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Walt Disney Company. --- #SBIB:309H040 --- #SBIB:309H1013 --- #SBIB:309H1312 --- #SBIB:309H402 --- Populaire cultuur algemeen --- Media algemeen: bedrijfseconomische aspecten, productie- en distributiestructuren --- Filmwezen: bedrijfseconomische aspecten, productie- en distributiestructuren --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- Walt Disney Company --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, . --- 21st Century Fox (Firm) --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media,
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Over the past century, Disney has grown from a small American animation studio into a multipronged global media giant. Today, the company's annual revenue exceeds the GDP of over 100 countries, and its portfolio has grown to include Pixar, Marvel, Lucasfilm, ABC, and ESPN. With a company so diversified, is it still possible to identify a coherent Disney vision or message? Disney Culture proposes that there is still a unifying Disney ethos, one that can be traced back to the corporate philosophy that Walt Disney himself developed back in the 1920's. Yet, as cultural historian John Wills demonstrates, Disney's values have also adapted to changing social climates. At the same time, the world of Disney has profoundly shaped how Americans view the world. Wills offers a nuanced take on the corporate ideologies running through animated and live-action Disney movies from Frozen to Fantasia, from Mary Poppins to Star Wars: The Force Awakens. But Disney Culture encompasses much more than just movies as it explores the intersections between Disney's business practices and its cultural mythmaking. Welcome to "the Disney Way."
Corporate culture. --- Culture, Corporate --- Institutional culture --- Organizational culture --- Walt Disney Company --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Management. --- Motion pictures --- Corporations --- Organizational behavior --- Business anthropology --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Mass media --- Performing arts --- Sociological aspects --- History and criticism --- Walt Disney Productions --- 21st Century Fox (Firm) --- PERFORMING ARTS / Film & Video / History & Criticism. --- SOCIAL SCIENCE / Media Studies. --- SOCIAL SCIENCE / Popular Culture. --- Walt Disney Productions.
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The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy’s Edge in its US theme parks. Krystina Madej’s engaging portrayal of the long history of Disney’s love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee’s detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read. Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt’s comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt’s enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.
Multimedia systems . --- Multimedia information systems. --- Computer graphics. --- Media Design. --- Multimedia Information Systems. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Digital techniques --- Walt Disney Company --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- History. --- 21st Century Fox (Firm)
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Graphic arts --- Sociology of culture --- Disney, Walt --- #SBIB:014.AANKOOP --- #SBIB:309H402 --- #SBIB:309H040 --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, ... --- Populaire cultuur algemeen --- Walt Disney Company --- -Disney Studio --- 迪斯尼公司 --- Walt Disney Productions --- Influence --- -Influence --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Disney Studio --- Influence. --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, . --- 21st Century Fox (Firm) --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media,
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Architectuur ; 20ste eeuw ; pretparken ; Walt Disney --- Architectuur ; fantastische ; sprookjes --- Stern, Robert A.M. --- Graves, Michael architect --- Architectuur ; 20ste eeuw ; Robert Venturi --- Architectuur ; 2de h. 20ste eeuw ; A. Isozaki --- Architectuur ; 20ste eeuw ; Frank Owen Gehry --- Architectuur ; 20ste eeuw ; Aldo Rossi --- Arquitectonica --- 725.75 --- Openbare gebouwen ; gebouwen voor gezondheid, vakantie --- Amusement parks --- Architecture, Modern --- Design. --- Stern, Robert A.M --- Architecture --- Funparks --- Theme parks --- Amusements --- Parks --- Amusement rides --- Design --- History --- Walt Disney Company --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- Buildings. --- 21st Century Fox (Firm)
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From Mouse to Mermaid, an interdisciplinary collection of original essays, is the first comprehensive, critical treatment of Disney cinema. Addressing children's classics as well as the Disney affiliates' more recent attempts to capture adult audiences, the contributors respond to the Disney film legacy from feminist, marxist, poststructuralist, and cultural studies perspectives. The volume contemplates Disney's duality as an American icon and as an industry of cultural production, created in and through fifty years of filmmaking. The contributors treat a range of topics at issue in contemporary cultural studies: the performance of gender, race, and class; the engendered images of science, nature, technology, family, and business. The compilation of voices in From Mouse to Mermaid creates a persuasive cultural critique of Disney's ideology. The contributors are Bryan Attebery, Elizabeth Bell, Claudia Card, Chris Cuomo, Ramona Fernandez, Henry A. Giroux, Robert Haas, Lynda Haas, Susan Jeffords, N. Soyini Madison, Susan Miller, Patrick Murphy, David Payne, Greg Rode, Laura Sells, and Jack Zipes.
