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Thesis Title Proposal

Block 6, Lot 2B-31 Bristol St. cor Brgy North Fairview. Quezon City

Technical-Vocational
Livelihood-Animation

1.0 Name of Proponents


Bonete, Jeremiah
Carizo, Randel
Carpio, Cyrus
Esguerra, Ralph
Paulme, Shawel
2.0 Proposed Thesis Title

The Preferred Animation Method of the Senior High School – TVL


Animation Students of AMA Computer College Fairview

3.0 Area of Investigation

The Industry of animation is becoming bigger and wider as the time goes
by. It means it is evolving, and the extreme popularity of 3D Animation is one
of its signs. The evolution of 3D animation left the traditional 2D animation
and Stop motion in the dust. This proposed study will cover the evaluation of
animation students in AMA Fairview Campus on which animation method
they prefer.

4.0 Reasons for Choosing the topic

The proponents chose this topic because of the mainstream popularity of


3D animation today endangers traditional animation. Many Animation Studio
like Disney and Pixar has already left traditional animation.
5.0 Importance of the Study

The significance of the study is to determine and differentiate the kinds of


animation method. To discover each kind of animation’s alluring and unique
characteristics. The proponents would also like to determine where do their
skills excel in these methods.

6.0 Target Users/Beneficiaries

The target users and beneficiaries of the proposed research are the
Grade 12 Tech-Voc Animation students of AMA Computer College. As well as
other students who aspire to become an animator.

7.0 Similarities with the Previous Study

The proposed study is similar to “Animation: 2D Versus 3D and Their


Combined Effect” by Kristin Au, March 2014, both are similar in a way that it
both tackles the different perception between animation methods.

Recommending Approval By:

_____________________
Abdon, Zyraine Anne T.
Assistant Instructor 1
Chapter 1

INTRODUCTION

This chapter discussed the introduction and background of the study. It also
includes the statement of the problem, hypothesis, the scope and delimitation,
the conceptual framework, the paradigm of the study, and the definition of terms
in order for the readers to fully understand this study.

Introduction

An animation is a rapid succession of images creating an illusion of


movement. There are three categories in animation. First is Stop Motion
Animation. Stop motion is created by physically manipulating the real-world
objects and photographing them one by one. This includes puppet animation,
clay animation etc. Second is 2D Animation. This is the process most used by
most traditional animators and the kind of animation we used to grow up
watching. Last is 3D Animation. Due to our technology's advancements, our
animators are now able to animate 3D models using computer software.

The first animated film is created as far back in 1877 when French scientist
Charles- Emile Ranaud invented the praxinoscope, a device that would project
strips of pictures and images and project them onto a screen. Even without the
technological developments of the 21st century, there were already various
animation techniques invented. Including puppet animation, silhouette animation,
cut out animation, clay animation, and hand-drawn frame animation. In the early
1900's many beloved characters including Felix the Cat, and Micky Mouse came
to existence. Since then animation has been all the more famous.

The industry of animation had become one of the biggest industries


nowadays. Followed by the popularity of animation is the need of discovering
something new, something that will leave the audience in awe. With the help of
technology, the 3D animation was born. Using computer software to animate, it
eliminated a lot of tedious process in animation and enabled animators to create
realistic scenes resulting in its immediate popularity.

Background of the Study

This research is to see which method is most used by animators. As well as


what type of method can be the most suitable for an animation student. This is
also to help animators and future animators to see what animation method can
be best for a vast audience. In this research we can identify what is the most
used animation method these days, why is it the most used, and how it can help
people in the field of animation.

Stop motion, 2D, and 3D animation. These are the 3 animation methods that
we will discuss on, here we will differentiate and define the usage of these 3
methods, also to introduce them. There are different types of techniques used for
creating 2D and 3D animated objects and this is another major difference
between 2D and 3D Animation. Rotoscope, onion skimming, twining and
morphing are the main techniques used in 2D Animation. On the other hand, 3D
Animation involves the use of techniques like appearance sketching, arena
building, appearance modeling, abating, camera setup, texturing, alteration and
bond and rendering.

3D animation is the process of generating three-dimensional moving images


in a digital environment. Careful manipulation of 3D models or objects is carried
out within 3D software for exporting picture sequences giving them the illusion of
animation or movement. However, this is completely based on the technique
used for manipulating the objects. The procedure of generating 3D is sequentially
categorized into three main sections and these are modeling, layout and
animation and rendering. Modeling is the phase that describes the procedure of
generating 3D objects within a certain scene. Layout and animation phase
describes the process followed for positioning and animating the objects within a
certain scene. Lastly, rendering described the result or output of completed
computer graphics. The process of production is successfully completed with the
careful combination of the sections mentioned above and some other sub-
sections. The market is filled with several software used for the creation of 3D
Animation and these range from the professional high-end ones to the affordable
low-end versions. Next, we will try and get through with the differences between
the two animations.

