be 'Cinemagraphs'. Cinemagraphs are a still image that contain a slight use of animation to create a piece of still art that actually has life in it. This is a very modern form of art, and uses animation techniques to blend the still image with the animated one, meaning that an image can be brought to life. This use of animation creates an effect where the viewer feels as if they are watching a video, when in fact it is a still image with only slight movement. This image of a trapped butterfly is an example, Note how the rest of the image is completely still, yet the butterfly continues to move around. It creates an effect that makes it seem as though time has stopped around the butterfly. This is an efective use of animation, as it means that art is no longer a piece of work that has to be hung up on a wall. Cinemagraphs take art to a new level, meaning that a painting could actually be brought to life. <br>ADVANTAGES: <br>It adds a sense that time has stood still, around the moving object which can be used to give a surreal approach to the art and thus the feeling it gives off</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 09:42:43 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220897469</guid>
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      <item>
         <title>Entertainment</title>
         <author>aus16287860</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220897958</link>
         <description><![CDATA[<div>Entertainment is a primary form of using the animation. It's first aim was to be used in movies, cartoons or short videos. Animation is used to represent the things which doesn't exist in the real life and bring some magic and fiction into movies. The most known use of animation for entertainment are&nbsp;<br>Disney films, which are the stories created for children and&nbsp;<br>young people. The early Disney movies used the traditional type<br>of animation, which used frame-by-frame manipulation of<br>drawings and illustrations. Nowadays, the movies are created<br>using computer animation and allow the creators to&nbsp;<br>make them look more realistic.&nbsp;</div><div>Many movies these days are created using animation. Films like Shrek and Finding Nemo gained a massive profit from people watching the film and buying the merchandise.<br>Two of the greatest advantages of using computer animation on a project is the realism and speed computer animation can bring to a project. For example, once an image is created in the animation program, it can be stored there for later use; it doesn't have to be "redrawn" or recreated. For shows produced weekly, this saves a great deal of time. While the initial output to create the product is steep, the later episodes of a production go faster, because the key images have already been created.<br>In terms of realism, one need only think of the battle sequences in the "Lord of the Rings" films. Created on a program called Massive&nbsp; Not only did this program offer speed to the project, creating thousands upon thousands of warriors for huge battle sequences, it was able to do so faster than anyone could hand draw that many individual characters. Additionally, the program provided realism to the sequence. Each soldier, whether Ork or Elf, was a realistic, single character. This program coupled with sequences of shots of live actors in costume provided believable and realistic results.&nbsp;<br>Any computer animation is limited often by the program's limitations. In order to understand this, one need only to think of the various versions of different video games. The earliest incarnations of a game like "Tomb Raider" look different than the later, more realistic versions of the game does. These changes are due in large part to the advances in technology, which have a direct effect on what the computer animation program can do. If the technology is limited, the program is limited.&nbsp;<br>An animator must also take into consideration what each stage of the task calls for. A pencil drawn image often leads to a spontaneous image, full of feelings and emotions that are often difficult to convey with a computer animation program. Such graphics are vital to the early stages of a project when it's being fleshed out. The rendering of characters lends itself to using pencil drawn or hand painted images for this reason. Because there is no pressure to produce a finished product, the artistic team is free to explore, to doodle, in order to get a character just right.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 09:44:31 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220897958</guid>
      </item>
      <item>
         <title>Simulation</title>
         <author>harrywass2001</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220900584</link>
         <description><![CDATA[<div><br>Advantages:&nbsp; One of the primary advantages of simulators is that they are able to provide users with practical feedback when designing real world systems. This allows the designer to determine the correctness and efficiency of a design before the system is actually constructed. Consequently, the user may explore the merits of alternative designs without actually physically building the systems. By investigating the effects of specific design decisions during the design phase rather than the construction phase, the overall cost of building the system diminishes significantly. As an example, consider the design and fabrication of integrated circuits. During the design phase, the designer is presented with a myriad of decisions regarding such things as the placement of components and the routing of the connecting wires. It would be very costly to actually fabricate all of the potential designs as a means of evaluating their respective performance. Through the use of a simulator, however, the user may investigate the relative superiority of each design without actually fabricating the circuits themselves. By mimicking the behavior of the designs, the circuit simulator is able to provide the designer with information pertaining to the correctness and efficiency of alternate designs. After carefully weighing the ramifications of each design, the best circuit may then be fabricated.&nbsp;<br><br>Disadvantages: That they are very expensive do run due to the computers being resource heavy and demanding. This is because there are such a large amount of entities that a normal day to day basic will be incapable of doing it. This is why simulating realistic stuff is extremely hard as the amount of &nbsp;things you have to keep in mind to exactly replicate what is going on.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 09:53:50 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220900584</guid>
