Academic literature on the topic 'Animated film history'

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Journal articles on the topic "Animated film history"

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Šošková, Eva. "The Reincarnation of Animated Film." Slovenske divadlo /The Slovak Theatre 65, no. 4 (2017): 331–44. http://dx.doi.org/10.1515/sd-2017-0019.

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Abstract Throughout its entire history, Slovak animated film has had the form of figurative narrative art or craft. For this reason, the author of this study examines its post-1989 development through the prism of the body. Since the most visible change that has affected contemporary film aesthetics is the feminization of animated film in terms of authorship, the study primarily focuses on the ability of an animated body to represent gender and gender roles. It attempts to capture the most significant changes in the depiction of the body in authorial animated film before and after 1989, in more detail record the post-revolution changes in the body, and relate this to the changes in the institutional background of animated film. Animated bodies have developed from “ordinary people” from a dominant male point of view in socio-critical socialist production through female characters in interaction with clearly distinguished male characters in the films of female authors from the Academy of Performing Arts, the crisis of stereotypical masculinity in the production of male authors to independent women looking for their own identity inside themselves, without relating themselves to their male counterparts.
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Ainiyah, Kurniyatul, Nurul Hidayah, Faradilah Putri Damayanti, Indana Nuril Hidayah, Juniardi Nur Fadila, and Fresy Nugroho. "Rancang Bangun Film Animasi 3D Sejarah Terbentuknya Kerajaan Samudra Pasai Menggunakan Software Blender." JISKA (Jurnal Informatika Sunan Kalijaga) 5, no. 3 (2020): 164. http://dx.doi.org/10.14421/jiska.2020.53-04.

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Indonesian people's knowledge about the history of kingdoms in Indonesia was decreased. Now the existence of history books was shifted by the rapid development of technology. Realized this, many educational institutions were involved in technology to their learning media. To support that, the writer will use technology to create a learning media, named 3D short animated films. This kind of film turned out to attract the publics' attention, ranging from children to adolescents. The animated film will be designed with the theme of the first Islamic kingdom in Indonesia, named the Samudra Pasai kingdom with a duration of approximately 3 minutes. this animated film was made by Blender software version 2.79. The design of this animation aims to increase knowledge as well as learning media for students about the history of the Indonesian people, especially the history of Samudra Pasai kingdom.
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Sandi, Supriyadi. "Perancangan Animasi Stopmotion Pangeran Diponegoro Berbasis Sinematografi." Jurnal Komunikasi 10, no. 2 (2019): 145–52. http://dx.doi.org/10.31294/jkom.v10i2.6181.

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Nowadays animated films are developing rapidly in Indonesia. Animated films are in demand because they are entertaining, but rarely found educative animated films that tell about history. In general, historical documentation is only based on thick textbooks, and the placement of photos of heroes on classroom walls is generally not interesting for students to enjoy. This encourages researchers to make an animated film that has historical and educational value. With appropriate cinematography, a film can have high artistic value. In addition, the film can also convey information and implied messages that can be used as lessons in life. To attract students, stopmotion technique was chosen. This stopmotion animation is created by applying the sine matography technique so that what will be conveyed in this animated film can be conveyed well to the audience. All of this aims to make the animation look livelier, smoother in its movements, and produce a more attractive appearance and is liked by the audience. It is better to make a stopmotion animation in a detailed storyboard design, so there are no mistakes when making motion, camera angles, type shots, and video translation. Stopmotion filmmaking is inseparable from photography and cinematography
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Gordziejuk, Ewelina. "Polski film animowany – gdzie jest i dokąd zmierza?" Kultura Popularna 3, no. 57 (2018): 2–10. http://dx.doi.org/10.5604/01.3001.0012.7284.

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The article aims to define Polish animated film and its place within contemporary Polish cinematography as well as to predict its future. Based on the literature review, the author's own reflections and the opinions of critics, film experts and filmmakers, the author provides her own definition of an animated film, presents facts related to the history of the genre and speculates on the future of Polish animated film.
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Hubbes, László Attila. "New Hungarian Mythology Animated." Acta Universitatis Sapientiae, Philologica 5, no. 2 (2014): 223–40. http://dx.doi.org/10.2478/ausp-2014-0016.