2D animation focuses on creating characters, storyboards, and backgrounds


in two-dimensional environments. Often thought of as traditional animation, the
figures can move up and down, left, and right. They do not appear to move
toward or away from the viewer, as they would in 3D animation. 2D animation
uses bitmap and vector graphics to create and edit the animated images and is
created using computers and software programs, such as Adobe Photoshop,
Flash, After Effects, and Encore. These animations may be used in
advertisements, films, television shows, computer games, or websites.

Stop motion is an animation technique that physically manipulates an object


so that it appears to move on its own. The object is moved in small increments
between individually photographed frames, creating the illusion of movement
when the series of frames is played as a fast sequence. Dolls with movable joints
or clay figures are often used in stop motion for their ease of repositioning. Stop
motion animation using plasticine is called clay animation or "clay-mation". Not all
stop motion requires figures or models; many stop motion films can involve using
humans, household appliances and other things for comedic effect. Stop motion
can also use sequential drawing in a similar manner to traditional animation, such
as a flip book. Stop motion using humans is sometimes referred to as pixilation or
pixilated animation.

Stop motion production is very time-consuming, perfecting the smooth


transition of image to image and frame rate difficulties could lead to losing ones'
patience. Despite the production process, this medium is the cheapest among
the animation methods and viewers would appreciate the effort and time put into
the production.

2D animation is slightly less time-consuming and expensive compared to


other methods. In this method, it requires animators that can draw due to its
traditional hand-drawn animation process. The method is drawing frame by frame
and also fixing errors only requires a redraw thus making the process simple.
Several movie studios are giving up 2D animation altogether because of how
time-consuming it is creating models that can never be reused again.

3D animation is the most common animation nowadays due to its visual


output of realism and excitement. Many animators are now shifting their skills to it
so it is not very difficult to find a talented workforce anymore. 3D models made
for a particular project can be reused for future projects thus making the
production cost low. Despite all these, 3D models may not work as they should;
bugs, computer viruses, all contribute to making 3D animation much more
difficult to create. A lot of effort, time & resources go into making a 3D animation
project but if not planned right the profit may not be as spectacular.

Each animation method has its own various ups and downs. Therefore,
leading the proponents to engage in this study in order to determine which
animation method the respondents prefer.

Statement of the Problem

This study aims to discover the importance of using the traditional animation
method and the preferred animation method of the animation students.

Specifically, this research sought to answer the following questions:

1) What are the demographic profile of the respondents in terms of:


1.1) gender; and
1.2) age?

2) What are the major factors that mostly affect aspiring animators in choosing an
animation method.

2.1) Popularity;
2.2) Complexity;
2.3) Time; and
2.4) Cost?

3) What method is easier for animation students to use or understand.


3.1) 3D Animation;
3.2) 2D Animation; and
3.3) Stop Motion?

4) What animation method did the student preferred to use?

5) Is there a significant relationship between the Animation method and the


preference of the students?

Hypothesis

There is no significant relationship between the Animation method and the


preference of the students.

Significance of the Study

This study is to determine which method of animation is most used and


beneficial to animators and animation students. As well as what method can be
suitable for ones' skills, capabilities, and preferences.

Animation Students. This research will help them pick which method will be
easy for them and will likely use. Same as choosing which career in animation
they should pursue.

Animation Instructors. This study will help them know what their students
need in learning animation. What method they can teach for students to cope up
easily and enjoy studying animation.

Animators. This study will help them know which method of animation can be
interesting and more fascinating to viewers. And what animation they should
produce more.

Future Researchers. To make their research more complex and help them
have more knowledge about the said topic. Our background can help them make
their own revision of the study. Through this, the knowledge will continue to grow
and expand as well as can help more researchers for generations.

Scope and Delimitations

The proponents aim to study The Preferred Animation Method of the


Senior High — TVL Animation Students of AMA Computer College Fairview. The
limitation is set only to all TVL Animation Students of AMA Computer College
Fairview Campus of S.Y 2017 - 2018.
Conceptual Framework

An individual’s animation preference depends on the type of animation


they are initially exposed to, and the animation that suits and enhances their
talent and knowledge. Clarifying that it reveals the preferred animation method of
the student.

The input of the study consists of the demographic profile of the


respondents, age, and gender. The preferred animation method test is also
included, as well as the major factors that mostly affect in choosing an animation
method.

For the process, research questionnaires and direct observations are used
in the study. The gathered data is analyzed by the researchers and result in the
information needed for their research.

The outcome would be results of the process to the respondents’ thoughts


about Stop motion, 2D, and 3D animation and their preference amongst the
three.
Paradigm of the study

Input Process Output

Administration of
Demographic Profile
Survey The proponents
recommend 2D
Questionnaire
animation for
Observation beginners. 3D for
advanced and Stop
Gathering of data Motion to those who
Analyzation of want to animate real-
Data world objects.
Preferred animation
methods Draw
Conclusions

Figure 1.0
Definition of Terms

The following terms are given the corresponding definition for the benefit of
the readers. The terms were carefully defined operationally and conceptually in
order for the readers to better understand this study.

