The Rise of Animation in France
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Optical Machines, Pr
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. Bell & Howell Information and Learning 300 North Zeeb Road, Ann Arbor, Ml 48106-1346 USA UMI800-521-0600 Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. NOTE TO USERS Copyrighted materials in this document have not been filmed at the request of the author. They are available for consultation at the author’s university library. -
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. -
Understanding Edward Muybridge: Historical Review of Behavioral
NEUROSURGICAL FOCUS Neurosurg Focus 39 (1):E4, 2015 Understanding Edward Muybridge: historical review of behavioral alterations after a 19th-century head injury and their multifactorial influence on human life and culture Sunil Manjila, MD,1 Gagandeep Singh, MD,2 Ayham M. Alkhachroum, MD,2 and Ciro Ramos-Estebanez, MD, PhD2,3 Departments of 1Neurosurgery and 2Neurology, and 3Divisions of Neurocritical Care and Stroke, Neurological Institute, University Hospitals Case Medical Center, Cleveland, Ohio Edward Muybridge was an Anglo-American photographer, well known for his pioneering contributions in photography and his invention of the “zoopraxiscope,” a forerunner of motion pictures. However, this 19th-century genius, with two original patents in photographic technology, made outstanding contributions in art and neurology alike, the latter being seldom acknowledged. A head injury that he sustained changed his behavior and artistic expression. The shift of his interests from animal motion photography to human locomotion and gait remains a pivotal milestone in our understand- ing of patterns in biomechanics and clinical neurology, while his own behavioral patterns, owing to an injury to the orbitofrontal cortex, remain a mystery even for cognitive neurologists. The behavioral changes he exhibited and the legal conundrum that followed, including a murder of which he was acquitted, all depict the complexities of his personality and impact of frontal lobe injuries. This article highlights the life journey of Muybridge, drawing parallels with Phineas Gage, whose penetrating head injury has been studied widely. The wide sojourn of Muybridge also illustrates the strong con- nections that he maintained with Stanford and Pennsylvania universities, which were later considered pinnacles of higher education on the two coasts of the United States. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
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. -
Slides: Animation-Sound-Storyboarding
Basics of Motion / Sound * Principles of Animation PrinciplesPrinciples of Animationof Animation In 1981, former ‘Nine Old Men’ animators Ollie Johnston and Frank Thomas wrote the animation book “The Illusion of Life: Disney Animation.” In the book they laid out the 12 basic principles of animation. We are going to begin by adding two of the principles including “arcs” and “timing” Beginning of Animation Since the beginning of history humans have attempted to capture motion. From Grecian urns of people running to fun ‘parlor’ trick type machines that would recreate the concept of motion. Some of these devices include: 480 BC ● Thaumatrope (1825) ● Phénakisticope (1833) ● Zoetrope (1833) ● Flip book (1868) ● Praxinoscope (1877) ● Zoopraxiscope (1879) Phénakisticope 1833 Zoetrope 1833 KeyframeKeyframe Keyframe: A ‘key’ or important part of an animated action is referred to as a keyframe. This action usually occurs at the beginning and the end of an action. Keyframes are very important to creating animation, thus, someone whose job is it is to create keyframes is referred to as a keyframe animator. The role of keyframe animator was a very important job and typically given to a veteran. Keyframe Action Beginning Keyframe End Keyframe Keyframe action End keyframe Beginning keyframe Anticipation Anticipation Follow - Through Follow-Through Secondary Animation Secondary Action ArcsArcs Arcs in animation was the concept that most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. -
The Historian's Toybox
THE HISTORIAN’S TOYBOX Children’s Toys from the Past you can Make Yourself. EUGENE F. PROVENZO, JR. ASTERIE BAKER PROVENZO Illustrations by Peter A. Zorn, Jr. EUGENE F. PROVENZO, JR., an associate professor in the School of Education and Allied Professions, University of Miami, is a specialist in the history of childhood and the history of education. Not only is he interested in toy design as a historian, but he has also designed award-winning toys. ASTERIE BAKER PROVENZO is currently working on a history of American school architecture at the University of Miami. Her interest in toys is an outgrowth of research she has conducted on the history of childhood and the history of education. PETER A. ZORN, JR., an assistant professor of graphic design at the University of Miami, has wide-ranging experience in the development and design of toys. INTRODUCTION Toys play an important part in the lives of children. They are vehicles for the imagination of children, as well as tools with which to instruct them about the world in which they live. Unfortunately, too many of the toys that are available to children today do not encourage them to discover or invent things for themselves. Historically, this has not always been the case. Many of the toys that were popular during the eighteenth and nineteenth centuries required the imagination and inventiveness of the child. The Historian’s Toy-box: Children’s Toys from the Past You Can Make Yourself is about these toys and how to make them. Children have always made toys for themselves. -
