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Here Comes Television
September 1997 Vol. 2 No.6 HereHere ComesComes TelevisionTelevision FallFall TVTV PrPrevieweview France’France’ss ExpandingExpanding ChannelsChannels SIGGRAPHSIGGRAPH ReviewReview KorKorea’ea’ss BoomBoom DinnerDinner withwith MTV’MTV’ss AbbyAbby TTerkuhleerkuhle andand CTW’CTW’ss ArleneArlene SherShermanman Table of Contents September 1997 Vol. 2, . No. 6 4 Editor’s Notebook Aah, television, our old friend. What madness the power of a child with a remote control instills in us... 6 Letters: [email protected] TELEVISION 8 A Conversation With:Arlene Sherman and Abby Terkuhle Mo Willems hosts a conversation over dinner with CTW’s Arlene Sherman and MTV’s Abby Terkuhle. What does this unlikely duo have in common? More than you would think! 15 CTW and MTV: Shorts of Influence The impact that CTW and MTV has had on one another, the industry and beyond is the subject of Chris Robinson’s in-depth investigation. 21 Tooning in the Fall Season A new splash of fresh programming is soon to hit the airwaves. In this pivotal year of FCC rulings and vertical integration, let’s see what has been produced. 26 Saturday Morning Bonanza:The New Crop for the Kiddies The incurable, couch potato Martha Day decides what she’s going to watch on Saturday mornings in the U.S. 29 Mushrooms After the Rain: France’s Children’s Channels As a crop of new children’s channels springs up in France, Marie-Agnès Bruneau depicts the new play- ers, in both the satellite and cable arenas, during these tumultuous times. A fierce competition is about to begin... 33 The Korean Animation Explosion Milt Vallas reports on Korea’s growth from humble beginnings to big business. -
Download Cuphead -Free Cuphead Cursor
download cuphead -free Cuphead Cursor. You still do not have a Custom Cursor for Chrome extension? Install it from official Chrome Web Store. You still do not have a Custom Cursor for Edge addon? Install it from official Microsoft Edge Addons site. You still do not have a Custom Cursor for Opera addon? Install it from official Opera addons site. You still do not have a Custom Cursor for Yandex addon? Install it from official Opera addons for Yandex site. You still do not have a Custom Cursor for Firefox addon? Install it from official Firefox Browser Add-ons site. You still do not have a Custom Cursor? 2017 - 2021, Blife Team. Content provided on this website is FanArt. All product names, logos, characters, brands, trademarks and registered trademarks are property of their respective owners and unrelated to Custom Cursor. Where to get: Cuphead Download. Cuphead is a fun game where you will possibly have a love and hate cycle of the game. It’s one of the best run and gun titles that came out in recent years. Here is where you can download it for all the platforms it’s available at the moment. For the time being, Cuphead is available on PC, macOS, PlayStation, Xbox, and Nintendo Switch. In this article, we will show where to download Cuphead, provide a brief overview of the compatibility with the platform, and tell you our take on where it’s played the best. Cuphead for PC – Windows. Cuphead was first released on PC along with Xbox One and Xbox Play Anywhere on September 29, 2017. -
Cartoon Digital
cartoon digital 6-8 December 2016 Munich (Germany) Creating Entertainment for Connected Screens Top speakers • Market trends • Case studies • Networking www.cartoon-media.eu pitching event for animated transmedia projects cRtOn 3 29 31 May 2017 www.cartoon-media.eu PARTNERS CARTOON DIGITAL IS ORGANISED BY WITH THE SUPPORT OF IN COLLABORATION WITH CARTOON IS SPONSORED BY 3 Ilse Aigner Bavarian State Minister of Economic Affairs and Media, Energy and Technology Deputy Minister-President of Bavaria Dear Cartoon Digital Seminar Attendants, n behalf of the Bavarian Government I warmly welcome you to Cartoon Digital in Munich, Bavaria’s cosmopolitan capital. O It has been a long-standing tradition to host a cartoon program event here in Munich. Munich is just the right venue: the local television stations and producers, special service providers for VFX and animation, the renowned University of Television and Film Munich (HFF) as well as other elite universities and, last but not least, an active and innovative games industry make Munich a first class location for animation film and television productions in Germany. The State of Bavaria with its film funding program run by the FilmFernsehFonds Bayern (FFF Bayern) contributes highly towards maintaining this leading position. The FFF Bayern disburses funding totaling 33 million — 4.7 million € of this funding is specifically allocated to the technically highly demanding and staff-intensive VFX and animation services and to international co-productions. In addition, there is a program that is dedicated to the games industry in Bavaria. This program will be further extended in the following years, and other media innovations will also be funded in future. -
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 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 -
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. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
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. -
Guide to the Fred/Alan MTV Network Advertising Collection
Guide to the Fred/Alan MTV Network Advertising Collection NMAH.AC.0453 NMAH Staff 2003 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 2 Container Listing ............................................................................................................. 4 Series 1: Print Advertising and Promotional Material............................................... 4 Series 2: Videotaped Commercials.......................................................................... 7 Series 3: Photographic Materials............................................................................. 8 Series 4: Reference Files....................................................................................... 10 Fred/Alan MTV Network Advertising Collection NMAH.AC.0453 Collection Overview -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
Articles in This Issue Special Points of Interest
The Squawk 1 The Squawk Halloween Edition Volume 1, Issue 5 Tuesday October 24, 2017 Shumate Middle School The History of Halloween said that he’s going trick-or- By: Meri Potomi treating with his friends be- Articles in this Issue cause he’s family is too Free candy, yes, please, slow.6th grade Christian Page 2: October Weather, that sounds good to me Donicis said, yes to and Halloweekend, Huanted don’t mind if I do .What he’s going with a friend be- Houses people call Halloween and cause hi has a little brother that happened every single and his little brother is Page 3:New restaurant, year in October. From slow .At what age should PSAT, Population clowns, vampires, princess- people stop trick-or-treating Page 4: Volleyball Last es, and free candy you and what do you think that? name it and it Halloween. 8th grade Brealyn Proud- Game, Cross Country Fi- Halloween originated in lock think at age 14 be- nals, football scores (United Kingdom, Northern cause you are mature. 6th Page 5: Cuphead, Room- France, and Ireland) it and 8th grader Harry Elmazaj and Sydney Murphy ba, New game came from the Celtic festi- val Samhain, many kids un- said at age 17,18 because Page 6: Student Spotlights der age 10 think that you are an adult at that dressing up as a scary un- point.6th,7th,and 8th grade realistic character is Hallow- Social Study teacher said at een they think that it cele- age 16 because you have Special Points of Interest bration October 31 but over better thing to do.In conclu- 2,000 years ago many peo- sion be safe. -
Videogames and Isolation the Galapagos Effect on the Videogame Market
Single Cycle Degree programme in Lingue culture e società dell’Asia e dell’Africa mediterranea (LICAAM) ordinamento ex DM 270/2004 Final Thesis Videogames and isolation The Galapagos effect on the videogame market Supervisor Ch. Prof. Patrick Heinrich Assistant supervisor Ch. Prof. Pierantonio Zanotti Graduand Luca D’Angelo Matriculation Number 855677 Academic Year 2017 / 2018 Index Index..................................................................................................................................................... 3 要旨 ...................................................................................................................................................... 4 Introduction .......................................................................................................................................... 6 CHAPTER 1: The world of gaming..................................................................................................... 8 1.1 Origin ......................................................................................................................................... 8 1.2 Golden Age of West and East ................................................................................................... 11 1.3 Old “console wars” ................................................................................................................. 17 1.4 The 1990s ................................................................................................................................. 20