Monday, March 2, 2009

The World Wide Web and 2D and 3D Animation

From the readings:

"The World Wide Web" from The Computer in the Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 415-437.

"2D and 3D Animation and Video" by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 323-358

"The World Wide Web" provided explanations of general concepts and terms that I was aware of, but did not fully understand. Spalter outlined a brief history of the Internet and elaborated on the basic construction of the Web, explaining Internet Protocal, webservers and bandwidth. The chapter then explained the different programming languages and plug-ins that allow content to be viewed on the web, such as HTML, XML, Java and JavaScript. HTML is the basic way of controlling the composition of a webpage. It uses tags to define position, font and size of headings, main body text and images. Java is a programming language that creates applets, extending the capabilities of a webpage. The viewer does not have download seperate applications, because the applets can be used directly on the webpage. JavaScript is a less complicated version of Java that can create interactive elements on the webpage such as mouse rollovers, but does not create full applications or applets. XML is similar to HTML, except that it tags 3D information, making virtual worlds and role playing games possible on the internet.

One of the main advantages of the internet for artists and designers is its interactivity. The ability to link many users who can comment, edit and change a work creates a community of users. This community, unlike geographical communities, participates from around the globe. I think interactive art work on the internet is an interesting concept, producing works that may never be finished and may constantly evolve. It becomes a little difficult at that point to attribute the actual work to anyone artist, because many hands have been involved in the pieces creation. It lends to the concept that the idea is the most important aspect of an artwork, rather than the implementation of the idea. I'm not sure if this interactivity can translate to architecture and design. Certainly designs can be published on the web and particpants can communicate and critique. But is it advantageous to have a community of people designing a space past the earliest conceptual stage?

"2D and 3D Animation and Video" was a very interesting chapter to me because when you add the element of time to design, it is possible to experience spatial characteristics not obvious in still shots. This chapter discussed 2D and 3D animation programs and key concepts inherent in the different programs. Spalter defined and described concepts such as keyframing, inbetweening, interpolation, morphing, motion and object interaction. I understand the main concepts of animation, most likely due to my backlot tour at Disney World when I was ten years old. Understanding the basic premise of frames and the sheer amount of time and effort it takes to create a visually believable moving image, is basic to appreciating the speed with which a computer can create 3D worlds and characters that come to life. I was really interested in this chapter because my graduate research revolves around the moving image and how that image translates the concept of spatiality to the viewer. Using computer animation technology, scenes and spaces that don't exist and couldn't exist somehow do. This false reality portrayed, whether on the internet, the movie screen or television, has profound effects on our sense of what real spaces should be and act like.

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