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12 basic principles of animation - Wikipedia, the free encyclope

12 basic principles of animation - Wikipedia, the free encyclope
The book and some of its principles have been adopted by some traditional studios, and have been referred to by some as the "Bible of animation."[2] In 1999 the book was voted number one of the "best animation books of all time" in an online poll.[3] Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. The 12 principles[edit] Squash and stretch[edit] Illustration of the "squash and stretch"-principle: Example A shows a ball bouncing with a rigid, non-dynamic movement. Animated sequence of a race horse galloping. The most important principle is "squash and stretch",[4] the purpose of which is to give a sense of weight and flexibility to drawn objects. Anticipation[edit] For special effect, anticipation can also be omitted in cases where it is expected. Staging[edit] Straight ahead action and pose to pose[edit] These are two different approaches to the actual drawing process.

Student quarter A student quarter or a student ghetto is a residential area, usually in proximity to a college or university, that houses mostly students. Due to the youth and relative low income of the students, most of the housing is rented, with some cooperatives. Landlords have little incentive to properly maintain the housing stock, since they know that they can always find tenants. Non-students tend to leave the area because of the noise and raucous behavior of the students. Most modern student ghettos arose from the rise in post-secondary enrollment after World War II. Examples[edit] A high-end example of a purpose-built, student residential neighborhood is The Cotton District in Starkville, Mississippi, which was privately developed by a former university faculty member who was elected the city's mayor in 2005. A hybrid of this is the University of Dayton Ghetto in Dayton, Ohio, where the school bought formerly privately owned houses in an adjacent neighborhood to house its upperclassmen.

Flow (psychology) Concentrating on a task is one aspect of flow. In positive psychology, flow, also known colloquially as being in the zone, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. Flow shares many characteristics with hyperfocus. However, hyperfocus is not always described in a positive light. Just as with the conditions listed above, these conditions can be independent of one another. Ideas similar to flow have been recognized throughout history and across cultures. Flow theory postulates three conditions that have to be met to achieve a flow state: Schaffer (2013) proposed 7 flow conditions: Young child, painting a model Flow may occur in challenging sports such as eventing. Csikszentmihályi writes about the dangers of flow himself:

Sign of the horns A demonstration of the Sign of the Horns The sign of the horns is a hand gesture with a variety of meanings and uses in various cultures. It is formed by extending the index and little fingers while holding the middle and ring fingers down with the thumb. Superstition[edit] In Italy and some Mediterranean cultures, when confronted with unfortunate events, or simply when these events are mentioned, the sign of the horns may be given to ward off bad luck. In Peru one says contra (against). Offensive gesture[edit] European and North American popular culture[edit] Contemporary use by musicians and fans[edit] [edit] Ronnie James Dio was known for popularizing the sign of the horns in heavy metal.[7][8] He claimed his Italian grandmother used it to ward off the evil eye (which is known in Southern Italy as malocchio). Terry "Geezer" Butler of Black Sabbath can be seen "raising the horns" in a photograph taken in 1971. From a 2001 interview with Ronnie James Dio on Metal-Rules.com: R.J. See also[edit]

Loki Loki, from an 18th-century Icelandic manuscript In both the Poetic Edda and the Prose Edda, the goddess Skaði is responsible for placing a serpent above him while he is bound. The serpent drips venom from above him that Sigyn collects into a bowl; however, she must empty the bowl when it is full, and the venom that drips in the meantime causes Loki to writhe in pain, thereby causing earthquakes. With the onset of Ragnarök, Loki is foretold to slip free from his bonds and to fight against the gods among the forces of the jötnar, at which time he will encounter the god Heimdallr and the two will slay each other. Loki is referred to in the Poetic Edda, compiled in the 13th century from earlier traditional sources; the Prose Edda and Heimskringla, written in the 13th century by Snorri Sturluson; the Norwegian Rune Poems, in the poetry of skalds, and in Scandinavian folklore. Names The etymology of the name Loki has yet to be solved. The name Hveðrungr (Old Norse '? Attestations Poetic Edda

