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The University of Chicago Looking at Cartoons
THE UNIVERSITY OF CHICAGO LOOKING AT CARTOONS: THE ART, LABOR, AND TECHNOLOGY OF AMERICAN CEL ANIMATION A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF CINEMA AND MEDIA STUDIES BY HANNAH MAITLAND FRANK CHICAGO, ILLINOIS AUGUST 2016 FOR MY FAMILY IN MEMORY OF MY FATHER Apparently he had examined them patiently picture by picture and imagined that they would be screened in the same way, failing at that time to grasp the principle of the cinematograph. —Flann O’Brien CONTENTS LIST OF FIGURES...............................................................................................................................v ABSTRACT.......................................................................................................................................vii ACKNOWLEDGMENTS....................................................................................................................viii INTRODUCTION LOOKING AT LABOR......................................................................................1 CHAPTER 1 ANIMATION AND MONTAGE; or, Photographic Records of Documents...................................................22 CHAPTER 2 A VIEW OF THE WORLD Toward a Photographic Theory of Cel Animation ...................................72 CHAPTER 3 PARS PRO TOTO Character Animation and the Work of the Anonymous Artist................121 CHAPTER 4 THE MULTIPLICATION OF TRACES Xerographic Reproduction and One Hundred and One Dalmatians.......174 -
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. -
Jobs and Education
Vol. 3 Issue 3 JuneJune1998 1998 J OBS AND E DUCATION ¥ Animation on the Internet ¥ Glenn VilppuÕs Life Drawing ¥ CanadaÕs Golden Age? ¥ Below the Radar WHO IS JARED? Plus: Jerry BeckÕs Essential Library, ASIFA and Festivals TABLE OF CONTENTS JUNE 1998 VOL.3 NO.3 4 Editor’s Notebook It’s the drawing stupid! 6 Letters: [email protected] 7 Dig This! 1001 Nights: An Animation Symphony EDUCATION & TRAINING 8 The Essential Animation Reference Library Animation historian Jerry Beck describes the ideal library of “essential” books on animation. 10 Whose Golden Age?: Canadian Animation In The 1990s Art vs. industry and the future of the independent filmmaker: Chris Robinson investigates this tricky bal- ance in the current Canadian animation climate. 15 Here’s A How de do Diary: March The first installment of Barry Purves’ production diary as he chronicles producing a series of animated shorts for Channel 4. An Animation World Magazine exclusive. 20 Survey: It Takes Three to Tango Through a series of pointed questions we take a look at the relationship between educators, industry representatives and students. School profiles are included. 1998 33 What’s In Your LunchBox? Kellie-Bea Rainey tests out Animation Toolworks’ Video LunchBox, an innovative frame-grabbing tool for animators, students, seven year-olds and potato farmers alike! INTERNETINTERNET ANIMATIONANIMATION 38 Who The Heck is Jared? Well, do you know? Wendy Jackson introduces us to this very funny little yellow fellow. 39 Below The Digital Radar Kit Laybourne muses about the evolution of independent animation and looks “below the radar” for the growth of new emerging domains of digital animation. -
LEVY-MASTERSREPORT-2017.Pdf (7.541Mb)
Copyright by Dylan Olim Levy 2017 The Report Committee for Dylan Olim Levy Certifies that this is the approved version of the following report: Animating History and Memory: the Productions and Aesthetics of Waltz with Bashir and Tower APPROVED BY SUPERVISING COMMITTEE: Supervisor: Lalitha Gopalan Charles Ramìrez Berg Animating History and Memory: the Productions and Aesthetics of Waltz with Bashir and Tower by Dylan Olim Levy, B.A. Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Abstract Animating History and Memory: the Productions and Aesthetics of Waltz with Bashir and Tower Dylan Olim Levy, M.A. The University of Texas at Austin, 2017 Supervisor: Lalitha Gopalan Films like Waltz with Bashir (2008) and Tower (2016) are unique in that they not only fit within accepted frameworks of documentary filmmaking, but they also use animation as their primary method of storytelling. Anabelle Honess Roe thoroughly explores animated documentaries in her book Animated Documentary, arguing that animation is used in these kinds of films to either “substitute” for traditional means to represent the real world (24), such as live action footage, or to “evoke” the psychology, emotional states, and other subjective experiences of an individual (25). Ultimately, Roe argues that animation is a suitable “representational strategy for documentary” filmmaking because of its “visual dialectic of absence and excess” (39). This report applies Roe’s arguments to the analysis of the aesthetics and roles of animation in Waltz with Bashir and Tower. -
The Illusion of Life: Disney Animation Interactive Edition
