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Human Anatomy Used in Walking - Research Proposal Example

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In the research study “Human Anatomy Used in Walking” the author discusses how human beings move, which is important in terms of allowing the animators to have a better understanding on how they can improve the quality of their animated drawings…
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Human Anatomy Used in Walking
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PhD Research Proposal on Human Walks -The Most Appropriate Number of Frames per Second Required in Making Human Walks Images Appear to Be Moving - Student’s Name Student Number Course Name and Number Name of Professor Date of Submission Number of Words: 3,327 Table of Contents I. Title of the Proposed Research Study ………………………… 3 II. A Brief Introduction ………………………………………………. 3 a. Purpose of the Research Study ……………………… 4 b. Rationale for the Selected Research Topic ………… 5 c. Scope and Limitations …………………………………. 5 d. Research Questions ……………………………………. 6 III. Literature Review ………………………………………………….. 7 a. Part of the Human Anatomy Used in Walking ………... 7 b. How Muscles and Skeleton in the Upper and Lower Extremities Affects the Time, Distance, and Spaces in Walking ………………………………………. 8 c. Part of an Animation Drawing a Modern Animator should Consider with Regards to the Use of Simple Lines in Drawing Animated Images …………… 9 d. Human Eyes and Brain Functions upon Seeing a Connected Images Move in Animated Drawings …….. 9 IV. Proposed Research Methodology ……………………………... 10 a. Proposed Research Design …………………………… 10 b. Sample Data / Population ……………………………… 11 c. Data Collection Method / Instruments ………………… 12 d. Data Analysis …………………………………………….. 13 V. Ethical Issues Involved in the Proposed Research Study …..…. 13 VI. Research Schedule ……………………………………………….... 14 VII. Conclusion ……………………………………………………….…. 15 Appendix I – Proposed Research Schedule for the Study …………. 17 References ……………………………………………………………. 18 - 19 Title of the Proposed Research Study “The Most Appropriate Number of Frames per Second Required in Making Human Walks Images Appear to Be Moving” A Brief Introduction Animation in drawing involves the process of showing fast changing sequences of moving images in 2-Dimensional artwork (Stanchfield, n.d.). Although animation in drawing long-time been widely used as a way of illustrating body movements, animation in drawing remains simple in the sense that animation in drawing does not provide the viewers with information concerning the speed, volume and space. Because of the availability of computer technology, animation in drawings in 3-dimensional artwork can be done with the use of software that is readily available in the market (Fei et al., 2008). Research study about how human beings move is important in terms of allowing the animators to have a better understanding on how they can improve the quality of their animated drawings. As part of the research proposal, the purpose of the research study, problem statement, significance of the problem, definition of terms, and hypothesis or research question will first be identified. Before discussing the proposed research methodology, a literature review will be conducted to determine which part of the human anatomy is most used in terms of supporting human walks. Several academic books in Medicine, peer-reviewed journals and online articles will be utilized to identify which among the essential parts of the human body is most commonly used when walking. In line with this, the muscles and skeleton in the lower extremities and the curve on arms and legs will be examined in relation to the time, distance, and spacing. With regards to the use of simple lines in animation drawings, a literature review will be conducted to determine which part of an animation drawing a modern animator should draw and not draw based on the influence of Renaissance. In relation to speed, light, differences in sizes and shapes, and the number of required frames used in capturing human movements in 2-dimensional images, the proposed study will also examine how the human eyes and brain functions upon seeing a connected images move in animated drawings. In going through the proposed primary research methodology, the rationale behind the selected research approach and methods will be provided followed by justifying how the proposed research method will be accomplished by obtaining the required inputs. Prior to conclusion, a research schedule will be provided in this report. Purpose of the Research Study Learning more about the human movements is important in terms of allowing the modern animators have a better understanding and idea on how they can improve the quality of their animated drawings. In relation to speed, weight, volume, and space in 2-dimensional images, the main purpose of the proposed research study is to gather relevant information that will be useful in terms of enabling the modern animators have more knowledge on how they can perfectly express normal body movements such as walking in simple yet dynamic ways. Aside from determining the differences between how men and women walks, the proposed research study will also test the number of frames required per second to enable the human eye perceive the differences between a live action taken with a video camera and an animated drawing. Rationale for the Selected Research Topic Searching for solutions on how to improve the animated drawings is interesting and fun part in animation. However, it requires hard work, long period of time and energy for animators to enhance the quality of animated drawings. A highly competent animation artist has the ability to express and communicate the movements and personalities of human beings in the form of sketches and drawings (Vilppu, 2010). For this reason, the proposed research study will be useful in terms of educating the animators on how they can enhance the quality of animations used in television or web advertisements. As an end result, companies involved in animated