Harun Farocki and Cinema As Chiro-Praxis
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Pixar's 22 Rules of Story Analyzed
PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling. -
National Film Registry
National Film Registry Title Year EIDR ID Newark Athlete 1891 10.5240/FEE2-E691-79FD-3A8F-1535-F Blacksmith Scene 1893 10.5240/2AB8-4AFC-2553-80C1-9064-6 Dickson Experimental Sound Film 1894 10.5240/4EB8-26E6-47B7-0C2C-7D53-D Edison Kinetoscopic Record of a Sneeze 1894 10.5240/B1CF-7D4D-6EE3-9883-F9A7-E Rip Van Winkle 1896 10.5240/0DA5-5701-4379-AC3B-1CC2-D The Kiss 1896 10.5240/BA2A-9E43-B6B1-A6AC-4974-8 Corbett-Fitzsimmons Title Fight 1897 10.5240/CE60-6F70-BD9E-5000-20AF-U Demolishing and Building Up the Star Theatre 1901 10.5240/65B2-B45C-F31B-8BB6-7AF3-S President McKinley Inauguration Footage 1901 10.5240/C276-6C50-F95E-F5D5-8DCB-L The Great Train Robbery 1903 10.5240/7791-8534-2C23-9030-8610-5 Westinghouse Works 1904 1904 10.5240/F72F-DF8B-F0E4-C293-54EF-U A Trip Down Market Street 1906 10.5240/A2E6-ED22-1293-D668-F4AB-I Dream of a Rarebit Fiend 1906 10.5240/4D64-D9DD-7AA2-5554-1413-S San Francisco Earthquake and Fire, April 18, 1906 1906 10.5240/69AE-11AD-4663-C176-E22B-I A Corner in Wheat 1909 10.5240/5E95-74AC-CF2C-3B9C-30BC-7 Lady Helen’s Escapade 1909 10.5240/0807-6B6B-F7BA-1702-BAFC-J Princess Nicotine; or, The Smoke Fairy 1909 10.5240/C704-BD6D-0E12-719D-E093-E Jeffries-Johnson World’s Championship Boxing Contest 1910 10.5240/A8C0-4272-5D72-5611-D55A-S White Fawn’s Devotion 1910 10.5240/0132-74F5-FC39-1213-6D0D-Z Little Nemo 1911 10.5240/5A62-BCF8-51D5-64DB-1A86-H A Cure for Pokeritis 1912 10.5240/7E6A-CB37-B67E-A743-7341-L From the Manger to the Cross 1912 10.5240/5EBB-EE8A-91C0-8E48-DDA8-Q The Cry of the Children 1912 10.5240/C173-A4A7-2A2B-E702-33E8-N -
National Film Registry Titles Listed by Release Date
National Film Registry Titles 1989-2017: Listed by Year of Release Year Year Title Released Inducted Newark Athlete 1891 2010 Blacksmith Scene 1893 1995 Dickson Experimental Sound Film 1894-1895 2003 Edison Kinetoscopic Record of a Sneeze 1894 2015 The Kiss 1896 1999 Rip Van Winkle 1896 1995 Corbett-Fitzsimmons Title Fight 1897 2012 Demolishing and Building Up the Star Theatre 1901 2002 President McKinley Inauguration Footage 1901 2000 The Great Train Robbery 1903 1990 Life of an American Fireman 1903 2016 Westinghouse Works 1904 1904 1998 Interior New York Subway, 14th Street to 42nd Street 1905 2017 Dream of a Rarebit Fiend 1906 2015 San Francisco Earthquake and Fire, April 18, 1906 1906 2005 A Trip Down Market Street 1906 2010 A Corner in Wheat 1909 1994 Lady Helen’s Escapade 1909 2004 Princess Nicotine; or, The Smoke Fairy 1909 2003 Jeffries-Johnson World’s Championship Boxing Contest 1910 2005 White Fawn’s Devotion 1910 2008 Little Nemo 1911 2009 The Cry of the Children 1912 2011 A Cure for Pokeritis 1912 2011 From the Manger to the Cross 1912 1998 The Land Beyond the Sunset 1912 2000 Musketeers of Pig Alley 1912 2016 Bert Williams Lime Kiln Club Field Day 1913 2014 The Evidence of the Film 1913 2001 Matrimony’s Speed Limit 1913 2003 Preservation of the Sign Language 1913 2010 Traffic in Souls 1913 2006 The Bargain 1914 2010 The Exploits of Elaine 1914 1994 Gertie The Dinosaur 1914 1991 In the Land of the Head Hunters 1914 1999 Mabel’s Blunder 1914 2009 1 National Film Registry Titles 1989-2017: Listed by Year of Release Year Year -
Computer Animation in an Intuitive Way
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello Ettore Trainiti University of Illinois at Chicago University of Illinois at Chicago 1200 W Harrison St, Chicago, IL 1200 W Harrison St, Chicago, IL [email protected] [email protected] ABSTRACT keyframe by defining the position of each vertex, may result Human Computer Interaction is a rising field of computer in very tedious task to perform. For this reason, skeletal an- science and perfectly fits among Computer Graphics scopes. imation is often preferred. This method is composed of two The video-game industry is focusing on this field in order phases: rigging and animation. Rigging consists in defining to provide always more realistic and engaging game expe- a skeleton made of bones. Parts of the mesh are associated riences. The bond between animation and user movement to each of these bones in order to define which bone is re- seems to be destinated to be closer in future. sponsible of deforming a part of the object. The animation is then designed by defining the position of each bone in each Author Keywords keyframe and interpolating the inbetweens. For big produc- Keyframing, Rigging, Mophing, Warping, Blending. tions like movies and videogames, the animation design is executed by means of more powerful techniques like for in- INTRODUCTION stance motion capture. Motion Capture is a technique, which Computer Animation is the process of generating animated takes advantage of special suits that actors dress and that cap- images in computer graphics scenes. It is one of the most an- ture every movement they do. -
