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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
The Animation Studies Reader brings together both key writings
within animation studies and new material in emerging areas of the
field. The collection provides readers with seminal texts that
ground animation studies within the contexts of theory and
aesthetics, form and genre, and issues of representation. The first
section collates key readings on animation theory, on how we might
conceptualise animation, and on some of the fundamental qualities
of animation. New material is also introduced in this section
specifically addressing questions raised by the nature, style and
materiality of animation. The second section outlines some of the
main forms that animation takes, which includes discussions of
genre. Although this section cannot be exhaustive, the material
chosen is particularly useful as it provides samples of analysis
that can illuminate some of the issues the first section of the
book raises. The third section focuses on issues of representation
and how the medium of animation might have an impact on how bodies,
gender, sexuality, race and ethnicity are represented. These
representations can only be read through an understanding of the
questions that the first two sections of the book raise; we can
only decode these representations if we take into account form and
genre, and theoretical conceptualisations such as visual pleasure,
spectacle, the uncanny, realism etc.
Dennis's faithful sidekick Gnasher has gone missing. Help Dennis
find Gnasher and explore 14 busy search-and-find Beanotown scenes.
From Dennis's house to Bash Street School, Duck Island to Beanotown
Zoo, you'll visit iconic locations from the long-running comic.
Featuring Dennis, Gnasher, Minnie, Gnipper, Walter and Bea as well
as other beloved Beanotown characters. Eagle-eyed fans can also
look out for hidden characters from Dandy, Beezer and Topper.
Contributions by Graham Barton, Raz Greenberg, Gyongyi Horvath,
Birgitta Hosea, Tze-yue G. Hu, Yin Ker, M. Javad Khajavi, Richard
J. Leskosky, Yuk Lan Ng, Giryung Park, Eileen Anastasia Reynolds,
Akiko Sugawa-Shimada, Koji Yamamura, Masao Yokota, and Millie Young
Getting in touch with a spiritual side is a craving many are unable
to express or voice, but readers and viewers seek out this desired
connection to something greater through animation, cinema, anime,
and art. Animating the Spirited: Journeys and Transformations
includes a range of explorations of the meanings of the spirited
and spiritual in the diverse, dynamic, and polarized creative
environment of the twenty-first century. While animation is at the
heart of the book, such related Subjects as fine art, comics,
children's literature, folklore, religion, and philosophy enrich
the discoveries. These interdisciplinary discussions range from
theory to practice, within the framework of an ever-changing media
landscape. Working on different continents and coming from varying
cultural backgrounds, these diverse scholars, artists, curators,
and educators demonstrate the insights of the spirited. Authors
also size up new dimensions of mental health and related
expressions of human living and interactions. While the book
recognizes and acknowledges the particularities of the spirited
across cultures, it also highlights its universality, demonstrating
how it is being studied, researched, comprehended, expressed, and
consumed in various parts of the world.
Animation - Process, Cognition and Actuality presents a uniquely
philosophical and multi-disciplinary approach to the scholarly
study of animation, by using the principles of process philosophy
and Deleuzian film aesthetics to discuss animation practices, from
early optical devices to contemporary urban design and
installations. Some of the original theories presented are a
process-philosophy based theory of animation; a cognitive theory of
animation; a new theoretical approach to the animated documentary;
an original investigative approach to animation; and unique
considerations as to the convergence of animation and actuality.
Numerous animated examples (from all eras and representing a wide
range of techniques and approaches - including television shows and
video games) are examined, such as Fantastic Mr. Fox (2009), Madame
Tutli-Putli (2007), Gertie the Dinosaur (1914), The Peanuts Movie
(2015), Grand Theft Auto V (2013) and Dr. Katz: Professional
Therapist (1995-2000). Divided into three sections, each to build
logically upon each other, Dan Torre first considers animation in
terms of process and process philosophy, which allows the reader to
contemplate animation in a number of unique ways. Torre then
examines animation in more conceptual terms in comparing it to the
processes of human cognition. This is followed by an exploration of
some of the ways in which we might interpret or 'read' particular
aspects of animation, such as animated performance, stop-motion,
anthropomorphism, video games, and various hybrid forms of
animation. He finishes by guiding the discussion of animation back
to the more tangible and concrete as it considers animation within
the context of the actual world. With a genuinely distinctive
approach to the study of animation, Torre offers fresh
philosophical and practical insights that prompt an engagement with
the definitions and dynamics of the form, and its current
literature.
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(Paperback)
Michael Troy; Contributions by Michael Troy; Edited by Darren G Davis
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