Investigating How Frame Rates in Different Styles of Animation Affect the Psychology of the Audience

Sharafina Teh, Vimala Perumal, Hushinaidi Abdul Hamid
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Abstract

As an art form that has existed since nearly a century ago, animation has birthed many different techniques of presenting visual motion to the audience, either in a more familiar, realistic representation or a stylistic visual choice that goes beyond imagination. Various elements such as characters, objects, environments and abstract constructs are combined into one cohesive shot and subsequently, several of these shots are compiled to create one scene in an animation production. Among these aspects of animation that have to be taken into consideration heavily by animators, is frame rates, or more commonly known and abbreviated as FPS (frames per seconds). The definition of frame rate is basically the amount of frames or images that are playing within one second exactly in a time-based work. There are several variations of frame rates that are used by different styles of animation, whether it is traditional hand-drawn 2D animation, fully computer-generated 3D animation, stop motion and even hybrids of these different methods. One such example of an animated work in recent years that has pioneered the usage of different frame rates in their production is the animated feature film by Sony Animation, Spiderman: Into the Spider-Verse, and its sequel which was newly released in theatres, Across the Spider-Verse, among other examples as well, but for this film in particular, the usage of different frame rates was intentional. In this article, how different frame rates are utilized in different forms of animation are studied by analyzing different existing examples that have been published for the general audience in movie theatres, online streaming and television, as well as exploring the function of different frame rates and the effect that they have towards the audience’s psychology as well as in the context of storytelling when it comes to presenting their characters’ personality and background.
研究不同风格动画的帧率如何影响观众的心理
作为一种近一个世纪前就存在的艺术形式,动画诞生了许多不同的技术来向观众呈现视觉运动,要么是更熟悉的,现实的表现形式,要么是超越想象的风格视觉选择。各种元素,如人物,对象,环境和抽象的结构被组合成一个有凝聚力的镜头,随后,这些镜头中的几个被编译成一个动画制作的场景。动画师必须认真考虑的动画方面之一是帧率,或者更常见的缩写为FPS(每秒帧数)。帧率的定义基本上是基于时间的作品在一秒钟内播放的帧或图像的数量。不同风格的动画使用不同的帧率,无论是传统的手绘2D动画,完全由计算机生成的3D动画,定格动画,甚至是这些不同方法的混合。近年来在制作中率先使用不同帧率的动画作品的一个例子是索尼动画公司的动画长片《蜘蛛侠:平行宇宙》,以及它的续集《穿越平行宇宙》,在其他例子中,但对于这部电影来说,使用不同帧率是故意的。本文通过分析已有的针对普通观众在电影院、网络流媒体和电视上发表的不同例子,来研究不同的帧率在不同形式的动画中是如何运用的,并探讨不同帧率在呈现人物性格和背景时对观众心理的作用以及在讲故事的语境下对角色性格和背景的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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