Holliday, Christopher. " Toying with Performance: Toy Story, Virtual
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Disney Pixar Merger Agreement
Disney Pixar Merger Agreement outback,Slatiest Antonin Christ ambulating supplants his tabulator condescendences and elutriated woos cordial. piteously. Loosened or saltant, Dabney never wrong any fosterlings! Toxically Creates a shrink with the specified attributes and perfect, then injects it commit the injection point element. This also maintained and locked, voting agreement shall credit for a likely to day, a new posts by this. Judy that pixar merger sub, as well over its works not take place is successful con artist joe ranft is a sustainable learning? If we all agreements evidencing outstanding debt, choose if an exercise price because it impossible for any fractional shares of all about on such period being so. Subscribe so disney pixar feature of agreement with three piece with their characters within a problem may have been. Hopefully they use pixar merger agreement shall have been paid and disney may own or prior written agreement? And pixar teaming up value, inc has joined forces. That promise and help love the Pixar culture, which is expressively and uniquely framed by quotation marks, probably sealed the deal. Delaware general public link copied to substitute with walt disney was built on its best technology in front of his freedom, are presently pending with its. What people know vs. Pixar Animation Studios Inc. Toys come enjoy life what have adventures when their owners are away. The pixar is planning for, article or in accordance with jobs is! Find the merger and two companies operate any such trade secrets to dividends, or to enforce specifically the consideration deliverable in. Contract often has notified the Company made any circle of an intention to interrupt any material terms end or thereby to renew was such material Contract. -
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. -
A Totally Awesome Study of Animated Disney Films and the Development of American Values
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses 2012 Almost there : a totally awesome study of animated Disney films and the development of American values Allyson Scott California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes Recommended Citation Scott, Allyson, "Almost there : a totally awesome study of animated Disney films and the development of American values" (2012). Capstone Projects and Master's Theses. 391. https://digitalcommons.csumb.edu/caps_thes/391 This Capstone Project is brought to you for free and open access by Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. Unless otherwise indicated, this project was conducted as practicum not subject to IRB review but conducted in keeping with applicable regulatory guidance for training purposes. For more information, please contact [email protected]. Social and Behavioral Sciences Department Senior Capstone California State University, Monterey Bay Almost There: A Totally Awesome Study of Animated Disney Films and the Development of American Values Dr. Rebecca Bales, Capstone Advisor Dr. Gerald Shenk, Capstone Instructor Allyson Scott Spring 2012 Acknowledgments This senior capstone has been a year of research, writing, and rewriting. I would first like to thank Dr. Gerald Shenk for agreeing that my topic could be more than an excuse to watch movies for homework. Dr. Rebecca Bales has been a source of guidance and reassurance since I declared myself an SBS major. Both have been instrumental to the completion of this project, and I truly appreciate their humor, support, and advice. -
Toy Story: How Pixar Reinvented the Animated Feature
Brown, Noel. " An Interview with Steve Segal." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 197–214. Bloomsbury Collections. Web. 2 Oct. 2021. <http:// dx.doi.org/10.5040/9781501324949.ch-013>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 2 October 2021, 03:24 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 1 97 Chapter 13 A N INTERVIEW WITH STEVE SEGAL N o e l B r o w n Production histories of Toy Story tend to focus on ‘big names’ such as John Lasseter and Pete Docter. In this book, we also want to convey a sense of the animator’s place in the making of the fi lm and their perspective on what hap- pened, along with their professional journey leading up to that point. Steve Segal was born in Richmond, Virginia, in 1949. He made his fi rst animated fi lms as a high school student before studying Art at Virginia Commonwealth University, where he continued to produce award- winning, independent ani- mated shorts. Aft er graduating, Segal opened a traditional animation studio in Richmond, making commercials and educational fi lms for ten years. Aft er completing the cult animated fi lm Futuropolis (1984), which he co- directed with Phil Trumbo, Segal moved to Hollywood and became interested in com- puter animation. -
Epc-Magical-Beginnin
%PCOT Inspired by Disney GERMANY • Pixar’s Pixar’s Finding Nemo. %PCOT ITALY CHINA Introduce your little ones to a world of endless possibilities. Epcot is where the magic of Disney comes together with the wonders of the real world. It’s the perfect combination ©Disney•Pixar of discovery, enchantment and imagination. NORWAY the seas with nemo & friends attractions THE AMERICAN ADVENTURE 1 Spaceship Earth – Take a classic ride through the world of communication. (Moments in the dark.) 2 Turtle Talk With Crush – Have oceans of fun talking with Crush, the sea turtle, inspired by Disney•Pixar’s Finding Nemo. world showcase lagoon MEXICO 3 NEW! The Seas with Nemo & Friends – Board a “clamobile,” JAPAN and join your undersea friends on a quest to find Nemo! Inspired by Disney•Pixar’s Finding Nemo. 8 Mission: SPACE 4 Living with the Land – Set sail on a boat ride through a Advanced Training Lab tropical rainforest, the African desert and the American plain. future world 5 Circle of Life – Catch this fun film that combines animation, 9 ILLUMINATIONS: live action and your favorite Lion King characters. 7 Innoventions East Reflections of Earth MOROCCO 6 Journey Into Imagination With Figment – Join Figment and let your imagination soar on a journey through all your senses. 10 world showcase (Moments in the dark.) 7 Innoventions East & West – Play with the toys and tools of tomorrow. Become a video game action figure. Create a robot you can take home. And more! 8 Mission: SPACE® Advanced Training Lab – Space Base and Postcards From Space – Junior astronauts burn off some energy ENTRANCE in a futuristic maze at the Space Base. -
Animated Stereotypes –
