Tesis Doctoral

Total Page:16

File Type:pdf, Size:1020Kb

Tesis Doctoral UNIVERSIDAD POLITÉCNICA DE VALENCIA DEPARTAMENTO DE DIBUJO ANÁLISIS DE LOS AVANCES DIGITALES PARA EL DESARROLLO E INTEGRACIÓN DE LA ANIMACIÓN TRADICIONAL Y LA ANIMACIÓN GENERADA POR ORDENADOR EN PELÍCULAS HISTÓRICAS Tesis Doctoral Presentada por: Dña. María Amor Díaz García Dirigida por: Dra. Dña. María Montes Payá Valencia 2010 INDICE ÍNDICE INTRODUCCIÓN HIPÓTESIS…………………………………………………..12 OBJETIVOS......................................................................13 ESTADO DE LA CUESTION ……………………………....14 ESTRUCTURA……………………………………………….17 METODOLOGÍA……………………………………………..20 1. LOS COMIENZOS DE LA ANIMACIÓN POR ORDENADOR 1.1. LAS PRIMERAS ANIMACIONES POR ORDENADOR...25 1.2. DISNEY 1.2.1. Primeros avances digitales en los estudios Disney………………………………………………..32 1.2.2. Integración digital 2D y 3D………………………….38 1.2.2.1. Scott Johnston (Pionero en la integración 2D ,3D)………………………………………….44 1.2.2.2. Sistema CAPS (Software digital 2D)………......................................................50 1.2.2.3. Alias Wavefront (Software digital 3D)……….61 1.2.3. Los principios 3D en Disney. John Lasseter……...73 1.2.3.1. Pixar…………………………………………….74 1.3. ECLOSIÓN DE LA ANIMACIÓN POR ORDENADOR : APARICIÓN DE NUEVOS ESTUDIOS 1.3.1. Dreamworks…………………………………………..84 3 INDICE 1.3.2. Twenty Century Fox………………………………...101 1.3.2.1. Fox Film Corporation…………………….101 1.3.2.2. Fox Animation…………………………….103 1.3.2.3. Blue Sky…………………………………...105 1.3.3. Animación Japonesa : el Anime……….………….116 1.3.3.1 Elementos esenciales del Anime………..118 1.3.3.2. Diectores reconocidos del anime……….131 1.3.3.2.1. Directores del estudio Ghibli....131 1.3.3.2.2. Mamoru Oshii………………….133 1.3.3.2.3. Katsuhiro Otomo……………...133 1.3.3.2.4 Hayao Miyazaki………………..134 1.3.3.3. Difusión del Anime fuera de Japón…….137 1.4. CONCLUSIONES………………………………………….142 2. DESARROLLO Y AVANCES TECNOLÓGICOS EN LA ANIMACIÓN. LA ANIMACIÓN DIGITAL 2D y 3D 2.1. ANIMACIÓN 2D POR ORDENADOR............................147 2.1.1. Integración del software digital 2D con la animación tradicional………………………………………148 2.1.2. Desarrollo y evolución del programa digital 2D, Animo……………………………………………….150 2.1.2.1. Preparación de los dibujos…….............155 2.1.2.1.1. Funcionamiento del programa Animo… ……………………...157 2.1.3.2. Escaneado de Imágenes………………..158 4 INDICE 2.1.3.2.1. Scanlevel……………………….158 2.1.3.2.2. Scanbackground………………160 2.1.3.2.3. Image processing……………...161 2.1.2.3. Creación del colormodel…………………161 2.1.2.4. Ink and Paint...........................................163 2.1.2.5. Compositing ……………………………...165 2.1.2.6. Renderizado y Postproducción…………168 2.1.3. Otros programas utilizadas en animación 2D 2.1.3.2. Toonz......................................................171 2.1.3.3. Flash.......................................................177 2.1.3.3.1. Animal Channel (2009), largometraje en Flash………....192 2.1.3.3.2 Bruno Bozzetto………………….195 2.1.3.4. US animation (The Simpsons), Toom Boom Studio………………………200 2.2. ANIMACIÓN 3D, CGI....................................................206 2.2.1. Programas utilizados en animación 3D…………..214 2.2.1.1.3. 3DStudio Max......................................223 2.2.1.1.1. Modelado………………………228 2.2.1.1.2. Texturas y Materiales………...238 2.2.1.1.3. Animación……………………...243 2.2.1.1.4. Render…………………………247 2.2.1.2. Maya.......................................................254 2.2.1.3. Softimage…………………………………267 2.3. CONCLUSIONES……………………………………..