2D Animation. creates movement in a two-dimensional artistic space. Work in


the field of 2D animation requires both creativity and technological skills.

3D Animation. Animating objects that appear in a three-dimensional space.


They can be rotated and moved like real objects. 3D animation is at the heart of
games and virtual reality, but it may also be used in presentation graphics to add
flair to the visuals.

Animation. is a dynamic medium in which images or objects are manipulated to


appear as moving images. In traditional animation, the images were drawn by
hand on cels to be photographed and exhibited on film.

Bitmap. is a type of memory organization or image file format used to store


digital images. The term bitmap comes from the computer programming
terminology, meaning just a map of bits.

Complexity. the quality or state of not being simple : a part of something that is
complicated or to hard to understand.

Encore. is a DVD authoring software tool produced by Adobe Systems and


targeted at professional video producers. Video and audio resources may be
used in their current format for development, allowing the user to transcode them
to MPEG-2 video and Dolby Digital audio upon project completion.

Method. means or manner of procedure, especially a regular and systematic


way of accomplishing something. An Orderly arrangement of parts or steps to
accomplish an end. The procedures and techniques characteristic of a discipline
or field of knowledge.

Morphing. change smoothly from one image to another by small gradual steps
using computer animation techniques. Most often it is used to depict one person
turning into another through technological means or as part of a fantasy or
surreal sequence. Traditionally such a depiction would be achieved through
cross-fading techniques on film. Since the early 1990s, this has been replaced by
computer software to create more realistic transitions.
Technical-Vocational-Livelihood (TVL). is a track also invests primarily on
skills that can gain you requisite COCs (Certificates of Competency) and NCs
(National Certifications) which would be essential when looking for better career
opportunities in agriculture, electronics, and trade.

Vector Graphics. are computer graphics images that are defined in terms of 2D
points, which are connected by lines and curves to form polygons and other
shapes.
Chapter 2

REVIEW OF RELATED LITERATURE AND STUDY

This chapter includes the review of related literature and study in foreign and
local from different sources and materials, and the conclusion drawn from this
review. The contents of this chapter contain the relevance of the corresponding
literature and study of the proposed study.

Introduction
The proponents have gathered library and online materials for the review of
related literature and study pertaining to 2D animation, 3D animation and Stop
Motion animation. Animation has existed for a long time. In its long history,
animation has evolved. Diverse methods in producing animation sprout. In this
diversity, debates and different preferences arose.

Review of Related Literature

Foreign Literature

According to Samantha Youssef in her book “Movement and Form” July 2015

“Ultimately I think that 3D is a more business


effective medium and the industry is a business
not an art. That’s the bottom line. Artists work in
the industry and create art within it but the
motivating decisions are based on money.”
3D is a more practical investment in the industry for it shows promise of new
things which the audience crave. In the end, you work in the industry for the
money not for the art.

Based on “3D Animation Essentials” by Andy Beane Published in 2013

“3D animation in television shows usually does


not have the overall quality of that in film. The
television industry doesn’t have the film industry’s
luxury of lots of time and lots of money.”

3D animation cannot be produced in a short span of time, let alone with a


small a budget. Putting it at a disadvantage in tv shows where the demands are
quite fast and the budget is small. On the other hand, films have both time and
money, so they can utilize 3D efficiently than tv shows.

According to the book “Basics Animation 04: Stop-motion” by Barry JC


Purves 2014

“You will find huge satisfaction in the sheer


painstaking fiddliness of the craft, from getting
your hands dirty from trying to control the
smallest detail, and even from the sheer
repetition of the process. If you want to bring
extraordinary and very credible characters to life
through the intimate contact of your hands, then
stop motion is certainly for you.”
Stop motion is a quite different process than 2D and 3D. It requires a lot of
time and patience. Instead of making pictures move, you make physical objects
move and bring them to life. Making contact in objects that you animate are
giving the animators a sense of giving life to characters and they find huge
satisfaction in it.

Based on Adrian Pennington and Carolyn Giardina “Exploring 3D The New


Grammar of Stereoscopic Filmmaking” 2013

“At Dreamworks Animation, it has been


extraordinary to be making films at this amazing
time in Hollywood history. With each new movie
we produce, 3D is taking us to fantastic new
places in visual storytelling.”

Even Dreamworks was amazed at how many opportunities that 3D has


opened for them. Using 3D animation, it opened up a whole new world to them in
visual storytelling.
According to Richard Taylor in his book “The Encyclopedia of Animation
Techniques” 2014

“We have thus concentrated on traditional


processes, none of which are yet obsolete nor
ever likely to perish, just as the sampler and the
electronic keyboard have not caused every violin,
guitar and trumpet to be destroyed. Moreover,
traditional methods are a rational choice for
certain of the qualities they retain, as well as being
accessible at a comparatively low cost for those
making their first experiments in animation.”
Richard Taylor explained that the birth of new technologies does not kill the
traditional process. Traditional process possesses qualities that 3D does not
have and its production cost is comparatively low than 3D.

