ICETA 2013 • 11th IEEE International Conference on Emerging eLearning Technologies and Applications • October 24-25, 2013, Stary Smokovec, The High Tatras, Slovakia
The Computer Animation in Education O. Kainz*, F. Jakab* and S. Kardoš** *
Department of Computers and Informatics, Košice, Slovakia Department of Technologies in Electronics, Košice, Slovakia
[email protected],
[email protected],
[email protected] **
•
Abstract—This paper presents a new approach to use of the animations as a tool for education. Our approach is focused on the methodology of designing the animation rather than on the study whether it is or is not beneficial in the educational process. We will introduce the animation as a tool, present commonly used tools for development and then introduce a basic technique for developing an animation.
II. DESIGN AND TECHNIQUES We will now describe the most common approach for artistic animation design – it is consisted of four steps, i.e. Storyboard layout, Object definition, Key-frame specifications, Generation of in-between frames [3]. The animation is based on change over period of time and its measurement is virtually always expressed in the form of frames1. The storyboard layout is considered as the first layout of the animation. It depends on type of animation to be used and can consist from rough sketches or contain the basic ideas for the motion. An object definition defines shapes or movements of each object. A key frame is a specific frame of the scene at the certain time of the animation sequence which defines parameters such as position of an object. The animation itself occurs when the dynamic object moves or changes between the keyframes. Generation of in-between frames or tweening is process of creating the in-betweens – frames between the key-frames, see Fig. 1. The media to be used defines the number of in-betweens [3].
Education is the most powerful mean to improve the understanding and the ability to perceive the world, therefore its resources should be used wisely.
I. INTRODUCTION The technology described in this paper allows us to transform almost any idea into the visual form. Over the past few years various forms of its applications were developed and are being used – from the research to the entertainment industry. In this paper we deal with the utilization of the computer animation in education and its use in education. We will define the basic terms, introduce tools and present method of the animation development. A. Animation as a whole Animations were created in conventional form until the late 1960s – so called traditional animations. Each frame in this animation technique is drawn by hand or only the moving objects are drawn on celluloid while the background is static, e.g. animated film Snow White and the Seven Dwarfs required 570 artists and took 3 years to accomplish [1]. Another form of non-computer animation is stop motion, where the real-world object is adjusted frame after frame and creates illusion of motion. Early research of the computer graphics and animations was conducted at the Massachusetts Institute of Technology and University of Utah lead by Ivan Sutherland and David Evans. One the first computer animated story called Hunger was produced in 1974, this animation utilized two-and-a-half-dimensional system [2]. Shortly after followed the animation houses focused on three-dimensional computer animations. Computer animation, hereinafter referred to as animation, is any computer-based computation used to produce visual output that creates the perception of apparent movement. There are three general approaches to motion control [2]: • artistic animation – prime responsibility of the motion development has the animator, • data-driven animation – motion is digitized and mapped onto graphical objects,
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procedural animation – motion is being controlled via computational model.
Figure 1.
Transforming line in key-frame f into two connected line segments f+1 [3]
Generation of the animation includes transformation of data. Objects are being transformed as a function of time from original position through a series of intermediate spaces to the final mapping. The basic geometric transformations are [3]: • translation – every point of object is repositioned along a straight-line path from-to specified coordinate, • rotation – two-dimensional object is repositioned in xy plane along circular path while for threedimensional is rotation specified along any line in space, 1
One frame is a single rendered image in a computer animation or a single drawing in a traditional animation.