Year of the Nurse 2020
New Hampshire Nursing News YearYear ofof thethe NurseNurse 20202020 Official Newsletter of New Hampshire Nurses Association Quarterly publication direct mailed to approximately 1,250 Registered Nurses and LPNs and delivered electronically via email to 16,500 Registered Nurses and LPNs in New Hampshire. March 2020 | Vol. 44 No. 2 www.NHNurses.org Florence Nightingale (1820-1910) Please be sure to notify us with address changes/corrections. We have a very large list LEGISLATIVE TOWN HALL FORUM to keep updated. If the nurse listed no longer lives at this address – please notify us to Top Ten Bills Presented for 2020 discontinue delivery. Thank You! Please call 877-810-5972, extension 701 or Bill Description CGA Presenter NHNA Position email to [email protected] with Allowing RN’s to certify walking disability plate eligibility. Fixes a problem Nursing News in the subject line. HB 1489 with prior legislation by adding the RN to the list of health care providers that Linda Compton In Support currently certify eligibility for walking disability plates and placards. Establishing a NH health policy commission. Aims to establish a NH Index Health Policy Commission with the purpose of monitoring health care HB 1520 Katie Lajoie In Support Spotlight on a Specialty . 2 delivery and spending. NHNA proposed adding a nurse to the Commission, and this amendment is supported by the bill’s prime sponsor. President’s Message . 3 From the ED’s Desk . 3 Relative to pharmacist-in-charge. This bill modifies the duties and responsibilities of a pharmacist-in-charge, clarifies the inspection Legislative Town Hall Forum . -
Gaboury 10/01/13
Jacob Gaboury 10/01/13 Object Standards, Standard Objects In December 1949 Martin Heidegger gave a series of four lectures in the city of Bremen, then an isolated part of the American occupation zone following the Second World War. The event marked Heidegger’s first speaking engagement following his removal from his Freiburg professorship by the denazification authorities in 1946, and his first public lecture since his foray into university administration and politics in the early 1930s. Titled Insight Into That Which Is [Einblick in das, was ist],1 the lectures mark the debut of a new direction in Heidegger’s thought and introduce a number of major themes that would be explored in his later work.2 Heidegger opened the Bremen lectures with a work simply titled “The Thing” which begins with a meditation on the collapsing of distance, enabled by modern technology. “Physical distance is dissolved by aircraft. The radio makes information instantly available that once went unknown. The formerly slow and mysterious growth of plants is laid bare through stop-action photography.”3 Yet Heidegger argues that despite all conquest of distances the nearness of things remains absent. What about nearness? How can we come to know its nature? Nearness, it seems, cannot be encountered directly. We succeed in reaching it rather by attending to what is near. Near to us are what we usually call things. But what is a thing?4 This question motivates the lecture, and indeed much of Heidegger’s later thought. In 1 Heidegger, Martin. trans. Andrew J. Mitchell. Bremen and Freiburg Lectures: Insight Into That Which Is and Basic Principals of Thinking. -
Boundin' Pixar Short Film Original
