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Design For Animation

Summary

Topic:The impact of video/online games on people with social phobia

I’ve been thinking about the connection between video games and social anxiety. As a result of my research, I discovered that video games can often be beneficial in reducing social anxiety. Because of their oversensitivity, some teenagers are the most vulnerable to social phobia. It can be difficult to control the situation if interventions are made through online gaming or some form of online social interaction, and it may increase their risk of developing social phobia. The use of video games to treat social anxiety is a two-edged sword because it can be effective in treating social phobia. At the same time, it can aggravate symptoms in young people.

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Design For Animation

week 10 About report

I had a chat with my friends this week and found out that most of them experienced social anxiety when they were teenagers.

It is striking to find that almost all of us, including myself, use the internet/games to escape this symptom. But the reality is that the more you rely on these, the harder it is to escape from social anxiety.

After that, I completed most of my report and gradually refined the framework I had built.

Topic:

The impact of video/online games on people with social phobia

Abstract:

This article explores and analyses some of the positive and negative effects of video games on adults with social anxiety and adolescents with social phobia. Video games are a good anxiety reliever for most adults – they are convenient and quick enough. Also for most social phobics, video games are a good means of eliminating social interaction and increasing social opportunities. It allows for more social opportunities at no cost and without the risks and consequences. However, this is different in adolescents, for whom video games have a more complex and opposite effect due to their greater sensitivity. There is also a link between social fear and video game/internet addiction in adolescents.

Key words:

online/ video games- mental illness – social phobia – Self-identification  – positive correlation

Contents:

Introduction – Impact of social fear – Help of games for adults with social phobia – Social fears of adolescents and the virtual identity of games – The correlation between social fear and internet addiction – Conclusion

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Design For Animation

Week 9 Reference research

This week I got some interesting information by checking Google Scholar and some websites that social anxiety disorder is not a minority condition. It is even a condition that most people are exposed to.

Social phobia is a large group and there are not many treatments available other than the necessary psychological treatment.

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Design For Animation

Week 8 report main subject

Topic:

The impact of video/online games on people with social phobia

Abstract:

Social anxiety or social anxiety disorder is a relatively common problem in our society today. I would like to study the effects of video games on this group of people. I would like to consider whether this could have a positive effect on the alleviation of this condition.

Key words:

online/ video games- mental illness – social phobia – Self-identification  – positive correlation

Introduction:

Social Phobia – This anxiety disorder is characterised by an intense fear of social situations where strangers are approached or others are scrutinised. It is this fear that causes people with social anxiety to actively reduce their desire to socialise in order to avoid these situations.At the same time, people with social anxiety are concerned that the way they conduct themselves will make people think less of them.

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Design For Animation

Week7:Group tutorial and knowledge exchange sessions

This week’s session we worked in small groups to share our ideas.

These groups’ topics were very good, but at the beginning I didn’t have a clear direction. I would like to use this presentation to express some ideas about the human and social situation. I think about some of my friends, many of whom are very shy and reserved in real life (as I am). But when we communicate online, I find that their chats are very confident and interesting, which leads me to think about the current social situation – social anxiety. This report will focus on the impact of the popular art of gaming and animation on this group.

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Design For Animation

Week 6: The authenticity of a documentary

Horness Roe. A. (2013, Animated Documentary) argues that documentary authenticity is “deeply related to the notion of realism and evidence of real events in documentary images”. There is an indexical relationship between documentary images and reality. If the images are evidence of real events and conform to the concept of realism, then the documentary is real.

I guess the author wanted to convey that the subject matter and concept of the documentary was to be drawn from evidence of real events. But it doesn’t have to be expressed in exactly the same way as the real event, the documentary can use a variety of perspectives and techniques to present the real point of view and content. A documentary is authentic if it is based on the public perception that the content is historically accurate.

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Design For Animation

Week 5 Animated Documentary

An animated documentary that I don’t think is very documentary-like

Britannia

Britannia is an animated short film that has a deep connection to the concept of realism and the images it presents have a deep connection to the concept of realism.