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Full featured three-dimensional free licensed animation application Blender offers a complete workbench for creating and producing video content, that includes modeling, UV mapping, texturing, rigging, skinning, scripting, rendering, compositing, post production and game development. It utilizes three workbenches integrated to work together, i.e. texturing, node-based compositing and nonlinear video sequence editing. Blender allows to calculate the motion of hundreds of objects based on set up rules, its functionality can be extended using integrated scripting language Python [11]. Ideal choice for graphic designers is Cinema 4D. Using this proprietary tool we can convert two- into threedimensional artwork. Basic shapes are provided and can be further converted to polygons. Textures support many image formats, e.g. Photoshop output PSD file format. Development of animations is intuitive and easy, dynamic objects can be key-framed; scripting is optional via C.O.F.F.E.E. language, Python language or complete C++ SDK [12]. Electric Image Animation System is three-dimensional proprietary software package for animation and rendering. Animations can be quickly rendered and textured; import from other animation software is available via the FBX, OBM and BVH file formats, animation supports inverse kinematics. This tool is user friendly and is designed for artists, designers and architects [13]. Proprietary software package for artists LightWave 3D is used to animate three-dimensional objects. This tool includes cross-platform render nodes and is used as endto-end solution for feature film, print graphics, game development or for the internet. Its interchange tools include FBX, ZBrush GoZ, Collada, Unity Game Engine Support and Autodesk Geometry Cache. LightWave includes polygonal modeling tools and offers two surfacing systems: layer-based system for quick results and nodal system for creativity. There are again two options how to use these systems, independently or mixed together and thus allowing to create complex results very quickly. We are able to choose from industry standard weight maps for dynamic objects or we can bypass this and set-up automatic joint influence falloff system. Animation may take different forms: procedural, nodal and key-frame; for facial animation is used special system called Endomorphs. Capabilities can be expanded by LScript scripting language or by a set of C classes; for custom scripting Python programming language is available [14]. Proprietary tool for presentations that includes words, graphics and media is Microsoft PowerPoint. An animation in PowerPoint refers to a special sound or visual effects that are added to shapes on a specific slide; they help to guide the focus of the audience or emphasize important points [15]. Proprietary software package called Modo provides end-to-end solution for the artists. It integrates animation, dynamics, modeling, rendering and pipeline tools. Modeling tools are ideal for mechanical and architectural designs of virtually any shape. Easy to use presets are available by procedural engine. Modo introduces rulesbased particle system that can be easily set-up by presets. Animations can be controlled mathematically by channel modifiers. Possibility of utilizing Python programming language is available [16].
scaling – the coordinate values of each point are multiplied by scaling factor and the size of the object is altered, reflection – creates a mirror image of an object, shear – distorts the shape of an object.
III. ANIMATION DEVELOPEMNT TOOLS Many tools deal with creation of animation, we will briefly cover and introduce only the most commonly used. Depending on type of the animation to be created – tools for two- or three-dimensional animations are available, some tools support both types. Adobe Flash Professional is one of the most common proprietary tool used for dynamic content development on the internet. This vector graphic environment utilizes frame-based model. Animations may be created in multiple ways: frame-by-frame or by tweening. Frame-byframe represents traditional form of animation. Tweening is option for changing the position, size, rotation and skew of objects, it has another three options: motion tween (transition is realized from one location to the other), shape tween (transition is realized from one shape to the other) or classic tween. Adobe Flash has support of two and three-dimensional animations and also supports nested animations. Language utilized in Flash is ActionScript it has evolved from scripting to a programming language [4] [5]. Aladdin4D is proprietary tool for modeling and rendering three-dimensional graphics and animations. Usage of this tool is popular mainly among beginners. Support of advanced rendering features, e.g. motion blur, multiple pass supersampling is available as well [6]. Another proprietary tool from Autodesk Media and Entertainment company is Autodesk 3ds MAX. This tool offers three-dimensional modelling, animation and rendering tool, it is being used by game developers, visual effects artists, graphic designers, architects, civil engineers and visual specialists [7]. Both two- and three-dimensional proprietary tool for CAD design, drafting, modeling, architectural drawing and engineering is called AutoCAD. Program is customizable and extendable, supports multiple industries – for architectural, mechanical, electrical and plumbing design. Motion path animation or walk-though of the specific architectural design are examples of animation utilization [8]. Autodesk Inventor is a proprietary tool for modelling, information management, collaboration and technical support. Two- and three-dimensional drawings or models can be animated using tool for animation and rendering. This tool is able to handle thousands of parts and large assemblies. Constraints and parameters of an assembly can be used as the input parameters for movement of dynamic objects [9]. Three-dimensional proprietary tool Autodesk Maya is built on procedural architecture called dependency graph that provides power and flexibility for generation of digital images of dynamic objects and scenes. Tasks can be automated by utilizing integrated scripting language Maya Embedded Language or by Python. Plug-ins can be implemented in C++ or Python. Each project consist of consecutive steps: modelling, animating, texture mapping, adding visual effects and rendering [10].