Children's films --- 791.43 <73> --- 791.43 <73> Filmkunst. Films. Cinema--Verenigde Staten van Amerika. VSA. USA --- Filmkunst. Films. Cinema--Verenigde Staten van Amerika. VSA. USA --- Political aspects. --- Juvenile films --- Motion pictures for children --- Moving-pictures for children --- Video recordings for children --- Motion pictures --- Political aspects --- Disney, Walt, --- Disini, --- Disneĭ, Uolt, --- Disney, Walter Elias, --- Ti-si-ñi, --- Ti-ssu-ni, --- W. ディズニー, --- Yensid, Retlaw, --- דיסני, וולט, --- ウォルトディズニー, --- Disnėjus, Voltas, --- Criticism and interpretation. --- Walt Disney Company. --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- 21st Century Fox (Firm) --- Disney characters. --- Walt Disney characters --- Cartoon characters
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Popular culture --- #SBIB:309H040 --- #SBIB:316.7C160 --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- American influences --- Populaire cultuur algemeen --- Cultuursociologie: contact tussen culturen --- Walt Disney Company --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- Finance. --- Disneyland Paris (Marne-la-Vallée, France) --- Euro Disney (Marne-la-Vallée, France) --- Euro Disney Resort (Marne-la-Vallée, France) --- Euro Disneyland (Marne-la-Vallée, France) --- Eurodisneyland (Marne-la-Vallée, France) --- History. --- Sociology of culture --- Sociology of leisure --- Marne-la-Vallée --- 21st Century Fox (Firm)
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Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown. Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
Computer graphics. --- Computer science. --- Entertainment computing. --- Interactive multimedia. --- Multimedia systems. --- Visual Arts --- Music, Dance, Drama & Film --- Engineering & Applied Sciences --- Art, Architecture & Applied Arts --- Computer Science --- Film --- Visual Arts - General --- Motion picture studios. --- Digital cinematography. --- Walt Disney Company. --- Cinematography --- Digital filmmaking --- Digital moviemaking --- Companies, Motion picture --- Film companies --- Film studios --- Motion picture companies --- Motion picture production companies --- Moving-picture studios --- Production companies, Motion picture --- Studios, Motion picture --- Digital techniques --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Multimedia information systems. --- Computer Science. --- Media Design. --- Multimedia Information Systems. --- Computer Graphics. --- Walt Disney Productions --- Business enterprises --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Multimedia systems .
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Amusement parks --- Architecture, Modern --- Design --- Catalogs --- Catalogs. --- Walt Disney Company --- Centre canadien d’architecture --- Buildings --- Disneyland (Calif.) --- History --- 433.6 --- 622.1 --- 719.7 --- Disneyland --- Walt Disney --- architectuur --- pretparken --- productdesign --- opvoeding in de praktijk, kind, spel en speelgoed --- kinder- en gezelschapsspelen --- planologie-stedebouw, recreatiegebieden, ook : vrijdetijdsbesteding --- History. --- Funparks --- Theme parks --- Amusements --- Parks --- Amusement rides --- Design&delete& --- Centre canadien d'architecture --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- Canadian Centre for Architecture --- CCA --- Canadian Center for Architecture --- Centro canadese di architettura --- Disneyland Park (Calif.) --- Disneyland Resort (Calif.) --- Architecture [Modern ] --- 20th century --- Centre canadien d'architecture (Montréal) --- 21st Century Fox (Firm) --- Architecture, Modern - 20th century - Catalogs --- Amusement parks - Design - Catalogs
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This book analyzes Walt Disney’s impact on entertainment, new media, and consumer culture in terms of a materialist, psychoanalytic approach to fantasy. The study opens with a taxonomy of narrative fantasy along with a discussion of fantasy as a key concept within psychoanalytic discourse. Zornado reads Disney’s full-length animated features of the “golden era” as symbolic responses to cultural and personal catastrophe, and presents Disneyland as a monument to Disney fantasy and one man’s singular, perverse desire. What follows after is a discussion of the “second golden age” of Disney and the rise of Pixar Animation as neoliberal nostalgia in crisis. The study ends with a reading of George Lucas as latter-day Disney and Star Wars as Disney fantasy. This study should appeal to film and media studies college undergraduates, graduates students and scholars interested in Disney.
Fantasy --- Social aspects. --- Walt Disney Company. --- Day dreams --- Phantasy --- Defense mechanisms (Psychology) --- Dreams --- Imagination --- Visions --- Disney Studio --- 迪斯尼公司 --- Mei guo di shi ni gong si --- 美國迪士尼公司 --- Walt Disney Productions --- Motion pictures. --- Animated films. --- Aesthetics. --- Motion pictures-United States. --- Film genres. --- Film Theory. --- Animation. --- American Cinema and TV. --- Genre. --- Genre films --- Genres, Film --- Motion picture genres --- Motion pictures --- Beautiful, The --- Beauty --- Esthetics --- Taste (Aesthetics) --- Philosophy --- Art --- Criticism --- Literature --- Proportion --- Symmetry --- 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 --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Mass media --- Performing arts --- Plots, themes, etc. --- Psychology --- History and criticism --- Motion pictures—United States. --- Radio broadcasting Aesthetics --- Aesthetics