Local Literature

According to the book “Make Toons That Sell” by Bill Ernacio 2013

“You should now bend down and kiss your


Wacom tablet, laptop, computer workstation, or
whatever you use to create cartoons in eternal
thanks for being born in a blessed time for
animators.”

It explains that this is a fortunate time for the animators because of the
current technology that we have to create animated films.

Based on the book “Drawing for Animation” by Paul Lacar 2013

“Recent animation production has been


characterized by the use of 3D computer
animation, and even artists who have worked in
more traditional forms now seek to embrace its
possibilities.”

It explains that 3D animation’s popularity is growing and with it is the growing


interest of the artists to use it, for the advantages that it can give.

According to the book “Layout and Composition for Animation” by Ed


Caballero 2016

“2D Animation, as an art form, should not be


thrown away like an old shoe for the sake of
progress.”

It explains that we should value the 2D animation and not leave it aside,
progress can be made without vanishing it.

Based on the book “Computer Animation” by Paula Carpio 2015

“Though remarkable strides have been made in


the field of computer animation, technology is
currently not able to keep up with demands for
even faster and more powerful computers.”

It explains that with the growth of computer animation is the growth of its
demands and the current computers are not being able to keep up with it.

According to the book “Hybrid Animation – Integrating 2D and 3D Assets”


Tina Cuyag 2014

“If all you know is 2D, you are missing out on the
efficiencies that can be won by incorporating 3D
into your pipeline. If all you know is 3D, you miss
out on great traditional animation style and the
speed that can come from 2D animation.”
It explains that knowing only one kind of animation is ignorance. It is important
to know both sides of animation.
Review of Related Study

Foreign Study

According to an article by Vandhanaa Mahinder “2D vs 3D Animation: Pros


and Cons” November 23, 2016

“There are different animation styles practiced


today. However, the most common forms used
are 2D and 3D animation. 2D animation is the
most traditional animation method existing from
the late 1800’s and is still preferred by traditional
animators around the world. 3D animation is
rising in popularity since the late 1990’s. Most of
the designers and gamers nowadays prefer 3D
animation as it is more attractive, gives a realistic
experience and has the power to engage players
in the game.”
There are a lot of animation styles that we can practice, but most common
styles that are used are 2D and 3D animation. 2D animation is preferred to be
used in presentation while 3D animation is preferred to be used in games.

According to ADMEC Multimedia in the article “What is difference between 2D


and 3D Animation” January 31, 2014

“Although 3D animation offers several


advantages over 2D animation, but most users
prefer a combination of both the techniques. A
mix of both 2D and 3D animation gives a more
natural presentation. 2D animation techniques
are more suitable for users having low budgets.”
3D animation has more advantage than 2d animation but is not a reason to
abandon 2D animation. Using both techniques in one gives a natural and unique
presentation.
According to J.K. Riki in an article “Why Should 2D Animation be Abandoned?
(Part 2 – Plus Why Not)” August 3, 2015

“Studios are now set up to do huge 3D films


much more than they are to work in 2D. In fact,
many years ago the big studios like Disney sold
off their traditional animation desks en masse.
While one can certainly animate hand-drawn
style on a Cintiq, the physical systems in place
are better suited to 3D these days.”
Some studios replaced their traditional materials and replaced it with Cintiqs
to work digitally while having their medium as hand-drawn or traditional animation
technique.

According to an article by Christopher Amor “DEBATE: TRADITIONAL VS.


CGI ANIMATION” September 24, 2014

“Animation takes time and patience and people


who spent hours drawing to create our
traditional films and programmes deserve more
credit and more recognition for their hard work
than they currently get. No matter how many
years old a film is we should never forget what
it brought to us.”
2D or traditional animation deserves more attention and positive feedback for
the hard work it has done in our current generation.

According to an article by Izideo “What is the Difference Between 2D and 3D


Video Animation” August 22, 2017

“Most users prefer a combination of both the


techniques through 3D animation offers several
advantages over 2D animation. Animators know
that a mix of both 2D and 3D animation gives a
more natural presentation.”

In one display, 3D animation offers a bunch of advantages than 2D but these


advantages compliment traditional animation in combination.

Local Study

From a thesis titled “Bakod” April 2013 by John Eric Torres Senon

“Even though 3D animation is currently the


most technologically advanced, and preferred
way of creating animated films, other
techniques are still available and are waiting to
be explored. John Lasseter explained that it is
not the technology that entertains the audience,
but the story (Jenny, 2013). “
The story is as well one of the things that make the film entertaining and not
just the technology of how it was made.

