Sleep Deprivation in Teens

Stefano Pagani

Final

Grace MacPherson and Sasha Rizika

The problem - We set off to fix is the lack of videos produced about the history and future of Alzheimer's . There are many videos, but they dive deep into the complicated science. There’s no video we could find about the history or an animation about the effect and symptoms.

Our solution - After hours of research and animating, we composed a video that addresses the information that we collected in a way that it contains quite a lot of information, while still keeping it simple so it’s easy to understand and accessible information for all ages.

At first, we were planning to do a video on stem cells, but then we decided to do something closer to our heart. Both of our families have grandparents who suffer from this dreaded disease, so we decided to do it on Alzheimer's. First, we wrote a script and checked it with Amiro. Once it was approved, onto storyboarding! Recording the voice turned into a large ordeal over nothing. Every time Grace recoded it, she would mess up and consequently, we took many takes before Sasha took over.  Our animation process was mostly a smooth ride, with the occasional hiccup, like a forgot save or a corrupted file. After we had got the hang of it, it took us no time to finish. On the last day, Grace did a perfect recording and we were able to adjust the speed of the video to make it work.

Process

Grace MacPherson and Sasha Rizika

The problem - We set off to fix is the lack of videos produced about the history and future of Alzheimer's . There are many videos, but they dive deep into the complicated science. There’s no video we could find about the history or an animation about the effect and symptoms.

Our solution - After hours of research and animating, we composed a video that addresses the information that we collected in a way that it contains quite a lot of information, while still keeping it simple so it’s easy to understand and accessible information for all ages.

At first, we were planning to do a video on stem cells, but then we decided to do something closer to our heart. Both of our families have grandparents who suffer from this dreaded disease, so we decided to do it on Alzheimer's. First, we wrote a script and checked it with Amiro. Once it was approved, onto storyboarding! Recording the voice turned into a large ordeal over nothing. Every time Grace recoded it, she would mess up and consequently, we took many takes before Sasha took over.  Our animation process was mostly a smooth ride, with the occasional hiccup, like a forgot save or a corrupted file. After we had got the hang of it, it took us no time to finish. On the last day, Grace did a perfect recording and we were able to adjust the speed of the video to make it work.

We don’t have that much to say iteration wise, since it was animation and many iterations would damage us. A critical change we made towards the end, however, was the fact that it was originally voiced by Sasha, but Grace took over the voicing on the last day and we had to adjust the pace of the video and animations to her speed.

Process

Simon Zalesky and Calder Martin

The goal for this studio was to make a animation about a topic of our choice. We spent the first two days looking for inspiration on YouTube. On Wednesday we learned how to use After Affects by animating a Nuvu logo. The next day we chose our projects. Calder and I chose to do an animation about the history of competitive gaming. We started by doing a lot of research about competitive gaming. We than wrote a script. The script was bout one and a half pages long so we estimated that the animation would be a bout three minuets long. We decided to start the video by talking about the game Spacewar. Space war was the first ever competitively played video game so we thought it would be a good starting point. Than we move on to talk about the game Quake because it was one of the first games played online. On Wednesday we recorded our audio, Calder did the narration while I started animating. After the Quake came the Starcraft scene, in this scene we focused on how popular it got during its competitive matches. Next up we talk about Halflife and its mods. We decided to do this because this game brought to life the games Counter Strike and Team Fortress which are now two very popular games in the competitive gaming scene. As a final clip we talk about fighting games and EVO. Lastly there is the outro where we show the facts and talk about how popular gaming has got.

Final

Simon Zalesky and Calder Martin

The History of Competitive gaming is a animation made up of six different sections. Through out the video the timeline of competitive gaming starts in the 1970s with the game space war and proceeds to the current time. The animation cover the games Spacewar, Quake, Starcraft, Halflife, Team Fortress, Counter strike, and Street Fighter. Using the software After Affects we were able to animate a whole timeline of competitive gaming resulting in a final video the is 4 minuets and 49 seconds long.

Process

Jakob Sperry and Stefano Pagani

Everyone sleeps, it helps your body charge up for the day. As you get older your body needs less and less sleep. But our modern school system doesn't let teens get the sleep that they need. This is because middle and high school starts too earle and assigns too much homework. Teens dont have enough hours in the day to do everything that our busy lives require.


While making our animation we learned a lot and faced many challenges. We started by researching sleep deprivation in teens and found a lot about school. Many sources said that School start times and the abundance of homework had a large effect in teens loss of sleep. Once we had all of the information we continued on to the script. we wrote the narration and started to write down ideas for animations. That was quickly done and ready to be recorded. We used our rough animation ideas to make a storyboard. the storyboard slowly evolved over time and was eventually ready to animate. With all the images we had to convert them into separate layers in illustrator so they could be imported into after effects. We had two files of people so we found one person the looked like a student to be used as a main character. Then we were ready to start animating. In After Effects we used the illustrator files that we converted into layers to animate. Each of us took a separate animation from our storyboard and started to animate the different things. Each scene was slowly made better and better, after days of animating everything was ready to be collected into one file. Many new problems arose, we spent the next two days finding everything wrong and fixing it. After we had the animation smoothed out we added music and sound effects to finish the job.

Final

Jules Gouvin-Moffat

Process

Jules Gouvin-Moffat and Christine Bourdeau
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