"Hellooo,
I'm doing an A-Level project on paper automata, and was wondering what you would consider the key aspects of a paper model. The visual output is not particularly important, I need to know the key aspects you would expect from any model.
Thanks very much!
TLear. "
This question was posted on the forum. I've moved it onto the blog where there is more traffic and am opening it up to everyone for their opinions.
I have a couple of initial thoughts; slightly disjointed but its been a long day: A question that has come up a couple of times in the past is just how pure you should be with your paper modeling. For example, I often use coins to give weight to my models but turn my nose up at cocktail sticks or bits of string. Thoughts?
Secondly: I always thought that an automata should tell as story, no matter how short. but does it really need too? Perhaps Kuchi-san here isn't an automata but just an animated model.
One other point. Automata should be in two parts. Box, with mechanism, preferably visible to the curious user, and scene on top of the box separated from the mechanism.
Over to you. I'm off for a glass of red :-)
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Comments
drinkumbrella
Walter Ruffler digs into this question a lot in the early part of his "Paper Models That Move" book, carefully considering design aspects of quite a number of models -- why they work so well. I think one of his conclusions is that, generally, the really effective automata have an element of humor in them. In Keisuke Kata's "Karakuri: How to make Mechanical Paper Models" book, the introduction with the history of automata (karakuri) in Japan talks about how they were traditionally toys, and how being fun and playful was and important aspect.
Consider the automata as a very constrained form of storytelling. It has to follow the same rules. All the elements must: set the scene, develop character, or advance the plot. The mechanism is all about advancing the plot, for sure. Another goal of an automata could be to surprise and delight.
TLear comments that "the visual output is not particularly important" but I disagree - that's where the story happens! A pendulum is just a mechanism. Make a wee sheep and you've got a great model, but no story. Connect this pendulum to the a wee sheep, and a story develops. I think Kuchi-san is a great example of a model that tells a story (and also that the story is in the mind of the viewer -- his story in my head is likely different from the story in yours).
As for hiding the mechanism or not, I think it really depends on how that affects the rest of the story. The cool4cats.biz "pie factory" would lose all the surprise if you could see the mechanism (and the punchline). Their "the artist" model probably wouldn't lose the surprise if you could see the mechanism, but you'd be busy watching that, instead of marveling at the joke involved in the output of the mechanism. If the mechanism doesn't interfere with the unfolding of the story, by all means keep it exposed. Machines are fun to watch.
So, the key aspects to me are: tell a story, surprise and delight. I would really recommend reading the chapter in Walter Ruffler's book, since it's clear he's spent a lot of time trying to figure this out too.
frankenpaper
drinkumbrella
Also consider "evoke an emotional response" as a result of a great model. I think your frankpaper does that. One story for yours could be "frankenpaper is watching you, look out!" There's more opportunity for models to tell a story with more complex mechanisms, but even non-moving ones can still tell a story. If you had done just a head-of-frankenstein, it wouldn't get the same emotional response as the illusion-based one. (The mechanism happens to be the viewer!)