Walt Disney Feature Animation Florida opened in Orlando at the dawn
of the Disney Renaissance. As a member of the crew, Mary E. Lescher
witnessed the small studio's rise and fall during a ...transformative
era in company and movie history. Her in-depth interviews with
fellow artists, administrators, and support personnel reveal the
human dimension of a technological revolution: the dramatic shift
from hand-drawn cel animation to the digital format that eclipsed
it in less than a decade. She also traces the Florida Studio's
parallel existence as a part of The Magic of Disney Animation, a
living theme park attraction where Lescher and her colleagues
worked in full view of Walt Disney World guests eager to experience
the magic of the company's legendary animation process.
A ground-level look at the entertainment giant, The Disney
Animation Renaissance profiles the people and purpose behind a
little-known studio during a historic era.
Le monde académique porte une attention particulière sur les enjeux économiques et sociaux associés à l’entrepreneuriat féminin. C’est le cas de l’Afrique où la figure de la femme constitue un pilier ...de développement, et où l’on assiste depuis quelques années à la création de réseaux de mampreneurs. L’objectif de cet article est de mettre au jour les modalités d’accompagnement du réseau d’affaires pour les mampreneurs, ainsi que leurs apports, en contexte africain. Il s’appuie sur l’étude de cas d’un réseau de 75 mampreneurs établi en Côte d’Ivoire. Nos résultats montrent que le réseau favorise un accompagnement psychologique, professionnel et familial, dont les modalités d’animation sont affective, cognitive et conative. Sont également identifiées des retombées d’ordre moral, identitaire, transgénérationnel et thérapeutique.
Google Chrome will stop supporting Flash by the end of 2020. We consider the possibility that this tool, which defined an entire era of web design, will go down in history remembered in negative ...terms like those in Nielsen´s “Flash: 99% bad” and Jobs´ reasons for avoiding this technology on Apple´s mobile devices. We present the information gathered to define an online research designed to answer this question. The query, triggered during Symposium grafica, will use a “snowball” sampling strategy, and will remain active until the deactivation of the plugin on the Google search engine.
This volume brings together scholars based predominantly in Asia to contribute provocative and experimental essays on the dynamic relationship between animation and philosophy. In an inventive and ...playful philosophical way, they address not only the mainstay of Japanese animation, but also Korean film, picture books and Mickey Mouse to understand what we might call film-philosophy in Asia. In thinking animation with concepts from the technicolour philosophies of Deleuze, Guattari, Stiegler, Benjamin, Kristeva and Heidegger, the book sees animation not as a representation of a philosophical idea per se, but conceptualizes it as a philosophical thinking-device. In the images themselves, what is at work is not just the thinking of a particular director or manga artist, but, rather, thinking as such, through and by the images themselves. The scholars in this collection are committed to thinking images themselves as thought-experiments and thinking machines.
Global Animation Theory offers detailed and diverse insights into the methodologies of contemporary animation studies, as well as the topics relevant for today’s study of animation. The contact ...between practical and theoretical approaches to animation at Animafest Scanner, is closely connected to host of this event, the World Festival of Animated Film Animafest Zagreb. It has given way to academic writing that is very open to practical aspects of animation, with several contributors being established not only as animation scholars, but also as artists. This anthology presents, alongside an introduction by the editors and a preface by well known animation scholar Giannalberto Bendazzi, 15 selected essays from the first three Animafest Scanner editions. They explore various significant aspects of animation studies, some of them still unknown to the English speaking communities.
Physics simulation offers the possibility of truly responsive and realistic animation. Despite wide adoption of physics simulation for the animation of passive phenomena, such as fluids, cloths and ...rag‐doll characters, commercial applications still resort to kinematics‐based approaches for the animation of actively controlled characters. However, following a renewed interest in the use of physics simulation for interactive character animation, many recent publications demonstrate tremendous improvements in robustness, visual quality and usability. We present a structured review of over two decades of research on physics‐based character animation, as well as point out various open research areas and possible future directions.
Physics simulation offers the possibility of truly responsive and realistic animation. Despite wide adoption of physics simulation for the animation of passive phenomena, such as fluids, cloths and rag‐doll characters, commercial applications still resort to kinematics‐based approaches for the animation of actively controlled characters. However, following a renewed interest in the use of physics simulation for interactive character animation, many recent publications demonstrate tremendous improvements in robustness, visual quality and usability. We present a structured review of over two decades of research on physics‐based character animation, as well as point out various open research areas and possible future directions.
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the ...foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.
* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation * Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more
Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It ...began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpad program drew lines that created recognizable images. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. The history of traditional cinema technology is a fairly straight path from Lumière to MGM. Writing the history of CG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrial complex, movie special effects, video games, experimental film, corporate research, and commercial animation. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
Current global trends have proved the creative industry to be one of the important sources of economic growth among developed countries. Creativity and its importance for Malaysia have made it ...imperative for any business organization to use creativity in a range of ways including multimedia content and animation. Malaysian animation viewers are rapidly influenced by digital media entertainment. The rise of such entertainment tends to drive them away from understanding what lies behind it that affect their emotion and thoughts. Therefore, the focus of this paper is to look into the experiences of “pleasantness” in viewer’s emotions that stimulate the perception of pleasure when watching Malaysian animated cartoon characters. A descriptive and One-Way Anova will be implemented in this study to examine the design aesthetics and perception from the animation viewers that affects the psychological experiences in emotions that determines the pleasantness feeling. Overall, the results indicate that perceived pleasantness on Malaysian animated cartoon characters did not differ between age and gender. We believe this finding will benefit the creative content creators and help them to understand more about local animation viewers.