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ICETA 2013 • 11th IEEE International Conference on Emerging eLearning Technologies and Applications • October 24-25, 2013, Stary Smokovec, The High Tatras, Slovakia
Muvizu is three-dimensional free tool. Development of animation is easy and intuitive, tool comes with predefined characters that can be customized; lip-synching is automatic. We can further add virtual lights, cameras, special effects or create new characters. Main focus is on beginners or users with no training, popular is also for storytellers to bring their story to life, business customers to promote their products or instructors to be used as an aid during educational process. Custom objects and textures are supported [17]. Three-dimensional proprietary tool Poser is primarily focused on the animations of characters, animals, vehicles or scenes. This tools allows people and characters to be added from the library and subsequently customized using facial photographs. Walking or running animations may be automatically generated. Many third party models are available for usage. Poser is popular mainly amongst beginners since it allows them to easily create simple animations [18]. Silverlight is freeware two- and three-dimensional development tool that uses time-based model and is used for creating of media and business applications for various platforms, e.g. desktop computers or mobile devices. It is based on reduced version of the common language runtime .NET and it is installed as a plugin [19]. Trimble SketchUp is a proprietary tool for threedimensional modelling that allows many possibilities of the application. Animations may be created using scenes, scenes can be then combined and executed in sequence as an animation. Plug-in SketchyPhysics allow animations to be created based on the real world physical laws. Another plug-in SU Animate can be used to create animations where objects move along the path or used to create walkthrough animation [20] [21]. Solid Edge is proprietary CAD mechanical design system used for creating and managing of threedimensional digital prototypes. Easy development is enabled by modelling and assembly tools with primary focus on design of engineering structures. Explode, render and animation capabilities allow to automatically decompose assemblies while enabling the mechanisms to be in motion while decomposed [22] [23]. Another proprietary tool for Flash content development SWiSH Max is also frame-based; many animation effects are build-in, it is more intuitive and easier to understand for an untrained user. Scripting is supported via SWISHscript [24]. Synfig Studio is open source and free two-dimensional animation software. Almost all the objects are vector based and animations are key-framed automatically using interpolation. Vector and bitmap artworks may be created using this tool [25]. For imitation of traditional techniques was developed TVPaint proprietary two-dimensional animation tool. This tool provides many effects, e.g. glow, shadows. With camera tool we are able to add pan and zoom transitions – timing and acceleration can be adjusted. Possibility to create stop motion animation is one of the features provided by TVPaint [26]. Flash-based two-dimensional animation tool Vectorian Giotto is freeware animation tool. Main focus is on intuitive control and development. Effects are customizable, graphical user interface is similar to Adobe Flash Professional [27].
IV.
ANIMATIONS AND EDUCATION
Education or gaining of knowledge can take many forms and be realized in many ways. Education is in general aimed to provide specific knowledge or skills to another human being. Students or learners may profit and gain more if information technologies are being implemented in the educational process itself, one of such technologies is animation. There is an assumption that usage of animation may lead to enhancement of motivation, reduce time needed for learning, gain learner’s attention or support cognitive processes. Utilizing this tool we may be able to explicitly show relationship between objects or ideas, simulate the consequences of an action, describe sequential steps of the specific process, explain difficult concept and make abstract concept more understandable. Such animation is to be thoroughly analyzed and adapted to fit the needs of a learner. Based on the research conducted at the beginning of 2000’s [28] above stated assumption has not been confirmed but on the other hand disproved. Study suggested two types of problems – learner not being able to process available information effectively; and learner under false impression that topic is well understood. Study does not explicitly define conditions that were taken during a study. Relevancy of this research is however questionable and its outputs are not to be considered relevant, due to the fact that another studies [29] that deal with this phenomena found animations to have positive, negative and neutral effect. We suggest taking suitable approach that may lead to an improvement of the educational process while bearing in mind that technology of visualization has advanced. Fundamental requirement for a developer of the animation is to understand the entire topic that is to be contained within the animation or to be instructed by someone who satisfies this condition. The main focus should be put on the target group of learners and the means of usage. Additional requirements may be added, if required. If these conditions are met we may create some form of sketch that is to contain the basic idea of how should the animation look like. Design should be as straightforward as possible, unnecessary objects may disturb the learner and inhibit the learning process. Please note that we do not propose animations to be used as a solely tool for learning for it can never replace educational text. Properly designed animation with solid theoretical background, while fulfilling the condition of being properly introduced to learners, is to improve educational process. V.