Despite its lack of objectivity, the content of this short animation is an objective representation of the historical situation. The author uses a flexible animation technique to show another dimension of the historical process. This particular approach has some implications for the authenticity of the content, but I think it is positive in the sense of a documentary.

Although this animated documentary is not in line with traditional documentaries in many respects, it is a much simpler and more direct way for the viewer to understand the history. It diminishes the seriousness of the situation, but does not change the objective facts. On the contrary, it makes you think and reflect after watching it. So I think it’s a good documentary.

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Design For Animation

Week 4 Thursday Lecture Task

Generation – A experimental short film

  • Categorisation

Generation is a unique two-minute experimental animation that manages to provide a thought-provoking reflection on life, while also showcasing how AI technology can be used to good effect. A mixture of animation and dance, soundtracked by a celestial voiceover.

  • Form and Function

Opening on black, as we hear that aforementioned narration declare “and then she opened her eyes again”, Generation then cuts to its lead character, who at first we believe to be a “normal” woman, before discovering she’s actually much more. On the 17-second mark she starts to mutate and it’s just another 10 until she has exploded totally and transformed into an ever-changing jumbles of lights, particles and textures. The voiceover helps us to understand all that she represents, but it’s the combination of all elements of production that make this such a powerful watch.

The artist’s intention was to design a film with an infinite loop. Because of the amount of content in each frame, the author wanted the audience to watch it slowly.

  • Process

The whole short film uses dance as the main subject, the author has made a secondary drawing of the dancer and filled in her silhouette with animation and film footage. This is complemented by the use of AI technology, which is used to create detailed and complex illustrations for each frame.

  • Formal Elements

Generation uses a lot of extended space to control the rhythm of the film, using animation and AI to constantly change the image to present different compositions and colour&light contrasts from second to second. The movement of the dancers and the narration are used throughout the film, but also provide an extremely compelling experience.

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Design For Animation

Week 3 Thursday Lecture Task

My favourite film——The Curious Case of Benjamin Button

If the clocks were turned back and the clock turned backwards, a person would go from being born old and decrepit, gradually rejuvenated and rejuvenated, through adulthood, youth and adolescence, until he or she would return to the form of a baby in swaddling clothes and say goodbye to the world in ignorance. What are the expectations of such a life? What are the differences in perceptions of the world and of oneself, and what emotional connections should be made with others?

The seemingly absurd setting, which of course only exists in fiction, provides good material for exploring the true nature of human nature. The Curious Case of Benjamin Button, directed by David Fincher, is a film that uses such an inversion of life to illustrate a profound understanding of life, growth, dreams and love.

About 8 stages

You:

Benjamin Button was born on 11 November 1988, shortly after his mother, Caroline, passed away. Benjamin was abandoned by his father because he looked like an old man when he was born.

Need:

Benjamin grew up in an orphanage, curious as all teenagers are about all things new. He met his playmate, Daisy, at Easter 1930.

Go:

In 1936, Benjamin decided to work with Mike Clark on a permanent basis and travel around the world.

Search:

In Murmansk in 1941, Benjamin became infatuated with Elizabeth Abbott, the wife of the British Minister of Trade. Their affair eventually ended, leaving Benjamin heartbroken.

Captain Mike was serving in the US Navy when Captain Mike crashed into the submarine and the resulting explosion sank both. Most of the crew died, except for Benjamin and Rick Brodie who were rescued the next day.

Find:

In May 1945, Benjamin returned to New Orleans. He reconnects with Daisy, who tries to seduce him, but Benjamin refuses and she leaves. Benjamin visits his terminally ill father and learns the details of his birth and family. Before he dies, Thomas hands over his button manufacturing company to Benjamin.

Take:

In 1962 Daisy returned to New Orleans and reunited with Benjamin. Now of equal physical age, they fell in love. Benjamin sells his father’s house and the two live together.

Return:

Daisy told Benjamin that she was pregnant. Their daughter, Caroline, was born in the spring of 1968. Benjamin, believing himself to be too old to be a proper father, sold his assets, leaving the money to Daisy and Caroline, and travelled alone in the 1970s.