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Abstract Hungarian civil religion in general, and various ethno-pagan spiritualities in special are deeply unsatisfied with the canonical version(s) of ancient national history. Screening history is an act of powerful pictorial mythologization of historical discourses and also a visual expression of national characterology. In recent years two animated films were released, telling the ancient history of Hungarians, but the stories they tell are very different. Not long after Marcell Jankovics’s Song of the Miraculous Hind1 (Ének a csodaszarvasról, 2002), a long fantasy animation based on ethnographic and historical data, another similar long animation: Heaven’s Sons (Az Ég fiai, 2010) started to circulate on YouTube and other various online Hungarian video-sharing channels. It seems as if the latter, an amateur digital compilation by Tibor Molnár, would have been made in response to the first film, to correct its “errors”, by retelling the key narratives. Built mainly on two recent mythopoetic works: the Arvisura and the Yotengrit (both of them holy scriptures for some Hungarian Ethno-Pagan movements), Molnár’s animation is an excellent summary of a multi-faceted new Hungarian mythology, comprising many alternative historical theses. My paper aims to present two competing images of the Nation on the basis of several parallel scenes, plots and symbolic representations from the two animations. A close comparative investigation of these elements with the help of the Kapitány couple’s mythanalytic method will show the essential differences between the two national self-conceptions expressed through the imaginary
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Cartwright, Lisa. "The Hands of the Animator: Rotoscopic Projection, Condensation, and Repetition Automatism in the Fleischer Apparatus." Body & Society 18, no. 1 (2012): 47–78. http://dx.doi.org/10.1177/1357034x11432562.

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This article is concerned with the affective relationship among bodies and film technologies in the process of building and using filmmaking instruments, taking as its object the early Rotoscope, a device patented by the legendary American animator Max Fleischer that entailed the projection of live-action film for use as a template in the drawing of animated figures, to which the live-action trace was thought to impart life-like, normative patterns of movement. Drawing from media archaeology, psychoanalytic theories of repetition, projection, and condensation, and object relations theory, this article offers an interpretation of some of the kinds of psychic interactions offered in animated film through traces of the Rotoscope’s production history found in the device’s patent drawings, its patent embodiments, and its published family legend. It is proposed that the device was the locus of a collective fraternal performance, serving as a shared ground for an array of condensations and displacements and enactments of repetition compulsion among the multiple bodies engaged in the production of the device, as well as among the multiple animated and live-action film bodies that crossed its production screens and patent pages. One objective of this article is to shift the interpretive and analytic focus in film studies from the filmstrip and the projected screen image to the relationship between bodies and technologies in the experience of making films, and making the filmic apparatus. A secondary objective of this article is to suggest that the approach to bodily movement embedded in the design of the Rotoscope was hardly normative. The device offered a means to stretch and distort both norms and stereotypes of human expression through movement. The rotoscoped body sometimes performed in ways that pushed the limits of viewer expectations about how a given body will, or should, move, in space or across the screen.
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Wright, Julie Lobalzo. "Animation and the Star Body." Film-Philosophy 23, no. 2 (2019): 194–211. http://dx.doi.org/10.3366/film.2019.0109.

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Animation has employed film stars throughout its long history; however, there have been few studies that have examined the relationship between film stardom and animation. This article explores the fantasy and illusion that is present through individual film stars and the medium of animation by investigating one particular example of the employment of a film star image within animation, Dwayne “The Rock” Johnson in Moana (Ron Clements and John Musker, 2016), and with a particular focus on the human and animated body.
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Juprinedi, Juprinedi, Arta Uly Siahaan, and Cahya Miranto. "ANALISIS MAKNA DENOTATIF DAN KONOTATIF DALAM FILM UPIN & IPIN EPISODE KENANGAN MENGUSIK JIWA." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 3, no. 01 (2020): 1–17. http://dx.doi.org/10.30871/deca.v3i01.1986.