…..277 5 INDICE 3. INTEGRACIÓN DE LA ANIMACIÓN TRADICIONAL Y DIGITAL EN PELÍCULAS HISTÓRICAS 3.1. DESARROLLO DE LA PELÍCULA ANASTASIA, ESTUDIO TWENTY CENTURY FOX…………………….286 3.1.1. Animadores tradicionales…………............289 3.1.2. Animadores digitales, "SOFTIMAGE yTOONZ"……………........294 3.2. DESARROLLO DE LA PELÍCULA EL PRÍNCIPE DE EGIPTO, ESTUDIO DREAMWORKS…………………...299 3.2.1. Animadores tradicionales.......................302 3.2.2. Animadores digitales, Software MAYA y ANIMO……………………………..312 3.3 .DIFERENCIAS EN LA FORMA DE TRABAJO DE LOS ESTUDIOS DREAMWORKS Y FOX……………………..323 3.4. GRÁFICOS Y ESTADISTICAS DE LA ANIMACIÓN ACTUAL……………………………………………………..329 3.5. CONCLUSIONES………………………………………….331 6 INDICE 4. LA PREPRODUCCIÓN Y RESEARCH EN EL DESARROLLO DE UNA PELÍCULA HISTÓRICA DE ANIMACIÓN 4.1. ANASTASIA..................................................................336 4.2. EL CID...........................................................................341 4.3. EL PRÍNCIPE DE EGIPTO............................................347 4.4. OTRAS PELÍCULAS BASADAS EN HECHOS REALES. 4.4.1. Pocahontas................................................352 4.4.2. Mulan.........................................................360 4.4.3. Balto. La leyenda del perro esquimal........364 4.4.4 Bunny and Claude......................................366 4.4.5. Goya: una vida, una historia………………367 4.5. CONCLUSIONES………………………………………….376 5. CONCLUSIONES………………………………………….381 7 INDICE 6. ANEXO. ENTREVISTAS A ANIMADORES PROFESIONALES SOBRE EL FUTURO DE LA ANIMACIÓN 2D Y 3D 6.1. ANIMADORES 2D…………………………………...390 6.1.1. WAYNE ALEXANDER……………………392 6.1.2. DAVE OSBORNE…………………………397 6.1.3. ALBA BARTOLOMÉ………………………408 6.1.4. MIGUEL VILA…………………….….... ... 411 6.2. ANIMADORES 3D…………………………………...417 6.2.1. PABLO BELMONTE……………………...418 6.2.2. MAX SIMMS……………………………….425 6.2.3. SILVIA MONTES………………………….431 7. RELACIÓN DE ILUSTRACIONES………………437 8. BIBLIOGRAFÍA…………………………………………..473 9. FICHAS DE LAS PELÍCULAS……………………..499 10. RESÚMENES…………………………………………….553 10.1. Castellano 10.2. Valenciano 10.3. Inglés 8 INTRODUCCIÓN INTRODUCCION INTRODUCCIÓN El panorama de la industria cinematográfica de animación hace años que está sufriendo un profundo cambio debido a los nuevos avances digitales para producir películas de animación 3D y los nuevos programas digitales para la realización de películas 2D. Pensamos que esta transformación de la industria de la animación es un tema interesante y de actualidad para ser investigado. El motivo principal por el que lo hemos escogido es el de penetrar en los secretos de esta nueva forma de hacer películas de animación, donde, desde finales de los años 80, y con gran auge en los 90, la realización de películas animadas con tecnología digital ha cambiado la perspectiva visual, estética y comercial dentro del mundo de la animación. Desde sus comienzos, a mediados de los años 90, el gran temor de muchos animadores tradicionales era que la nueva era que se acercaba de predominio de los ordenadores iba a perjudicar su trabajo, creyendo que la máquina sustituiría el trabajo manual de los animadores. Ahora, más de quince años después, en que el avance y la utilización de la tecnología digital es patente, casi todos aquellos animadores se han podido reciclar y trabajar con las nuevas herramientas que los diferentes software les ofrecen. El hecho de poder trabajar con herramientas digitales permite a los animadores un mayor dominio sobre su trabajo, ya que se amplía el campo de experimentación con nuevas técnicas. Técnicas que, aunque en principio pueden parecer muy complicadas, tras conocerlas y dominarlas, suponen una ayuda muy interesante y valiosa. La única cuestión que el animador no debe olvidar a la hora de hacer su trabajo de forma digital es que 11 INTRODUCCION la creatividad nunca podrá ser sustituida por unos brillantes efectos especiales, o unos dibujos digitales maravillosos. Donde haya un