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Digital Storytelling Essentials

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0% found this document useful (0 votes)
42 views17 pages

Digital Storytelling Essentials

Uploaded by

nouranehhab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Lec .

Digital Storytelling : is the process of writing about a story and adding


multimedia elements such as voice, image , and music

The 7 Elements of Digital Storytelling

1. Point of View
• main point of the story
2. Dramatic Question
• keeps the viewer's attention

3. Emotional Content
• connects the story to the audience.

4. Gift of Voice
• audience understand the context.

5 .Power of the Soundtrack


• Music support

6 . Economy
• just enough content

7 . Pacing
•The rhythm of the story slowly or quickly

Lec 2
Step 1: Getting Started

 generating an idea for the story one would like to


tell.

Step 2: PLAN

 Develop a plan to help organize the storyteller’s


resources.
Step 3: OUTLINE/SCRIPT

Developing an outline/script is a key part of the digital


storytelling process.

Step 4: STORYBOARD

This storyboard section organizes all the resources that


will be used in the digital story

Step 5: RECORDING

Digital storytelling can be recorded in different ways,


such as filming

Step 6: FINISH/COMPLETE

students will edit the recording.

Suggested Evaluation for a Digital Story


Six Squares Model
1 . hero
2 .challenge problem
3 . savior angle
4 . work paln
5 . implementation
6 . final result
Lec . 3

Approaches to Scripting

1. Our Friend, the 4 x 6 Index Card


2. Writing Exercises
3. These Stories from These Pictures
4. Getting into the Scene
5. Character Studies and Personal Story

1. Our Friend, the 4 x 6 Index Card


blank page , 4 x 6 index card and say, “You have 10 minutes and only
the space on the front of this card to create a draft of your story
2. Writing Exercises
spend ten to twenty minutes writing down whatever comes to their
mind.

3. These Stories from These Pictures


find images that provoke memories and stories that are meaningful.
4. Getting into the Scene
we have them share first drafts and talk about their ideas for their
stories.
example, I can take about my father’s death:

5. Character Studies and Personal Story


it may serve to have the parent in the classic role of the ideal
mentor, thereby filling one stereotype of parenthood.

Lec . 4

What is Animation?
Moving something, which can't move itself.

Conventional animation vs. Computer animation

 Conventional animation not using digital tools . but


computer animation use

 conventional animation uses physical materials and activities,


while computer animation uses virtual materials
 Conventional animation (2D)

 computer animation (2D) OR (3D)

Animation production
The overall animation—the entire project—is referred to as the
production.

sequence
a production usually consists of one to a twenty two sequences. A
sequence is broken down into one or more shots

shot
A shot is broken down into the individual frames

Several steps are required to successfully plan and carry


out the production of a piece of animation
1. Preliminary story

 . include a script

2. Storyboarding

 . the proposal

3. Model sheet

 . Drawings for each figure in different poses


 . face expressions.

4. Exposure sheet

• Records information for each frame

5. Route sheet
• A route sheet is a listing of the production operations

6. Animatic
storyboard with timing

7. Key frames
Draw a few important frames.

8. In-betweening
(Draw the rest of the frames)
9. Test shot
test the rendering and motions.

[Link] tests
low-quality images such as pencil sketching.

12. Inking
Transfer the pencil frames to cels drawings

13. Painting
Application of color to these cels

14. Sound
Voice , special effects

Rendering
the process of generating image from a 2D or 3D model

Renderfarm
a group of networked computers used in the production of animated

[Link] of
animation

1 . Squash and Stretch


Ex : bouncing ball

2. Anticipation
Prepares the audience for the action

3. staging
Presenting an idea so that it is unmistakably clear. This idea can be an
action, a personality

4. Straight Ahead v. pose to pose


5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arcs
8. Secondary Action
9. Timing
10. Exaggeration
[Link] Drawing
12. Appeal

Lec. 5
Computer Animation
1. Coordinate Systems
2 . Geometric Primitives
3 . Transformations
4 . Keyframing
5 . Wireframe Preview
6 . Parameter Curve Editing
1 . Coordinate Systems
 locating points three axes (x axis, y axis, and the z axis)
 A movement in one direction is a positive movement, and a
movement in the opposite direction is a negative movement.

2 . Geometric Primitives
 computer graphics are objects such as the cube, cone, sphere,
and cylinder.
 the user is usually asked to specify its location, its size. These are
called the parameters of the object.

3 . Transformations
 known as the object’s transformations. (Translation, Rotation, and
Scale)
 move transformation, also sometimes called a translation.
 Rotating the object in one direction is a positive rotation and
rotating in the opposite direction is a negative rotation.
 scale transformation, which makes objects bigger or smaller
 equally in all three axes makes uniform scale, or a proportional
scale.
 scaling is not equal in all three axes, non-uniform or
nonproportional scale
 final result of the transformation , named absolute
transformation.

4 . Keyframing
 Both video and film consist of a sequence of still images
or frames.
 Animation is the process of creating these frames individually.
 The most basic way of animating an object in three dimensional
computer graphics is to define the three transformations - move,
rotation and scale - of the object at one moment in time and to
save that information. This is called a keyframe
 calculate the transformation values of the object for the in-
between frames. This is called inbetweening.

5 . Wireframe Preview

6 . Parameter Curve Editing


Lec . 6

“Issues to be considered before rendering”


• The Camera
• Lighting
• Surface Characteristics/Shaders
• Basic Texture Mapping
• Final Frame Considerations
• Flipbooks

1 . The Camera
 camera location : where the viewer is standing.
 camera target : where the viewer is looking.
 A change in the camera’s field of view is a zoom
 To move it left or right or up or down is a track.

2 . Lighting
 ambient light
 point light
 A spot light, has an x, y, z location
 Light color is usually defined (RGB) color
3 . Surface Characteristics/Shaders

 shader of an object since it is used to produce a full-color, shaded


rendering of the object.
 the transparency or opacity of the surface and the shininess of the
surface.

4 . Basic Texture Mapping

 the surfaces of most objects are multicolored in various


ways.
 this multicolored character of the surface can be achieved
through a very powerful computer graphic technique called
texture mapping.
 UV mapping : process of projecting a 2D image to a 3D
model's surface

5 . Final Frame Considerations

 aspect ratio is 4/3


 resolution is 640 x 480 pixels.

6 . Flipbooks
 Frame rate depended on speed
Lec .7
Kinematic Linkages
 motion hierarchy.
 ‫التسلسل الهرمى لحركه جسم االنسان‬
 Animator specifies rotation parameters at joints
 Hierarchical linkages tree-like structure Root node – leaf node
 Revolute joints, in which one link rotates about a fixed point
 Prismatic joint

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