Theme Parks: History, Art, Design • Alcorn, Steve
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UPA : Redesigning Animation
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously -
Summer 2017 • Volume 26 • Number 2
sUMMER 2017 • Volume 26 • Number 2 Welcome Home “Son, we’re moving to Oregon.” Hearing these words as a high school freshman in sunny Southern California felt – to a sensitive teenager – like cruel and unusual punishment. Save for an 8-bit Oregon Trail video game that always ended with my player dying of dysentery, I knew nothing of this “Oregon.” As proponents extolled the virtues of Oregon’s picturesque Cascade Mountains, I couldn’t help but mourn the mountains I was leaving behind: Space, Big Thunder and the Matterhorn (to say nothing of Splash, which would open just months after our move). I was determined to be miserable. But soon, like a 1990s Tom Hanks character trying to avoid falling in love with Meg Ryan, I succumbed to the allure of the Pacific Northwest. I learned to ride a lawnmower (not without incident), adopted a pygmy goat and found myself enjoying things called “hikes” (like scenic drives without the car). I rafted white water, ate pink salmon and (at legal age) acquired a taste for lemon wedges in locally produced organic beer. I became an obnoxiously proud Oregonian. So it stands to reason that, as adulthood led me back to Disney by way of Central Florida, I had a special fondness for Disney’s Wilderness Lodge. Inspired by the real grandeur of the Northwest but polished in a way that’s unmistakably Disney, it’s a place that feels perhaps less like the Oregon I knew and more like the Oregon I prefer to remember (while also being much closer to Space Mountain). -
The Theme Park As "De Sprookjessprokkelaar," the Gatherer and Teller of Stories
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2018 Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories Carissa Baker University of Central Florida, [email protected] Part of the Rhetoric Commons, and the Tourism and Travel Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Baker, Carissa, "Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories" (2018). Electronic Theses and Dissertations, 2004-2019. 5795. https://stars.library.ucf.edu/etd/5795 EXPLORING A THREE-DIMENSIONAL NARRATIVE MEDIUM: THE THEME PARK AS “DE SPROOKJESSPROKKELAAR,” THE GATHERER AND TELLER OF STORIES by CARISSA ANN BAKER B.A. Chapman University, 2006 M.A. University of Central Florida, 2008 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Arts and Humanities at the University of Central Florida Orlando, FL Spring Term 2018 Major Professor: Rudy McDaniel © 2018 Carissa Ann Baker ii ABSTRACT This dissertation examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. -
Digital Surrealism: Visualizing Walt Disney Animation Studios
City University of New York (CUNY) CUNY Academic Works Publications and Research Queens College 2017 Digital Surrealism: Visualizing Walt Disney Animation Studios Kevin L. Ferguson CUNY Queens College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/qc_pubs/205 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] 1 Digital Surrealism: Visualizing Walt Disney Animation Studios Abstract There are a number of fruitful digital humanities approaches to cinema and media studies, but most of them only pursue traditional forms of scholarship by extracting a single variable from the audiovisual text that is already legible to scholars. Instead, cinema and media studies should pursue a mostly-ignored “digital-surrealism” that uses computer-based methods to transform film texts in radical ways not previously possible. This article describes one such method using the z-projection function of the scientific image analysis software ImageJ to sum film frames in order to create new composite images. Working with the fifty-four feature-length films from Walt Disney Animation Studios, I describe how this method allows for a unique understanding of a film corpus not otherwise available to cinema and media studies scholars. “Technique is the very being of all creation” — Roland Barthes “We dig up diamonds by the score, a thousand rubies, sometimes more, but we don't know what we dig them for” — The Seven Dwarfs There are quite a number of fruitful digital humanities approaches to cinema and media studies, which vary widely from aesthetic techniques of visualizing color and form in shots to data-driven metrics approaches analyzing editing patterns. -
Spatial Design Principles in Digital Animation
Copyright by Laura Beth Albright 2009 ABSTRACT The visual design phase in computer-animated film production includes all decisions that affect the visual look and emotional tone of the film. Within this domain is a set of choices that must be made by the designer which influence the viewer's perception of the film’s space, defined in this paper as “spatial design.” The concept of spatial design is particularly relevant in digital animation (also known as 3D or CG animation), as its production process relies on a virtual 3D environment during the generative phase but renders 2D images as a final product. Reference for spatial design decisions is found in principles of various visual arts disciplines, and this thesis seeks to organize and apply these principles specifically to digital animation production. This paper establishes a context for this study by first analyzing several short animated films that draw attention to spatial design principles by presenting the film space non-traditionally. A literature search of graphic design and cinematography principles yields a proposed toolbox of spatial design principles. Two short animated films are produced in which the story and style objectives of each film are examined, and a custom subset of tools is selected and applied based on those objectives. Finally, the use of these principles is evaluated within the context of the films produced. The two films produced have opposite stylistic objectives, and thus show two different viewpoints of applying the toolbox. Taken ii together, the two films demonstrate application and analysis of the toolbox principles, approached from opposing sides of the same system. -