Change:

Daisy is now married and Daisy introduced Benjamin as a family friend to her husband Robert and Caroline.

And Benjamin shows signs of dementia. The story of Benjamin, who eventually died in Daisy’s arms.

Breakdown the characters in to their archetypes

Daisy and Benjamin are both dynamic characters

Inside Daisy lived a soft and sensitive little girl. She would spend every weekend with her grandmother, and also the stories would be touched by illustrated tales of the world.

Benjamin, too, had a curiosity about the world at this time, but no one to talk about it, and his frail health limited his mobility. Perhaps Daisy saw a timid longing in his eyes and approached him to learn more about the world together.

This was the beginning, they met as friends. It was mutual acquaintance.

In between Benjamin went to sea, he experienced adventure, war, women. And Daisy dances the ballet and comes out more and more beautiful and dazzling.

Benjamin returns as a handsome older man with experience, and the two men’s astonishment at seeing each other gives the relationship an ambiguous undertone. Benjamin is not like any other male around Daisy, he knows her, he knows her inside out, they have grown up together.

Daisy thought she was the kind of person who valued sexiness in the head more than sexiness on the outside, and her knowledge of the opposite sex made her think that sleeping with Benjamin at this time was not outrageous.

But Benjamin still thinks he’s too old to be with the fabulous Daisy. It was love-shyness.

By this time Daisy had developed a heterosexual crush on Benjamin, and Benjamin had figured out that he liked Daisy when he was young and ignorant of his feelings.

Then later Daisy could no longer dance, which was the first major setback in her life. This setback made her less frivolous and she began to appreciate things she had deliberately ignored before. Including Benjamin’s genuine concern and affection.

They met again. It was no longer just an exchange of ideas, but two young, energetic bodies, full of sexual attraction.

Love was the natural order of things.

Create a timeline for the main character starting before the film start.

In 1947, Benjamin visited Daisy in New York without prior notice, but left when he saw her falling in love.

(Original story line)

After his first love affair and his experience of life and death, Benjamin is determined by his inner choices. When he visits Daisy, he realises that she is in love, but Benjamin is in no hurry. He waits for Daisy and returns with intense affection, and Daisy is impressed by Benjamin’s persistence, and they manage to live together. But thanks to Benjamin’s care, Daisy does not have a car accident, and Daisy is unable to change her frivolous nature. In the end, they fall in love but do not make it to the end. Benjamin misses Daisy in an orphanage while he waits for time to pass. Daisy is separated from Benjamin and finally realises her own inadequacies. After finally achieving the desired success in ballet, Daisy gives up everything in her life to find Benjamin. Eventually the older Daisy and the younger Benjamin spend the last days of their lives together ……

Categories
Design For Animation

Week 2 The influence of the core of cyberpunk culture on youth

In today’s society, Cyber culture, as an emerging culture, often has a strong sense of identity and a distinct visual cultural identity. It appeals to today’s youth and generates positive or negative thoughts about them. I will try to analyse and explore the influence of these works on modern young people in different types of works.

Key words:

Youth subculture

Visual culture

Cyberpunk

Self-identification

future world

References:
1.Cheng Q, Xie K, Chen S. Exploration and Analysis of Cyberpunk on the Self-identification of Juvenile from the Perspective of Visual Culture[C]//6th International Conference on Contemporary Education, Social Sciences and Humanities.(Philosophy of Being Human as the Core of Interdisciplinary Research)(ICCESSH 2021). Atlantis Press, 2021: 123-128.

2.Sun J, Zhou Z. Impact of the Game Cyberpunk 2077 on Cyberpunk Culture[C]//2021 International Conference on Education, Language and Art (ICELA 2021). Atlantis Press, 2022: 640-643.

3.Gottesman Z. Tetsuo and Marinetti: Akira as a cyberpunk critique of futurist modernity[J]. Journal of Japanese and Korean Cinema, 2016, 8(2): 104-126.

4.Park C H. Orientalism in United States cyberpunk cinema from” Blade Runner” to” The Matrix”[M]. The University of Texas at Austin, 2004.