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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
An authoritative introduction and guide to the latest developments in animation technology.
This revised and updated edition of the standard introduction to computer animation reflects the latest developments in 3D computer animation. It clearly explains the basic concepts and techniques for all those who want to master the technology, while covering new topics to keep readers up to date on advances in the field. 10 color and 200 black-and-white illustrations.
"At last! A book that I can wholeheartedly recommend to my students. . . . A key text in my classes."—Michael Scroggins, director, Computer Animation Labs, California Institute of the Arts
A phenomenological investigation into new media artwork and its
relationship to history What does it mean to live in an era of
emerging digital technologies? Are computers really as
antihistorical as they often seem? Drawing on phenomenology's
investigation of time and history, Sensations of History uses
encounters with new media art to inject more life into these
questions, making profound contributions to our understanding of
the digital age in the larger scope of history. Sensations of
History combines close textual analysis of experimental new media
artworks with in-depth discussions of key texts from the
philosophical tradition of phenomenology. Through this inquiry,
author James J. Hodge argues for the immense significance of new
media art in examining just what historical experience means in a
digital age. His beautiful, aphoristic style demystifies complex
theories and ideas, making perplexing issues feel both graspable
and intimate. Highlighting underappreciated, vibrant work in the
fields of digital art and video, Sensations of History explores
artists like Paul Chan, Phil Solomon, John F. Simon, and Barbara
Lattanzi. Hodge's provocative interpretations, which bring these
artists into dialogue with well-known works, are perfect for
scholars of cinema, media studies, art history, and literary
studies. Ultimately, Sensations of History presents the compelling
case that we are not witnessing the end of history-we are instead
seeing its rejuvenation in a surprising variety of new media art.
Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's
feature-length debut based on the popular children's novel by
British author Neil Gaiman. Heralding a revival in global interest
in stop-motion animation, the film is both an international
cultural phenomenon and a breakthrough moment in the technological
evolution of the craft. This open access collection brings together
an international group of practitioners and scholars to examine
Coraline's place in animation history and culture, dissect its
politics, and unpack its role in the technological and aesthetic
development of its medium. More broadly, it celebrates stop motion
as a unique and enduring artform while embracing its capacity to
evolve in response to cultural, political, and technological
changes, as well as shifting critical and audience demands. Divided
into three sections, this volume's chapters situate Coraline within
an interconnected network of historical, industrial, discursive,
theoretical, and cultural contexts. They place the film in
conversation with the medium's aesthetic and technological history,
broader global intellectual and political traditions, and questions
of animation reception and spectatorship. In doing so, they invite
recognition - and appreciation - of the fact that Coraline occupies
many liminal spaces at once. It straddles the boundary between
children's entertainment and traditional 'adult' genres, such as
horror and thriller. It complicates a seemingly straight(forward)
depiction of normative family life with gestures of queer
resistance. Finally, it marks a pivotal point in stop-motion
animation's digital turn. Following the film's recent tenth
anniversary, the time is right to revisit its production history,
evaluate its cultural and industry impact, and celebrate its legacy
as contemporary stop-motion cinema's gifted child. As the first
book-length academic study of this contemporary animation classic,
this volume serves as an authoritative introduction and a primary
reference on the film for scholars, students, practitioners, and
animation fans. The ebook editions of this book are available open
access under a CC BY-NC-ND 4.0 licence on
bloomsburycollections.com.
For students, fans, and scholars alike, this wide-ranging primer on
anime employs a panoply of critical approaches Well-known through
hit movies like Spirited Away, Akira, and Ghost in the Shell, anime
has a long history spanning a wide range of directors, genres, and
styles. Christopher Bolton's Interpreting Anime is a thoughtful,
carefully organized introduction to Japanese animation for anyone
eager to see why this genre has remained a vital, adaptable art
form for decades. Interpreting Anime is easily accessible and
structured around individual films and a broad array of critical
approaches. Each chapter centers on a different feature-length
anime film, juxtaposing it with a particular medium-like literary
fiction, classical Japanese theater, and contemporary stage
drama-to reveal what is unique about anime's way of representing
the world. This analysis is abetted by a suite of questions
provoked by each film, along with Bolton's incisive responses.
Throughout, Interpreting Anime applies multiple frames, such as
queer theory, psychoanalysis, and theories of postmodernism, giving
readers a thorough understanding of both the cultural underpinnings
and critical significance of each film. What emerges from the sweep
of Interpreting Anime is Bolton's original, articulate case for
what makes anime unique as a medium: how it at once engages
profound social and political realities while also drawing
attention to the very challenges of representing reality in
animation's imaginative and compelling visual forms.
This open access study of the film Grendel Grendel Grendel,
directed by Alexander Stitt, presents it as a masterpiece of
animation and design which has attained a national and
international cult status since its release in 1981. The film,
based on the novel, Grendel, by John Gardner, is a loose adaptation
of the Beowulf legend, but told from the point of view of the
monster, Grendel. Grendel Grendel Grendel is a mature, intelligent,
irreverent and quite unique animated film - it is a movie, both in
terms of content and of an aesthetic that was well ahead of its
time. Along with a brief overview of Australian animation and a
contextualization of where this animated feature fits within the
broader continuum of Australian (and global) film history, Dan
Torre and Lienors Torre provide an intriguing analysis of this
significant Australian animated feature. The ebook editions of this
book are available open access under a CC BY-NC-ND 4.0 licence on
bloomsburycollections.com.
"A film that will let you see the music and listen to drawings; in
a word, a film full of Fantasia!" Bruno Bozzetto's Allegro non
Troppo tips its hand right away: it is an unabashed, yet full of
admiration, retake on Walt Disney's 1940 "concert feature". The
obvious nod to that model fuels many tongue-in-cheek jokes in the
film; however, Allegro non Troppo soon departs from mere parody,
and becomes a showcase for the multifaceted aesthetics of Italian
animation in 1976, as well as a witty social satire and a powerful
rethinking of the music-image relationship in cinema. Marco
Bellano's open access book reconstructs the history of the
production of Allegro non Troppo, on the basis of an original
research developed with the contribution of Bozzetto himself; it
also presents an audiovisual analysis of the work, as to reassess
the international relevance of Bozzetto's achievements by giving
insight into the director's creative process. The eBook editions of
this book are available open access under a CC BY-NC-ND 4.0 licence
on bloomsburycollections.com.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
Is it ever morally wrong to enjoy fantasizing about immoral things?
Many video games allow players to commit numerous violent and
immoral acts. But, should players worry about the morality of their
virtual actions? A common argument is that games offer merely the
virtual representation of violence. No one is actually harmed by
committing a violent act in a game. So, it cannot be morally wrong
to perform such acts. While this is an intuitive argument, it does
not resolve the issue. Focusing on why individual players are
motivated to entertain immoral and violent fantasies, Video Games,
Violence, and the Ethics of Fantasy advances debates about the
ethical criticism of art, not only by shining light on the
interesting and under-examined case of virtual fantasies, but also
by its novel application of a virtue ethical account. Video games
are works of fiction that enable players to entertain a fantasy.
So, a full understanding of the ethical criticism of video games
must focus attention on why individual players are motivated to
entertain immoral and violent fantasies. Video Games, Violence, and
the Ethics of Fantasy engages with debates and critical discussions
of games in both the popular media and recent work in philosophy,
psychology, media studies, and game studies.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
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