advertisements can save large amount of money and time by being able to receive a good quality and simple animated advertisements within the shortest time possible. Scope and Limitations Since the study of human movements is a broad subject, the proposed research study will focused only on analyzing how a man and woman between the age brackets of 20 to 30 years old would walk normally. After inviting a professional animator to draw the subjects while walking on either a flatland, uphill and downhill path, and the stairs; the proposed research study will also test the number of frames required per second to enable the human eye perceive the differences between a live action taken with a video camera and an animated drawing Aside from determining which part of an animation drawing a modern animator should draw and not draw based on the study of Renaissance, the proposed research study will conduct a literature review to determine which part of the human anatomy is mostly used in terms of supporting human walks. Human movements can be classified as slow and fast. In relation to the number of frames used in capturing human movements, the proposed research study will examine how the human eyes and brain functions upon seeing a connected images move in animated drawings. This area of study will also consider how different sizes and shapes as well as brightness and darkness can affect how human brains perceive these movements. People more than 50 years of age could experience difficulty in walking since the discs between the vertebrae compresses and shrink (MNSU, 2010 b). Therefore, the proposed research study is limited in terms of determining how human beings with walking difficulties and individuals between the ages of 50 and above walk. Research Questions The following research questions will be used as a guide in determining how the modern animators could improve their animated 2-dimensional drawings particularly with regards to human walks: 1. Which part of the human anatomy is most used in terms of supporting human walks? 2. How does the muscles and skeleton in the lower extremities and the curve on arms and legs affects the time, distance, and spaces in walking? 3. Based on the influence of Renaissance, which part of an animation drawing a modern animator should draw and not draw particularly with regards to the use of simple lines in animated drawings? 4. In relation to speed, light, differences in sizes and shapes, and the number of required frames used in capturing human movements in 2-dimensional images, how does the human eyes and brain functions upon seeing a connected images move in animated drawings? Literature Review Part of the Human Anatomy Used in Walking As part of maintaining balance, human beings are able to walking with the combination of movements in hips, spine, legs, feet, calves, thighs, arms, the head, and the shoulders (Wadadekar 2003; Rubberbug n.d.). In other words, the muscles and bones related to the hips, spine, arms, the head, shoulders, thighs, and calves are all functioning during the phase of walking. The human body is divided into two parts known as the upper- and lower extremities. Basically, the upper extremities include body parts above the pelvic area particularly the arms, forearms, and hands (MNSU 2010 c) whereas the lower extremities include the lower part of the body including the thighs, legs, and foot (MNSU 2010 b). Since muscles which allow human beings to move are connected to the joints (the connection between two bones), walking is possible through the interaction between the skeletal system and the muscular system found in the upper and lower extremities (MNSU 2010 a; Pa Kua Chang Journal 2010). Wadadekar (2003) explained that some of the commonly used lower extremities muscles in walking are: the quadriceps which is located in the front thighs, the gastocnemius or the calf muscles, the gluteus maximus which is found in the buttocks, the hamstrings which enables the human beings to flex or extend their legs and thighs. Other parts of the lower extreminites involved in walking includes the different bones and muscles found in the thighs, legs, feet, and the patella (kneecap) (MNSU 2010 b). With regards to the upper extremities, muscles like the deltoid, biceps brachii, brachioradialis, and triceps brachii (MNSU 2010 c; National Cancer Institute 2010). How Muscles and Skeleton in the Upper and Lower Extremities Affects the Time, Distance, and Spaces in Walking Walking is commonly associated with the movements of the arms. Specifically the bending of the elbows are possible because of the muscle contraction and relaxation which occurs in the biceps and triceps respectively whereas the straightening of the arms are made possible whenever the muscles in the triceps area contracts and the biceps relaxes (MNSU 2010 a). Since walking and arm movements are interrelated with one another, increasing the speed, distance, and spaces of walking would also mean increasing the speed of the upper and lower extremities movements which includes the arm movements as well as feet and leg coordination accordingly. Part of an Animation Drawing a Modern Animator should Consider with Regards to the Use of Simple Lines in Drawing Animated Images Normally, an animator expresses their imagination through drawings. N line with this, Vilppu (2010) stated that a good animator should be able to express the movements of human beings through the use of simple lines. With the use of simple lines, animators should know how to draw images and characters in proportional to the desired outcome. Animators during the era of Renaissance were focused on drawing human actions. To be able to compose a good animation, Vilppu (2010) suggests the need to draw simple images such as a sphere, a box, a cylinder, or a cone based on what the animator can remember about these images. Aside from choosing the best colour combination, animators should be able to draw the image outline using different mediums such as pen, ink, pencil, charcoal, or chalk (French 2010; Esposito & Christian 2000). Human Eyes and Brain Functions upon Seeing