SAMPLE ANIMATION
As a sample animation we decided to present technology for printed circuit board assembly by wave soldering. The first step was to process the theory based on technological procedure description. It follows as: Surface mount components as glued with the adhesive to printed circuit board and cured, then the board is turned upsidedown and though-hole components are placed, after this follows the last and most important step wave soldering – board is put into contact, while being transferred by a conveyor, with wave of molten solder.
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Analysis of text includes splitting the theory into specific steps. Wave soldering itself may be divided into five steps: • Adhesive application • Surface-mount components placement • Heat adhesive curing • Through-hole components placement • Wave soldering Stage size of the animation was set to be 700 x 500 pixels (width x height), size of stage should be set based on the application and animation technology used. In our case higher resolution could have negative impact on the animation playback. Stage is to be further divided to three parts – side (Fig. 2a), top view (Fig. 2b) and menu (Fig. 2c). It is expected to make the explanation of the process easier to understand.
Figure 5.
coordinates for x and y axis. In order to make movement smooth and realistic we added frames where no movement will occur. As the first we created Side view, Top view followed later. Motion of the object has to be synchronous for both views. Object scaling is not recorded in the table. So far we have defined the stage, created static background, objects and defined movement of the objects – now we are able to put this all together - the implementation is dependent on used development tool, in TABLE I. KEY-FRAMES: ADHESIVE APPLICATION
(a)
Frames increase
Actual frame
View
0
0
-
X axis
+40 frames
40
Top
X axis
+135 frames
175
Top + Front
none
+5 frames
180
-
Y axis
+50 frames
230
Front
Injection
+15 frames
245
-
Y axis
+20 frames
265
Front
none
+5 frames
270
Movement none
(b)
Figure 2.
(c)
PCB Top view
Further, it was necessary to define dynamic objects, while background is expected to be static. These objects were drawn in vector graphics editor and were based on real devices; for examples of such objects see Fig. 3, Fig. 4 and Fig. 5 – printed circuit board top, side view and through-hole capacitor, respectively. Majority of the created objects were two-dimensional, based on the need and tools is it possible to create also three-dimensional objects.
Figure 3.
PCB Top view
Figure 4.
PCB Side view
Thought-hole capacitor (real and vectorized)
X axis
+30 frames
300
Y axis
+30 frames
330
Top + Front Top + Front
Adhesive dispenser location Side View Top view x = -20,6 x = -47.8 / /y= y = -50,6 328,2 x = -47.8 / x = 15 / y y = -50,6 = 328,2 x = 204,3 / x = 130 / y = -50,6 y = 328,2 x = 204,3 / x = 130 / y = -50,6 y = 328,2 x = 204,3 / x = 130 / y = 27,5 y = 328,2 x = 204,3 / x = 130 / y = 27,5 y = 328,2 x = 204,3 / x = 130 / y=7 y = 328,2 x = 204,3 x = 130 / /y=7 y = 328,2 x = 234,2 / x = 140 / y=7 y = 328,2 x = 228,8 / x = 140 / y = -21,75 y = 364
our case it was Adobe Flash multimedia program. Movement across the axis was realized via motion tween by inputting the parameters from key-frames table, for specific purposes scaling may be used as well. Slider for adjustment of playback speed was added to make user
The whole animation is to have 6470 frames, which is 270 seconds at the rate of 24 frames per second. Movement of each object is defined by key-frames. For specification of key-frames are to be created tables. Tab. 1 shows key-frames distribution of adhesive dispenser dynamic object. Process of creating the tables is rather complex due to a large number of dynamic objects, e.g. dispenser, mechanical pickup tool, oven, etc. From Tab. 1 we see that there are specified two distinguished views: Side view and Top view. Each view has defined
Figure 6.
