The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr

Detalhes bibliográficos
Autor(a) principal: Gomes de Oliveira, Flávio
Data de Publicação: 2021
Outros Autores: Martins de Oliveira, Rosane
Tipo de documento: Artigo
Idioma: por
Título da fonte: DATJournal
Texto Completo: https://datjournal.anhembi.br/dat/article/view/323
Resumo: This work is configured as a production description of an animatronic character for use in the animated film: “Vida de Boneco”, winner of the 2017 Brazilian Cinema Grand Prize in the category of best animated short film. In ad¬dition to explaining the production process, there will be a small discussion about the use of embedded systems, more specifically the Arduino board as a basis for producing this type of character, presenting the possibilities of use, advantages and problems. This type of character brings a new possibility of performance for the character, being able to be made through an advance programming of all possible action possibilities or through a unique code, which after triggered, allows an entire sequence of performance actions, turning the programmer into an animator.
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spelling The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of AnimatrEl programador como animador: Posibles interfaces entre animación y programación mediante el uso de placas Arduino para la producción de AnimatronicsO programador como animador: Interfaces possíveis entre animação e programação por meio do uso de placas Arduíno para produção de AnimatronicsAnimatronics, Animação, Arduíno, Stop-motionAnimatronic, Animation, Arduino, Stop motionAnimatronic, Animación, Arduino, Stop motionThis work is configured as a production description of an animatronic character for use in the animated film: “Vida de Boneco”, winner of the 2017 Brazilian Cinema Grand Prize in the category of best animated short film. In ad¬dition to explaining the production process, there will be a small discussion about the use of embedded systems, more specifically the Arduino board as a basis for producing this type of character, presenting the possibilities of use, advantages and problems. This type of character brings a new possibility of performance for the character, being able to be made through an advance programming of all possible action possibilities or through a unique code, which after triggered, allows an entire sequence of performance actions, turning the programmer into an animator.Esta obra se configura como un relato de producción de un personaje animatrónico para su uso en la película animada: “Vida de Boneco”, ganadora del Gran Premio de Cine Brasileño 2017 en la categoría de mejor cortometraje de animación. Además de explicar el proceso de producción, habrá una pequeña discusión sobre el uso de sistemas embebidos, más específicamente la placa Arduino como base para producir este tipo de personaje, presentando las posibilidades de uso, ventajas y problemas. Este tipo de personaje trae una nueva posibilidad de actuación para el personaje, pudiendo realizarse mediante una programación avanzada de todas las posibilidades de acciones posibles o mediante un código único, que luego de disparado, permite una secuencia completa de acciones de actuación, convirtiendo el programador en animador.Este trabalho se configura como um relato de produção de um personagem do tipo animatronic para utilização no filme de animação: “Vida de Boneco”, vencedor do Grande Prêmio do Cinema Brasileiro de 2017 na categoria melhor curta metragem de animação. Além de explicitar o processo de produção, será feita uma pequena discussão sobre o uso de sistemas embarcados, mais especificamente a placa Arduíno como base para produção deste tipo de personagem, apresentando as possibilidades de uso, as vantagens e os problemas. Este tipo de personagem traz uma possibilidade nova de performance para o personagem, podendo ser feita por meio de uma programação antecipada de todas as possibilidades de ações possíveis ou por meio de um código único, que após acionado, permite uma sequência inteira de ações performáticas, transformando o programador em um animador.Universidade Anhambi Murumbi2021-03-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://datjournal.anhembi.br/dat/article/view/32310.29147/dat.v6i1.323DAT Journal; Vol. 6 No. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-59DAT Journal; Vol. 6 Núm. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-59DAT Journal; v. 6 n. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-592526-178910.29147/dat.v6i1reponame:DATJournalinstname:Universidade Anhembi Morumbi (ANHEMBI)instacron:ANHEMBIporhttps://datjournal.anhembi.br/dat/article/view/323/244Gomes de Oliveira, FlávioMartins de Oliveira, Rosaneinfo:eu-repo/semantics/openAccess2021-10-22T15:01:54Zoai:ojs.datjournal.anhembi.br:article/323Revistahttps://datjournal.anhembi.br/datPUBhttps://datjournal.anhembi.br/dat/oai||ppgdesign@anhembi.br2526-17892526-1789opendoar:2021-10-22T15:01:54DATJournal - Universidade Anhembi Morumbi (ANHEMBI)false
dc.title.none.fl_str_mv The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
El programador como animador: Posibles interfaces entre animación y programación mediante el uso de placas Arduino para la producción de Animatronics
O programador como animador: Interfaces possíveis entre animação e programação por meio do uso de placas Arduíno para produção de Animatronics
title The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
spellingShingle The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
Gomes de Oliveira, Flávio
Animatronics, Animação, Arduíno, Stop-motion
Animatronic, Animation, Arduino, Stop motion
Animatronic, Animación, Arduino, Stop motion
title_short The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
title_full The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
title_fullStr The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
title_full_unstemmed The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
title_sort The programmer as an animator: Possible interfaces between animation and programming through the use of Arduino boards for the production of Animatr
author Gomes de Oliveira, Flávio
author_facet Gomes de Oliveira, Flávio
Martins de Oliveira, Rosane
author_role author
author2 Martins de Oliveira, Rosane
author2_role author
dc.contributor.author.fl_str_mv Gomes de Oliveira, Flávio
Martins de Oliveira, Rosane
dc.subject.por.fl_str_mv Animatronics, Animação, Arduíno, Stop-motion
Animatronic, Animation, Arduino, Stop motion
Animatronic, Animación, Arduino, Stop motion
topic Animatronics, Animação, Arduíno, Stop-motion
Animatronic, Animation, Arduino, Stop motion
Animatronic, Animación, Arduino, Stop motion
description This work is configured as a production description of an animatronic character for use in the animated film: “Vida de Boneco”, winner of the 2017 Brazilian Cinema Grand Prize in the category of best animated short film. In ad¬dition to explaining the production process, there will be a small discussion about the use of embedded systems, more specifically the Arduino board as a basis for producing this type of character, presenting the possibilities of use, advantages and problems. This type of character brings a new possibility of performance for the character, being able to be made through an advance programming of all possible action possibilities or through a unique code, which after triggered, allows an entire sequence of performance actions, turning the programmer into an animator.
publishDate 2021
dc.date.none.fl_str_mv 2021-03-15
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
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dc.identifier.uri.fl_str_mv https://datjournal.anhembi.br/dat/article/view/323
10.29147/dat.v6i1.323
url https://datjournal.anhembi.br/dat/article/view/323
identifier_str_mv 10.29147/dat.v6i1.323
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://datjournal.anhembi.br/dat/article/view/323/244
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Anhambi Murumbi
publisher.none.fl_str_mv Universidade Anhambi Murumbi
dc.source.none.fl_str_mv DAT Journal; Vol. 6 No. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-59
DAT Journal; Vol. 6 Núm. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-59
DAT Journal; v. 6 n. 1 (2021): II Encontro DAT + Dossiê PPGDesign UFCG; 49-59
2526-1789
10.29147/dat.v6i1
reponame:DATJournal
instname:Universidade Anhembi Morumbi (ANHEMBI)
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instname_str Universidade Anhembi Morumbi (ANHEMBI)
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reponame_str DATJournal
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repository.name.fl_str_mv DATJournal - Universidade Anhembi Morumbi (ANHEMBI)
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