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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
This book examines the role of memory in animation, as well as the ways in which the medium of animation can function as a technology of remembering and forgetting. By doing so, it establishes a platform for the cross-fertilization between the burgeoning fields of animation studies and memory studies. By analyzing a wide range of different animation types, from stop motion to computer animation, and from cell animated cartoons to painted animation, this book explores the ways in which animation can function as a representational medium. The five parts of the book discuss the interrelation of animation and memory through the lens of materiality, corporeality, animation techniques, the city, and animated documentaries. These discussions raise a number of questions: how do animation films bring forth personal and collective pasts? What is the role of found footage, objects, and sound in the material and affective dimensions of animation? How does animation serve political ends? The essays in this volume offer answers to these questions through a wide variety of case studies and contexts. The book will appeal to both a broad academic and a more general readership with an interest in animation studies, memory studies, cultural studies, comparative visual arts, and media studies. Chapter "Introduction" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The internationally acclaimed films Persepolis and Waltz with Bashir only hinted at the vibrant animation culture that exists within the Middle East and North Africa. In spite of censorship, oppression and war, animation studios have thrived in recent years - in Egypt, Iran, Iraq, Lebanon, Morocco, Palestine, Syria and Turkey - giving rise to a whole new generation of entrepreneurs and artists. The success of animation in the Middle East is in part a product of a changing cultural climate, which is increasingly calling for art that reflects politics. Equally, the professionalization and popularization of film festivals and the emergence of animation studios and private initiatives are the results of a growing consumer culture, in which family-friendly entertainment is big business. Animation in the Middle East uncovers the history and politics that have defined the practice and study of animation in the Middle East, and explores the innovative visions of contemporary animators in the region.
In 2010, My Little Pony: Friendship is Magic premiered on television. A large, avid fandom soon emerged-not the pre-teen female demographic earlier versions of the franchise had been created for, but a roughly 80 percent male audience, most of them age 14-24. With this came questions about the nature of the audience who would come to call themselves "bronies." Brony Studies was born. Approaching the fandom from a perspective of clinical, social and experimental psychology, this study presents eight years of research, written for academics and fans alike. An understanding of the brony fan culture has broader application for other fan communities as well.
This book provides the most comprehensive history and analysis of Australian animation published to date. Spanning from the 1910s to the present day, it explores a wide-range both of independent animation, and of large-scale commercial productions. Presented within a uniquely international context, it details the frequent links between Australian animation and overseas productions. New perspectives and original information are offered on a variety of international subjects such as: Felix the Cat, the Australian Hanna-Barbera studios, and the Australian Walt Disney studios. Drawing on both extensive archival research and original interviews this book illuminates, for the first time, the breadth and richness of Australia's animation history.
Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.
Discover the story of Pixar Animation Studios in this coffee-table book illustrated with development artwork from the Pixar archives. Take a walk through the Pixar Museum without leaving the sofa! Discover the story of how this animation studio changed the film industry in just a few years. This large-format book showcases rarely-seen artwork from the official Pixar Studios, including concept drawings from the early stages of popular films such as Toy Story, Monsters Inc, Finding Nemo, Up, Cars, Coco and The Incredibles. Chronicling the fascinating history of Pixar, this book is a must-have addition to the shelf of all fans of animation, film and Pixar Studios.
'The Tender Whisper of Death' is a new collection of tales from the extraordinary pen of Jean Resnik. Writing with an ear for the spiritual dimensions of language, Resnik investigates the emotional and sexual psyches of characters who have been crushed by life. But all of these people are survivors, in the strongest sense of the phrase, and each one, although beaten down by experience, is seeking a final, inexorable awakening. At once both fatalistic and inspiring. 'The Tender Whisper of Death' will appeal to anyone with an interest in the psychology of doomed love.
Identity in Animation: A Journey into Self, Difference, Culture and the Body uncovers the meaning behind some of the most influential characters in the history of animation and questions their unique sense of who they are and how they are formed. Jane Batkin explores how identity politics shape the inner psychology of the character and their exterior motivation, often buoyed along by their questioning of 'place' and 'belonging' and driven by issues of self, difference, gender and the body. Through this, Identity in Animation illustrates and questions the construction of stereotypes as well as unconventional representations within American, European and Eastern animation. It does so with examples such as the strong gender tropes of Japan's Hayao Miyazaki, the strange relationships created by Australian director Adam Elliot and Nick Park's depiction of Britishness. In addition, this book discusses Betty Boop's sexuality and ultimate repression, Warner Bros' anarchic, self-aware characters and Disney's fascinating representation of self and society. Identity in Animation is an ideal book for students and researchers of animation studies, as well as any media and film studies students taking modules on animation as part of their course.