Initial sage of the animation
decide how fast will be animation running. Control of the animation is realized via buttons that have the analogous nature as playback buttons on the remote controller – start
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ICETA 2013 • 11th IEEE International Conference on Emerging eLearning Technologies and Applications • October 24-25, 2013, Stary Smokovec, The High Tatras, Slovakia
play, pause and stop. Other mean of control represents menu embedded in the lower right corner, it contains above mentioned five steps of technological process. Both control buttons and menu are defined via ActionScript programming language. Description of objects is to be added to make understanding of the animation easier. Fig. 6 represents the initial stage of the animation, this is the first thing that user sees after loading the animation. Fig. 7 shows the final stage of the animation with components soldered to a printed circuit board after wave soldering process, if clicked on a start button the animation will be replayed. Figure 8.
Figure 7.
The last step of the animation
The last step of the animation development was testing and optimization. Animation was tested on both higherend (3.0GHz dual-core machine, with 4GB DDR3 RAM and graphics card ATI 4200HD) and lower-end (1.66GHz single-core netbook with 2GB DDR2 RAM and Intel® Graphics Media Accelerator 950) personal computers. Stand-alone Flash player and browser with Flash support were used for testing. The results from stand-alone player tests show that the largest difference, when compared to calculated results, was 77 seconds at the rate of 70 frames per second. At the rate of 24 frames per second was delay only 13 seconds. Results from browser testing showed worse results when compared to the tests from player, for comparison and detailed description see Tab. 2 and Tab. 3. In order to achieve the best performance some dynamic and static objects were simplified and adjusted, e.g. smoke. Fig. 8 and Fig. 9 – Printed circuit board manufacturing by subtractive process and Thick-film hybrid
Figure 9.
VI. CONCLUSION Animation has come a long way from simple lines on vector display to life-like animated characters. Today’s world of graphics and animation is a multibillion euro industry; all this thanks to the advancement in software and hardware. It is possible to transform almost any idea into the visual form. Spectrum of application is wide, animations may be used on the internet as banner up to a whole flash-based website; in education they can serve as useful aid to visually show what would be otherwise difficult to explain; in architecture it is possible to visualize the whole building before construction even begins; in engineering they allow to create such things as crack propagation in material; in movies industry animations are being used to create special effects that otherwise would be impossible to create or in medicine they allow to explain medical concepts and conditions. Sample animations that were created may be used during the educational process as an aid to help instructor demonstrate the topic. In this way the need to visit factory or other facility that deals with described manufacturing technologies is eliminated and thus the resources that could be otherwise spend more beneficially are saved. In general, animations may be used as a tool for teaching and are expected to enhance the educational process. Means of use is left to the will of instructor; however we strongly
COMPARISON
PC 1 (mm:ss) 01:37 02:10 04:29 08:59
PC 2 (mm:ss) 02:49 03:00 04:42 08:59
Calculated (mm:ss) 01:32 02:09 04:29 08:59
TABLE III. ANIMATION (BROWSER): WAVE SOLDERING FPS COMPARISON FPS 70 50 24 12
PC 1 (mm:ss) 01:52 02:10 04:29 08:59
PC 2 (mm:ss) 04:32 04:46 05:05 08:59
Subtractive process
manufacturing by additive process are another examples of animations created using this method. These animations contain many dynamic objects in three-dimensional representation. Animations view was reduced to side view neglecting top view and leaving more space for the menu and control part. Depending on the technology or topic one or more views may be designed.
TABLE II. ANIMATION (STAND-ALONE PLAYER): WAVE SOLDERING FPS FPS 70 50 24 12
Additive process
Calculated (mm:ss) 01:32 02:09 04:29 08:59
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discourage usage of the animations as the only aid for teaching. Many studies that dealt with the usage of the animations in the education have been conducted over the last two decades. Each of them came to a different conclusion. This implies that there are other agents that influence educational process. We do not consider this technology as the only factor that influences the educational process. Ability of instructor to explain the topic, design of the animation and way of use are to be considered as well. Taking this into consideration we advise to use animations only as the aid for teaching while properly introduced to learners. Despite the fact that animation technology is attractive field of application and provides tempting use of visual effect it should be used reasonably and with care.
[9] [10] [11] [12] [13] [14] [15] [16]
ACKNOWLEDGMENT We support research activities in Slovakia/This project is being co-financed by the European Union. Paper is the result of the Project implementation: University Science Park TECHNICOM for Innovation Applications Supported by Knowledge Technology, ITMS: 26220220182, supported by the Research & Development Operational Programme funded by the ERDF.
[17] [18] [19]
[20]
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