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Elements of Screenology: Toward an Archaeology of the Screen 2006
Repositorium für die Medienwissenschaft Erkki Huhtamo Elements of screenology: Toward an Archaeology of the Screen 2006 https://doi.org/10.25969/mediarep/1958 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Huhtamo, Erkki: Elements of screenology: Toward an Archaeology of the Screen. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften, Jg. 6 (2006), Nr. 2, S. 31–64. DOI: https://doi.org/10.25969/mediarep/1958. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. dieses Dokument für öffentliche oder kommerzielle Zwecke By using this particular document, you accept the conditions of vervielfältigen, öffentlich ausstellen, aufführen, vertreiben oder use stated above. anderweitig nutzen. Mit der Verwendung dieses Dokuments erkennen Sie die Nutzungsbedingungen an. -
Animation: Types
Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Teachers Guide
Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation. -
Animation 1 Animation
Animation 1 Animation The bouncing ball animation (below) consists of these six frames. This animation moves at 10 frames per second. Animation is the rapid display of a sequence of static images and/or objects to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25, or 30 frames per second. Etymology From Latin animātiō, "the act of bringing to life"; from animō ("to animate" or "give life to") and -ātiō ("the act of").[citation needed] History Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting Five images sequence from a vase found in Iran to convey the perception of motion. A 5,000 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. -
Moving Pictures: the History of Early Cinema by Brian Manley
Discovery Guides Moving Pictures: The History of Early Cinema By Brian Manley Introduction The history of film cannot be credited to one individual as an oversimplification of any his- tory often tries to do. Each inventor added to the progress of other inventors, culminating in progress for the entire art and industry. Often masked in mystery and fable, the beginnings of film and the silent era of motion pictures are usually marked by a stigma of crudeness and naiveté, both on the audience's and filmmakers' parts. However, with the landmark depiction of a train hurtling toward and past the camera, the Lumière Brothers’ 1895 picture “La Sortie de l’Usine Lumière à Lyon” (“Workers Leaving the Lumière Factory”), was only one of a series of simultaneous artistic and technological breakthroughs that began to culminate at the end of the nineteenth century. These triumphs that began with the creation of a machine that captured moving images led to one of the most celebrated and distinctive art forms at the start of the 20th century. Audiences had already reveled in Magic Lantern, 1818, Musée des Arts et Métiers motion pictures through clever uses of slides http://en.wikipedia.org/wiki/File:Magic-lantern.jpg and mechanisms creating "moving photographs" with such 16th-century inventions as magic lanterns. These basic concepts, combined with trial and error and the desire of audiences across the world to see entertainment projected onto a large screen in front of them, birthed the movies. From the “actualities” of penny arcades, the idea of telling a story in order to draw larger crowds through the use of differing scenes began to formulate in the minds of early pioneers such as Georges Melies and Edwin S. -
Douglass Crockwell Collection, 1897-1976, Bulk 1934-1968
Douglass Crockwell collection, 1897-1976, bulk 1934-1968 Finding aid prepared by Ken Fox, Project Archivist, George Eastman Museum, Moving Image Department, April 2015 Descriptive Summary Creator: Crockwell, Spencer Douglass, 1904-1968 Title: Douglass Crockwell collection Dates: 1897-1976, bulk 1934-1968 Physical Extent: 30.1 cubic feet Repository: Moving Image Department George Eastman Museum 900 East Avenue Rochester, NY 14607 Phone: 585-271-3361 Email: [email protected] Content Abstract: Spencer Douglass Crockwell was a commercial illustrator, experimental filmmaker, inventor, Mutoscope collector, amateur scientist, and Glens Falls, New York, resident. The Douglass Crockwell Collection contains Mr. Crockwell's personal papers, professional documents, films, Mutoscope reels, flip books, drawings, and photographs documenting his professional, civic, and personal life. Language: Collection materials are in English Location: Collection materials are located onsite. Access Restrictions: Collection is open to research upon request. Copyright: George Eastman Museum holds the rights to the physical materials but not intellectual property rights. Acquisition Information: The earliest acquisition of collection materials occurred on August 20, 1973, when one table Mutoscope and three Mutoscope reels were received by the George Eastman Museum as an unrestricted gift from Mr. Crockwell's widow. On March 22, 1974, Mrs. Crockwell transferred most of the Douglass Crockwell Collection to the Museum with the 1 understanding that one third of the collection would be received as an immediate gift. The remaining balance of the collection -- which included the films -- would be received as a loan for study purposes with the understanding it would be accessioned into the permanent collection as a gift within the next two years. -
Proto-Cinematic Narrative in Nineteenth-Century British Fiction
The University of Southern Mississippi The Aquila Digital Community Dissertations Fall 12-2016 Moving Words/Motion Pictures: Proto-Cinematic Narrative In Nineteenth-Century British Fiction Kara Marie Manning University of Southern Mississippi Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Literature in English, British Isles Commons, and the Other Film and Media Studies Commons Recommended Citation Manning, Kara Marie, "Moving Words/Motion Pictures: Proto-Cinematic Narrative In Nineteenth-Century British Fiction" (2016). Dissertations. 906. https://aquila.usm.edu/dissertations/906 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. MOVING WORDS/MOTION PICTURES: PROTO-CINEMATIC NARRATIVE IN NINETEENTH-CENTURY BRITISH FICTION by Kara Marie Manning A Dissertation Submitted to the Graduate School and the Department of English at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved: ________________________________________________ Dr. Eric L.Tribunella, Committee Chair Associate Professor, English ________________________________________________ Dr. Monika Gehlawat, Committee Member Associate Professor, English ________________________________________________ Dr. Phillip Gentile, Committee Member Assistant Professor, -
History-Of-The-Moving-Image-LIB-Pd
tEl:T. n83 MASTERPIECES OF MOVINGIMAGE TECI{NOLOGY SEPTEMBER 10, 1988 _ MARCH 19, 1989 Descri ption! gf_fhq Objects in the Exhibition American Museum of the Moving lmage Edison KinetograPh Camera 1891 ln 1888, Thomas Edison set out to create "an instrument that does for the Eye what the phono- graph does for the Ear...." He assigned the project to one of his engineers, W.K.L. Dickson, who, after a series of false starts, completed the Kinetograph in 1891. The Kinetograph was the first motion picture camera to use the Eastman celluloid f ilm; this was a key breakthrough which made modern motion pic- tures possible. The camera photographed circular images one-half inch in diameter on perforated, f lexible strips of film which moved horizontally through a mechanized sprocket system' The prototype was cannibalized for laboratory use soon after completion, but was partially reconstructed in '1895-96 as evidence in a patent dispute. (Lent by the Edison National Historic Site) <Technician Charles H. Kayser posing with the Kinetograph in Edison's West Orange, New .lersey laboratory, c. 1891 . Edison KinetoscoPe 1894 To exploit his moving pictures commercially, Edison introduced the Kinetoscope, a "peep-show" viewer capable of presenting half-minute film shows. The machines were sold on a territory basis to showmen who installed them in arcades and Kinetoscope Parlors in all the major cities of America and Europe' Commercially, the Kinetoscope was a short-lived novelty, but its appearance directly inspired other inventors to find a way of projecting moving images onto a screen. (Reproduction made by A. -
Photography and Animation