From a thesis titled “The Perforation in Philippine Animation Industry: Original


Content Full Length Animated Films” by Love Cabrera Asis February 16, 2017

“The birth of 3D animation during the time of


Ibong Adarna’s release weakens its
marketability due to technology deferment,
production process and film archiving.
Animation is an intricate, intensive and
expensive production, and so Tadhana and
Ibong Adarna taught us the importance of
honing the skills of local animators as well as
the improvement on technology in animation.”
The birth of 3D animation weakens the traditionally produced animated films.
We should hone our skills and as well as improve our technology in animation.

From a thesis titled “A Study in the Application of 3D Anaglyphs in Developing


Flash Animation for Labaw Donggon; Hiligaynon Folklore” by Viveca P.B. Aquino
April 2015

“In this century of improved technology and


special effects applied to media, our ability of
seeing in 3D becomes an immediate fanfare of
the senses and our imagination.”

3D animation has been in fame nowadays that it can capture more people.

From a thesis titled “The Influx of Japanese Animation in the Philippine and
Philippine – Japan Cultural Relations.” by Ma. Bernadette C. Bravo October 2014

“Two-dimensional computer animation has


already been employed for some time in
Japanese animation especially in the rendering
of realistic backgrounds and landscapes but
some of present spotlight is falling on the
creation of 3D images. 3D computer animation
is the digital successor to stop motion
animation.”
Japanese technology is much improved and way better than the other
countries that they can create a show with a lot of viewers and can earn lots of
money with it.

From a thesis titled “Mga Istorya Nga Katingalahan ni Lola Inday: Reviving
Cebuano Folktales through Animation” Stephanie Danielle Gonzales Tudtud
March 2014

“In the past decade, animation has boomed


because of the fast advancement of technology.
Full-length films have already been done in 3D
animation with artists who continually attempt to
capture life in animation.”
Animation improved fast that animators can create full length movies using
high technology with high quality.
Synthesis of the Related Literature and Study

The related literature and study helped the proponents to understand the
difference of each animation method in-depth. It helped the proponents to know
each method’s advantages, disadvantages, and quirks. The proponents used the
said literatures and studies to infer which is the best path to take in animation.

The industry of animation has evolved many times through the years. 3D
animation has opened up new worlds in the industry of animation. It has been
exciting for animators to be making films in this amazing time. 3D animation
being born, new techniques and a plethora of options have been given to them.
Things that animators could never do in 2D and Stop Motion rekindled the spirit
of animators once more. Indeed, it is a whole new world.

3D animation is an intricate form of art. Requiring lots of money and time to


produce, it is not advisable for tv shows to use. Tv shows are required to produce
animations every week, or in worst cases, every day. Producing 3D animation in
such a short time will only create a mushy animation, which is not pleasing in any
way. On the other hand, film productions both have money and time. It can be
seen nowadays that big studio’s like Dreamworks, Pixar, and Walt Disney are
only using 3D animations in their animated films, completely scrapping 2D and
Stop Motion.

Ultimately, the industry is business not art. Samantha Youssef, a former


animator at Walt Disney, believes so. She said that 3D is a more business
effective medium in animation than 2D and Stop Motion. In spite of that, many
animators still use traditional processes. Richard Taylor said that traditional
processes are yet obsolete nor ever likely to perish. As it is more accessible than
3D, making it perfect for animators just beginning in their journey.

Stop Motion the least popular amongst the animation methods because of its
painstaking process. Stop Motion is still used in the industry. Recent Stop Motion
animation film Kubo and the Two Strings (2016) has acquired a lot of attention
from animators and audiences alike, because of its incredible portrayal of
animation. In spite of the disadvantages of using Stop Motion, why do animators
bother for the trouble to animate in such a primitive way? Barry JC Purves said in
his book “Basics Animation 04: Stop-motion” that animators find huge satisfaction
in the fiddliness of the craft.

Today’s technology has provided us with appropriate equipment and tools that
can be used to create animation in easier ways. It creates new possibilities and
way of making an animation more expressive, detailed and more realistic.

3D computer animation, because of its popularity more and more people have
started to recognize the advantages of using it, even those people who prefer to
use hard work in the traditional method have started to see its advantages,
recent animation production has proven that using 3D computer can make more
attraction to the animation.

The rapid progress of computer animation has left 2D animation dying. 2D


animation has an important role in the progress of animation. While many chose
to use the more advanced method in creating an animation there are some
people who would still support and prefer to use the 2D animation. 2D animation
has some advantages and here are some of it: it offers opportunities for the
people who wanted to make an animation but cannot afford the cost of creating a
3D animation, 2D animation is easy to use and to understand, its simple but also
imaginative that’s why it should not be left aside.

The remarkable progress of computer animation has created big demands in


the industry of computer animation, although we have the appropriate and proper
equipment for creating computer animation it cannot keep up with the demands
that it requires to create a computer animation, today, almost all films are shot at
24 frames per second, which equates to 130,000 frames over a 90 minutes film,
each frame has hundreds of assets, and every character has a thousands of
control points, so an entire film can consist of up to 500 million digital files in the
future the amount of data during creation, distribution and reception will only
grow as these numbers grow, studios will depend more and more on heavily
faster processors and cloud computing.

