Phil Tippett Mad Dreams and Monsters
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Meet World-Class 3D Animation Professionals at Cyberport
For immediate release Meet World-class 3D Animation Professionals at Cyberport Animation Camp 2011 Behind-the-scene heros from Pixar, Lucasfilm and Rising Sun to share their tips on making stunning 3D animation and scenes Hong Kong, 5 December 2011 - Cyberport Animation Camp 2011, Hong Kong’s leading seminar on digital entertainment development organized by Hong Kong Cyberport IncuTrain Centre, will be held on 12 December 2011 at Hong Kong Cyberport. FREE registration is now available at http://ac.cyberport.hk. Seats are limited, act NOW! Cyberport Animation Camp 2011 provides the opportunities for local animators and industry professionals to learn from the global leading 3D animation studios including Lucasfilm Singapore, Pixar Animation Studios and Rising Sun Pictures, who have involved in the production of blockbusters such as Cars 2, Toys Story 3, Pirates of the Caribbean: On Stranger Tides, Star War series, Harry Porter series and The Lord of the Rings: The Return of the King. Leaders from the 3D animation world include Mr. Ken Huff, Technical Trainer at Lucasfilm Singapore; Ms Wen-Chin Hsu, Lighting Technical Director at Pixar Animation Studios; and Mr. Ian Cope, Visual Effects & Stereoscopic Producer at Rising Sun Pictures, will be sharing with the audience an engaging talk covering topics on the latest 3D animation and visual effect, the latest stereoscopic 3D animation trend, as well as rewarding experience of working in an overseas animation studio from an Asian’s perspective. “We're thrilled to have these top-notch speakers coming to Cyberport Animation Camp 2011,” said Dr. David Chung, Chief Technology Officer of Hong Kong Cyberport Management Company Limited. -
Bachelorarbeit
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Hochschulschriftenserver der Hochschule Mittweida BACHELORARBEIT Frau Annett Petzold Digital Effects in Spielfilmen 2016 Fakultät Medien BACHELORARBEIT Digital Effects in Spielfilmen Autor: Frau Annett Petzold Studiengang: Medientechnik (Ba. Eng.) Seminargruppe: MT12F-B Erstprüfer: Professor Doktor-Ingenieur Robert J. Wierzbicki Zweitprüfer: Master of Science Rika Fleck Einreichung: Mittweida, 08.01.2016 Faculty of Media BACHELOR THESIS Digital Effects in Feature Films author: Ms. Annett Petzold course of studies: Media Engineering seminar group: MT12F-B first examiner: Professor Doctor-Engineer Robert J. Wierzbicki second examiner: Master of Science Rika Fleck submission: Mittweida, 08.01.2016 IV Bibliografische Angaben: Nachname, Vorname: Digital Effects in Spielfilmen: Werden Spezialeffekte in Zukunft nur noch digital umgesetzt? Digital Effects in Feature Films: Are there going to be only computer- generated effects in the future? 2016 - 69 Seiten Mittweida, Hochschule Mittweida (FH), University of Applied Sciences, Fakultät Medien, Bachelorarbeit, 2016 Abstract Ziel dieser Arbeit ist es, den aktuellen Einsatz von Filmeffekten im Spielfilmbereich zu untersuchen und mit Hilfe der Ergebnisse auf zukünftige Entwicklungen zu schließen. Im Fokus des Forschungsinteresses steht dabei die Frage, ob Digital Effects das Potential besitzen, den Gebrauch traditioneller Special Effects auf lange Sicht in Spielfilmproduktionen zu ersetzen. Diese Untersuchungen -
ASC History Timeline 1919-2019
American Society of Cinematographers Historical Timeline DRAFT 8/31/2018 Compiled by David E. Williams February, 1913 — The Cinema Camera Club of New York and the Static Camera Club of America in Hollywood are organized. Each consists of cinematographers who shared ideas about advancing the art and craft of moviemaking. By 1916, the two organizations exchange membership reciprocity. They both disband in February of 1918, after five years of struggle. January 8, 1919 — The American Society of Cinematographers is chartered by the state of California. Founded by 15 members, it is dedicated to “advancing the art through artistry and technological progress … to help perpetuate what has become the most important medium the world has known.” Members of the ASC subsequently play a seminal role in virtually every technological advance that has affects the art of telling stories with moving images. June 20, 1920 — The first documented appearance of the “ASC” credential for a cinematographer in a theatrical film’s titles is the silent western Sand, produced by and starring William S. Hart and shot by Joe August, ASC. November 1, 1920 — The first issue of American Cinematographer magazine is published. Volume One, #1, consists of four pages and mostly reports news and assignments of ASC members. It is published twice monthly. 1922 — Guided by ASC members, Kodak introduced panchromatic film, which “sees” all of the colors of the rainbow, and recorded images’ subtly nuanced shades of gray, ranging from the darkest black to the purest white. The Headless Horseman is the first motion picture shot with the new negative. The cinematographer is Ned Van Buren, ASC. -