Street Spirit (Fade Out) "Street Spirit (Fade Out)" (commonly referred to as "Street Spirit") is a song by English alternative rock band Radiohead, featured on their second studio album The Bends, which was released in 1995. Noted by singer-songwriter and guitarist Thom Yorke as "one of [the band's] saddest songs" and describing it as "the dark tunnel without the light at the end", "Street Spirit" was released as the band's ninth single and reached number five on the UK Singles Chart, the highest chart position the band achieved until "Paranoid Android" from OK Computer, which reached number three in 1997. Yorke has suggested that the song was inspired by the 1991 novel The Famished Road, written by Ben Okri, and that its music was inspired by R.E.M.[1] The track is built around a soft melody in A minor with an arpeggio (broken chord) guitar part. In 2008, the song was featured on Radiohead: The Best Of, a compilation album.

Boss Nigger Plot[edit] Jed and his outlaws then attempt to help the imprisoned outlaw escape by blowing a hole in the prison wall using dynamite. During the resulting raid on the town Clara Mae is kidnapped and taken away by Jed's men, while a Mexican child named Poncho (who Boss had befriended) is killed. Boss attempts to meet Jed and his gang at their hideout but is himself kidnapped, tied to a pole and tortured. With the assistance of other residents such as the doctor and blacksmith of the town, Boss and Amos prepare by planting explosives around the town and take up firing positions out of sight. Critical analysis[edit] Initial release[edit] Later critics[edit] William Smith on Boss Nigger[edit] In a 1998 interview, Smith spoke of his experience filming Boss Nigger. Release[edit] Boss Nigger was released in some areas under the title The Boss or The Black Bounty Killer.[1] A DVD of Boss Nigger, simply titled Boss, was released in 2008.[6] References[edit] External links[edit]

Predictions made by Raymond Kurzweil - Wikipedia, the free encyc American author, inventor and futurist Raymond Kurzweil has become well known for predicting the future of artificial intelligence and the human race. His first book, The Age of Intelligent Machines, published in 1990, put forth his theories on the results of the increasing use of technology and predicted the explosive growth in the internet, among other predictions. Later works, 1999's The Age of Spiritual Machines and 2005's The Singularity is Near outlined other theories including the rise of clouds of nano-robots (nanobots) called foglets and the development of Human Body 2.0 and 3.0, whereby nanotechnology is incorporated into many internal organs. Accuracy of predictions[edit] The Age of Intelligent Machines[edit] Perhaps most significantly, Kurzweil foresaw the explosive growth in worldwide Internet use that began in the 1990s. The Age of Spiritual Machines[edit] The Singularity Is Near[edit] Other sources[edit] Ray Kurzweil's response[edit] Future predictions[edit] Early 2000s[edit]

Son House Eddie James "Son" House, Jr. (March 21, 1902[1] – October 19, 1988) was an American blues singer and guitarist, noted for his highly emotional style of singing and slide guitar playing. After years of hostility to secular music, as a preacher, and for a few years also as a church pastor, he turned to blues performance at the age of 25. He quickly developed a unique style by applying the rhythmic drive, vocal power and emotional intensity of his preaching to the newly learned idiom. In a short career interrupted by a spell in Parchman Farm penitentiary, he developed to the point that Charley Patton, the foremost blues artist of the Mississippi Delta region, invited him to share engagements, and to accompany him to a 1930 recording session for Paramount Records. In 1964, a group of young record collectors discovered House, whom they knew of from his records issued by Paramount and by the Library of Congress. Biography[edit] Early life[edit] Blues performer[edit] Recording[edit] Singles

