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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
This is the definitive biography of Emile Cohl (1857-1938), one of the most important pioneers of the art of the animated cartoon and an innovative contributor to popular graphic humor at a critical moment when it changed from traditional caricature to the modern comic strip. This profusely illustrated book provides not only a wealth of information on Cohl's life but also an analysis of his contribution to the development of the animation film in both France and the United States and an interpretation of how the new genre fit into the historical shift from a "primitive" to a "classical" cinema. "Beautiful in look and design, with stunning reproductions from films and newspapers, Emile Cohl, Caricature, and Film offers a biography of a figure who virtually created the European art of animation.. In its theory and history, the book is one of the most important contributions to the field of animated film]. But it] is central for film study per se, offering a fresh, exciting look at the complicated world of early cinema."--Dana Polan, Film Quarterly Originally published in 1992. The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These paperback editions preserve the original texts of these important books while presenting them in durable paperback editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.
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.
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.
Relive childhood excitement and celebrate more than 30 years of He-Man, She-Ra, Skeletor and all the Masters of the Universe! By the Power of Grayskull! The war for Eternia begins again in 2021! Officially licensed by Mattel, this stunning guide is a visual celebration of Masters of the Universe's enduring legacy, including artworks, sketches, posters and merchandise from the official archives. With the continuation of He-Man's epic story, and a new CGI animated series both scheduled to release on Netflix in 2021, it's the perfect time to familiarise yourself with all the heroes, villains, amazing battles and incredible locations from your childhood. Explore the full history of the toys, minicomics, TV series and movies. Meet characters including Skeletor, Man-At-Arms, Teela, Battle Cat, Beast Man and She-Ra and track how they change through the decades, from 1982 to today. Go behind-the-scenes to discover what it took to create a franchise with phenomenal worldwide impact. There's also a sneak peak at the reboots, to find out how He-Man, one of the biggest icons of the 80s, is being restored to his former glory. (c) 2021 Mattel
"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.
An authoritative introduction and guide to the latest developments in animation technology.
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