Unit 2 - Intro to research

09.09.25

Intro to research - Methods and types

Our objective during this lesson was to understand different research methods and develop our writing ability to a level where we could succinctly research findings.

To do this, we explore the different methods of research, such as Primary and Secondary research.

Primary research:
  • Information or data you gather yourself by multiple means.
  • This can include interviews, observing places in person, or focus groups.

Secondary Research:
  • Information or data you gather from external sources, in other words, someone else's work that you refer to.
  • This may include many things such as magazines, books and image references for art-related work.

Bibliography:
  • To use any secondary research, however, you must add whatever you refer to in a bibliography. 
  • To do this, you must use a Harvard reference website to transform the website links (if you've used any) into Harvard references, and then you can paste them into your bibliography.
  • This is done so anyone can know where you got your original source from and check it out themselves if they would like to.

Additionally, there are also 2 different ways information can be gathered.

Qualitative research:
  • This refers to when information is gathered numerically or in a measurable way.
  • For example, displaying several things that you collect in figures or percentages

Qualitative research:
  • This refers to information that is specific and provides detailed information about the problem.
  • For example: asking several people on a specific topic about if they like it or not.
AI In Research

There are pros and cons to using AI in your research. Listed below are what they are:

Pros

  • It is a great way to quickly allocate secondary research.
  • It provides sources from which it gets the information it generates.

Cons:

  • It can be used as a crutch, which can make you miss out on a lot of skill development.
  • Sometimes the sources it takes from can be wrong.
  • Can only be used for secondary research

Reflection

Going forward, I think the hardest aspects of research for me may be getting primary research and also remembering to harvard research any external sources I use for secondary research.

Though I would mind trying some primary research by going to different places and taking data/info there by means of photos.

22.09.25

HW Task 1: Research into animation studios

For this assignment, I have been asked to research 3 animation studios, which are listed as follows;

Toei Animation

They were founded on January 23rd, 1948. They mainly focus on 2d animated shows/films

Studio Ghibli

They were founded on June 15th, 1985. They mainly focus on long-hand crafted 2d animation using physical means to create their work rather than on digital hardware.

Marza Animation Planet

They were founded on January 21st, 2005, and mainly focus on CGI animation for games or movies.

All these studios have many things in common with each other; however, they share one main thing: they are all based in Japan.

To find all this information, I used Wikipedia as my secondary research to gather all the information about these studios.

Thoughts and feelings from other students

For my Primary research, I conducted 3 interviews with 3 students in my class to establish how many films each student has seen.

I gathered some quantitative data, writing down the amount they watched, along with the names of a few notable ones.

Around 60% have seen shows/films from Toei Animation, while around 50 % have seen shows/films from Studio Ghibli

From this research, most people have watched films/shows from Toei Animation.


However, not many have watched films/media from Marza Animation Planet past the first 3 live-action Sonic adaptations, as while most have watched films from them, it's only 3 select ones.

After I gathered this data, I asked them about their thoughts on some of the things they have watched from these studios.

Most responses were positive and had good things to say, such as Toei having great quality, while Ghibli had a beautiful art style.


Bibliography

Toei Animation. (n.d.). About us. [online] Available at: https://www.toei-animation.com/about-us/.

‌Wikipedia Contributors (2019). Studio Ghibli. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Studio_Ghibli.

IMDb. (n.d.). All 22 Studio Ghibli Movies. [online] Available at: https://www.imdb.com/list/ls066662290/.

Marza.com. (2015). ABOUT | MARZA ANIMATION PLANET. [online] Available at: https://www.marza.com/en/about/.

22.10.25

Understanding cinematography

The objectives for this lesson were to develop our understanding of how to structure images in a way that helps with storytelling, as well as learning about the visual planning required for effective animation.

We learned about various shot angles and sizes, such as the following;

  • Extreme close-up
  • Big Close Up
  • Close Up
  • Medium Close Up
  • Mid Shot
  • Medium Long Shot
  • Long Shot
  • Over Shoulder Shot
  • Point Of View
  • Dutch Tilt

Other shot angles include;

  • Eye Level shot
  • Low Angle
  • High Angle 
  • Hip Level shot
  • Knee Level
  • Ground Level
  • Shoulder Level
  • Overhead Shot
  • Aerial Shot
These different shots can be used to enhance the story by being placed behind a character to watch them from a 3rd person viewpoint to help with dialogue between 2 characters.

I was then given this document to fill in and explain the shot types and effects it has on the scene.


Practice shot angles sheets

I was also given a task to create my own types with different angles and etc.

A brief list of some of the shot types we explored goes as follows;

These are some of the practice shots I had done during this session to test my knowledge on them. These are the shots that I produced:

I think overall I enjoyed this subject. I think the most interesting shot type was the Dutch angle shot, as it can be used for various scenes, such as depicting mental health issues.




I think some of the parts that were new to me were the different types of angles the camera can be put at to change how a scene is shown and felt to the viewer.





I think the most difficult part about this project was creating the last shot, which was a worm's eye view shot of a character; however, I struggled with it quite a bit and couldn't create it as effectively as I could have.

I think somewhere I could apply cinematography is in my future animation projects as it could definitely help convey scenes in an interesting and metaphorical light, doing a lot of show, not telling, to the viewer.

20.10.25
Embedded Slides:




Pre-Production Presentation Video