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      <item>
         <title>Definitions:</title>
         <author>harrywass2001</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964008</link>
         <description><![CDATA[<div><br>Persistence of vision: Persistence of vision refers to the optical illusion whereby multiple discrete images blend into a single image in the human mind and believed to be the explanation for motion perception in cinema and animated films. <figure class="attachment attachment--preview"><img src="http://2.bp.blogspot.com/-oP-ZKRsadlw/ULVSS3S2B5I/AAAAAAAAAws/JlPTph7Dl9w/s1600/running-horse.gif" width="786" height="391"><figcaption class="attachment__caption"></figcaption></figure> <br>Phi phenomenon: </div><div>The phi phenomenon is the optical illusion of perceiving a series of still images, when viewed in rapid succession, as continuous motion. Max Wertheimer, one of the three founders of Gestalt psychology, defined this phenomenon in 1912.</div><div><br> <figure class="attachment attachment--preview"><img src="https://upload.wikimedia.org/wikipedia/commons/6/6e/Lilac-Chaser.gif" width="420" height="420"><figcaption class="attachment__caption"></figcaption></figure> </div><div><br>Beta movement:  </div><div>Beta movement is an optical illusion, first described by Max Wertheimer in 1912, whereby a series of static images on a screen creates the illusion of a smoothly flowing scene. This occurs when the frame rate is greater than 10 to 12 separate images per second.  <figure class="attachment attachment--preview"><img src="http://mesosyn.com/mental8-13-3.gif" width="320" height="256"><figcaption class="attachment__caption"></figcaption></figure> </div><div><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 14:01:32 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964008</guid>
      </item>
      <item>
         <title>Persistence of Vision</title>
         <author>scott_roche</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964045</link>
         <description><![CDATA[<div>Persistance of vision is a phenomenon where an image follows a similar image, the eye then retains that image for 0.04 seconds and allows a movement between images</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 14:01:36 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964045</guid>
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      <item>
         <title>Thomas</title>
         <author>duf17001532</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964198</link>
         <description><![CDATA[<div>PoV;<br>Persistence of vision refers to the optical<a href="https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/Optical_illusion.html"> </a>illusion whereby multiple discrete images blend into a single image in the human mind and believed to be the explanation for motion perception in cinema and animated films.</div>]]></description>
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         <pubDate>2018-01-12 14:02:01 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964198</guid>
      </item>
      <item>
         <title>Definitions of Illusions</title>
         <author>ped152813901</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964345</link>
         <description><![CDATA[<div>Phi Phenomenon<br>The phi phenomenon is the optical illusion of perceiving a series of still images, when viewed in rapid succession, as continuous motion. Max Wertheimer, one of the three founders of Gestalt psychology, defined this phenomenon in 1912. <br><br>Beta Movement<br> Beta movement is an optical illusion, first described by Max Wertheimer in 1912, whereby a series of static images on a screen creates the illusion of a smoothly flowing scene. This occurs when the frame rate is greater than 10 to 12 separate images per second.<br><br>Persistence of Vision <br> Persistence of vision refers to the optical illusion whereby multiple discrete images blend into a single image in the human mind and believed to be the explanation for motion perception in cinema and animated films. </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 14:02:25 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964345</guid>
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      <item>
         <title>STUFF</title>
         <author>mastermind0926</author>
         <link>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964904</link>
         <description><![CDATA[<div>PHI PHENOMENON<br>The phi phenomenon is the <a href="https://en.wikipedia.org/wiki/Optical_illusion">optical illusion</a> of perceiving a series of still <a href="https://en.wikipedia.org/wiki/Image">images</a>, when viewed in rapid succession, as continuous <a href="https://en.wikipedia.org/wiki/Motion_(physics)">motion</a>. <a href="https://en.wikipedia.org/wiki/Max_Wertheimer">Max Wertheimer</a>, one of the three founders of <a href="https://en.wikipedia.org/wiki/Gestalt_psychology">Gestalt psychology</a>, defined this phenomenon in 1912.<a href="https://en.wikipedia.org/wiki/Phi_phenomenon#cite_note-Wertheimer_1912-1"><sup>[1]</sup></a> </div><div><br>The phi phenomenon is similar to <a href="https://en.wikipedia.org/wiki/Beta_movement">beta movement</a> in that both cause sensation of movement. However, the phi phenomenon is an apparent movement caused by luminous impulses in sequence, whereas beta movement is an apparent movement caused by luminous stationary impulses<br><br><sup>PERSISTENCE OF VISION<br></sup> whereby multiple discrete images blend into a single image in the human mind and believed to be the explanation for motion perception in cinema and animated films. <a href="https://en.wikipedia.org/wiki/Phi_phenomenon#cite_note-Steinman_2000-3"><sup><br></sup></a><br></div><div>BETA MOVEMENT <br> s an optical illusion, first described by Max Wertheimer in 1912, whereby a series of static images on a screen creates the illusion of a smoothly flowing scene. This occurs when the frame rate is greater than 10 to 12 separate images per second. </div><div>  <figure class="attachment attachment--preview"><img src="http://mesosyn.com/mental8-14-0.gif" width="408" height="150"><figcaption class="attachment__caption"></figcaption></figure> <figure class="attachment attachment--preview"><img src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Beta_movement.gif/150px-Beta_movement.gif" width="150" height="150"><figcaption class="attachment__caption"></figcaption></figure> <br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-01-12 14:03:48 UTC</pubDate>
         <guid>https://padlet.com/harrywass2001/vuipqfwrev0a/wish/220964904</guid>
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