buen guión, una persona creativa y un gran animador, una película de animación funcionará siempre, y no importará si está hecha totalmente de forma tradicional o de forma digital. El valor que se le está dando a estos medios tecnológicos está creando una necesidad de animación digital que afecta a los guiones y a las producciones de animación, tanto a lo que se refiere a largometrajes cinematográficos como a series para televisión o videojuegos. Estudiaremos e investigaremos lo que está pasando en los grandes estudios y la manera en que los animadores están adaptándose a esta nueva forma de realizar la animación. HIPÓTESIS El propósito de este trabajo de investigación es mostrar una visión global y exhaustiva de todo lo acontecido durante la era tecnológica que supuso la integración digital de la animación 2D y 3D, hecho que ha marcado la forma de realizar las películas de animación actualmente. Nuestro inicial convencimiento de que es posible abordar la investigación tal y como la planteamos, parte de nuestro conocimiento previo sobre la animación digital, y el trabajo que ya hemos venido desarrollando en empresas dedicadas al desarrollo de software para la realización de películas de animación. Nuestra hipótesis es que la mayor parte de las películas que se vienen realizando en los últimos diez años están basadas más que en la parte narrativa, en muchos casos en efectos técnicos que, aunque agilicen la producción, pueden empobrecer la parte narrativa de las películas de animación. Estos 12 INTRODUCCION cambios tecnológicos están permitiendo un gran desarrollo de nuevas empresas dedicadas al campo de la animación, con la consiguiente fusión de empresas tanto del campo de producción como del campo de desarrollo de software. Fusiones que están creando un mercado más competitivo, por lo que, también es factible que más supeditado a la obtención de beneficios en detrimento del nivel de interés y calidad estética e ideológica de las nuevas producciones de animación. OBJETIVOS Los principales objetivos que nos proponemos en el desarrollo del proyecto de investigación, son: -Localizar los datos referidos al tema. La localización de datos se centrará en la búsqueda de la bibliografía existente,
Recommended publications
  • (TMIIIP) Paid Projects Through August 31, 2020 Report Created 9/29/2020
    Texas Moving Image Industry Incentive Program (TMIIIP) Paid Projects through August 31, 2020 Report Created 9/29/2020 Company Project Classification Grant Amount In-State Spending Date Paid Texas Jobs Electronic Arts Inc. SWTOR 24 Video Game $ 212,241.78 $ 2,122,417.76 8/19/2020 26 Tasmanian Devil LLC Tasmanian Devil Feature Film $ 19,507.74 $ 260,103.23 8/18/2020 61 Tool of North America LLC Dick's Sporting Goods - DecembeCommercial $ 25,660.00 $ 342,133.35 8/11/2020 53 Powerhouse Animation Studios, In Seis Manos (S01) Television $ 155,480.72 $ 1,554,807.21 8/10/2020 45 FlipNMove Productions Inc. Texas Flip N Move Season 7 Reality Television $ 603,570.00 $ 4,828,560.00 8/6/2020 519 FlipNMove Productions Inc. Texas Flip N Move Season 8 (13 E Reality Television $ 305,447.00 $ 2,443,576.00 8/6/2020 293 Nametag Films Dallas County Community CollegeCommercial $ 14,800.28 $ 296,005.60 8/4/2020 92 The Lost Husband, LLC The Lost Husband Feature Film $ 252,067.71 $ 2,016,541.67 8/3/2020 325 Armature Studio LLC Scramble Video Game $ 33,603.20 $ 672,063.91 8/3/2020 19 Daisy Cutter, LLC Hobby Lobby Christmas 2019 Commercial $ 10,229.82 $ 136,397.63 7/31/2020 31 TVM Productions, Inc. Queen Of The South - Season 2 Television $ 4,059,348.19 $ 18,041,547.51 5/1/2020 1353 Boss Fight Entertainment, Inc Zombie Boss Video Game $ 268,650.81 $ 2,149,206.51 4/30/2020 17 FlipNMove Productions Inc.