The Disney Musical: Critical Approaches on Stage and Screen is the first critical treatment of the corporation's hugely successful musicals both on screen and on the stage. Its 13 articles open up a new territory in the critical discussion of the Disney mega-musical, its gender, sexual and racial politics, outreach work and impact of stage, film and television adaptations. Covering early 20th century works such as the first full-length feature film Snow White and the Seven Dwarfs (1937), to The Lion King - Broadway's highest grossing production in history, and Frozen (2013), this edited collection offers a diverse range of theoretical engagements that will appeal to readers of film and media studies, musical theatre, cultural studies, and theatre and performance. The volume is divided into three sections to provide a contextual analysis of Disney's most famous musicals: * DISNEY MUSICALS: ON FILM * DISNEY ADAPTATIONS: ON STAGE AND BEYOND * DISNEY MUSICALS: GENDER AND RACE The first section employs film theory, semiotics and film music analysis to explore the animated works and their links to the musical theatre genre. The second section addresses various stage versions and considers Disney's outreach activities, cultural value and productions outside the Broadway theatrical arena. The final section focuses on issues of gender and race portraying representations of race, hetero-normativity, masculinity and femininity in Newsies, Frozen, High School Musical, Aladdin and The Jungle Book. The various chapters address these three aspects of the Disney Musical and offer new critical readings of a vast range of important works from the Disney musical cannon including Enchanted, Mary Poppins, Hunchback of Notre Dame, The Lion King and versions of musicals for television in the early 1990s and 2000s. The critical readings are detailed, open-minded and come to surprising conclusions about the nature of the Disney Musical and its impact.
This book discusses developments and continuities in experimental animation that, since Robert Russet and Cecile Starr's Experimental Animation: Origins of a New Art (1976), has proliferated in the context of expanded cinema, performance and live 'making' and is today exhibited in galleries, public sites and online. With reference to historical, critical, phenomenological and inter-disciplinary approaches, international researchers offer new and diverse methodologies for thinking through these myriad animation practices. This volume addresses fundamental questions of form, such as drawing and the line, but also broadens out to encompass topics such as the inter-medial, post-humanism, the real, fakeness and fabrication, causation, new forms of synthetic space, ecology, critical re-workings of cartoons, and process as narrative. This book will appeal to cross and inter-disciplinary researchers, animation practitioners, scholars, teachers and students from Fine Art, Film and Media Studies, Philosophy and Aesthetics.
DreamWorks is one of the biggest names in modern computer-animation: a studio whose commercial success and impact on the medium rivals that of Pixar, and yet has received far less critical attention.The book will historicise DreamWorks' contribution to feature animation, while presenting a critical history of the form in the new millennium. It will look beyond the films' visual aesthetics to assess DreamWorks' influence on the narrative and tonal qualities which have come to define contemporary animated features, including their use of comedy, genre, music, stars, and intertextuality. It makes original interventions in the fields of film and animation studies by discussing each of these techniques in a uniquely animated context, with case studies from Shrek, Antz, Kung Fu Panda, Madagascar, Shark Tale, Bee Movie, Trolls and many others. It also looks at the unusual online afterlife of these films, and the ways in which they have been reappropriated and remixed by subversive online communities.
* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.
This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from classic experimental and independent shorts to digital animation and installation. The collection - that is also a philosophy of animation - foregrounds new critical perspectives on animation, connects them to historical and contemporary philosophical and theoretical contexts and production practice, and expands the existing canon. Throughout, contributors offer an interdisciplinary roadmap of new directions in film and animation studies, discussing animation in relationship to aesthetics, ideology, philosophy, historiography, visualization, genealogies, spectatorship, representation, technologies, and material culture.
One of the major icons of modern cinema, and hugely influential on pop-culture over the past three decades, Pixar Animation Studios has proved to be an endless source of imagination and delight for children and adults alike. From the Toy Story Trilogy to Brave, The Incredibles to Ratatouille, its films have played a vital role in reminding audiences around the globe of animation's capacity as both an entertainment and an art form. Every feature sits on the 'top 50 highest-grossing animated films of all-time' list, and with over 200 awards to their name, including numerous Oscars, they're as revered by critics as they are successful at the box-office. The Films of Pixar Animation Studio offers a one-stop guide to the studio's entire back catalogue, discussing in-depth the creative choices behind each film, and their place within the wider cinema landscape and animation history. It also offers an insight into their very particular way of working, and the role of the films' producers, writers, directors and animators on each project, examining their colourful and original use of a folk-tale sensibility, and their unique aesthetic.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Hayao Miyazaki's career in animation has made him famous as not only the greatest director of animated features in Japan, the man behind classics as My Neighbour Totoro (1988) and Spirited Away (2001), but also as one of the most influential animators in the world, providing inspiration for animators in Disney, Pixar, Aardman, and many other leading studios. However, the animated features directed by Miyazaki represent only a portion of his 50-year career. Hayao Miyazaki examines his earliest projects in detail, alongside the works of both Japanese and non-Japanese animators and comics artists that Miyazaki encountered throughout his early career, demonstrating how they all contributed to the familiar elements that made Miyazaki's own films respected and admired among both the Japanese and the global audience.