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Representations of public life in recalling past events or history can be found, among others, in 3D animated films. An interpretation of connotative meaning, as the second layer meaning, arises when a symbol is associated with its psychological aspects, such as feelings, emotions, or beliefs, which are closely related to culture, knowledge, and history. This study aims to interpret symbols in the Kenangan Mengusik Jiwa episode of Upin & Ipin animated film for their denotative and connotative meaning to better understand the context of the story and the moral message conveyed. A questionnaire was used in this research to increase validity. In processing questionnaire data, a calculation is conducted using the Likert scale. The results of the study indicate that the main moral message conveyed in this episode is to never forget history or established culture. This interpretation is supported by results from questionnaire data.
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Roe, Annabelle Honess. "Absence, Excess and Epistemological Expansion: Towards a Framework for the Study of Animated Documentary." Animation 6, no. 3 (2011): 215–30. http://dx.doi.org/10.1177/1746847711417954.

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This article gives an overview of the history of animated documentary, both in regard to the form itself and how it has been studied. It then goes on to present a new way of thinking about animated documentary, in terms of the way the animation functions in the texts by asking what the animation does that the live-action alternative could not. Three functions are suggested: mimetic substitution, non-mimetic substitution and evocation. The author suggests that, by thinking about animated documentary in this way, we can see how animation has broadened and deepened documentary’s epistemological project by opening it up to subject matters that previously eluded live-action film.
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Krivulya, Natalia G. "Development of the Animated Poster in the First Half of the XX century." Journal of Flm Arts and Film Studies 8, no. 3 (2016): 19–33. http://dx.doi.org/10.17816/vgik8319-33.

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The genre of animated posters emerged at the dawn of animation. In 1899, A. Cooper an English director created one of the first movie-posters in the history of world animation. The need for movie-posters with propaganda characteristics arose during the period of the WW1. During that time, the genre of the animated poster had been developed and had even become a stimulus to the development of the animation and film industry. It had achieved its greatest success in the UK due to the advanced level of printed graphics, as well as the fact that the British pioneered the development of systematic promotion approaches. German animators also worked in the genre of animated posters, but they filmed mostly instructional movies which presented technical or military information in a clear and simple form. By the end of the WW1 the structure of movie posters had evolved from transparent to narrative. During the war the genre of the animated poster was not developed in Russia. After the war, propaganda film-posters disappeared from the screens. Their place was taken by mostly political, educational and promotional posters. The time of experimentation with figurative language, technology, and structure of the animated poster was in 1920-1930s. Themes, targets and the form of presentation had changed, but the function remained the same - informational and visual propaganda. As the commercial poster had developed predominantly in European and American animation, the release of political posters initiated the development of Soviet animation. Sentiment changes in global politics and the situation in Europe during the late 1930s which evolved into the WW2, once again stimulated the entertainers interest for the genres of political-propaganda, patriotic, and instructive posters. During the war the production of animated posters formed a considerable portion of all the animation filmed in Soviet as well as American studios. With the cessation of hostilities films in the poster animation genre almost disappeared from the screens.
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Dissertations / Theses on the topic "Animated film history"

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Baldwin, Frances Novier. "The Passage of the Comic Book to the Animated Film: The Case of the Smurfs." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84167/.

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The purpose of this study is to explore the influence of history and culture on the passage of the comic book to the animated film. Although the comic book has both historical and cultural components, the latter often undergoes a cultural shift in the animation process. Using the Smurfs as a case study, this investigation first reviews existing literature pertaining to the comic book as an art form, the influence of history and culture on Smurf story plots, and the translation of the comic book into a moving picture. This study then utilizes authentic documents and interviews to analyze the perceptions of success and failure in the transformation of the Smurf comic book into animation: concluding that original meaning is often altered in the translation to meet the criteria of cultural relevance for the new audiences.
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Děcká, Eliška. "Současná praxe nezávislé autorské animace v orální historii autorek působících v New Yorku a Praze." Doctoral thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2017. http://www.nusl.cz/ntk/nusl-373534.

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Graf, Matthew D. "The animation paradox : a study in believability." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1397373.

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Animation has been an integral part of the entertainment industry for over seventy years. What is it about animated films that make them just as, or even more, captivating than live-action films? While animation is most typically associated with fantasy or escapism, there is certainly an element of reality exploration that causes animation to be more believable. Through examination of this and previous creative projects, it was found that a balance of fantasy and reality exploration, along with other key factors, help to make animation successful in relating to the viewer.<br>Department of Telecommunications
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Hu, Tze-yue Gigi. "Understanding Japanese animation : from Miyazaki and Takahata anime /." Thesis, Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24729954.