    [Show full text]
  • Autodesk Entertainment Creation Suite
    Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details.
    [Show full text]
  • Decide What Language Is Right for You || Autodesk Motionbuilder
    Decide what language is right for you in Autodesk MotionBuilder Kristine Middlemiss, Developer Consultant Autodesk Developer Network Decide what language is right for you || Autodesk MotionBuilder Contents 1.0 Introduction to Autodesk MotionBuilder ................................................................................ 3 1.1 Why use Programming in Autodesk MotionBuilder ................................................................ 3 1.2 Python Introduction ................................................................................................................ 3 What is Python all about? ............................................................................................................ 3 Advantages .................................................................................................................................. 4 Disadvantages ............................................................................................................................. 4 1.3 What distinguishes Python from the OpenReality SDK?......................................................... 5 Advantages of OpenReality ......................................................................................................... 5 Advantages of Python ................................................................................................................. 5 1.4 How do they both fit in Autodesk MotionBuilder ................................................................... 6 2 | P a g e Decide what language is right for
    [Show full text]
  • Making a Game Character Move
    Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future.
    [Show full text]
  • 新成立/ 註冊及已更改名稱的公司名單list of Newly Incorporated
    This is the text version of a report with Reference Number "RNC063" and entitled "List of Newly Incorporated /Registered Companies and Companies which have changed Names". The report was created on 26-10-2020 and covers a total of 2372 related records from 19-10-2020 to 25-10-2020. 這是報告編號為「RNC063」,名稱為「新成立 / 註冊及已更改名稱的公司名單」的純文字版報告。這份報告在 2020 年 10 月 26 日建立,包含 從 2020 年 10 月 19 日到 2020 年 10 月 25 日到共 2372 個相關紀錄。 Each record in this report is presented in a single row with 6 data fields. Each data field is separated by a "Tab". The order of the 6 data fields are "Sequence Number", "Current Company Name in English", "Current Company Name in Chinese", "C.R. Number", "Date of Incorporation / Registration (D-M-Y)" and "Date of Change of Name (D-M-Y)". 每個紀錄會在報告內被設置成一行,每行細分為 6 個資料。 每個資料會被一個「Tab 符號」分開,6 個資料的次序為「順序編號」、「現用英文公司名稱」、「現用中文公司名稱」、「公司註冊編號」、「成立/ 註冊日期(日-月-年)」、「更改名稱日期(日-月-年)」。 Below are the details of records in this report. 以下是這份報告的紀錄詳情。 1. (GUANCUN) HK ELECTRONICS LIMITED (冠存)香港電子有限公司 2987686 23-10-2020 2. (HK) YHB TRADE LIMITED 香港益弘寶貿易有限公司 2987228 22-10-2020 3. 2.Go Smart Home Limited 二點購智能家居有限公司 2986896 21-10-2020 4. 2011 Web Shop Limited 2986653 21-10-2020 5. 2084 Investment Limited 2987721 23-10-2020 6. 281 Shop Limited 2987305 22-10-2020 7. 28GOODS LIMITED 2986630 21-10-2020 8. 3 Sing Football Club Limited 三昇足球會有限公司 2987366 23-10-2020 9. 319 TECHNOLOGY CO. , LIMITED 319 科技有限公司 2987718 23-10-2020 10.