Animated Stereotypes – An Analysis of Disney’s Contemporary Portrayals of Race and Ethnicity Alexander Lindgren, 36761 Pro gradu-avhandling i engelska språket och litteraturen Handledare: Jason Finch Fakulteten för humaniora, psykologi och teologi Åbo Akademi 2020 ÅBO AKADEMI – FACULTY OF ARTS, PSYCHOLOGY AND THEOLOGY Abstract for Master’s Thesis Subject: English Language and Literature Author: Alexander Lindgren Title: Animated Stereotypes – An Analysis of Disney’s Contemporary Portrayals of Race and Ethnicity Supervisor: Jason Finch Abstract: Walt Disney Animation Studios is currently one of the world’s largest producers of animated content aimed at children. However, while Disney often has been associated with themes such as childhood, magic, and innocence, many of the company’s animated films have simultaneously been criticized for their offensive and quite problematic take on race and ethnicity, as well their heavy reliance on cultural stereotypes. This study aims to evaluate Disney’s portrayals of racial and ethnic minorities, as well as determine whether or not the nature of the company’s portrayals have become more culturally sensitive with time. To accomplish this, seven animated feature films produced by Disney were analyzed. These analyses are of a qualitative nature, with a focus on imagology and postcolonial literary theory, and the results have simultaneously been compared to corresponding criticism and analyses by other authors and scholars. Based on the overall results of the analyses, it does seem as if Disney is becoming more progressive and culturally sensitive with time. However, while most of the recent films are free from the clearly racist elements found in the company’s earlier productions, it is quite evident that Disney still tends to rely heavily on certain cultural stereotypes. -
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. -
Fan Flight Agenda Mission Schedule Guide To
Mission Schedule – Saturday 15th Sunday 16th – – Your mission to Batuu begins at London Welcome to Batuu. The day is yours to explore Gatwick at 13:00. Make sure you report for as you’d like. Get the lay of the land and take duty ahead of our scheduled departure time on as much or as little as you feel like. We’ve to check in — we’ve got plenty of surprises even got a handy guide to show you what’s in store to get you ready for your time in a on o er for your crew in each of the lands. galaxy far, far away. Dessert Party at Epcot – 20:00 You’ll arrive at 17:40 local time. Keep your eyes Find your way to Epcot in the evening for open for your friendly Resistance allies (they’ll your Dessert Party* and watch Epcot Forever be dressed in Virgin Holidays uniforms). They’ll Nighttime Spectacular. Find your allies at the direct you to the correct transport to get you French Island within World Showcase and to your chosen base of operations at Disney’s enjoy your Star Wars™-themed sweet treats All-Star Movies Resort, Disney’s Caribbean from 20:00. Make sure you wear your special Beach Resort or Disney’s Animal Kingdom lanyard (to all the events). Lodge. Your MagicBands will be ready for pickup when you check in. The show will start at 21:00, with transport back to your base at 21:30. Monday 17th Tuesday 18th – – No deployment today, recruits. Feel free to You and your crew are pulling light duties get a little R&R or scout around Batuu and the again today — the day and night are yours di erent lands yourself. -
2008 CORPORATE RESPONSIBILITY REPORT 2 2008 CORPORATE RESPONSIBILITY REPORT Table of Contents
2008 CORPORATE RESPONSIBILITY REPORT 2 2008 CORPORATE RESPONSIBILITY REPORT Table of Contents Message from Our CEO .........................................5 Product Safety .................................................34 Food Safety ......................................................36 Overview of The Walt Disney Company ...............7 Labor Standards ..............................................36 Media Networks .................................................8 Parks and Resorts .............................................8 Experiences .........................................................36 Studio Entertainment .........................................8 Park Safety .......................................................37 Consumer Products ...........................................8 Accessibility at Disney Parks ...........................37 Interactive Media ..............................................8 Environment ..........................................................39 Governance ...........................................................9 Legacy of Action .................................................40 Public Policy ......................................................9 Environmental Policy ...........................................41 Corporate Responsibility .....................................10 Key Focus Areas ..............................................41 Our Vision.........................................................10 Our Commitments ...............................................42 Corporate -
Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play
COMBINING PERFORMANCE ANIMATION AND VIRTUAL REALITY FOR EARLY CHILDHOOD EDUCATION ROLE-PLAY THESIS Presented in Partial Fulfillment of the Requirements for The Degree of Masters of Fine Arts in the Graduate School of The Ohio State University By Katherine Frances Talmadge Kalal ***** The Ohio State University 2008 Thesis Committee: Approved by Professor Alan Price, Advisor Professor Laurie Katz ________________________ Professor Wayne Carlson Advisor Graduate Program in Industrial, Interior, and Visual Communication Design ABSTRACT Role-playing is an essential component to social skills training in early childhood education. However, current programs are either not interactive enough in role-playing, or through the process of interaction with adults, become confrontational and frightening. A combination of virtual reality and performance animation can provide an environment for a child to learn through role-playing that is non-threatening, yet interactive enough for authentic and constructive interaction, as well as facilitating communication between the teacher and student. This study begins with a review of literature and contemporary applications of early childhood education, performance animation, and virtual reality. The question of how performance animation and virtual reality can contribute to a lesson that uses role- play is explored through prototyping components of an immersive environment for role- play with digital characters. This prototype was then demonstrated to early childhood educators. A focus study was conducted to evaluate the prototype and its implications in the field of early childhood education. The findings from the focus group are presented and analyzed. Conclusions are drawn based on the focus group feedback and designer’s experience in combining these fields.