REFRAMING PHOTOGRAPHY photo and animation PHOTOGRAPHY AND ANIMATION: ANIMATING IMAGES THROUGH OPTICAL TOYS AND OTHER AMUSEMENTS course number: instructor’s name: room number: office number: course day and times: instructor’s email Office Hours: Ex: Tuesdays and Thursdays, 11:45am -1:15pm or email to set up an appointment. COURSE DESCRIPTION Before modern cinema, 19th century optical toys such as the “wonder turner” and the “wheel of the Devil” entertained through the illusion of motion. In this class, you’ll animate still photographic images. You’ll learn to make thaumatropes, flipbooks, and zoetropes, devices that rely upon the persistence of vision, and you’ll create other entertaining objects such as an animated exquisite corpse, tunnel books, strip animations, and moving panoramas. You’ll learn to construct these devices and effectively create an illusion with each. The main focus of the course will be on the development your ideas. COURSE PROJECTS There will be three projects in which you will create an artwork based on a particular early animation device. For these projects, you will create images and build the optical device based on your ideas as an artist. All projects will be evaluated on the strength of your ideas, the inventiveness of your use of the device, the craft of the images and object, and the success of the final illusion. PROJECT 1: flip books PROJECT 2: thaumatropes PROJECT 3: zoetrope COURSE WORKSHOPS There will be five in-class workshops that provide an entry point into experimenting with the larger project, or that allow you to play with other types of devices and illusions. -
What in the World Wednesday #8? Wray Museum Young Historians Flipbooks
What in the World Wednesday #8? Wray Museum Young Historians Flipbooks With their simple but charming form of animation, Flipbooks became one of the biggest selling optical toys in the late 19th and early 20th centuries. The books are designed so that each page’s image advances the scene from the previous page; when the pages are thumbed rapidly the sequence becomes animated due to the persistence of vision. The flip book looks like a small notebook – originally stapled, mostly bound today- that you hold in one hand while you flip over the pages with the thumb of the other hand, either from front to back or from back to front. They are also called flick books, thumb books, or hand cinemas. #1990.245.33 Flipbook History of Flipbooks Flipbook animation has been around for over 150 years. Pierre-Hubert Desvignes is credited with creating a version of the flipbook around 1860, though John Barnes Linnett, a British lithograph printer, was the first to patent the design. Linnett’s flipbook debuted in 1868 and was called the kineograph, which is Latin for “moving picture.” Shortly after the flipbook’s debut, English-American photographer Eadweard Muybridge developed a way to make his own flipbook by setting up a camera rig to take multiple pictures at rapid speed, that when viewed in sequence produced a moving image. The flipbook continued to evolve, with American inventor Herman Casler developing a mechanical version called the mutoscope, which used a Rolodex-like mechanism rather than a book to produce the animation. Flipbooks set the groundwork for film as they projected moving scenes on paper, which eventually evolved into moving scenes projected on to a screen—what we know as film today. -
Hcotion Picture
Philadelphia and the Qenesis of the <^hCotion Picture T is possible that a future Macauley will establish Philadelphia as the center of what, according to Sir Willmott Lewis,1 may I be called the Scientific Revolution. The influence of The Franklin Institute and the University of Pennsylvania, a growing industrial fabric, and the presence of a ready-money market for new enterprises were some of the factors in Philadelphia which stimulated an uncommonly large number of achievements within the field of applied science during the latter half of the nineteenth century. Among the scientific developments connected historically with Philadelphia, one of the foremost, measured by its profound impact upon latter-day social organization, is the motion picture. Even in the development of photography, the foundation of the motion picture, Philadelphia may lay claim to an impressive share of contributions: the bromine accelerator, discovered by Dr. Paul Beck Goddard, of the University of Pennsylvania faculty 32 the first daguerreotype portrait by Robert Cornelius;3 the vital experi- ments upon the gelatine dry plate made by John Carbutt;4 the first stereoscopic photographs on this side of the Atlantic, the work of two German immigrants, William and Frederick Langenheim.5 Philadelphia was also the fountain-head of important experi- mental work upon the magic lantern, which, in a sense, anticipated the motion picture. The brothers Langenheim, whose establishment was located in the Merchants' Exchange, Third and Walnut Streets, may be considered the fathers of the magic lantern trade in Phila- 1 Address at the University of Pennsylvania, Founder's Day, January 17, 1941.