Animation 1 Animation
Animation 1 Animation The bouncing ball animation (below) consists of these six frames. This animation moves at 10 frames per second. Animation is the rapid display of a sequence of static images and/or objects to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25, or 30 frames per second. Etymology From Latin animātiō, "the act of bringing to life"; from animō ("to animate" or "give life to") and -ātiō ("the act of").[citation needed] History Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting Five images sequence from a vase found in Iran to convey the perception of motion. A 5,000 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. -
Top Questions About Character Animation
Top Questions About Character Animation What are some of the exciting aspects of character animation, and how is it different than other computer animation forms? The phrase computer animation is often used as a catch-all for many computer generated effects including spinning logos, Flash programming on the Web or special effects in movies. These are not character animation. Character animation is the process of giving life to a character, whether it is a dog that can talk, a drawn person or an animated object. Character animation creates personality. How long does it take one person to create one minute of animation? This is difficult to pinpoint, but it can take one animator about 16 – 20 weeks of full-time work to produce 60 seconds of animation.1 At Pixar Animation Studios, due to their high level of quality control, animators have been known to work on two minutes of film for a year or more. How many animators typically work on an animated feature film? It depends on the studio and its needs, so anywhere from 20 – 80 animators could be working on an animated feature film. What is the biggest myth about character animation? A lot of people believe that the computer does all of the work for the animator, but the reality is that the animator is only using the computer as a tool to create detailed animation frame by frame. What are some of the most challenging aspects of character animation? Character animators work in fun, collaborative, exciting and detailed environments. They need to have a high level of patience while working with the tiny movements of a character frame by frame. -
STARSHIP TROOPERS' TUESDA Y, NOVEMBER the Fur Fly: Computer Graphics
+]O).][ The Newsletter of the Los Angeles Chapter of ACM/SIGGAAPH November 1997 o o o o INSIDE! o· L.A. S/GGRAPH PRESENTS AN EVENING WITH o o • Upcoming Conference.s Page3 : SON Y PIC T U RES 1M AGE W 0 R K S o o Upcoming Meettngs FEATURING A SPECIAL SCREENING OF • TuesdaY,December 16, 1997 LASIGGRAPH Chapter meeting: Let STARSHIP TROOPERS' TUESDA Y, NOVEMBER the Fur Fly: Computer graphics . 11 TH, experts explore the process of creating The Program and pay the $25 annual membership fee (checks or fur and other organic materials. .. cash only) do not have to pay the $5 registration fee. 7:00 Doors-Open (Pnontyentryformembers) . • Call the SIGPHONE, 310-288~1l48 7:30 Presentation and Screening" The Event For recorded information on the time The L:ocation Sony Pictures Imageworks is pleased to host the and location of our next meeting. ' November L.A. SIGGRAPH meeting and' present a spe- Mann National Theater Announcements cial screening of the Tristar Pictures and Touchstone 1Q925 Undbrook at.Gayley in Westwood Pictures production of Paul Verhoeven's Starship ~ • Dimension Advertising Specs: Directions Troopers. The screening, which will take place at the National Theater in Westwood, will be preceded by a $5 per line ( :..70 char/line) From the 405 freeway exit Wilshire East; continue east brief presentation by Imageworks arti,sts. ~ 1/4 Page (3.75" x 4.7S") $50 on Wilshire to Gayley, then turn left. 112Page (7.5" x 4.75") $100 Scope, Scale and Detail Mark EpiC;Space Battles Full Page-(7.S" x 98') -~$200 Parking Accepted Media and Formats: Parking is$5 at UCLA's lot 32 on Kinross, one block Floppy, e-mail (<lOMB»)ip,Jaz, north of the Mann National, turn left on Kinross. -
Free-Digital-Preview.Pdf
THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ $7.95 U.S. 01> 0 74470 82258 5 www.animationmagazine.net THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ The Return of The Snowman and The Littlest Pet Shop + From Up on The Visual Wonders Poppy Hill: of Life of Pi Goro Miyazaki’s $7.95 U.S. 01> Valentine to a Gone-by Era 0 74470 82258 5 www.animationmagazine.net 4 www.animationmagazine.net january 13 Volume 27, Issue 1, Number 226, January 2013 Content 12 22 44 Frame-by-Frame Oscars ‘13 Games 8 January Planner...Books We Love 26 10 Things We Loved About 2012! 46 Oswald and Mickey Together Again! 27 The Winning Scores Game designer Warren Spector spills the beans on the new The composers of some of the best animated soundtracks Epic Mickey 2 release and tells us how much he loved Features of the year discuss their craft and inspirations. [by Ramin playing with older Disney characters and long-forgotten 12 A Valentine to a Vanished Era Zahed] park attractions. Goro Miyazaki’s delicate, coming-of-age movie From Up on Poppy Hill offers a welcome respite from the loud, CG world of most American movies. [by Charles Solomon] Television Visual FX 48 Building a Beguiling Bengal Tiger 30 The Next Little Big Thing? VFX supervisor Bill Westenhofer discusses some of the The Hub launches its latest franchise revamp with fashion- mind-blowing visual effects of Ang Lee’s Life of Pi. [by Events forward The Littlest Pet Shop. -
