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Global Animation Theory offers detailed and diverse insights into the methodologies of contemporary animation studies, as well as the topics relevant for today's study of animation. The contact between practical and theoretical approaches to animation at Animafest Scanner, is closely connected to host of this event, the World Festival of Animated Film Animafest Zagreb. It has given way to academic writing that is very open to practical aspects of animation, with several contributors being established not only as animation scholars, but also as artists. This anthology presents, alongside an introduction by the editors and a preface by well known animation scholar Giannalberto Bendazzi, 15 selected essays from the first three Animafest Scanner editions. They explore various significant aspects of animation studies, some of them still unknown to the English speaking communities.
Animated films --- Animation (Cinematography) --- Animated films . --- Films d'animation. --- Animation (cinéma) --- Cinematography --- Animated television programs --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- Technique --- #SBIB:309H1326 --- #SBIB:309H1300 --- Films met een amusementsfunctie en/of esthetische functie: genres en richtingen --- Filmwezen: algemene werken
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This book reveals and explores the thriving animation culture in midtown Manhattan, the World’s Fair, art galleries and cinemas during a vibrant period of artistic, commercial and industrial activity in New York City. Alongside a detailed investigation of animated film at the time – ranging from the abstract works of Mary Ellen Bute and Norman McLaren to the exhibition practices of the Disney Studios and the New York World’s Fair – New York’s Animation Culture examines a host of other animated forms, including moving dioramas, illuminated billboards, industrial displays, gallery exhibitions, mobile murals, and shop windows. In this innovative microhistory of animation, Moen combines the study of art, culture, design and film to offer a fine-grained account of an especially lively animation culture that was seen as creating new media, expanding the cinema experience, giving expression to utopian dreams of modernity, and presenting dynamic visions of a kinetic future.
Animation (Cinematography) --- Animated films --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- Cinematography --- Animated television programs --- History. --- Technique --- Animated films. --- United States—Study and teaching. --- Animation. --- American Culture.
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This collection is a study of the value of craft as it can be understood within the study and practice of animation. The book reconsiders the position of craft, which is often understood as inferior to 'art', with a particular focus on questions of labour in animation production and gendered practices. The notion of craft has been widely investigated in a number of areas including art, design and textiles, but despite the fact that a wide range of animators use craft-based techniques, the value of craft has not been interrogated in this context until now. Seeking to address such a gap in the literature, this collection considers the concept of craft through a range of varying case studies. Chapters include studies on experimental animation, computer animation, trauma and memory, children's animation and silhouette animation among others. The Crafty Animator also goes some way to exploring the relationship craft has with the digital in the context of animation production. Through these varied discussions, this book problematizes simplistic notions about the value of certain methods and techniques, working to create a dialogue between craft and animation.
Art --- Film --- kunst --- animatiefilms --- Animated films. --- Arts. --- Animation. --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Arts, Fine --- Arts, Occidental --- Arts, Primitive --- Arts, Western --- Fine arts --- Humanities --- Culture-Study and teaching. --- The arts: general issues. --- Performing Arts --- General. --- Film & Video
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This collection is a study of the value of craft as it can be understood within the study and practice of animation. The book reconsiders the position of craft, which is often understood as inferior to ‘art’, with a particular focus on questions of labour in animation production and gendered practices. The notion of craft has been widely investigated in a number of areas including art, design and textiles, but despite the fact that a wide range of animators use craft-based techniques, the value of craft has not been interrogated in this context until now. Seeking to address such a gap in the literature, this collection considers the concept of craft through a range of varying case studies. Chapters include studies on experimental animation, computer animation, trauma and memory, children’s animation and silhouette animation among others. The Crafty Animator also goes some way to exploring the relationship craft has with the digital in the context of animation production. Through these varied discussions, this book problematizes simplistic notions about the value of certain methods and techniques, working to create a dialogue between craft and animation. .
Animated films. --- Arts. --- Animation. --- Arts, Fine --- Arts, Occidental --- Arts, Primitive --- Arts, Western --- Fine arts --- Humanities --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels
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Throughout its history, animation has been fundamentally shaped by its application to promotion and marketing, with animation playing a vital role in advertising history. In individual case study chapters this book addresses, among others, the role of promotion and advertising for anime, Disney, MTV, Lotte Reiniger, Pixar and George Pal, and highlights American, Indian, Japanese, and European examples. This collection reviews the history of famous animation studios and artists, and rediscovers overlooked ones. It situates animated advertising within the context of a diverse intermedial and multi-platform media environment, influenced by print, radio and digital practices, and expanding beyond cinema and television screens into the workplace, theme park, trade expo and urban environment. It reveals the part that animation has played in shaping our consumption of particular brands and commodities, and assesses the ways in which animated advertising has both changed and been changed by the technologies and media that supported it, including digital production and distribution in the present day. Challenging the traditional privileging of art or entertainment over commercial animation, Animation and Advertising establishes a new and rich field of research, and raises many new questions concerning particular animation and media histories, and our methods for researching them.