a Connected Images Move in Animated Drawings Animation happens when the human eyes are tricked by looking at 24 drawings per second. Because of the fast shifting of one picture to another, the human brain perceives that the still drawings or images are moving (Sinnerbrink 2008). Specifically the reasons why the human eyes are perceiving the still images as moving can be explained by understanding the concept or theory behind the ‘persistence of vision’. In relations to ‘persistence of vision’, explained that the human brain is capable of remembering a given image for a time span of one second after the still image has been removed from the human eyes (Bhatia 2008, p. 272). Since the human brain is capable of holding onto the still image longer than the human eyes could actually see it, shifting the still images at the speed of 24 drawings per second is good enough to trick the human eyes (White 2006, p. 92). Proposed Research Methodology in Human Walks Proposed Research Design With regards to examining and analyzing the time, distance and spacing requirements while walking, the male and female research participants will be requested to walk on a flatland, uphill and downhill path, and the stairs inside a studio. By recording the walking movements of each participant, the researcher will be able to determine not only the factors that could affect their walking performance but also the upper and lower extremities movements while walking and overall body posture. The human anatomy of men and women is different in terms of shape and size. For this reason, the proposed research study will focus on examining and describing the differences between the walking of male and female research participants. This information will be useful in terms of allowing the modern animators to gain more awareness about gender-related differences while walking. Since the proposed research study will be conducted inside a studio, the researcher will provide portable uphill and downhill path, and the stairs made of wooden materials. Specifically the uphill and downhill path will be improvised at 15o and 30o angle inclination and declination. This strategy will enable the researcher compare and contrast how the research participants would normally walk on different slopes. As part of analyzing the research observation results, several instruments including a video camera, measuring tape and a body fat measuring machine will be used in the research study. Eventually, the researcher will request a professional animator to draw the male and female subjects on one or two frames 2-dimensional drawings. Normally, a live video will be shown on 28 to 31 frames. Given that animation happens when the human eyes are tricked by looking at 24 drawings per second (Sinnerbrink, 2008), the proposed research design will test the animated drawings at the rate 18 frames per second, 20 frames per second, and 24 frames per second. By doing so, the researcher will be able to determine the number of frames required per second needed to enable the human brain perceive that a series of animated drawings are moving. Sample Data / Population A man and a woman between the age brackets of 20 to 30 years old will be requested to join in the proposed research study. Since the main purpose of the research study is to examine how a man and a woman would normally walk, the randomly selected research participants should be able to walk without any difficulty. Individuals who show signs of difficulty in walking will not be allowed to participate in the proposed observational study. A professional animator will be hired to draw at least a maximum of 24 frames from the images taken from the video. Eventually, additional five expert animators will be invited to examine and provide their personal opinions regarding the effects of flashing the animated drawings at the rate of 18 frames per second, 20 frames per second, and 24 frames per second to the functions of the human brain. Data Collection Method / Instruments To ensure that male and female research participants will be able to walk on the same flatland, uphill and downhill path, and the stairs, the researcher will provide a portable stairs as well as 15o and 30o angled uphill and downhill path made of wood. Basically, the use of portable walking path is necessary to prevent the researchers from coming up with bias research observation results. Aside from the use of measuring tools and machines such as a body fat measuring machine and a portable measuring tape, a disposable grid lines drawn on a paper will be placed on the wall where the research participants will be requested to walk. The presence of the grid lines when captured in the video will enable the animator to have accuracy when drawing the subjects. A digital video camera will be used to capture the front, side, and back position of each participant. This will enable the researcher determine the differences in the research participants’ body posture while walking. Aside from the use of digital video camera in capturing the quality of walking among each participant, the recorded video can also be used as a benchmark when testing the quality and accuracy of animated drawings. Specifically the measuring tape will be used in measuring the distance of each step while walking on a flat area as well as the 15o and 30o uphill and downhill. A body fat measuring machine is also required to enable the researcher determine whether or not excessive weight has a significant impact over the quality of human walking. Data Analysis Animation happens when the human eyes are tricked by looking at 24 drawings per second (Sinnerbrink, 2008). Using computer software, the animated drawings flashed at the rate of 18 frames per second, 20 frames per second, and 24 frames per second will be examined by five expert animators. The researcher would intentionally invite five expert animators to avoid coming up with a biased conclusion when analyzing the observational study results using the theory of ‘persistence of vision’. Ethical Issues Involved in the Proposed Research Study When conducting the primary