    [Show full text]
  • Venice & the Common Ground
    COVER Magazine No 02 Venice & the Common Ground Magazine No 02 | Venice & the Common Ground | Page 01 TABLE OF CONTENTS Part 01 of 02 EDITORIAL 04 STATEMENTS 25 - 29 EDITORIAL Re: COMMON GROUND Reflections and reactions on the main exhibition By Pedro Gadanho, Steven Holl, Andres Lepik, Beatrice Galilee a.o. VIDEO INTERVIew 06 REPORT 30 - 31 WHAT IS »COMMON GROUND«? THE GOLDEN LIONS David Chipperfield on his curatorial concept Who won what and why Text: Florian Heilmeyer Text: Jessica Bridger PHOTO ESSAY 07 - 21 INTERVIew 32 - 39 EXCAVATING THE COMMON GROUND STIMULATORS AND MODERATORS Our highlights from the two main exhibitions Jury member Kristin Feireiss about this year’s awards Interview: Florian Heilmeyer ESSAY 22 - 24 REVIEW 40 - 41 ARCHITECTURE OBSERVES ITSELF GUERILLA URBANISM David Chipperfield’s Biennale misses social and From ad-hoc to DIY in the US Pavilion political topics – and voices from outside Europe Text: Jessica Bridger Text: Florian Heilmeyer Magazine No 02 | Venice & the Common Ground | Page 02 TABLE OF CONTENTS Part 02 of 02 ReVIEW 42 REVIEW 51 REDUCE REUSE RECYCLE AND NOW THE ENSEMBLE!!! Germany’s Pavilion dwells in re-uses the existing On Melancholy in the Swiss Pavilion Text: Rob Wilson Text: Rob Wilson ESSAY 43 - 46 ReVIEW 52 - 54 OLD BUILDINGS, New LIFE THE WAY OF ENTHUSIASTS On the theme of re-use and renovation across the An exhibition that’s worth the boat ride biennale Text: Elvia Wilk Text: Rob Wilson ReVIEW 47 ESSAY 55 - 60 CULTURE UNDER CONSTRUCTION DARK SIDE CLUB 2012 Mexico’s church pavilion The Dark Side of Debate Text: Rob Wilson Text: Norman Kietzman ESSAY 48 - 50 NEXT 61 ARCHITECTURE, WITH LOVE MANUELLE GAUTRAND Greece and Spain address economic turmoil Text: Jessica Bridger Magazine No 02 | Venice & the Common Ground | Page 03 EDITORIAL Inside uncube No.2 you’ll find our selections from the 13th Architecture Biennale in Venice.
    [Show full text]
  • 2005 Annual Report Avid Technology, Inc
    2005 Annual Report Avid Technology, Inc. make manage move | media™ To our shareholders In 2005, Avid delivered another record year, solidifying our leadership W in the video postproduction, broadcast, and digital audio industries while expanding our business into new areas. Through a combination of organic growth and strategic acquisitions, our revenues for the year rose by more than 30% to $775.4 million, resulting in GAAP net income of $34 million, or $0.86 per diluted share. GAAP net income in 2005 was reduced by various non-cash charges primarily associated with our acquisition of Pinnacle Systems, Inc. – including a non-recurring in-process research and development charge of $32.4 million. The Pinnacle acquisition was the pivotal event for Avid in 2005. Pinnacle’s professional products complemented our portfolio of video postproduction and broadcast solutions, and the company’s leadership in consumer video editing – with the world-leading Pinnacle Studio™ line – gave Avid an opportunity to expand into this industry in a position of strength. As we head into 2006, we are now organized as three divisions: Video, which represents a little more than half of our business; Audio, which makes up slightly more than one-third; and Consumer, accounting for the balance. VIDEO In our postproduction business, the increased demand for high-definition content continued to spur interest in our editing, finishing, and shared-storage solutions. In 2005, Avid addressed this by introducing the Symphony™ Nitris® system – an HD finishing solution that leverages our time-tested Symphony software platform with our powerful Nitris hardware accelerator. We also refined our existing HD toolset with new, enhanced versions of all of our editing systems.