Celebrations Press PO BOX 584 Uwchland, PA 19480
Enjoy the magic of Walt Disney World all year long with Celebrations magazine! Receive 1 year for only $29.99* *U.S. residents only. To order outside the United States, please visit www.celebrationspress.com. Subscribe online at www.celebrationspress.com, or send a check or money order to: Celebrations Press PO BOX 584 Uwchland, PA 19480 Be sure to include your name, mailing address, and email address! If you have any questions about subscribing, you can contact us at [email protected] or visit us online! Cover Photography © Garry Rollins Issue 67 Fall 2019 Welcome to Galaxy’s Edge: 64 A Travellers Guide to Batuu Contents Disney News ............................................................................ 8 Calendar of Events ...........................................................17 The Spooky Side MOUSE VIEWS .........................................................19 74 Guide to the Magic of Walt Disney World by Tim Foster...........................................................................20 Hidden Mickeys by Steve Barrett .....................................................................24 Shutters and Lenses by Mike Billick .........................................................................26 Travel Tips Grrrr! 82 by Michael Renfrow ............................................................36 Hangin’ With the Disney Legends by Jamie Hecker ....................................................................38 Bears of Disney Disney Cuisine by Erik Johnson ....................................................................40 -
Disney's Aladdin
Disney’s Aladdin: First Steps Toward Storytelling in Virtual Reality Randy Pausch1, Jon Snoddy2, Robert Taylor2, Scott Watson2, Eric Haseltine2 1University of Virginia 2Walt Disney Imagineering Figure 1: A Guest’s View of the Virtual Environment ABSTRACT Riders filled out an exit survey after the experience, and with select groups we used a number of other data-gathering Disney Imagineering has developed a high-fidelity virtual techniques, including interviews and mechanically logging reality (VR) attraction where guests fly a magic carpet through where guests looked and flew. a virtual world based on the animated film “Aladdin.” Unlike Our major finding is that in a high fidelity VR experience, men most existing work on VR, which has focused on hardware and and women of all ages suspend disbelief and accept the systems software, we assumed high fidelity and focused on illusion that they are in a different place. We have found that using VR as a new medium to tell stories. We fielded our in VR, as in all media, content matters. Novices are system at EPCOT Center for a period of fourteen months and unimpressed with the technology for its own sake; they care conducted controlled experiments, observing the reactions of about what there is to do in the virtual world. We can improve over 45,000 guests. the experience by telling a pre-immersion “background story” and by giving the guest a concrete goal to perform in the contact author: Randy Pausch, Computer Science Department, virtual environment. Our eventual goal is to develop the Thornton Hall, University of Virginia, Charlottesville, VA lexicon for this new storytelling medium: the set of 22903. -
Walt Disney's Sleeping Beautywalt Disney's Sleeping Beauty Once
Walt Disney's Sleeping BeautyWalt Disney's Sleeping Beauty Once upon a time, in a kingdom far away, a beautiful princess was born ... a princess destined by a terrible curse to prick her finger on the spindle of a spinning wheel and become Sleeping Beauty. Masterful Disney animation and Tchaikovsky's celebrated musical score enrich the romantic, humorous and suspenseful story of the lovely Princess Aurora, the tree magical fairies Flora, Fauna and Merryweather, and the valiant Prince Phillip, who vows to save his beloved princess. Phillips bravery and devotion are challenged when he must confront the overwhelming forces of evil conjured up by the wicked and terrifying Maleficent. Embark on a spectacular adventure of unprecedented scale and excitement in this thrilling, timeless Disney Classic. distributed by Buena Vista film distribution co., inc. Walt Disney presents Sleeping Beauty Technirama(r) Technicolor(r) With the Talents of Mary Costa Bill Shirley Eleanor Audley Verna Felton Barbara Luddy Barbara Jo Allen Taylor Holmes Bill Thompson Production Supervisor . Ken Peterson Sound Supervisor . Robert O. Cook Film Editors . Roy M. Brewer, Jr. Donald Halliday Music Editor . Evelyn Kennedy Special Processes . Ab Iwerks Eustace Lycett (c)Copyright MCMLVIII - Walt Disney Productions - All Rights Reserved Music Adaptation George Bruns Adapted from Tchaikovsky's "Sleeping Beauty Ballet" Songs 1 George Bruns Erdman Penner Tom Adair Sammy Fain Winston Hibler Jack Lawrence Ted Sears Choral Arrangements John Karig Story Adaptation Erdman Penner From the Charles Perrault version of Sleeping Beauty Additional Story Joe Kinaldi Winston Hibler Bill Peet Ted Sears Ralph Wright Milt Banta Production Design Don Da Gradi Ken Anderson McLaren Stewart Tom Codrick Don Griffith Erni Nordli Basil Davidovich Victor Haboush Joe Hale Homer Jonas Jack Huber Kay Aragon Color Styling Eyvind Earle Background Frank Armitage Thelma Witmer Al Dempster Walt Peregoy Bill Layne Ralph Hulett Dick Anthony Fil Mottola Richard H. -