research study, it is ethical on the part of the researcher to obtain permission from the randomly selected research participants. Before inviting a prospective research participant to join the observational study, the researcher should first explain the purpose of the research study. Given that the prospective research participant refuses to join the study, the researcher should respect their decision by thanking them for their time. In case the research participants prefer not to be known in public, the researcher should respect their decisions by making the subjects of the research study anonymous. When it comes to evaluating the observational study results, it is ethical for the researchers to make good judgment based on facts. By carefully choosing the right words to describe the observational results regarding the differences on how men and women walk, the researcher can avoid making a bias research conclusion. Research Schedule The proposed research study will be completed in a short period of approximately 30 weeks. During the first week, the researcher will write a research proposal that aims to determine the number of frames required per second needed to enable the human brain perceive that a series of animated drawings are moving. Within the next couple of weeks, the researcher will start gathering the required materials needed to complete the proposed research design as soon as the University professor has given a go signal to proceed with the research proposal. As soon as the research proposal has been approved by the professor, the researcher will proceed in gathering related reading materials from books, peer-reviewed journals, and online articles between 4th to 7th week. Between 8th to 10th week, the researcher will start writing the literature review for the official research paper. After writing the literature review, the researcher will start preparing for the studio wherein the actual video recording will be performed. A time-span of three weeks will be sufficient enough for the researcher to get the studio ready. Between the 14th and 15th week, the researcher will start selecting a male and female research participants for the proposed study. On 16th week, the researcher will focused on inviting and requesting the research participants to visit the studio and walk on a flatland, uphill and downhill path, and the stairs for recording purposes. Since it will take time for the animator to draw the subjects, a time-span of 2-1/2 months or 10 weeks will be given for the animator to finish the drawings. Between the 27th week, the researcher will focus on testing the animated drawings at the rate 18 frames per second, 20 frames per second, and 24 frames per second. Eventually, the remaining three more weeks will be used in analyzing the observational research study and finalizing the official research study report. (See Appendix I – Proposed Research Schedule for the Study on page 17) Conclusion The proposed research study is useful in terms of widening the knowledge of modern animators on how they can trick the human eyes by flashing their animated drawings at the speed of at least 24 frames per second as suggested by Sinnerbrink (2008). By going through the proposed research study, the animators will have a better idea with regards to the possible effects of using lesser number of frames per second on how the human eyes and brain would perceive flashing an animated image. To be more specific, a lesser speed of 18 and 20 frames per second will be tested in this study. With regards to increasing the animators’ knowledge on human movements, the primary research study and literature review that will be gathered for this study are all useful and applicable in terms of enhancing the use of animation techniques. Specifically the literature review for the proposed research study will discuss not only the significance of human anatomy parts used in walking but also information about the differences between the upper and lower extremities bones and muscles in relation to the time, distance, and spaces in walking. *** End *** Appendix I – Proposed Research Schedule for the Study References Bhatia, P., 2008. Computer Graphics. LK International Publishing House Pvt. Ltd. Esposito, M., and Christian, J., 2000, April 17. Michelangelo to Matisse—Drawing the figure. A look at 500 years of figure drawing. [online] Available at: [Accessed 9 November 2010]. Fei, G., Lee, W.-S., Joslin, C., and Xin, Z., 2008. 3D animation creation using space canvases for free-hand drawing. VRCAI 08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry . French, J., 2010. eHow. How to Draw Anime. [online] Available at: [Accessed 9 November 2010]. MNSU., 2010 a. The Skeletal System. [online] Available at: [Accessed 9 November 2010]. MNSU., 2010 b. The Lower Extremities. [online] Available at: [Accessed 9 November 2010]. MNSU., 2010 c. The Upper Extremities. [online] Available at: [Accessed 9 November 2010]. National Cancer Institute, 2010. Muscles of the Upper Extremity. [online] Available at: [Accessed 9 November 2010]. Pa Kua Chang Journal., 2010. The Circle Walk Practice of Ba Gua Zhang. [online] Available at: [Accessed 9 November 2010]. Perry, M., et al., 2003. Cengage Learning. Humanities in the Western Tradition , First Edition. Chapter 13: The Italian Renaissance. [online] Available at: [Accessed 9 November 2010]. Rubberbug., n.d.. Anatomy of a Walk. [online] Available at: [Accessed 9 November 2010]. Sinnerbrink, R., 2008. Time, Affect, and the Brain: Deleuzes Cinematic Aesthetics (Review-article). Film-Philosophy , 12(1), pp. 85-96. Stanchfield, W., n.d.. Gesture Drawing for Animation. pp. 1 – 202. [online] Available at : [Accessed 9 November 2010]. Vilppu, G., 2010. Never Underestimate the Power of Life Drawing. [online] Available at: [Accessed 9 November 2010]. Wadadekar, N., 2003, May 21. Muscles for walking – II. [online] Available at : [Accessed 9 November 2010]. White, T., 2006. Animation from pencils to pixels: classical techniques for digital animators. Elsevier, Inc. Read More
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