Home >> Communication >> Motion and Sound >> Intro to moving images and Web animation

Part One: History of Moving Images

How is that we perceive motion from a series of still images?

One early explanation was the concept of persistance of vision. This phenomenon explains how the human brain retains an image for a fraction of a second longer than the eye actually sees it. As a result, even though we are actually shown discrete images very quickly, our brain percieves this as one persistent image.

The concept of persistance of vision was illustrated in a number of optical toys that were popular in the 1800's.

The thaumatrope is a disk with a different image on each side. When the string is wound and then let go, the spinning disk gives the illusion of both images combined into one static image.

 

Other early optical toy technologies: here and here


Praxinoscope: The praxinoscope, invented in 1877 by the Frenchman Charles Reynaud, was the first device to overcome the picture distortion caused by viewing through moving slots (the zoetrope). The image produced is more brilliant than with any previous devices. Because of this advance, it quickly replaced the zoetrope in popularity.

How a praxinoscope works: A band of pictures is placed inside a shallow outer cylinder, so that each picture is reflected by the inner set of mirrors. The number of mirrors is equal to the number of pictures, and the images of the pictures are viewed in the mirrors. When the outer cylinder rotates, the quick succession of reflected pictures gives the illusion of a moving picture.

video of praxinoscope: Windows Media Player | Quicktime | Real Player high | Real Player all

video of praxinoscope theater and zoetrope in action: George Eastman house


Motion and Photography: Shortly after the invention of photography in 1839 came the first early experiments in capturing motion.

Eadweard Muybridge's 1878 photographs of horses in motion were first to capture what looked like the actual, discrete sequence of motions. Muybridge devised the means of portraying the speed of a horse's running by the action of several cameras (in this case twelve) set up in a row and arranged to go off in sequence as the horse ran by. He attached a piece of string to the shutter and extended it across the horse's path. As the horse ran in front of Muybridge's cameras the shutters were released by the horse's movements over the string, each making an image at 1/200th of a second. The resulting images, when placed next to each other, showed the horse in what appeared to be continuous rapid movement.

 


Frames per second (fps): In order to achieve the illusion motion, images must be displayed at least 12 frames per second. Television shows are broadcast at 24 frames per second.

But on the Web, there are file size constraints.

Creating animation on the Web requires considering bandwidth, platform, and browser issues. Part of the work in making animation, is deciding what the best format is for your needs.


Part Two: Technology

  1. Animated GIF

    a. GIF89a file format

    b. Guaranteed to work across platforms without a plugin

    c. Animated GIFs have large file sizes because they are composed of "bitmap" images


  2. Dynamic HTML

    a. combines JavaScript, style sheets, and HTML

    b. requires programming knowledge
    , but can be created with Dreamweaver (advanced)

    c. example: 1 . 2 .

  3. Java

    a. programming language used to make "applets"

    b. will work across browsers, but requires programming knowledge

    c. example: 1 . 2 .

  4. Shockwave

    a. difference between Shockwave and Shockwave Flash

    b. Shockwave Flash example: 1 . 2 . 3 (what we will use in class)

    c. Shockwave (Director) example: 1 . 2

    d. creates a format (SWF) with a low file size-- but requires plug-in

    e. vector graphics vs. raster (bitmap) images

Part Three: Design

Good animation comes from good design. Good design comes from practice and awareness-- spend a lot of time looking at graphics (both static and animated online), look at color schemes, what fonts are chosen, and how things move.

Scale and Proportion

Scale and proportion can refer to elements within the animation or to the animation itself. I have always found scale on the computer to be limiting, since it's very hard to create something overwhelming (as you might be able to do with film) within the confines of a small computer screen. And, distinct from a darkened movie theater, the computer screen sits in a room full of distractions (that incoming fax, the full-blast music, a stark-naked neighbor playing tetherball outside your window). A good way to deal with these disadvantages is to turn them to your advantage: perhaps accentuate this problem by taking the opposite approach and making everything extremely small.

Unity and Variety

When every object in the animation relates to a similar object in one unified way, that's "unity." Variety is the difference between objects. Too much unity can create boring animations, too much variety can make things too chaotic. Strive for a well-balanced combination of both with your animations.

Repetition and Rhythm

Recurring elements in animation can help with continuity and add emphasis. They can also add a sense of pace and help people follow the narrative.

Balance

The two types of balance:

1. Symmetrical balance — the two sides of an object are equally similar. This kind of balance is easier to achieve and tends to feel obvious, less interesting.

2. Asymmetrical balance — dissimilar objects are used to appear equal. This is harder to create, but tends to be more dramatic and intriguing.