Combining older 2D animation techniques with more modern animation


technologies can result in some truly spectacular hybrid motion graphics. Hybrid
animation teaches you to choose the best techniques and that best way express
the artistic and narrative direction of your project and knowing and combining the
older 2D animation with more modern animation technologies will help you in
expressing out the beauty of your animation.

In our current generation, we have a lot of different animation techniques


for us to choose from and the most common forms are 2D and 3D animation. In
our generation of advanced technology, people nowadays choose what it is latest
and beneficial thus preferring 3-dimensional animation over 2-dimensional
animation. Due to how less time consuming, cheap and how realistic and
appealing to the audiences, it is a very good upside in terms of business.
Regarding films, it is debatable about what the medium should be but 3D
animation is more suitable in other fields such as video games.

Animation takes a lot of time, patience and people especially when you
are working entirely in 2D animation or traditional animation. Which is another
reason for changing one medium to the other, but despite all of these there are
animators preferring traditional animation over 3D animation since it takes a lot of
effort to create a very fantastic film. By that, 2D animation deserves more credit
and recognition for what it brought our imagination today. But there are people
preferring traditional animation in order to preserve it in our world of advanced
technology.

Overall, others prefer combining the two techniques into one that it will
give a more natural presentation, a presentation that would show both
techniques complementing each other. In a world of advancement, traditional
technique has taken its place digitally that enables animators to work better by
using Cintiqs. With digital hand-drawn animation technique, it can now be
combined with 3D animation into one display. Because of this, it eliminates that
sense of bias when it comes to forms and gives that sense of creativity.

Chapter 3

DESIGN AND METHODOLOGY

This chapter deals with different methods of research used product


evaluation. The different techniques and tools were explained fundamentally. It
provides a detailed outline of how the investigation will take place. Different
methods of tools were used in order to distinguish the explanations further in how
they become useful in developing the proposed system.

Research Design
The design chosen by the proponents for the study is descriptive, which is a
study designed to depict the participants in an accurate way using observations
of the survey.

Sampling Technique

The sampling technique used in this study is stratified random sampling. A


stratified random sampling involves dividing the entire population into
homogeneous groups which are called strata (singular is stratum). Random
samples are then selected from each stratum. We specifically choose the Grade
12 Jasper TVL-Animation as our samples.

Research Locale

The study was conducted on the premises of AMA Computer College


Fairview Campus.

Respondents of the Study

Respondents of this study were the 30 Grade 12 TVL-Animation students for


the school year of 2017-2018 from AMA Computer College Fairview Campus.

Research Instrument

To gather data, the following instrument and procedures were used:

Questionnaire. The instrument used was a survey questionnaire to gather


the needed data for the student’s profile. The questionnaire contained (2)
demographic profile of the respondents. It is a list of questions that aims to
gather data. The proponents will use this technique to identify the problems and
solutions to the problems of the study.

Validation of the Instrument. The constructed questionnaire and evaluation


form the study were subjected through the validity and reliability tests. The
comments, suggestions, and remarks made by the proponent’s instructor from
AMA Computer College Fairview were analyzed and incorporated in the study for
validity.
Administration and Retrieval of the Instrument. The research instrument
was administered by the proponents during the school schedules of grade 12
TVL-animation students in AMA Computer College Fairview Campus, during their
vacant time, a letter stating the respect of their privacy and anonymity was
provided. The survey was conducted under the proponent’s supervision. After the
testing, a total of 30 grade 12 TVL-Animation Students were able to successfully
answered and finished the survey.

Statistical Treatment of Data

The statistical tools used for the study in the interpretation of data and the
testing of null hypothesis were the percentage and weighted mean formula, rank,
Rating Scale and Likert Scale.

Frequency and Percentage Distribution. Percentage and frequency of


distribution were used to describe the profile of the study age and gender, and
this is solved by using the formula.

f
Percentage (%) = x 100
n

Where:

f = refers to responsive frequency

% = refers to percentage

n = refers to total number of respondents

Weighted Mean. Weighted mean was used to calculate and to determine which
of the animation methods received the highest response, and this is calculated
by using the formula:

Σ ( X 1+ X 2+…+ Xn )
Weighted Mean (WM) =
N

Where:

WM = refers to weighted mean

Σ = refers to summation

X = refers to the mean of each given criteria

N = refers to the total number of respondents

Rank. Rank consists of arranging the number of decreasing and increasing


order of size. The highest occurrences of behavior or the class with the greater
number were given the highest rank.

Rating Scale. A method of ascribing quantitative value to qualitative data, to


make it amenable to static analysis. A numerical value is assigned to each
potential choice and a mean figure for all responses that are computed at the end
of the evaluation survey. The table below shows the following results.