Cryptomnesia Cryptomnesia occurs when a forgotten memory returns without it being recognized as such by the subject, who believes it is something new and original. It is a memory bias whereby a person may falsely recall generating a thought, an idea, a song, or a joke,[1] not deliberately engaging in plagiarism but rather experiencing a memory as if it were a new inspiration. Early use[edit] The word was first used by the psychiatrist Théodore Flournoy,[2] in reference to the case of medium Hélène Smith (Catherine-Élise Müller) to suggest the high incidence in psychism of "latent memories on the part of the medium that come out, sometimes greatly disfigured by a subliminal work of imagination or reasoning, as so often happens in our ordinary dreams." Carl Gustav Jung treated the subject in his thesis On the Psychology and Pathology of So-Called Occult Phenomena (1902)[3] and in an article, Cryptomnesia (1905),[4] suggested the phenomenon in Nietzsche's Also Sprach Zarathustra. Causes[edit] Value[edit]

Chekhov's gun Chekhov's gun is a dramatic principle requiring that every element in a narrative be necessary and irreplaceable, and that everything else be removed.[1][2][3] Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there. Variations on the statement include: "One must never place a loaded rifle on the stage if it isn't going to go off. See also[edit] Foreshadowing, casual use of elements which become important laterOccam's razor, a similar principle for assessing potential explanationsRed herring, drawing attention to a certain element in order to mislead References[edit] Jump up ^ Petr Mikhaĭlovich Bit︠s︡illi (1983), Chekhov's art, a stylistic analysis, Ardis, p. x Jump up ^ Daniel S.

Han shot first The 1997 "Special Edition" of Star Wars depicts Greedo firing a shot at Han Solo shortly before Han responds in kind. In the original 1977 release, Han is the only one to fire. Scene[edit] Greedo is an associate of Jabba the Hutt, a Tatooine based crime lord for whom Han Solo also used to work. Before the events of the film, Jabba has put a bounty on Han, who had been transporting cargo for the crime lord, but was forced to dump it in order to avoid capture by an Imperial search party. The scene depicts Greedo pulling his blaster on Han as he attempts to leave the Mos Eisley cantina and cornering him to sit down in a booth. In the original 1977 theatrical release of the film, immediately after Han says to Greedo, "I'll bet you have", a cloud of smoke appears and blurs the screen showing Greedo face-on followed by a shot of Greedo's corpse, from behind, slumping over the table. Controversies, further changes and Lucas' response[edit] See also[edit] List of changes in Star Wars re-releases

Humans vs. Zombies The game was created in the fall of 2005 at Goucher College by Chris Weed and Brad Sappington, who have since created an official website with general guideline rules and information for other universities to create and customize their own HvZ game. Final rules are determined by each game's moderators and admins. Since the game's creation, Humans vs. Zombies has been played at over 1,000 locations, spanning across six continents. Humans vs. Zombies has grown in popularity across campuses. While predominantly played on campuses, Humans vs Zombies is also played in residential areas, camps, and even military bases. Gameplay[edit] Humans vs. Humans[edit] Almost all players begin the game as humans, and must keep their ID cards with them at all times in case a zombie attacks them. Zombies[edit] Non-Players[edit] People who are not registered players are not allowed to interfere with gameplay. Safe zones[edit] Since Humans vs. Missions[edit] Awards[edit] Humans vs. Controversy[edit] Brian T.

Warchalking Warchalking symbols Warchalking is the drawing of symbols in public places to advertise an open Wi-Fi network. Inspired by hobo symbols, the warchalking marks were conceived by a group of friends in June 2002 and publicised by Matt Jones who designed the set of icons and produced a downloadable document containing them.[1][2] Within days of Jones publishing a blog entry about warchalking, articles appeared in dozens of publications and stories appeared on several major television news programs around the world. Having found a Wi-Fi node, the warchalker draws a special symbol on a nearby object, such as a wall, the pavement, or a lamp post. Those offering Wi-Fi service might also draw such a symbol to advertise the availability of their Wi-Fi location, whether commercial or personal. See also[edit] References[edit]

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