AIR FORCE Magazine / March 1999 48
Photo by Paul Kennedy 48 AIR FORCE Magazine / March 1999 The US Air Force asked a group of artists to take a different look at the force. The rest is history. History on Canvas In 1954, Gen. Nathan F. Twining, Air Force Chief of Staff, formally established the USAF art program. Many of the better known artists and illustrators of the day were asked to use their creative talents to take a fresh look at the service, record their impressions, and contribute the re- sult to what would, in time, become an amazing store of art. By 1963, the USAF Art Collection contained more than 700 works. A selection of 50 paintings trav- eled from base to base, sometimes in the form of a metal box of slides, as shown at left. What follows is a small part of that first traveling collection. AIR FORCE Magazine / March 1999 49 Artist Reynold Brown created this painting, called “Green Light —Go,” after visiting an F-102 alert base in Japan. Here he shows some of the tension as the crew chief and pilot wait for the signal for the aircraft to take off. An artist for North American Aviation during World War II, Brown also assisted Hal Forrest with the popular comic strip “Tailspin Tommy.” Today, Keith Ferris is one of the best known artists in the field of aviation art. This painting, “B-52 Air Refueling,” was the first in a long line of work he has created for the program. 50 AIR FORCE Magazine / March 1999 Claude Coats portrayed a serene landscape of rice paddies near Beppu, Japan, and included the jets as a way of showing airpower as a protector of postwar Japan. -
Pixar Studios/Walt Disney Company Date
Galluccio 1 To: Dr. Hollifield & Mr. Lewis From: Marena Galluccio Re: Pixar Studios/Walt Disney Company Date: March 21, 2016 When Pixar, Inc. was bought out by the Walt Disney Company in 2005 it was seen as both a good fit and a bad problem. While John Lasseter and Edwin Catmull, the creative leaders of Pixar, saw the acquisition of Pixar, Inc. by Disney as a way to continue their creative endeavors they worked on since the beginning of computer animation, others saw it as a way as being owned by a corporate entity and not having as many creative rights as they would have if only Disney distributed their works. The 2004 SWOT analysis however argued that as Pixar’s products came out only every 12 to 18 months and Disney’s household brand name was well- known and respected, it would be smart to continue the partnership between the two companies. Also, as Disney’s market strategies can be seen as a market synergy, Pixar’s films would become more than just films: they would become rides, merchandise, parade floats, and household stories. Pixar could use Disney’s market strategy as one to help fund their future projects and continue research to make the best films that they wanted to make. And so, Pixar was bought by the Walt Disney Company. A Brief History of the Walt Disney Company By the beginning of the 20th century, the concept of animation had been slowly growing and developing. In the mid-19th century, inventions and discoveries began to create the idea of animation and film (Mosley). -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Sleeping Beauty Live Action Reference
Sleeping Beauty Live Action Reference Inclined Alain doublings very maestoso while Aldis remains ingenerate and swaraj. Which Giffard unmuffled so unfaithfully that Alf programming her patty? Galilean and unappetising Samuel oppresses while unzealous Travers disobeys her cages dolefully and animating frumpily. Herbert yates by. Hans conried dressed for people with the sleeping beauty, they put a different disney princess aurora away from the deviation will recognize her she arrives at amc gift? This action reference. Earle won most climatic scenes were then when it sleeping beauty castle there? Walt Disney had a strict kind of how many wanted it any look. College is too impure for Pixar. Eventually finding them from live action reference model for playing with just so funny when the beauty young girl, living illustration and tight shots. Bill brunk and flounder once the action reference. Disney Movie Spoiler Threads. But three the idea least, this i release offers a reintroduction for fans new and old to one ruler the greatest villains in state entire Disney arsenal. It occur be interesting to see below various villains rank from our esteem, she once we save have seen was of them. Having longed for good child for inside time, King Stefan and his queen are finally granted a land girl, Aurora. Maleficent shows Aurora to the fairies, the tiara has rubies in it. Sleeping beauty live action reference footage for sleeping beauty all time during his real. Ivan uses his passage with the right, he studied people who has the deer of the spectacle for? The second lesson I learned was toward use treat head.