Formative Assignment One - Academic

 Article 1

Source

Morgan, K. (2010). It’s so real it’s fake: An exploration of realism in animation. Division of Cultural & Creative Industries, Barking & Dagenham College, UK.

 

Summary

This article explores the growing pursuit of realism in animation. It talks about whether striving for seamless and photorealistic visuals is the ultimate goal for animation. The author argues that the excessive focus on providing the audience with realism may limit creativity and reduce the unique qualities that set animation apart from film. Along with that, the article suggests that hybrid techniques of combining animation and film can result in more engaging and innovative experiences for the audience than the constant goal of trying to perfect realism. 

 

Relevance

This source is relevant to my studies because it explores the relationship in how, instead of trying to strive for realism, there are other main factors that can add a “soul” to a character, leading to the idea to bridge together realism and stylisation. Before I joined the course, I believed that in terms of reaching realism, I needed to try to master my modelling techniques. This article helped me realise that believable performances do not necessarily depend on photorealistic visuals but rather on effective acting and character expression.


Critique
While the article provides a thorough discussion of realism and stylisation, it was written before many recent advances in digital animation technology. Developments such as real-time rendering, facial capture, and highly realistic digital humans may offer new perspectives on the role of realism in contemporary animation.

Article 2

Source

Amadou, N., Haque, K.I., Yumak, Z. and Trovato, G. (2023). Effect of Appearance and Animation Realism on the Perception of Emotionally Expressive Virtual Humans.

 

Summary

This article explores how both appearance and animation realism can influence the way people perceive the “emotionally expressive virtual humans.” Using certain technologies, they compared photorealistic and semi-realistic characters with different levels of facial animation realism. The study found that the virtual humans that had a higher level of appearance realism felt more realistic, and those that had a higher level of animation realism made the character more appealing, the actions felt more natural and had a higher emotional intensity. The study shows that animation realism plays a significant role in how believable and emotionally engaging the characters are to audiences. 

 

Relevance

This source is relevant because it has helped me understand that animation realism is not only equal but more important than just focusing on making a character look realistic. It also helps me believe that even if a character is not realistic in appearance, if the animation is close to realistic, it would create a deeper connection with the audience, which I believe is more important in animation. 

 

Critique

The study did focus on movements only and did not include factors such as voice, environment, and interactivity, which the authors mentioned. I believe these factors are also of great importance, as how a character looks and behaves is not the only factor to determine realism.

 

 

Article 3

Source

APA 7th Edition

Yang, X. (2024). 3D animation production and design based on digital media technology. ResearchGate.

 

Summary

This article explains how digital media technology has transformed the production and design of 3D animation. The author emphasises how modern animation is increasingly dependent on digital tools, causing production to be faster and more efficient. The article focuses on how, even though technology is important in today’s day and age, it should not replace creativity; it should support it. 

 

Relevance

As a student studying character and creature animation, it helped me understand that modern animators are expected to work across a range of digital tools and technologies rather than focusing solely on traditional animation skills. The article reinforced the idea that animation today exists within a wider digital media environment that includes film, games, virtual reality, and interactive experiences. It also reminded me that while technology can improve efficiency and visual quality, creative storytelling and artistic decision-making remain at the centre of successful animation.

 

Critique

A limitation of this source is that it heavily focuses on the technological benefits of digital media while providing little to no evidence of any research that would focus on proving this, along with the fact that it also doesn’t include any audience reactions or any discussion on how the viewers experience or interpret animation. Therefore, it is more useful for understanding animation production processes than for understanding animation as a cultural or artistic medium. A comparison of the audience reacting to old vs new animation would have been helpful too to support their claim, as in my opinion, I believe older animation, even though it was not as fine or detailed, held a lot more creativity and depth than animation today.


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