Visual Effects Society Names Acclaimed Filmmaker Martin Scorsese Recipient of the VES Lifetime Achievement Award
FOR IMMEDIATE RELEASE Contact: Naomi Goldman, NLG Communications T: 424-293-2113 [email protected] Visual Effects Society Names Acclaimed Filmmaker Martin Scorsese Recipient of the VES Lifetime Achievement Award Los Angeles (September 19, 2019) – Today, the Visual Effects Society (VES), the industry’s professional global honorary society, named Martin Scorsese, Academy, DGA and Emmy Award winning director- producer-screenwriter, as the forthcoming recipient of the VES Lifetime Achievement Award in recognition of his valuable contributions to filmed entertainment. The award will be presented at the 18th Annual VES Awards on January 29, 2020 at the Beverly Hilton Hotel. The VES Lifetime Achievement Award, bestowed by the VES Board of Directors, recognizes an outstanding body of work that has significantly contributed to the art and/or science of the visual effects industry. VES will honor Scorsese for his consummate artistry, expansive storytelling and profound gift for blending iconic imagery and unforgettable narrative on an epic scale. Scorsese’s steadfast ability to harness craft and technology to bring his unique visions to life has resulted in exceptional narratives that have transfixed audiences and captivated millions. And as a champion of film history, his work to preserve the rich legacy of motion pictures is unparalleled. “Martin Scorsese is one of the most influential filmmakers in modern history and has made an indelible mark on filmed entertainment,” said Mike Chambers, VES Board Chair. “His work is a master class in storytelling, which has brought us some of the most memorable films of all time. His intuitive vision and fiercely innovative direction has given rise to a new era of storytelling and has made a profound impact on future generations of filmmakers. -
How to Cite Complete Issue More Information About This
Galáxia (São Paulo) ISSN: 1982-2553 Programa de Estudos Pós-graduados em Comunicação e Semiótica - PUC-SP Morita Kawamoto, Marcia Tiemy A theoretical overview on the expression of time in digital cinema Galáxia (São Paulo), no. 42, 2019, September-December, pp. 122-135 Programa de Estudos Pós-graduados em Comunicação e Semiótica - PUC-SP DOI: 10.1590/1982-25532019338963 Available in: http://www.redalyc.org/articulo.oa?id=399661475009 How to cite Complete issue Scientific Information System Redalyc More information about this article Network of Scientific Journals from Latin America and the Caribbean, Spain and Journal's webpage in redalyc.org Portugal Project academic non-profit, developed under the open access initiative Este é um artigo publicado em acesso aberto (Open Access) sob a licença Creative Commons Attribution, que permite uso, distribuição e reprodução em qualquer meio, sem restrições desde que o trabalho original seja corretamente citado. A theoretical overview on the expression of time in digital cinema Marcia Tiemy Morita KawamotoI https://orcid.org/0000-0002-5166-6094 I - IFSC Gaspar (SC). Brasil Abstract: The purpose of this essay is to present and discuss different theoretical perspectives, such as Steven Shaviro’s post-cinematic and Garret Stewart’s postfilmic notions, in a search to better understand the consequences of digital technology to film image and narratology. Its hypothesis is that contemporary fiction time might be a prolongation and an effect of the postmodern condition, unfolding in a sense of continuous presentness through the lack of actual movement and materiality of the digital form. More specifically, I combine what the contemporary theoretical debate has to offer on the issue of the index film, or its lack. -
Human' Jaspects of Aaonsí F*Oshv ÍK\ Tke Pilrns Ana /Movéis ÍK\ É^ of the 1980S and 1990S
