AA2S45 - Applied Animation 01 Sep 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA2S45
Module Title: Applied Animation
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader: Leonie Sharrock, Jonathan Edwards
Module Team: Sarah Strickett, Graham Griffiths, Matthew Gravelle-Eagles, Brian Fagence, Jonathan Edwards, Nick Hood, Sarah Llewellyn, Emma Marshman
First Intended Intake: SEP 2022 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 100057 - animation
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Sep 2022
Valid To 31 Aug 2028

Module Aims

This module aims to widen students experience of how animation is used in interdisciplinary and collaborative ways in a variety of contexts, beyond passive screen viewing, and to discover potential alternative avenues of employment and funding.
• To research ways in which contemporary professionals utilise animation and animated content in non-traditional spaces.
• To develop innovative ideas for ways of using animation in applied contexts.
• To research the collaborative partners, potential stakeholders, logistics, personnel and budgets required to carry out an applied animation project to completion.
• To be able to create a mock-up pitch document to a professional standard.

Content Summary

This is a synergic module bringing together aspects of visual design, and animation techniques learned in previous modules at Level 4 and 5.
Each student’s proposal will be negotiated with the tutor and must evidence 200 hrs of work, fulfilling the learning outcomes.
The module will explore non-linear approaches such as interactive stories, or atmospheric visual ‘poetry’ where animation crosses over into non-traditional spaces or is made using innovative animation processes.
This module features applied practice, and provides a more in-depth look at the visual and temporal structures of image, word and sound.
The students will also consider the potential requirements of commissioning agencies or broadcasters, including an understanding of target audience considerations.
Indicative content:
Potential projects could include animation used in or in conjunction with:
1. Art Galleries/ Museums/ Dedicated indoor interactive or role-playing spaces.
2. Public outdoor spaces and events.
3. VJ / music venues
4. Video-mapping onto buildings/environments/ architecture/big events
5. Theatrical – Plays/ Dance/ Opera/ Ballet/ Puppetry/ Animatronics, etc.
6. VR or AR and embodied Gaming applications.

Learning and Teaching Methods

Activity Type Hours
Lecture 6
Seminar 6
Tutorial 4
Demonstration 2
Independent Study 84
Directed Study 80
Groupwork 6
Interdisciplinary work 6
Problem / challenge based learning 6
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Understand how animation technologies, media and techniques, historic or contemporary, bring meaning and relevance to a given theme or space or interactive encounter.
LO2 Understand how to create and pitch a professional project proposal considering collaborators, logistics and potential budgets, as well as markets, audiences, and potential stakeholders.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Project Output 2 Full proposal for project, to include proof of concept, logistics, budget, collaborators and stakeholder input and requirements 0 2000 60 No 40
Asynchronous Assessment Project Output 1 To contain examples of similar or related existing projects, Own practical research and Development of ideas. 0 2000 40 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Project Output 2
Project Output 1

Reading List

Because this is still a relatively new area for animation, dedicated books on the range of potential applications are rare. Below is a preliminary tentative compilation from a variety of electronic sources:

Subsol, Gerard (Ed) 2005 Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Third International Conference, ICVS 2005, Strasbourg, France, November 30 - December 2, 2005. Proceedings.
McErlean, K. 2018. Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories across New Media Platforms. Routledge London.
Hamlyn, N., Smith, V., (Eds) Experimental and Expanded Animation New Perspectives and Practices. Springer. 2018.
Hollerer, T., & Schmalstieg, D.; 2016. Augmented Reality: Principles and Practice. Addison-Wesley, Boston.
Maniello, D. Augmented Reality in Public Spaces. Le Penseur.

https://journal.animationstudies.org/beatriz-herraiz-zornoza-dot-animation-in-theatre-for-children/
https://www.smh.com.au/entertainment/digital-technologies-of-animation-and-projection-expand-theatrical-experience-20160308-gndxgs.html
https://www.metopera.org/user-information/nightly-met-opera-streams/articles/the-art-of-william-kentridge/
https://expandedanimation.net/tag/gallery-installation/