Kyoto Animation is a studio that, having risen from very humble beginnings, has gained recognition the world over as a uniquely inspired and inventive enterprise. This book examines Kyoto Animation's philosophy and creative vision with close reference to its anime. It focuses on the studio's choice of genres, themes and imagery while exploring its maintenance of high production values. The analysis highlights the studio's commitment to the pursuit of both artistic excellence and technical experimentation--and its reliance on the imagination and expertise of in-house staff.
This highly entertaining business memoir describes what it was like to work for Japan's premiere animation studio, Studio Ghibli, and its reigning genius Hayao Miyazaki. Steve Alpert, a Japanese-speaking American, was the "resident foreigner" in the offices of Ghibli and its parent Tokuma Shoten and played a central role when Miyazaki's films were starting to take off in international markets. Alpert describes hauling heavy film canisters of Princess Mononoke to Russia and California, experiencing a screaming Harvey Weinstein, dealing with Disney marketers, and then triumphantly attending glittering galas celebrating the Oscar-winning Spirited Away. His one-of-a-kind portraits of Miyazaki and long-time producer Toshio Suzuki, and of sly, gruff, and brilliant businessman Yasuyoshi Tokuma, capture the hard work and artistry that have made Ghibli films synonymous with cinematic excellence. And as the lone gaijin in a demanding company run by some of the most famous and influential people in modern Japan, Steve Alpert tackles his own challenges of language and culture. No one else could have written this book.
This collection charts the terrain of contemporary Japanese
animation, one of the most explosive forms of visual culture to
emerge at the crossroads of transnational cultural production in
the last twenty-five years. The essays offer bold and insightful
engagement with anime's concerns with gender identity, anxieties
about body mutation and technological monstrosity, and apocalyptic
fantasies. The contributors dismantle the distinction between
"high" and "low" culture and offer compelling arguments for the
value and importance of the study of anime and popular culture as a
key link in the translation from the local to the global.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Toy Story (John Lasseter, 1995), Pixar's first feature-length production and Hollywood's first completely computer-generated animated film, is an international cultural phenomenon. This collection brings together a diverse range of scholars and practitioners who together explore the themes, compositional techniques, cultural significance and industry legacy of this landmark in contemporary cinema. Topics range from industrial concerns, such as the film's groundbreaking use of computer generated imagery and the establishment of Pixar as a major player in the animation world, to examinations of its music, aesthetics, and the role of toys in both the film and its fandom. The Toy Story franchise as a whole is also considered, with chapters looking at its cross-generational appeal and the experience of growing up alongside the series. As the first substantial work on this landmark film, this book will serve as an authoritative introduction for scholars, students and fans alike.
"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown." "Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalize on the parent games' attributes, yielding thought-provoking yarns and complex personalities.
Anime and Manga are hot - the popularity of these media is only increasing. What is it about anime that is so appealing to a trans-national fan base? This book looks at anime fans and the place they occupy, both in terms of subculture in Japan and the West, and in relation to Western perceptions of Japan since the late 1800s.
This collection charts the terrain of contemporary Japanese animation, one of the most explosive forms of visual culture to emerge at the crossroads of transnational cultural production in the last twenty-five years. The essays offer bold and insightful engagement with anime's concerns with gender identity, anxieties about body mutation and technological monstrosity, and apocalyptic fantasies of the end of history. The contributors dismantle the distinction between 'high' and 'low' culture and offer compelling arguments for the value and importance of the study of anime and popular culture as a key link in the translation from the local to the global.
Aardman Animations are, unquestionably, one of the biggest success stories in animated films: their masterpieces include Wallace and Gromit, Chicken Run and Shaun the Sheep, as well as much-loved characters such as Morph. Cracking Animation is entertaining, inspiring and essential reading for all Aardman enthusiasts, students of animation or anyone who wants to try making an animated film. This revised edition includes two new chapters. Chapter 7 looks in depth at the development and teamwork involved in a major animated film or television production, using The Pirates! In an Adventure with Scientists! as an exemplar, and Chapter 8 presents exclusive behind-the-scenes insights into the making of Aardman's most recent feature film, Shaun the Sheep the Movie. Packed with practical, fully illustrated and step-by-step descriptions of all the elements involved, this is quite simply the best publication on stop-motion animation. |
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