Boundin' pixar short film original Continue Boundin'Poster for Boundin'Directed byBud LuckeyProduced ByOsnat ShurerWritten byBud LuckeyStarringBud LuckeyNarrated byBud LuckeyMusic byBud LuckeyCinematographyJesse HollanderEdited bySteveveproductioncompany Pixar StudiosDistributed byenaBu Vista 2003 (2003-12) 2004 (2004- 11-05) (with Incredibles) The Duration of 5 Minutes 'CountryUnited StatesLanguageEnglish Boundin' is a 2004 Pixar computer-animated short film that was shown in cinemas before the feature film Incredible. The short film is a musically told story about a dancing sheep who loses confidence after a haircut. The film was written, directed, narrated and featured by musical composition and performance by Pixar animator Bud Luckey. The film plot features a sheep that lives in the American West. His elegant dances are popular with other animals. Once come sheep and oatmeal haircuts for wool. Losing his coat, other animals laugh at the sheep, and he becomes shy and loses confidence in the dance. It's while in his bare state that a benevolent shakalop comes across a little lamb and teaches it the dignity of the boundary, not just dancing (that is, getting up whenever you fall). The sheep are converted and his joy in life has been restored. Sheep's wool eventually grows back in winter, only to be cut again, but its pride is now completely unwavering and it continues to be linked. The moral of the story is to never feel bad about yourself. The voice cast of Bud Lucky as the narrator, sheep and Jackalope produced by writer-director Bud Luckey designed and voiced all the characters, composed the music and wrote the story. -
Animation Production
LESSON 7 Stop-Motion Animation Workshop ANIMATION PRODUCTION • Demonstrate how to effectively move a character Introduction on a set; The final teaching guide in this series provides information about the stop-motion animation production process. It in- • Demonstrate special effects and tricks, e.g. how to troduces you to the appropriate software, hardware and make a character fly, disappear and change size; related equipment to enable you to shoot your video, and includes information on creating special effects for anima- • Discuss how computers and technology have tion. It also demonstrates how computers and technology changed animated feature film production and have changed animated feature film production and en- special effects capabilities; courages reflection on how society and culture have also been changed by technology. • Reflect upon the direct influence that evolving technology has had, and continues to have, on individuals and society; Learning Objectives • Constructively critique the work of others in class; After completing this guide, your group should be able to: • Complete a Peer Assessment to evaluate your group’s collaborative effort; • Set up, shoot and edit a stop-motion animation production; • Use feedback from others to re-examine your own artwork. • Create an establishing shot and indicate its impor- tance; 1 nfb.ca/stopmo Stop-Motion Animation Workshop LESSON 7 ANIMATION PRODUCTION Boinx Software’s iStopMotion: Apple iMovie (Mac): An Overview of Stop-Motion Animation boinx.com/istopmotion/overview] apple.com/ca/ilife/imovie] How Computers and Production Technology Have Changed Animation FrameThief: Apple Final Cut Pro (Mac): Now that you have gathered knowledge about each com- framethief.com] apple.com/ca/finalcutstudio/finalcutpro] ponent of the animation process, the following demo on Class, Group Learning or Individual Learning stop-motion animation production will provide you with the Activity: A Trip Through Time with the Anima- Dragonframe: Windows Movie Maker (PC): “how to” of shooting your video. -
An Investigation Into the Creative Processes in Generating Believable Photorealistic Film Characters
AN INVESTIGATION INTO THE CREATIVE PROCESSES IN GENERATING BELIEVABLE PHOTOREALISTIC FILM CHARACTERS Henry Melki Supervised by Prof. Ian Montgomery Prof. Greg Maguire Faculty of Arts, Humanities & Social Sciences Belfast School of Art Ulster University This dissertation is submitted for the degree of Doctor of Philosophy October 2019 DECLARATION This dissertation is the result of my own work and includes nothing, which is the outcome of work done in collaboration except where specifically indicated in the text. It has not been previously submitted, in part or whole, to any university or institution for any degree, diploma, or other qualification. I hereby declare that with effect from the date on which the thesis is deposited in the Library of Ulster University, I permit the Librarian of the University to allow the thesis to be copied in whole or in part without reference to me on the understanding that such authority applies to the provision of single copies made for study or for inclusion within the stock of another library. In addition, I permit the thesis to be made available through the Ulster Institutional Repository and/or ETHOS under the terms of the Ulster eTheses Deposit Agreement which I have signed. IT IS A CONDITION OF USE OF THIS THESIS THAT ANYONE WHO CONSULTS IT MUST RECOGNISE THAT THE COPYRIGHT RESTS WITH THE AUTHOR AND THAT NO QUOTATION FROM THE THESIS AND NO INFORMATION DERIVED FROM IT MAY BE PUBLISHED UNLESS THE SOURCE IS PROPERLY ACKNOWLEDGED. ABSTRACT This thesis examines the benefits and challenges that digital Visual Effects have had on character believability. -