The Illusion of Life: Disney Animation Interactive Edition By Michelle L. Walsh Submitted to the Faculty of the Information Technology Program in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science in Information Technology University of Cincinnati College of Applied Science June 2006 The Illusion of Life: Disney Animation Interactive Edition by Michelle L. Walsh Submitted to the Faculty of the Information Technology Program in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science in Information Technology © Copyright 2006 Michelle Walsh The author grants to the Information Technology Program permission to reproduce and distribute copies of this document in whole or in part. ___________________________________________________ __________________ Michelle L. Walsh Date ___________________________________________________ __________________ Sam Geonetta, Faculty Advisor Date ___________________________________________________ __________________ Patrick C. Kumpf, Ed.D. Interim Department Head Date Acknowledgements A great many people helped me with support and guidance over the course of this project. I would like to give special thanks to Sam Geonetta and Russ McMahon for working with me to complete this project via distance learning due to an unexpected job transfer at the beginning of my final year before completing my Bachelor’s degree. Additionally, the encouragement of my family, friends and coworkers was instrumental in keeping my motivation levels high. Specific thanks to my uncle, Keith -
Exploring the Magical Girl Transformation Sequence with Flash Animation
Georgia State University ScholarWorks @ Georgia State University Art and Design Theses Ernest G. Welch School of Art and Design 5-10-2014 Releasing The Power Within: Exploring The Magical Girl Transformation Sequence With Flash Animation Danielle Z. Yarbrough Follow this and additional works at: https://scholarworks.gsu.edu/art_design_theses Recommended Citation Yarbrough, Danielle Z., "Releasing The Power Within: Exploring The Magical Girl Transformation Sequence With Flash Animation." Thesis, Georgia State University, 2014. https://scholarworks.gsu.edu/art_design_theses/158 This Thesis is brought to you for free and open access by the Ernest G. Welch School of Art and Design at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Art and Design Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. RELEASING THE POWER WITHIN: EXPLORING THE MAGICAL GIRL TRANSFORMATION SEQUENCE WITH FLASH ANIMATION by DANIELLE Z. YARBROUGH Under the Direction of Dr. Melanie Davenport ABSTRACT This studio-based thesis explores the universal theme of transformation within the Magical Girl genre of Animation. My research incorporates the viewing and analysis of Japanese animations and discusses the symbolism behind transformation sequences. In addition, this study discusses how this theme can be created using Flash software for animation and discusses its value as a teaching resource in the art classroom. INDEX WORDS: Adobe Flash, Tradigital Animation, Thematic Instruction, Magical Girl Genre, Transformation Sequence RELEASING THE POWER WITHIN: EXPLORING THE MAGICAL GIRL TRANSFORMATION SEQUENCE WITH FLASH ANIMATION by DANIELLE Z. YARBROUGH A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Art Education In the College of Arts and Sciences Georgia State University 2014 Copyright by Danielle Z. -
Animation's Exclusion from Art History by Molly Mcgill BA, University Of
Hidden Mickey: Animation's Exclusion from Art History by Molly McGill B.A., University of North Carolina at Chapel Hill, 2014 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Master of Arts Department of Art & Art History 2018 i This thesis entitled: Hidden Mickey: Animation's Exclusion from Art History written by Molly McGill has been approved for the Department of Art and Art History Date (Dr. Brianne Cohen) (Dr. Kirk Ambrose) (Dr. Denice Walker) The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. ii ACKNOWLEDGMENTS I would like to thank the Department of Art History at the University of Colorado at Boulder for their continued support during the production of this master's thesis. I am truly grateful to be a part of a department that is open to non-traditional art historical exploration and appreciate everyone who offered up their support. A special thank you to my advisor Dr. Brianne Cohen for all her guidance and assistance with the production of this thesis. Your supervision has been indispensable, and I will be forever grateful for the way you jumped onto this project and showed your support. Further, I would like to thank Dr. Kirk Ambrose and Dr. Denice Walker for their presence on my committee and their valuable input. I would also like to extend my gratitude to Catherine Cartwright and Jean Goldstein for listening to all my stress and acting as my second moms while I am so far away from my own family. -
EFFECTIVE DIRECTED GAZE for CHARACTER ANIMATION By
EFFECTIVE DIRECTED GAZE FOR CHARACTER ANIMATION by Tomislav Pejsa A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Computer Sciences) at the UNIVERSITY OF WISCONSIN–MADISON 2016 Date of final oral examination: 9/12/16 The dissertation is approved by the following members of the Final Oral Committee: Michael L. Gleicher, Professor, Computer Sciences Bilge Mutlu, Associate Professor, Computer Sciences Eftychios Sifakis, Assistant Professor, Computer Sciences Kevin Ponto, Assistant Professor, Design Studies Hrvoje Benko, Senior Researcher, Microsoft Research c Copyright by Tomislav Pejsa 2016 All Rights Reserved i This dissertation is dedicated to my Mom. ii acknowledgments In the Fall of 2010, I was a doctoral student in Croatia and my research career was floundering. The dismal financial situation in my country had left me without funding and, although I was halfway resigned to a future of writing enterprise code, I decided to take one last gamble. I wrote an email to Mike Gleicher—whose work had profoundly shaped my research interests—asking if I could work for him as a visiting scholar. Mike introduced me to Bilge, and the two of them invited me to join a project that would eventually become the third chapter of this dissertation. I eagerly accepted their offer and a few short months later I was boarding a plane to the United States. What was initially envisioned as a brief scholarly visit soon turned into an epic, six-year adventure in the frozen plains of Wisconsin. We accomplished much during that time, yet none of it would have been been possible had my advisors not taken a gamble of their own that Fall. -