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Chow, Cheuk-wing, and 周卓穎. "Nostalgia, nature, and the re-enchantment of modern world in Hayao Miyazaki's anime." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B4839449X.

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The association between nostalgia, nature and disenchantment has been and still is a very common trope in cultural and literary studies (Saler 138) within the scope of modernity. In fact, it has almost become “a cliché of our time” (Saler 138) in which people often view modern experience as an oppressive status of disillusionment rather than a liberating condition of enlightenment. Since this thesis aims to open up and point at different dimensions of modernity and become “part of a grandiose modernist project yet to be finished” (Hu 23-4), I would like to use Miyazaki’s works to argue that modernity is never a simple, one-sided condition of being ‘disenchanted’ as proclaimed by many scholars. In order to pinpoint some of the contradictory impulsions and potentialities of the experience of modernity, this thesis would first start with a brief overview on the ideas of ‘disenchantment’ and ‘nostalgia’ and their relations to the experience of modernity. The second part would be a general introduction to Miyazaki’s anime, briefly introducing his works in terms of style, content, characterization and such. In particular, I would like to point out how Miyazaki’s works have created alter-tales about disenchanted modernity by showing the multiple facets of modern life and exploring the possibility to (re)enchant modern experiences through his childlike protagonists and the fantastical form of anime. Part three to five would be comprehensive textual analyses about Laputa: Castle in the Sky (1986), Nausicaa of the Valley of the Wind (1984) and Spirited Away (2001) respectively, examining their relationships with and responses to the ambivalent experiences of modernity. The concluding part of this thesis would reflect on the contribution as well as the limitation of my research in regards to the writing of modern experiences and the ongoing modernist project.<br>published_or_final_version<br>Literary and Cultural Studies<br>Master<br>Master of Arts
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Meachem, Dhugal. "Virtual worlds, non humans and power beams : a neoformalist analysis of the digital animation aesthetic in Hong Kong's mythical martial arts films." HKBU Institutional Repository, 2003. http://repository.hkbu.edu.hk/etd_ra/513.

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Wellborn, Brecken. "Musicals and the Margins: African-Americans, Women, and Queerness in the Twenty-First Century American Musical." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc1404583/.

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This thesis provides an overview of the various ways in which select marginalized identities are represented within the twenty-first century American musical film. The first intention of this thesis is to identify, define, and organize the different subgenres that appear within the twenty-first century iterations of the musical film. The second, and principal, intention of this thesis is to explore contemporary representations of African-Americans, women, and queerness throughout the defined subgenres. Within this thesis, key films are analyzed from within each subgenre to understand these textual representations.
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Kovacic, Mateja. "Technologies and paradigms of vision: from the scientific revolution of the Edo period to contemporary Japanese animation." HKBU Institutional Repository, 2016. https://repository.hkbu.edu.hk/etd_oa/317.

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This thesis is mainly concerned with uncovering the meanings and associations embedded in the field of popular culture production in Japanese and European sociocultural contexts, using a comparative approach to unearth the effects, materials, and paradigms of the technological and scientific discourses during the Scientific Revolution. Linking the fields of the anthropology of technology and science, popular culture, and material culture studies, the thesis offers a historical overview of the development of machines and visual technologies in the Edo period, arguing that visuality is the key to delayering the cultural history of technology and science in Japanese popular culture, animation in particular. The objective of this work, therefore, is to look at the assemblage of the scientific, technological, and philosophical discourses to unveil the cultural processes between optical regimes, scientific practices, and popular culture. In its emphasis on the interconnectedness of visual technologies and the field of popular culture production, the thesis asserts that scientific development, particularly under the influence of the Scientific Revolution and Japanese Rangaku scholarship, is closely tied with the function of entertainment in Japanese society. With the understanding of technology as a total social phenomenon that interlocks the material and the symbolic in a complex network, which produces meanings and associations, the thesis further stresses the view that intellectual history cannot be separated from material culture studies; it also grapples with a number of existing scholarships on the history of science, particularly their inattentiveness to cultural histories in their historical surveys of scientific development. Finally, this work closely examines Oshii Mamoru's Ghost in the Shell and its sequels and the anime TV series Psycho-Pass to explore the tangled responses to the ideologies of the Euro-American mode of modernity.
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Wellborn, Brecken. "Musicals and the Margins: African-Americans, Women, and Queerness in the 21st Century American Musical." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404583/.

