Animated Films About Koalas
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Animated Films About Koalas
Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation (which may have the look of traditional animation) can be used for stylistic reasons, low bandwidth, or faster real-time renderings. Other common animation methods apply a stop motion technique to two- and three-dimensional objects like paper cutouts, puppets, or clay figures. A cartoon is an animated film, usually a short film, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human protagonists. Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, coyot ...
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Bouncing Ball
The physics of a bouncing ball concerns the physical behaviour of bouncing balls, particularly its motion before, during, and after impact against the surface of another body. Several aspects of a bouncing ball's behaviour serve as an introduction to mechanics in high school or undergraduate level physics courses. However, the exact modelling of the behaviour is complex and of interest in sports engineering. The motion of a ball is generally described by projectile motion (which can be affected by gravity, drag, the Magnus effect, and buoyancy), while its impact is usually characterized through the coefficient of restitution (which can be affected by the nature of the ball, the nature of the impacting surface, the impact velocity, rotation, and local conditions such as temperature and pressure). To ensure fair play, many sports governing bodies set limits on the bounciness of their ball and forbid tampering with the ball's aerodynamic properties. The bounciness of balls has ...
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Superhero
A superhero or superheroine is a stock character that typically possesses ''superpowers'', abilities beyond those of ordinary people, and fits the role of the hero, typically using his or her powers to help the world become a better place, or dedicating themselves to protecting the public and fighting crime. Superhero fiction is the genre of fiction that is centered on such characters, especially, since the 1930s, in American comic books (and later in Hollywood films, film serials, television and video games), as well as in Japanese media (including kamishibai, tokusatsu, manga, anime and video games). Superheroes come from a wide array of different backgrounds and origins. Some superheroes (for example, Batman and Iron Man) derive their status from advanced technology they create and use, while others (such as Superman and Spider-Man) possess non-human or superhuman biology or study and practice magic to achieve their abilities (such as Zatanna and Doctor Strange ...
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Praxinoscope
The praxinoscope was an animation device, the successor to the zoetrope. It was invented in France in 1877 by Charles-Émile Reynaud. Like the zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder. The praxinoscope improved on the zoetrope by replacing its narrow viewing slits with an inner circle of mirrors, placed so that the reflections of the pictures appeared more or less stationary in position as the wheel turned. Someone looking in the mirrors would therefore see a rapid succession of images producing the illusion of motion, with a brighter and less distorted picture than the zoetrope offered. Variations Reynaud introduced the Praxinoscope-Théâtre in 1879. This was basically the same device, but it was hidden inside a box to show only the moving figures within added theatrical scenery. When the set was assembled inside the unfolded box, the viewer looked through a rectangular slot in the front, onto a plate with a transparent m ...
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Flip Book
A flip book, flipbook, flicker book, or kineograph is a booklet with a series of images that very gradually change from one page to the next, so that when the pages are viewed in quick succession, the images appear to animate by simulating motion or some other change. Often, flip books are illustrated books for children, but may also be geared toward adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, frequently using the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books. Functionality Rather than "reading" left to right, a viewer simply stares at the same location of the images in the flip book as the pages turn. The booklet must be flipped through with enough speed for the illusion to work, so the standard way to "read" a flip book is to hold the booklet with one hand and flip throu ...
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Zoetrope
A zoetrope is one of several pre-film animation devices that produce the illusion of motion by displaying a sequence of drawings or photographs showing progressive phases of that motion. It was basically a cylindrical variation of the phénakisticope, suggested almost immediately after the stroboscopic discs were introduced in 1833. The definitive version, with easily replaceable picture strips, was introduced as a toy by Milton Bradley in 1866 and became very successful. Etymology The name ''zoetrope'' was composed from the Greek root words ζωή ''zoe'', "life" and τρόπος ''tropos'', "turning" as a translation of "wheel of life". The term was coined by inventor William E. Lincoln. Technology The zoetrope consists of a cylinder with cuts vertically in the sides. On the inner surface of the cylinder is a band with images from a set of sequenced pictures. As the cylinder spins, the user looks through the cuts at the pictures across. The scanning of the slits keeps the ...
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