Advertising. --- Animated films. --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Ads --- Advertisements --- Advertising --- Advertising, Consumer --- Advertising, Retail --- Advertising, Store --- Commercial speech --- Consumer advertising --- Retail advertising --- Speech, Commercial --- Store advertising --- Business --- Communication in marketing --- Industrial publicity --- Retail trade --- Advertisers --- Branding (Marketing) --- Propaganda --- Public relations --- Publicity --- Sales promotion --- Selling --- Marketing. --- Animation. --- Consumer goods --- Domestic marketing --- Retail marketing --- Industrial management --- Aftermarkets --- Marketing
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Japanese Influence on American Children’s Television examines the gradual, yet dramatic, transformation of Saturday morning children’s programming from being rooted in American traditions and popular culture to reflecting Japanese popular culture. In this modern era of globalization and global media/cultural convergence, the book brings to light an often overlooked phenomenon of the gradual integration of narrative and character conventions borrowed from Japanese storytelling into American children’s media. The book begins with a brief history of Saturday morning in the United States from its earliest years, and the interaction between American and Japanese popular media during this time period. It then moves onto reviewing the dramatic shift that occurred within the Saturday morning block through both an overview of the transitional decades as well as an in-depth analysis of the transformative ascent of the shows Mighty Morphin Power Rangers, Pokémon, and Yu-Gi-Oh!. Gina O’Melia received a PhD in Global Affairs from Rutgers University, USA and is currently an adjunct professor at the Division of Social Sciences at Hudson County Community College, USA. Her research currently involves cultural transition and convergence, especially between the United States and Japan.
Popular Culture. --- United States-Study and teaching. --- Ethnology-Asia. --- Animated films. --- Motion pictures. --- Popular Culture . --- American Culture. --- Asian Culture. --- Animation. --- Film/TV Industry. --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Mass media --- Performing arts --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- History and criticism --- United States—Study and teaching. --- Ethnology—Asia.
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This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist. It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building - from pitch to prototype to marketing. Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer’s time, and backend compositing time are saved while producing more accurate representations with 3D models that move. Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer’s lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about. It will enrich the readers’ understanding of what a difference an accurate high-fidelity image can make to the viewer - our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today’s fast world.
Computer graphics. --- Computer simulation. --- Computer aided design. --- Animated films. --- Computer Graphics. --- Simulation and Modeling. --- Computer-Aided Engineering (CAD, CAE) and Design. --- Animation. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- CAD (Computer-aided design) --- Computer-assisted design --- Computer-aided engineering --- Design --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Computer-aided engineering. --- CAE --- Engineering --- Data processing
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"Cartoon Vision examines American animation alongside the modern design boom of the postwar era. Focusing especially on United Productions of American (UPA), a studio whose graphic, abstract style defined the postwar period, Daniel Bashara considers animation as a laboratory exploring new models of vision and space, tracing the links--both literal and aesthetic--between animators, architects, and designers developing a midcentury modernism that rigorously reimagined the senses. Invoking the American Bauhaus legacy of Laszlo Moholy-Nagy and Gyorgy Kepes, Cartoon Vision advocates for animation's pivotal role in a utopian design project of retraining the public's vision to better apprehend a rapidly changing modern world"--Provided by publisher.
Animated films --- Art and motion pictures. --- Motion pictures and architecture. --- History and criticism. --- Aesthetics. --- United Productions of America. --- abstract style. --- aesthetic. --- american bauhaus. --- american. --- animation. --- animators. --- architects. --- art studios. --- artists. --- designers. --- filmmakers. --- graphics. --- gyorgy kepes. --- historical. --- laboratory. --- laszlo moholy nagy. --- legacy. --- midcentury modernism. --- modern design boom. --- new models of vision. --- postwar era. --- practitioners. --- public vision. --- rapidly changing modern world. --- sense. --- theoretical. --- theorists. --- united productions of america. --- utopian design project. --- Architecture and motion pictures --- Architecture --- Art and moving-pictures --- Motion pictures and art --- Motion pictures --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Abstract films --- Animation (Cinematography) --- Animation cels --- UPA Productions of America
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