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This thesis provides an overview of the various ways in which select marginalized identities are represented within the twenty-first century American musical film. The first intention of this thesis is to identify, define, and organize the different subgenres that appear within the twenty-first century iterations of the musical film. The second, and principal, intention of this thesis is to explore contemporary representations of African-Americans, women, and queerness throughout the defined subgenres. Within this thesis, key films are analyzed from within each subgenre to understand these textual representations.
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Ben, Ayed Maya. "Le cinéma d'animation en Tunisie : genèse et évolution (1965-1995)." Thesis, Aix-Marseille, 2017. http://www.theses.fr/2017AIXM0047.

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Ce travail cherche à comprendre comment le cinéma d’animation en Tunisie, une pratique artistique « en marge », à la fois dans son monde de l’Art et dans la société dans laquelle elle est produite, puisse s’ériger en tant que vecteur de contestation dans un contexte autoritaire. Il s’agit de tracer l’histoire méconnue de cet art depuis sa genèse et sur toute la période étudiée (1965-1995). Une histoire qui se confond avec celle des changements sociopolitiques du pays sous les deux régimes autoritaires postindépendance. Nous entendons dégager la ou les forme(s) de contestation en interrogeant, d’une part le matériau filmique etd’autre part les sources orales, mémoires vivantes de cet art. Nous confrontons deux discours celui du régime (du centre) et celui de l’art (la périphérie) afin de révéler le mécanisme de formulation du propos contestataire dans le cinéma d’animation tunisien<br>This work seeks to understand how animation in Tunisia – an artistic activity on the fringes, both in the art world and in the society in which it is produced - became a vehicle for political protest within an authoritarian context. It recounts the hitherto untold history of this art form together with the socio-political changes under the two post-independence authoritarian regimes. We intend to reveal the form(s) of protest by examining, on the one hand, the cinematic material and, on the other, live testimonials, first-hand memories of the art form. We confront two different types of rhetoric, that of the regime (core values) and the art of animation(marginal culture) to reveal the mechanisms used to formulate the protest statements in Tunisian animation
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Books on the topic "Animated film history"

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Stoffman, Daniel. The Nelvana Story: Thirty Animated Years. Nelvana Publishing, 2001.

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Giulietta, Fara, and Cosulich Oscar, eds. Future Film Festival, 2005. Pendragon, 2005.

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Before Mickey: The animated film, 1898-1928. University of Chicago Press, 1993.

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Future, Film Festival (9th 2007 Bologna Italy). Future Film Festival, 2007: Www.futurefilmfestival.org. Pendragon, 2007.

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Giulietta, Fara, and Cosulich Oscar, eds. Future Film Festival, 2006: Www.futurefilmfestival.org. Pendragon, 2006.

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Giovanni, Ricci, and Vanelli Marco, eds. Animazione in cento film. Le mani, 2013.

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Sitkiewicz, Paweł. Miki i myszy: Walt Disney i film rysunkowy w przedwojennej Polsce. Słowo/obraz terytoria, 2012.

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Créateurs & créatures: 50 ans de festival international du film d'animation d'Annecy = Creators & creatures : 50 years of the Annecy International Animation Film Festival. Glénat, 2010.

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1962-, Daly Steve, ed. Toy story: The art and making of the animated film. Hyperion, 1995.

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Lasseter, John. Toy story: The art and making of the animated film. Disney Editions, 2009.

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Book chapters on the topic "Animated film history"

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Bendazzi, Giannalberto. "The First Feature Length Animated Film in History." In Twice the First. CRC Press, 2017. http://dx.doi.org/10.1201/9781315149004-6.

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Holliday, Christopher. "The Mannerist Game." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0011.

