THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE

Detalhes bibliográficos
Autor(a) principal: Caruso, Ana Paula Macedo
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11110/1910
Resumo: When animating characters, the animator’s role resembles the one of a puppeteer – by controlling the characters, s/he translates concepts into movements. Her/his work will give form to the characters’ personalities and unfold the stories’ atmosphere. Rhythm, timing, intensity, etc. rely on how the animation is done. That is true for linear animation. But in interactive animation – animation for interactive media such as video games – the role of puppeteer is granted to the player. The animator is responsible for creating the structure which ensures that the player is in control. Usually, such control comes through the use of joysticks or touchscreen interaction, but it can also take innovative forms. That is the case of Mobeybou, a storytelling video game in which this work is based. In Mobeybou, we present the player with an unusual way to control the characters – a Tangible User Interface (TUI) – and increase the depth of the players’ role by transforming them in storytellers. This also changes the way we animate the game, and adds new levels of complexity to design and development. Our goal, with Mobeybou’s animated content, is to offer the player enough creative freedom to compose narratives, but due to limitations of time and human resources we had to narrow the range of elements and possible actions with restricted action libraries. To evaluate the impact of the animated content in the creative process we have tested Mobeybou with children, ages 5 to 14, in classroom and summer school context
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spelling THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE2D animationinteractive animationvideo gamesTangible User InterfaceStorytellingWhen animating characters, the animator’s role resembles the one of a puppeteer – by controlling the characters, s/he translates concepts into movements. Her/his work will give form to the characters’ personalities and unfold the stories’ atmosphere. Rhythm, timing, intensity, etc. rely on how the animation is done. That is true for linear animation. But in interactive animation – animation for interactive media such as video games – the role of puppeteer is granted to the player. The animator is responsible for creating the structure which ensures that the player is in control. Usually, such control comes through the use of joysticks or touchscreen interaction, but it can also take innovative forms. That is the case of Mobeybou, a storytelling video game in which this work is based. In Mobeybou, we present the player with an unusual way to control the characters – a Tangible User Interface (TUI) – and increase the depth of the players’ role by transforming them in storytellers. This also changes the way we animate the game, and adds new levels of complexity to design and development. Our goal, with Mobeybou’s animated content, is to offer the player enough creative freedom to compose narratives, but due to limitations of time and human resources we had to narrow the range of elements and possible actions with restricted action libraries. To evaluate the impact of the animated content in the creative process we have tested Mobeybou with children, ages 5 to 14, in classroom and summer school context2020-05-26T12:04:52Z2020-05-26T12:04:52Z2020-05-26T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesishttp://hdl.handle.net/11110/1910oai:ciencipca.ipca.pt:11110/1910enghttp://hdl.handle.net/11110/1910202482120Caruso, Ana Paula Macedoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T12:53:13Zoai:ciencipca.ipca.pt:11110/1910Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:02:12.247765Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
title THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
spellingShingle THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
Caruso, Ana Paula Macedo
2D animation
interactive animation
video games
Tangible User Interface
Storytelling
title_short THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
title_full THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
title_fullStr THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
title_full_unstemmed THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
title_sort THE CONTRIBUTION OF 2D ANIMATION IN DIGITAL GAMES WITH A TANGIBLE INTERFACE
author Caruso, Ana Paula Macedo
author_facet Caruso, Ana Paula Macedo
author_role author
dc.contributor.author.fl_str_mv Caruso, Ana Paula Macedo
dc.subject.por.fl_str_mv 2D animation
interactive animation
video games
Tangible User Interface
Storytelling
topic 2D animation
interactive animation
video games
Tangible User Interface
Storytelling
description When animating characters, the animator’s role resembles the one of a puppeteer – by controlling the characters, s/he translates concepts into movements. Her/his work will give form to the characters’ personalities and unfold the stories’ atmosphere. Rhythm, timing, intensity, etc. rely on how the animation is done. That is true for linear animation. But in interactive animation – animation for interactive media such as video games – the role of puppeteer is granted to the player. The animator is responsible for creating the structure which ensures that the player is in control. Usually, such control comes through the use of joysticks or touchscreen interaction, but it can also take innovative forms. That is the case of Mobeybou, a storytelling video game in which this work is based. In Mobeybou, we present the player with an unusual way to control the characters – a Tangible User Interface (TUI) – and increase the depth of the players’ role by transforming them in storytellers. This also changes the way we animate the game, and adds new levels of complexity to design and development. Our goal, with Mobeybou’s animated content, is to offer the player enough creative freedom to compose narratives, but due to limitations of time and human resources we had to narrow the range of elements and possible actions with restricted action libraries. To evaluate the impact of the animated content in the creative process we have tested Mobeybou with children, ages 5 to 14, in classroom and summer school context
publishDate 2020
dc.date.none.fl_str_mv 2020-05-26T12:04:52Z
2020-05-26T12:04:52Z
2020-05-26T00:00:00Z
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oai:ciencipca.ipca.pt:11110/1910
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dc.language.iso.fl_str_mv eng
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202482120
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