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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
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
In Hollywood Cartoons, Michael Barrier takes us on a glorious guided tour of American animation in the 1930s, '40s, and '50s, to meet the legendary artists and entrepreneurs who created Bugs Bunny, Betty Boop, Mickey Mouse, Wile E. Coyote, Donald Duck, Tom and Jerry, and many other cartoon favorites. Beginning with black-and-white silent cartoons, Barrier offers an insightful account, taking us inside early New York studios and such Hollywood giants as Disney, Warner Bros., and MGM. Barrier excels at illuminating the creative side of animation--revealing how stories are put together, how animators develop a character, how technical innovations enhance the "realism" of cartoons. Here too are colorful portraits of the giants of the field, from Walt and Roy Disney and their animators, to Bill Hanna and Joe Barbera. Based on hundreds of interviews with veteran animators, Hollywood Cartoons gives us the definitive inside look at this colorful era and at the creative process behind these marvelous cartoons. "This definitive depiction of our most American medium will leave all but the most hardened Disnophobe shouting Yabba-Dabba-Doo!"--The Boston Book Review
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.
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.
From the iconic Snow White and the Seven Dwarfs (1937) to
Tangled, the 2010 retelling of Rapunzel, Handsome Heroes and Vile
Villains looks at the portrayal of male characters in Disney films
from the perspective of masculinity studies and feminist film
theory. This companion volume to Good Girls and Wicked Witches
places these depictions within the context of Hollywood and
American popular culture at the time of each film s release."
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.
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.
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
Dealing with a dead phone, ordering a coffee or stuck with DIY
around the home? Sometimes we all need a little guidance, and this
new series pitches our favourite super-heroes against real-life
(and often tricky) situations we will all recognise, from pet
ownership to fashion tips - with often hilarious results. With
official Marvel comic-book artwork throughout, and a dynamic
design, this is the perfect gift book for Thor fans who want to see
the world through the eyes of their hero.
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