How to Create Animations
Adobe Flash Professional Guide How to create animations Overview of tweening A tween is an animation you create by specifying a value for an object property in one frame and another value for that same property in another frame. Adobe Flash Professional calculates the values for that property between those two frames. The term “tween” comes from the phrase “in between.” You can tween movie clip, graphic, and button symbols and text fields. A tween span is a group of frames in the timeline in which an object on the Stage can have one or more properties changed over time. A tween span appears in the timeline as a group of frames in a single layer with a blue or green background. You can select a tween span as a single object and drag it from one location in the timeline to another, including to another layer. Only one object on the Stage can be animated in each tween span. This object is called the target object of the tween span. A property keyframe is a frame within a tween span where you explicitly define one or more property values for the tween target object. Each property you define has its own property keyframes. If you set more than one property in a single frame, the property keyframes for each of those properties reside in that frame. You can view each property of a tween span and its property keyframes in the Motion Editor. You can also choose which types of property keyframes to display in the timeline from the tween span context menu. -
Cartoon Animation Free
FREE CARTOON ANIMATION PDF Preston Blair | 224 pages | 25 Oct 1996 | Walter Foster Publishing | 9781560100843 | English | Laguna Hills, CA, United States ToonyPhotos - Turn Photos into Cartoons Animation is a method in which figures are manipulated to appear as moving images. In traditional animation Cartoon Animation, images are drawn or painted by hand on transparent celluloid sheets to Cartoon Animation photographed and exhibited on film. Today, most animations are made with computer-generated imagery CGI. Computer animation can be very detailed 3D animationwhile 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutoutspuppets or clay figures. Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally Cartoon Animation from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon and beta movementbut the exact causes are still uncertain. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on the computer, techniques like animated GIF and Flash animation were developed. Animation is more pervasive than many people realize. Apart from short filmsfeature Cartoon Animationtelevision series, animated GIFs and other media dedicated to the display of moving images, animation is also prevalent in video gamesmotion graphicsuser interfaces and visual effects. The physical movement of image parts through simple mechanics—in for instance moving images in magic lantern shows—can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. -
Flash Animation a Beginner’S Course
Flash Animation A Beginner’s Course Table of Contents About the Workshop .................................................................................................... i Prerequisites................................................................................................................ i Workshop Objectives ................................................................................................... i Getting Started ........................................................................................................... 1 Creating a Flash Document ................................................................................................. 1 Familiarizing Flash Interface ............................................................................................... 2 Managing Workspace ......................................................................................................... 3 Setting Movie Preferences .................................................................................................. 3 Objects and Drawings ................................................................................................. 4 Vector vs. Bitmap ................................................................................................................ 4 Setting Tool Options and Creating a Shape ........................................................................ 5 Reshaping an Object ........................................................................................................... 5 -
Foundation Flash Cartoon Animation
Foundation Flash Cartoon Animation Tim Jones Barry J. Kelly Allan S. Rosson David Wolfe Foundation Flash Cartoon Animation Copyright © 2007 by Tim Jones, Barry J. Kelly, Allan S. Rosson, David Wolfe All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. ISBN-13 (pbk): 978-1-59059-912-9 ISBN-10 (pbk): 159059-912-8 Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1 Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax 201-348-4505, e-mail [email protected], or visit www.springeronline.com. For information on translations, please contact Apress directly at 2855 Telegraph Avenue, Suite 600, Berkeley, CA 94705. Phone 510-549-5930, fax 510-549-5939, e-mail [email protected], or visit www.apress.com. The information in this book is distributed on an “as is” basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.