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This chapter argues that mannerism and traditions of mannerist art give greater definition to how computer-animated films playfully dismantle their illusionist activity by making false claims about their relation to live-action cinema. To consider these specific forms of Mannerist humour in the computer-animated film, this chapter plots Mannerism’s cinematic lineage within certain styles and genres (film noir, pop music film, heritage drama, period film and cinéma du look), and notes that despite scholars having employed a vocabulary drawn from European art history to describe the (often digitally-assisted) bravura camerawork of New Hollywood cinema, Mannerism has yet to be employed as a descriptor for digital animation. This chapter therefore re-imagines computer-animated film comedy as strongly Mannerist in its invention, and draws particular attention to their strategies of allusive anti-illusionism. Computer-animated films frequently stage false, illusory discourses of revelation (feigned blooper reels, outtake material, behind-the-scenes ‘actor’ interviews) as a comic flourish that maintains the genre’s illusion. To interrogate the wit of the genre’s Mannerist play, I examine its many trompe-l’œil illusion effects and activities of self-deception.
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Kılınçarslan, Yasemin. "A Woman Director in the History of Animated Film." In Advances in Media, Entertainment, and the Arts. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1774-1.ch011.

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Rapidly spreading computer technologies cause many classical art applications to disappear. One of these is the classic stop motion animation cinema. Animation film director Lotte Reiniger has an important place in the history of cinema both through her personality and films. The avant-garde style of the director puts her in the category of modern artists. Reiniger's technical and stylistic innovations in the art of animation are still important. In this study, the artistic life and film aesthetics of the Lotte Reiniger will be discussed and the elements that make it an auteur method will be examined through her animation films.
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Lefèvre, Pascal. "From Contextualisation to Categorisation of Animated Documentaries." In Drawn from Life. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9780748694112.003.0002.

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This chapter provides a wide-ranging account of animated documentary cinema’s evolution, one which relates that ongoing history to analogous developments in related fields including live-action documentary, painting, photography and New Journalism. By their overt artificial nature animated documentaries seem to challenge the traditional documentary epistemology. Lefèvre considers the extent to which established Film Studies conceptual and analytical paradigms offer pre-existing tools that contemporary scholars can readily transpose to the study of animated documentary. This essay questions if the animated documentaries still fit in the six categories or modes of documentary film production that Bill Nichols defined: the poetic, the expository, the observational, the participatory, the reflexive, and the performative mode. This chapter highlights many of the critical and conceptual questions which that partially obscured history raises, laying out ten distinct sets of logistical, aesthetic and ideological issues that repeatedly manifest themselves across the history of animated documentary filmmaking.
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Kraaikamp, Nanette. "Drawings to Remember." In Drawn from Life. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9780748694112.003.0008.

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South African Artist William Kentridge’s Drawings for Projection films animate his charcoal drawings. This chapter analyses Kendridge’s animated film Felix in Exile (1994), for which forty charcoal drawings were amended and filmed during each step of the work’s stop-motion animation process. Felix in Exile addresses the traumatic history of South Africa during apartheid and provides a good meta-level insight into the process of drawing. This chapter explores how Kentridge’s drawing mechanisms and the representation of history, time and memory are interrelated. Questions examined include: How are mechanisms of drawing and animation related to history? How does Felix in Exile mediate time and memory? What is it exactly that causes this film’s affect? This chapter reflects on these questions by using Walter Benjamin’s philosophical texts, On the Concept of History (1942) and On the Mimetic Faculty (1933) in conjunction with theoretical literature on drawing in order to analyse Kentridge’s work.
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Brown, Noel. "On the Borders: Children’s Horror and Indiewood Animation." In Contemporary Hollywood Animation. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474410564.003.0005.