Rating Scale

Table 1.0

Range Scale Verbal Interpretation


81%-100% 5 Strongly Agree
61%-80% 4 Agree
41%-60% 3 Moderate Agree
21%-40% 2 Disagree
0%-20% 1 Strongly Disagree
Likert Scale. Is a psychometric scale commonly involved in research that
employs questionnaires. It is the most widely used approach to scaling
responses in survey research, such that the term (or more accurately the Likert-
type scale) is often used interchangeably with the rating scale, although there
are other types of rating scales. The table shows the following results.

Likert Scale

Table 2.0

Range Scale Verbal Interpretation


4.50-5.00 5 Strongly Agree
3.50-4.49 4 Agree
2.50-3.49 3 Moderate Agree
1.50-2.49 2 Disagree
0-1.49 1 Strongly Disagree
The Preferred Animation Method of the Senior High School – TVL
Animation Students of AMA Computer College Fairview

Gender (f) (%) Ranking


Male 20 67 1
Female 10 33 2

Age (f) (%) Ranking


14-15 0 0 3
16-17 11 37 2
18 and above 19 63 1

WM VI
4.27 Agree
1.) Do you watch animated movies?
2.) How many hours do you spend to watch animated movies a day?

WM VI Rank
7 Hours 1.57 Disagree 4
5-6 Hours 2.33 Disagree 3
3-4 Hours 3.1 Moderate 2
Agree
0-2 Hours 3.47 Moderate 1
Agree

3.) Which kind of animation method do you prefer to see in games?

WM VI Rank
2D 4.07 Agree 2
3D 4.57 Strongly 1
Agree
Stop Motion 3.47 Moderate 3
Agree
4.) Which animation method do you want to learn in school?

WM VI Rank
2D 3.83 Agree 2
3D 3.87 Agree 1
Stop Motion 3.17 Moderate 3
Agree
5.) What kind of animation method do you often use?

WM VI Rank
2D 4.1 Agree 1
3D 2.97 Moderate 2
Agree
Stop Motion 2.67 Moderate 3
Agree

6.) Which kind of animation show do you prefer to watch?

WM VI Rank
2D 4.13 Agree 2
3D 4.27 Agree 1
Stop Motion 3.17 Moderate 3
Agree

7.) What animation method do you think will appeal to the general audience?

WM VI Rank
2D 3.97 Agree 2
3D 4.7 Strongly 1
Agree
Stop Motion 3.23 Moderate 3
Agree

8.) What is the preferred animation method of the Senior High TVL Animation
students of AMA CCF in terms of:
8.1 Popularity
WM VI Rank
2D 4.17 Agree 2
3D 4.53 Strongly 1
Agree
Stop Motion 3.43 Moderate 3
Agree

8.2 Complexity

WM VI Rank
2D 4.07 Agree 2
3D 4.3 Agree 1
Stop Motion 3.2 Moderate 3
Agree

8.3 Production Time

WM VI Rank
2D 3.87 Agree 2
3D 4.2 Agree 1
Stop Motion 3.23 Moderate 3
Agree

8.4 Cost

WM VI Rank
2D 3.97 Agree 2
3D 4.13 Agree 1
Stop Motion 3.7 Agree 3
Conclusion

While 2D and 3D are constantly fighting for first place, stop motion
sustained in the last place in all aspects. Final results dictate that 3D gained
the highest response. Therefore, the proponents conclude that 3D animation
is the preferred animation method of the Senior High School – TVL Animation
students of AMA Computer College Fairview.
CHAPTER 4

RESULTS AND DISCUSSIONS

This chapter includes the analysis and interpretation of data gathered in

Chapter 3. Profiles of the respondents from Grade Grade 12 Jasper TVL-

Animation are presented first. The results of the perception of the thirty (30)

respondents on which animation method they prefer are presented in the latter

part of the chapter.

Table 1

Distribution of Respondents According to Gender

Gender (f) (%) Ranking


Male 20 67 1
Female 10 33 2

Table 1 presents that among the thirty (30) respondents from the Grade 12
Jasper TVL-Animation of AMA Computer College Fairview Campus, sixty-seven
percent (67%) were mostly Male and thirty-three percent (33%) were Female.
Based on the figure, the dominated gender among the respondents is Male

Table 2

Distribution of Respondents According to Age

Age (f) (%) Ranking


14-15 0 0 3
16-17 11 37 2
18 and above 19 63 1

The table show the distribution of the profile of the respondents according

to Age. There are zero (0) respondents or equivalent to zero percent (0%) were

14-15 years old; there are eleven respondents or equivalent to thirty-seven

percent (37%) were 16-17 years old; there are nineteen respondents or

equivalent to sixty-three (63%) were 18 and above years old. The respondents’

age reflects several implications in the study’s findings. Investigators as it

comprised the most numbered percentage among the respondents, could have

given more insights in this study.

Table 3

Distribution of Respondents Watching Animated Movies

WM VI
4.27 Agree
1.) Do you watch animated movies?