    [Show full text]
  • Análisis De Género De Las Películas Disney Y Su
    MÁSTERES de la UAM Facultad de Filosofía y Letras /11-12 Máster en estudios Interdisciplinares de género Análisis de género de las películas Dis- ney y su influencia en la construcción de la identidad Paula Liñán Gómez Índice Pág. 1. Abstract o Resumen..................................................................................... 2 2. Objeto del trabajo........................................................................................ 3 2.1 Objetivos........................................................................................ 3 2.2 Hipótesis........................................................................................ 3 2.3 Justificación................................................................................... 4 3. Fundamentación teórica............................................................................... 8 3.1 Construcción social y cultural desde la infancia............................ 8 3.2 Construcción de la identidad......................................................... 15 3.3 Construcción sociocultural del amor romántico............................ 22 4. Metodología de investigación..................................................................... 27 4.1 Universo de estudio....................................................................... 27 4.2 Fases de la investigación............................................................... 29 4.3 Variables........................................................................................ 30 4.4 Métodos........................................................................................
    [Show full text]
  • Avatare in Katastrophensimulationen
    Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems ISBN 978-3-86219-610-4 Siemon Andreas zur Darstellung von Beteiligten in Großschadenslagen Avatare in Katastrophensimulationen in Katastrophensimulationen Avatare Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems zur Darstellung von Beteiligten in Großschadenslagen kassel university press Die vorliegende Arbeit wurde vom Fachbereich Elektrotechnik / Informatik der Universität Kassel als Dissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) angenommen. Erster Gutachter: Prof. Dr.-Ing. D. Wloka Zweiter Gutachter: Prof. Dr. A. Zündorf Tag der mündlichen Prüfung 27. März 2013 Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.dnb.de abrufbar Zugl.: Kassel, Univ., Diss. 2013 ISBN 978-3-86219-610-4 (print) ISBN 978-3-86219-611-1 (e-book) URN: http://nbn-resolving.de/urn:nbn:de:0002-36118 © 2013, kassel university press GmbH, Kassel www.uni-kassel.de/upress Druck und Verarbeitung: Print Management Logistics Solutions, Kassel Printed in Germany Danksagung Die vorliegende Dissertation entstand im Zeitraum von Oktober 2008 bis November 2012 am Fachgebiet Technische Informatik der Universit¨at Kassel. Sie w¨are nicht ohne die Unterstutzung,¨ den Rat und die Geduld zahlreicher Personen m¨oglich gewesen, bei denen ich mich im nachfolgenden herzlich bedanken m¨ochte. Mein besonderer Dank gilt meinem Betreuer, Herrn Prof. Dr.-Ing. Dieter Wloka, fur¨ die interessante Aufgabenstellung verbunden mit der M¨oglichkeit, die vorliegende Arbeit an seinem Fachgebiet anfertigen zu durfen.¨ Weiterhin bedanke ich mich fur¨ die ausgezeichnete Betreuung, die st¨andige Diskussionsbereitschaft sowie die wertvollen Anregungen und Hinweise.
    [Show full text]
  • Master Class with Andrea Martin: Selected Filmography 1 the Higher
    Master Class with Andrea Martin: Selected Filmography The Higher Learning staff curate digital resource packages to complement and offer further context to the topics and themes discussed during the various Higher Learning events held at TIFF Bell Lightbox. These filmographies, bibliographies, and additional resources include works directly related to guest speakers’ work and careers, and provide additional inspirations and topics to consider; these materials are meant to serve as a jumping-off point for further research. Please refer to the event video to see how topics and themes relate to the Higher Learning event. Films and Television Series mentioned or discussed during the Master Class 8½. Dir. Federico Fellini, 1963, Italy and France. 138 mins. Production Co.: Cineriz / Francinex. American Dad! (2005-2012). 7 seasons, 133 episodes. Creators: Seth MacFarlane, Mike Barker, and Matt Weitzman. U.S.A. Originally aired on Fox. 20th Century Fox Television / Atlantic Creative / Fuzzy Door Productions / Underdog Productions. Auntie Mame. Dir. Morton DaCosta, 1958, U.S.A. 143 mins. Production Co.: Warner Bros. Pictures. Breaking Upwards. Dir. Daryl Wein, 2009, U.S.A. 88mins. Production Co.: Daryl Wein Films. Bridesmaids. Dir. Paul Feig, 2011, U.S.A. 125 mins. Production Co.: Universal Pictures / Relativity Media / Apatow Productions. Cannibal Girls. Dir. Ivan Reitman, 1973, Canada. 84 mins. Production Co.: Scary Pictures Productions. The Cleveland Show (2009-2012). 3 seasons, 65 episodes. Creators: Richard Appel, Seth MacFarlane, and Mike Henry. U.S.A. Originally aired on Fox. Production Co.: Persons Unknown Productions / Happy Jack Productions / Fuzzy Door Productions / 20th Century Fox Television. Club Paradise. Dir. Harold Ramis, 1986, U.S.A.