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. -
Eadweard Muybridge
Eadweard Muybridge TEACHERS AND STUDENTS NOTES For use at Kingston Museum or in the classroom Suitable for teachers and students of Key Stage 2-5Stage 3-5 By Caroline Burt and Alexandra Reynolds Kingston Museum and Heritage Service This pack provides a brief introduction to the life and work of Eadweard Muybridge. The pack looks at a selection of works in detail, providing background information, discussion ideas and suggested activities. Cover Images (clockwise from top left) EM8132 Muybridge greets athlete EM0052 Woman dancing EM6880 Ox. Walk, gallop, trot, run EM7838 Fishing Boat coming ashore by moonlight, Guatemala/Panama All images in this pack are courtesy of Kingston Museum and Heritage Service unless otherwise stated www.kingston.gov.uk/museum 2 Introduction Eadweard Muybridge (Kingston upon Thames 1830 - 1904) was one of the world's most innovative and influential photographic pioneers. His extensive studies of humans and animals in motion played a critical role in the history of photography and moving image. Eadweard Muybridge was born Edward Muggeridge to a merchant family in Kingston upon Thames on April 9th 1830. Before his death in 1904, Muybridge would emigrate to America, change his name three times, come close to death and suffer brain damage in a carriage accident. As well as photographing the landscapes, people and cities of 19th Century America, Muybridge was also instrumental in the development of instantaneous photography. To accomplish his famous motion sequence photography, Muybridge designed his own high speed electronic shutter and electro-timer, to be used alongside a battery of up to 24 cameras. Muybridge used this technology to capture the movement of humans and animals in split-second detail, something that had never been seen before. -
Think Film! on Current Practices and Challenges in Film Culture: a Documentation of a Student Symposium 2020
Repositorium für die Medienwissenschaft Adriane Meusch, Bianka-Isabell Scharmann u.a. (Hg.) Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium 2020 https://doi.org/10.25969/mediarep/13589 Veröffentlichungsversion / published version Konferenzbeitrag / conference object Empfohlene Zitierung / Suggested Citation: Meusch, Adriane; Scharmann, Bianka-Isabell (Hg.): Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium. Frankfurt am Main: Zenodo 2020. DOI: https://doi.org/10.25969/mediarep/13589. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.5281/zenodo.3662799 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung 4.0/ Lizenz zur Verfügung gestellt. Nähere Attribution 4.0/ License. For more information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by/4.0/ http://creativecommons.org/licenses/by/4.0/ THINK THINK FILM! Edited by Adriane MeuschandBianka- Adriane Edited by Isabell Scharmann On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium Think Film! On Current Practices and Challenges in Film Culture: A Documentation of a Student Symposium Edited by Adriane Meusch & Bianka- Isabell Scharmann Frankfurt am Main, 2020 Editors Adriane Meusch and Bianka-Isabell Scharmann, in collaboration with Michelle Rafaela Kamolz https://thinkfilmsymposium.wordpress.com Copy Editor Carly Crane Graphic Design Muriel Serf (mmm.do) Bibliographic information of the German Library The German Library catalogues this publication in the German National Bibliography; detailed bibliographic information can be found on the Internet website: http://dnb.d-nb.de. -
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. -
The Plateau Exhibition in Ghent 2001
The Plateau Exhibition in Ghent 2001 By Ron Holloway Spring 2002 Issue of KINEMA THE PLATEAU EXHIBITION AT THE SCIENCE MUSEUM IN GHENT 2001 Film historians with a tick for the archaeology of the cinema are well advised to pay a visit to the Museum of Science in Ghent to view the exhibition honouring the 200th birthday of Belgian scientist Joseph Plateau. It was Plateau’s experiments on optical deception and the persistence of vision in the middle of the 19th century that led to the invention of the anorthoscope (distorted view) and the phenakistiscope (deceitful view), the direct precursors of the first moving picture inventions. The entire range of related optical inventions the stroboscope (whirling view), the thaumatrope (magical turning), and zoetrope (life turning), to name just the key scientific discoveries that led to cinematography were placed on mechanically driven display atthe opening of the 28th Flanders International Film Festival in Ghent (8-18 October 2001). Visitors to the Flanders festival were also presented with an invaluable catalogue to accompany the exhibition: ”Joseph Plateau, (1801-1883) Living Between Art and Science” (Gent: Provincie Oost-Vlaanderen, 2001) by Maurice Dorikens, with additional essays by David Robinson, Laurent Mannoni, and Giusy Pisno-Basile. Robinson’s contribution on ”Plateau, Faraday and Their Spinning Discs” focuses on the fruitful competition between Joseph Plateau in Belgium and Michael Faraday in England on experiments relating to optical deception. Plateau won that race by a few months to perfect the anorthoscope in 1936, a concession readily made by Faraday upon reading the Belgian scientist’s published papers.