Emphasis and Subordination

By focusing on one object/subject over another, you show the audience where to look, which strengthens your animation's message. As we discussed earlier, a number of different ways exist for achieving emphasis (through color, value, shape, line, scale, texture, or vectors). Conversely, if you want to achieve the perception of "sameness," try not to give emphasis to any one object. This can be particularly effective when you want to emphasize a lack of variety (suburbia, robotlike workers, or a chorus line of Storm Troopers).

Contrast

Contrast between objects adds emphasis and makes things interesting. Common types of contrast include: dark/light, happy/sad, large/small, good/evil, textured/smooth. Contrast can also occur in color through hue, value, and intensity.


Part Four: Considerations and Tips

  1. Make sure your animation has a succinct point or message that you are trying to communicate. How many "segments" does it take to get your message across?

    Work on tightening your message-- most of the time quicker is better, and you don't want to have some long winded message that people will lose interest. How many segments does this banner have?




  2. The file size of this banner is 140k, almost 6 times larger than we want it to be! It was created in ImageReady and consits of 27 frames-- too many!

    The file size of your file animated GIF is very important-- these files, because they are "bitmap" images, are very heavy. Therefore, you must be willing to make some trade offs or sacrifices to your animation so that it is smaller in size. We will stick to a file size limit of 30k in this class-- this might be difficult, but this is part of the challenge of creating content for the Web. If you can't stick within these limits, consider a different design strategy that will compress better:

    The GIF compression algorithm works best with flat fields of color in graphics instead of subtle gradients like in photographs or drop shadows--keep the number of colors to a minumum. To get fewer colors and blends, you're better off working with illustrations versus photographic imagery.

    Reducing the number of frames in your animation will decrease file size.

  3. Know the audience: To whom is this banner targeted? What platforms or browsers are they using? These are some of the most important deciding factors behind the visual style you choose and types of messages you create.

  4. Design Around the Disadvantages

    The file-size limitations of GIF89 mean that you have to use as few frames as possible. As a result, the motion in these animations tends to be very choppy. The key is to force this disadvantage to work in your favor by making it a part of your aesthetic. Consider "cutout" style animations (à la South Park or Terry Gilliam's Monty Python animations). You're better off designing with these limitations in mind from the start, as opposed to creating the perfect animation and then hacking it up to make it Web-worthy.

  5. Check it in both browsers and on different computers

    Some versions of MSIE have a tendency to display GIF89s at a much faster framerate than Netscape. So you should double-check your animation in both browsers to make sure your message isn't distorted by the speed differences. Always check the tempo over a live Net connection — a desktop drag-and-drop doesn't accurately duplicate real-life usage. Faster CPU processors will also play back a GIF89 at an increased tempo. Check your animations on as many different browsers, OS platforms, Internet connection speeds and CPU's as you can get your hands on!

  6. Work with Tempo (how long the animation stays on each frame)

    Pay very close attention to the tempo of your animation. Play around with the timing until you get the desired effect. As it does with acting, timing can have an impact on the way your story is perceived. Fast pacing gives off a frantic feeling, slo-mo pacing adds a sense of drama, and so on.



Other Uses and Ideas:

1. You could use an animated GIF as a background image-- this might be distracting, but who knows, you might do something clever.

2. Animated GIF as rollover image: You could use animated GIFs in a rollover image to combine an animation with static images.

3. A series of photographs. Note that at 447 K this image can take several minutes to finish loading on a computer accessing the Internet through a modem.


Part Five: Making an Animated GIF

Using Image Ready


Part Six: Animated GIFs as Banner Ads

The first law of motion: WHY DOES IT MOVE? Animation is frequently referred to as the singlemost annoying habit on the Web. Movement is distracting, it captures your eye and leads focus to a particular area. The first thing to consider is why you want to attract attention to a given element. In the case of banner ads, the purpose is usually to attract attention. However, too much animation yields the opposite result: annoying graphics are avoided at all costs. WIth this said, think VERY carefully about how you intend to incorporate animation in your work.

Looking at Banner Ads

Standard Sizes for banner ads; Washington Post technical specifications for accepting banner ads

Read this article: A Summer Ad Flight With Brittish Airways

 

Read the Assignment Description: Banner Ad assignment

Considerations: Think about using motion to communicate a message. In order to accomplish this, you must consider a target audience and what your animated GIF is trying to communicate to your audience. What is the purpose of their interaction with your banner ad? Is to enhance brand identity, invite them to an invent, offer them free incentives, or simply drive traffic to a Web site?

Specifics: Both banner ads should be 468 x 60 (standard size for a Full Banner) and each can be no larger than 30k.

Include documentation (a one-two page summary): see assignment description for more details.

How to begin: Animated GIFs with ImageReady