    [Show full text]
  • HBO: Brand Management and Subscriber Aggregation: 1972-2007
    1 HBO: Brand Management and Subscriber Aggregation: 1972-2007 Submitted by Gareth Andrew James to the University of Exeter as a thesis for the degree of Doctor of Philosophy in English, January 2011. This thesis is available for Library use on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. I certify that all material in this thesis which is not my own work has been identified and that no material has previously been submitted and approved for the award of a degree by this or any other University. ........................................ 2 Abstract The thesis offers a revised institutional history of US cable network Home Box Office that expands on its under-examined identity as a monthly subscriber service from 1972 to 1994. This is used to better explain extensive discussions of HBO‟s rebranding from 1995 to 2007 around high-quality original content and experimentation with new media platforms. The first half of the thesis particularly expands on HBO‟s origins and early identity as part of publisher Time Inc. from 1972 to 1988, before examining how this affected the network‟s programming strategies as part of global conglomerate Time Warner from 1989 to 1994. Within this, evidence of ongoing processes for aggregating subscribers, or packaging multiple entertainment attractions around stable production cycles, are identified as defining HBO‟s promotion of general monthly value over rivals. Arguing that these specific exhibition and production strategies are glossed over in existing HBO scholarship as a result of an over-valuing of post-1995 examples of „quality‟ television, their ongoing importance to the network‟s contemporary management of its brand across media platforms is mapped over distinctions from rivals to 2007.
    [Show full text]
  • Vol. 3 Issue 4 July 1998
    Vol.Vol. 33 IssueIssue 44 July 1998 Adult Animation Late Nite With and Comics Space Ghost Anime Porn NYC: Underground Girl Comix Yellow Submarine Turns 30 Frank & Ollie on Pinocchio Reviews: Mulan, Bob & Margaret, Annecy, E3 TABLE OF CONTENTS JULY 1998 VOL.3 NO.4 4 Editor’s Notebook Is it all that upsetting? 5 Letters: [email protected] Dig This! SIGGRAPH is coming with a host of eye-opening films. Here’s a sneak peak. 6 ADULT ANIMATION Late Nite With Space Ghost 10 Who is behind this spandex-clad leader of late night? Heather Kenyon investigates with help from Car- toon Network’s Michael Lazzo, Senior Vice President, Programming and Production. The Beatles’Yellow Submarine Turns 30: John Coates and Norman Kauffman Look Back 15 On the 30th anniversary of The Beatles’ Yellow Submarine, Karl Cohen speaks with the two key TVC pro- duction figures behind the film. The Creators of The Beatles’Yellow Submarine.Where Are They Now? 21 Yellow Submarine was the start of a new era of animation. Robert R. Hieronimus, Ph.D. tells us where some of the creative staff went after they left Pepperland. The Mainstream Business of Adult Animation 25 Sean Maclennan Murch explains why animated shows targeted toward adults are becoming a more popular approach for some networks. The Anime “Porn” Market 1998 The misunderstood world of anime “porn” in the U.S. market is explored by anime expert Fred Patten. Animation Land:Adults Unwelcome 28 Cedric Littardi relates his experiences as he prepares to stand trial in France for his involvement with Ani- meLand, a magazine focused on animation for adults.
    [Show full text]