DOCTORAL Sara MarHn .Alegre -Human than "Human' jAspects of AAonsí F*osHv ÍK\ tke Pilrns ana /Movéis ÍK\ é^ of the 1980s and 1990s Dirigida per: Dr. Departement de Pilologia jA^glesa i de oermanisfica/ T-acwIfat de Uetres/ AUTÓNOMA D^ BARCELONA/ Bellaterra, 1990. - Aldiss, Brian. BilBon Year Spree. London: Corgi, 1973. - Aldridge, Alexandra. 77» Scientific World View in Dystopia. Ann Arbor, Michigan: UMI Research Press, 1978 (1984). - Alexander, Garth. "Hollywood Dream Turns to Nightmare for Sony", in 77» Sunday Times, 20 November 1994, section 2 Business: 7. - Amis, Martin. 77» Moronic Inferno (1986). HarmorKlsworth: Penguin, 1987. - Andrews, Nigel. "Nightmares and Nasties" in Martin Barker (ed.), 77» Video Nasties: Freedom and Censorship in the MecBa. London and Sydney: Ruto Press, 1984:39 - 47. - Ashley, Bob. 77» Study of Popidar Fiction: A Source Book. London: Pinter Publishers, 1989. - Attebery, Brian. Strategies of Fantasy. Bloomington and Indianapolis: Indiana University Press, 1992. - Bahar, Saba. "Monstrosity, Historicity and Frankenstein" in 77» European English Messenger, vol. IV, no. 2, Autumn 1995:12 -15. - Baldick, Chris. In Frankenstein's Shadow: Myth, Monstrosity, and Nineteenth-Century Writing. Oxford: Oxford Clarendon Press, 1987. - Baring, Anne and Cashford, Jutes. 77» Myth of the Goddess: Evolution of an Image (1991). Harmondsworth: Penguin - Arkana, 1993. - Barker, Martin. 'Introduction" to Martin Barker (ed.), 77» Video Nasties: Freedom and Censorship in the Media. London and Sydney: Ruto Press, 1984(a): 1-6. "Nasties': Problems of Identification" in Martin Barker (ed.), 77» Video Nasties: Freedom and Censorship in the MecBa. London and Sydney. Ruto Press, 1984(b): 104 - 118. »Nasty Politics or Video Nasties?' in Martin Barker (ed.), 77» Video Nasties: Freedom and Censorship in the Medß. -
357 Literature and Cinema
Journal of Social Studies Education Research Sosyal Bilgiler Eğitimi Araştırmaları Dergisi 2019:10 (4),357-369 www.jsser.org Literature and Cinema: Ways of Interaction in the 21ST Century Zulfia Zinnatullina1, Diana Davletbaeva2and Reseda Mukhametshina3 Abstract The research is based on the analysis of interaction of different forms of art: cinema and literature. Cinema is in very close connection with literature since the moment of emergence. In spite of this various discussions about the literature and cinema’s interaction continue. There is no consensus about the status of film adaptation, its fidelity approach or the influence of film to the text reception. It is possible to speak about the variety of types of relationship existing today between cinema and literature. For a long time, it was considered that cinema plays a secondary role in comparison with literature. The only possible algorithm of interaction between these types of arts is "literary work- scenario-screen version". However, there is a strong tendency towards the impact of cinema on setting new trends in literature. Along with the traditional “literary work – scenario – screen version” algorithm we also consider "literary work – scenario – screen version – literary work" (when details which appeared in the screen version influence the following parts of a literary work) or "scenario – movie – literary work" (when a literary work is created on the basis of the original scenario or the movie). Today writers and directors look for new ways of transferring of one art form’s peculiarities into another. As a result, we can speak about the existing interdependence between them. Key words: cinema, literature, interaction, intermediality, novelization, adaptation. -
"It's Aimed at Kids - the Kid in Everybody": George Lucas, Star Wars and Children's Entertainment by Peter Krämer, University of East Anglia, UK
"It's aimed at kids - the kid in everybody": George Lucas, Star Wars and Children's Entertainment By Peter Krämer, University of East Anglia, UK When Star Wars was released in May 1977, Time magazine hailed it as "The Year's Best Movie" and characterised the special quality of the film with the statement: "It's aimed at kids - the kid in everybody" (Anon., 1977). Many film scholars, highly critical of the aesthetic and ideological preoccupations of Star Wars and of contemporary Hollywood cinema in general, have elaborated on the second part in Time magazine's formula. They have argued that Star Wars is indeed aimed at "the kid in everybody", that is it invites adult spectators to regress to an earlier phase in their social and psychic development and to indulge in infantile fantasies of omnipotence and oedipal strife as well as nostalgically returning to an earlier period in history (the 1950s) when they were kids and the world around them could be imagined as a better place. For these scholars, much of post-1977 Hollywood cinema is characterised by such infantilisation, regression and nostalgia (see, for example, Wood, 1985). I will return to this ideological critique at the end of this essay. For now, however, I want to address a different set of questions about production and marketing strategies as well as actual audiences: What about the first part of Time magazine's formula? Was Star Wars aimed at children? If it was, how did it try to appeal to them, and did it succeed? I am going to address these questions first of all by looking forward from 1977 to the status Star Wars has achieved in the popular culture of the late 1990s.