Press Release
Press release CaixaForum Madrid From 21 March to 22 June 2014 Press release CaixaForum Madrid hosts the first presentation in Spain of a show devoted to the history of a studio that revolutionised the world of animated film “The art challenges the technology. Technology inspires the art.” That is how John Lasseter, Chief Creative Officer at Pixar Animation Studios, sums up the spirit of the US company that marked a turning-point in the film world with its innovations in computer animation. This is a medium that is at once extraordinarily liberating and extraordinarily challenging, since everything, down to the smallest detail, must be created from nothing. Pixar: 25 Years of Animation casts its spotlight on the challenges posed by computer animation, based on some of the most memorable films created by the studio. Taking three key elements in the creation of animated films –the characters, the stories and the worlds that are created– the exhibition reveals the entire production process, from initial idea to the creation of worlds full of sounds, textures, music and light. Pixar: 25 Years of Animation traces the company’s most outstanding technical and artistic achievements since its first shorts in the 1980s, whilst also enabling visitors to discover more about the production process behind the first 12 Pixar feature films through 402 pieces, including drawings, “colorscripts”, models, videos and installations. Pixar: 25 Years of Animation . Organised and produced by : Pixar Animation Studios in cooperation with ”la Caixa” Foundation. Curator : Elyse Klaidman, Director, Pixar University and Archive at Pixar Animation Studios. Place : CaixaForum Madrid (Paseo del Prado, 36). -
A Computer Animated Hand by Andrew Utterson
A Computer Animated Hand By Andrew Utterson Several decades before the widespread use of CGI and other visual effects in Hollywood, pio- neers in fields well beyond those typically asso- ciated with the moving image sought to explore the computer's technical and aesthetic poten- tial, with the aim of establishing the so-called "universal machine" –– as famously described by Alan Turing in 1936 –– as a machine for the creation of graphics and animation. Among these pioneers were two graduate students at the University of Utah, Ed Catmull and Fred Parke, whose short film “A Computer Animated Hand” (1972) stands as an early landmark in the development of computer animation. Frame enlargement shows a “wireframe" outline of a hand as In the early 1970s, the computer was still a spe- part of the digital animation process. Courtesy University of Utah. cialist rather than widely used technology: expen- sive to purchase, cumbersome in size, complex to operate, limited in capacity, and generally restricted technical steps involved in its creation: the initial dig- to certain sectors of society, for example commercial itization of a "wireframe" outline of the hand; an inter- research laboratories and the computer science de- mediary process in which a limited amount of texture partments of select universities. was applied to fill in the detail of the hand; and the fully textured hand, depicted as if in natural space At one such institution, the University of Utah –– a and subject to light and shadow. As the hand rotates, hotbed of computer science and in 1969 one of the its fingers are seen flexing, opening and closing, original nodes in the ARPANET network of comput- clenching a fist, and, in a remarkably reflexive mo- ers that would later become the internet –– Catmull ment, pointing directly toward the viewer––"as if to and Parke studied under the guidance of Ivan say," Catmull would later recount, "'Yes, I'm talking to Sutherland, with a particular focus on the still nas- you.'" Finally, providing an optical perspective argua- cent field of computer graphics.