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This chapter focuses on a recent tradition of Hollywood animated films which mine the intersection between the ‘mainstream’ and ‘cult’ firmaments. While there is a long history of experimental or leftfield animation in the United States, the films discussed here are characterised by a duality specific to post-1990s Hollywood cinema: they target a mass market while simultaneously addressing audiences that may reject mainstream animation in its more conventional iterations. The first half of this chapter examines the ‘children’s horror film’, a cycle that presents grotesque imagery with sufficient wit to appeal to leftfield sensibilities while still delivering the pleasing emotive content associated with mainstream family entertainment. The second half discusses ‘indiewood animation’ films, which often exhibit a comparatively cerebral patented kookiness and trippy, offbeat humour. Collectively, the ‘children’s horror’ and ‘indiewood’ animated films represent a compromise between the perceived requirements of mass audiences and the promise of additional credibility and cachet associated with cult cinema.
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Blos-Jáni, Melinda. "Photographic Passages to the Past in Eastern European Non-Fiction Films." In Caught In-Between. Edinburgh University Press, 2020. http://dx.doi.org/10.3366/edinburgh/9781474435499.003.0007.

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There is a tendency in recent nonfiction film to recontextualise archival photographs in creative ways. In films like Felvidék. Caught In-Between (Vladislava Plančíková, 2014) photographs are part of a collage work, while films like Crulic. The Path to Beyond (Anca Damian, 2011) use photographs in animated environments. At the other extreme is Radu Jude's Dead Nation (2017) presenting a series of photographs as a film that paradoxically demonstrates the lack of images of the Romanian Holocaust. These films open up new possibilities for the medium of photography, redefining through cinema the complex relationship between photography/the indexical trace and history. This chapter builds upon the phenomenological approach to images by George Didi-Hubermann and László Tarnay in order to discuss intermedial relations of nonfiction films and to present what the photographic image means in the post-media age documentary.
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Miller, Giulia. "Waltz with Bashir: Why Does it Matter?" In Studying Waltz with Bashir. Liverpool University Press, 2017. http://dx.doi.org/10.3828/liverpool/9781911325154.003.0001.

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This chapter recounts the most horrific episodes in the history of the Middle East conflict. It talks about the kidnapping and murder of three Israeli teenagers by members of the Islamist militant group Hamas, followed by a brutal revenge attack that triggered a fifty-day war between Israel and Hamas-controlled Gaza. It also analyses the function and value of films, such as Ari Folman's animated documentary Waltz with Bashir and examines the yawning gap between global consciousness of Israeli politics and that of Israeli culture. The chapter points out how Waltz with Bashir struck a chord on the international art house scene and became a roaring success, winning a Golden Globe award for Best Foreign Language Film. It discusses the heart of why Waltz with Bashir was such a phenomenon and questions whether its is still as significant now as it was when it was first released in 2008.
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Williams, Rebecca. "Replacing and Remembering Rides : Ontological Security, Authenticity and Online Memorialization." In Theme Park Fandom. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789462982574_ch08.

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Drawing on Anthony Giddens’ idea of ontological security, this chapter considers fan reactions when favourite rides are closed or replaced. First it explores fan responses to the closure of the Maelstrom ride at Walt Disney World’s EPCOT Park which was replaced by attractions based on the animated film Frozen and how opposition was linked to the importance of ‘classic attractions’ to the park’s history and Disney’s brand, and a desire to remain ‘true to’ EPCOT’s original emphasis upon education. Second, the chapter looks at how Disney’s abandoned River Country Water Park in Florida has offered some of the most detailed instances of fan archiving, curation and discussion online, considering what remembering, representing and discussing the park online offers fans within participatory theme park culture.
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Sepinwall, Alyssa Goldstein. "Remembering Haiti’s Revolution in France and North America." In Slave Revolt on Screen. University Press of Mississippi, 2021. http://dx.doi.org/10.14325/mississippi/9781496833105.003.0007.

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The chapter focuses on documentaries, dramatic shorts, and animated shorts about the Haitian Revolution. Many were made entirely by non-Haitians, but some involved collaborations with Haitian scholars and artists. Because Haiti was once a colony of France, several of these documentaries come from French filmmakers. In analyzing these films, the chapter highlights French difficulties in grappling with their histories of slavery and racism, as well as imbalances that give the French greater power to recount Haiti’s history on screen than Haitians themselves. The chapter also examines public television and crowdfunded documentaries from the U.S., such as Égalité for All (2009) and 1804: The Hidden History of Haiti (2017), from white as well as African American directors. Finally, the chapter looks at lesser-known dramatic shorts on the Revolution, and at animated films, including Robin Lloyd and Doreen Kraft’s pioneering 1978 short Black Dawn.
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