The table 3 show the distribution of respondents who watched animated


movies. It shows a Weighted Mean (WM) of 4.27, in Verbal Interpretation that the
respondents Agreed that they watched animated movies before.
Table 4

Distribution of Respondents on How Much Time They Spend Watching


Animated Movies a Day

WM VI Rank
7 Hours 1.57 Disagree 4
5-6 Hours 2.33 Disagree 3
3-4 Hours 3.1 Moderate 2
Agree
0-2 Hours 3.47 Moderate 1
Agree

Table 4 presents the distribution of respondents on how much time they


spent watching animated movies a day. Ranking one (1) with a Weighted Mean
(WM) of 3.47, it shows that the respondents Moderately Agreed that they watch
animated movies for 0-2 hours a day.

Table 5

Distribution of Respondents on What Animation Method They Prefer to


See in Games

WM VI Rank
2D 4.07 Agree 2
3D 4.57 Strongly 1
Agree
Stop Motion 3.47 Moderate 3
Agree

The table above shows the distribution what animation method that the
respondents prefer to see in games. Ranking one (1) with a Weighted Mean
(WM) of 4.57, it shows that the respondents Strongly Agreed that they prefer to
see 3D Animation in Games.

Table 6

Distribution of Respondents on What Animation Method They Want to


Learn in School

WM VI Rank
2D 3.83 Agree 2
3D 3.87 Agree 1
Stop Motion 3.17 Moderate 3
Agree

The table presents the distribution of animation methods that the


respondents want to learn in school. Ranking one (1) with a Weighted Mean
(WM) of 3.87, it shows that the respondents Moderately Agreed that they want to
learn 3D Animation in school.

Table 7

Distribution of Respondents on What Animation Method They Often Use

WM VI Rank
2D 4.1 Agree 1
3D 2.97 Moderate 2
Agree
Stop Motion 2.67 Moderate 3
Agree
The table show the distribution of what Animation Method that the
respondents often use. Ranking one (1) with a Weighted Mean (WM) of 4.1, it
shows that the respondents Agreed that they often use 2D Animation Method.

Table 8
Distribution of Respondents on What Kind of Animation They Want to See
in Animated Movies

WM VI Rank
2D 4.13 Agree 2
3D 4.27 Agree 1
Stop Motion 3.17 Moderate 3
Agree

Table 8 presents the distribution of animation that the respondents want to


see in Animated Movies. Ranking one (1) with a Weighted Mean (WM) of 4.27, it
shows that the respondents Agreed that they want to see 3D Animation in
Animated Movies.

Table 9

Distribution of Respondents on What Animation Method They Think Will


Appeal to the General Audience

WM VI Rank
2D 3.97 Agree 2
3D 4.7 Strongly 1
Agree
Stop Motion 3.23 Moderate 3
Agree

The table above shows the distribution of Animation Method that the
respondents think will appeal to the General Audience. Ranking one (1) with a
Weighted Mean (WM) of 4.7, its shows that the respondents think that 3D
Animation Method will appeal to the General Audience.
Table 10
Distribution of Respondents on What Animation They Prefer to Use in
Terms of Popularity
WM VI Rank
2D 4.17 Agree 2
3D 4.53 Strongly 1
Agree
Stop Motion 3.43 Moderate 3
Agree

The table show the distribution of Animation that the respondents prefer to
use in terms of popularity. Ranking one (1) with a Weighted Mean (WM) of 4.53,
it shows that the respondents Strongly Agreed that 3D Animation is the most
popular among the Animations mentioned.

Table 11
Distribution of Respondents on What Animation They Prefer to Use in
Terms of Complexity
WM VI Rank
2D 4.07 Agree 2
3D 4.3 Agree 1
Stop Motion 3.2 Moderate 3
Agree

Table 11 presents the distribution of Animations that the respondents


prefer to use in terms of complexity. Ranking one (1) with a Weighted Mean
(WM) of 4.3, it shows that the respondents Agreed that 3D Animation is the most
complex among the Animations mentioned.
Table 12
Distribution of Respondents on What Animation They Prefer to Use in
Terms of How Much Time it Takes to Produce
WM VI Rank
2D 3.87 Agree 2
3D 4.2 Agree 1
Stop Motion 3.23 Moderate 3
Agree

The table above shows the distribution of Animation that the respondents
prefer to use in terms of How much time it takes to produce. Ranking one (1) with
a Weighted Mean (WM) of 4.2, its shows that the respondents Agreed that 3D
Animations takes the least time to produce among the Animations mentioned.

Table 13
Distribution of Respondents on What Animation They Prefer to Use in
Terms of Cost to Produce
WM VI Rank
2D 3.97 Agree 2
3D 4.13 Agree 1
Stop Motion 3.7 Agree 3
The table shows the distribution of Animations that the respondents prefer
to use in terms of cost to produce. Ranking one (1) with a Weighted Mean (WM)
of 4.13, it shows that the respondents Agreed that 3D Animation costs the least
to produce among the Animations mentioned.

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