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Journal articles on the topic 'Animated film history'

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1

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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7

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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MAJUMDAR, ROCHONA. "Debating Radical Cinema: A History of the Film Society Movement in India." Modern Asian Studies 46, no. 3 (2011): 731–67. http://dx.doi.org/10.1017/s0026749x11000710.

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AbstractThis paper offers a history of the creation and development of film societies in India from 1947 to 1980. Members of the film society movement consisted of important Indian film directors such as Satyajit Ray, Ritwik Ghatak, Shyam Benegal, Basu Chatterji, Mani Kaul, G. Aravindan, Kumar Shahani, Adoor Gopalkrishnan, and Mrinal Sen, as well as film enthusiasts, numbering about 100,000 by 1980. The movement, confined though it was to members who considered themselves film aficionados, was propelled by debates similar to those that animated left-oriented cultural movements which originated in late colonial India, namely, the Progressive Writers Association in 1936, and the Indian People's Theatre Association in 1942. By looking at the film society movement as an early and sustained attempt at civil-social organization in postcolonial India, this paper highlights the two distinct definitions of ‘good cinema’—from an aesthetically sophisticated product to a radical political text—that were debated during the time of the movement.
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12

Squires, Richard. "Doozy deconstructed: Paul Lynde’s voicing of Hanna Barbera’s animated villains." Animation Practice, Process & Production 9, no. 1 (2020): 117–30. http://dx.doi.org/10.1386/ap3_000020_1.

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‘Doozy deconstructed’ documents the research and animation production processes of artist-filmmaker Richard Squires’s debut feature Doozy. Part creative documentary, part essay film, the work utilizes a number of distinct techniques to interrogate the voice casting of American actor Paul Lynde as a series of Hanna Barbera villains in the late 1960s: an animated anti-hero Clovis ‐ designed by Squires and animated by Elroy Simmons ‐ who re-enacts alleged episodes in the life of the actor; a curious game show featuring specialist opinions from the worlds of animation, neurology, history and criminology; archival and documentary materials that reveal Lynde’s real-life circumstance. ‘Doozy deconstructed’ considers how sexuality is coded and performed by animated characters; Hollywood’s legacy of queer-coded villainy; the relationship between the actor’s real-life circumstance and his animated roles; Hanna Barbera’s motivations in casting the closeted actor and the experimental strategies Doozy employs to disseminate this research.
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13

Rochester, Katherine. "Visual Music and Kinetic Ornaments." Feminist Media Histories 7, no. 1 (2021): 115–46. http://dx.doi.org/10.1525/fmh.2021.7.1.115.

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This essay traces the theorization of interwar animation through period analogies with painting and dance, paying special attention to the valorization of concepts such as dematerialization and embodiment, which metaphors of visual music and physical kinesthesis were used to promote. Beginning in 1919, and exemplified by her feature-length film Die Abenteuer des Prinzen Achmed (1926), Lotte Reiniger directed numerous silhouette films animated in an ornate style that embraced decorative materiality. This aesthetic set her in uneasy relation to the avant-garde, whose strenuous attempts to distance abstraction from ornament took the form of absolute film, and were screened together at the Absolute film Matinee of 1925. However, their claims for aesthetic integrity were staked on territory these artists largely had in common. By adopting a feminist approach that examines networks of collaboration, publication, and artistic production in Weimar Berlin, this essay reveals Reiniger as an early proponent of haptic cinema in interwar Europe and one of animation's earliest and most perceptive theorists.
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Kariko, Abdul Aziz Turhan. "Representation of Marxism in Vampires in Havana." Humaniora 2, no. 1 (2011): 374. http://dx.doi.org/10.21512/humaniora.v2i1.3047.

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Article presents an animated film related to ideological development in Cuba. This effort brings an understanding of ideology and cultural policy of Cuba as a communist state. Presentation begins with summary of the story, history and background, ideological concepts, and the movie Vampires in Havana itself. It is concluded that the film represents ideological disputes between capitalism and Marxism in Cuba, as well as giving an ideal perspective on how the world should work.
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Buchanan, Andrew. "Thinking across Frames – Temporally Extended Consciousness and the Animation Timeline." KronoScope 21, no. 2 (2022): 111–31. http://dx.doi.org/10.1163/15685241-12341496.

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Abstract This article explores ways in which animation production technologies (including pre-cinema, film, and digital tools) have evolved as a system that abstracts time, primarily through its spatialization. This abstraction necessitates certain assumptions about the nature of time, including its linearity and directionality. Animation technologies have evolved so as to support various modes of temporally extended consciousness; an animator’s craft thinks and works through time. Embedded within digital production technologies, the animator is faced with a new philosophical instrument: the animation timeline. The main timeline utility in most animation software adopts a linear, mechanical model of time with the individual frame as the base unit. However, digital animation timeline can also complicate the spatialized temporal dimension, as the timeline is also embedded within animated objects in motion paths and other interface elements . As animated objects always exist through time, not merely within individual frames, the animation software tools for working with time both confine and unlock opportunities for working with time.
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Pratama, Adhinta Candra Rima, I. Gede Mahendra Darmawiguna, and I. Gede Bendesa Subawa. "Pengembangan Film Animasi 3 Dimensi Peran Kapten Ida Bagus Putu Japa dalam Serangan Umum Kota Denpasar." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 10, no. 3 (2021): 271. http://dx.doi.org/10.23887/karmapati.v10i3.37566.

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Abstract- The history of the hero's struggle is often not well known by the public, especially regarding the history of the hero's struggle, Captain Ida Bagus Putu Japa. This is due to the lack of sources of information about the stories of the drivers of resistance. Currently, what is known to the public is the Statue of Hero of the Posthumous Captain Ida Bagus Putu Japa at the Niti Mandala Renon roundabout, Denpasar and the heroic values of Captain Ida Bagus Putu Japa are also enshrined and stored by making a diorama in the Bajra Sandhi Museum. With the rapid development of technology, technology is useful for disseminating or disseminating information to the general public. This study aims to develop a 3-dimensional animated film of the role of Captain Ida Bagus Putu Japa in the general attack of Denpasar city. So that with this animated film, it is hoped that the public will know and understand how the struggle of Captain Ida Bagus Putu Japa in defending the city of Denpasar. The research method used in this study is the Multimedia Development Life Cycle method, which has 6 stages, namely concept, design, material collecting, assembly, testing, and distribution. . Based on the results of the test data on the content expert test, the criteria are "Very Valid" with Aiken's validity of 0.95. In the media expert test, the criteria are "Very Valid" with Aiken's validity of 0.96. In the user response test the criteria are "Good" with a validity index of 87% so that this 3D animated film is suitable for socialization and education media to the people of Denpasar City. Keywords: Heroes, Biography of Captain Ida Bagus Putu Japa, Bajra Sandhi Museum
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Moen. "Imagination and Natural Movement: The Bray Studios and the “Invention” of Animated Film." Film History 27, no. 4 (2015): 130. http://dx.doi.org/10.2979/filmhistory.27.4.130.

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18

Kropova, Daria S. "Traits of Mystery (miracle play), Tragedy and Commedia Dell'Arte in a Fairy-Opera-Film." Journal of Flm Arts and Film Studies 8, no. 4 (2016): 76–83. http://dx.doi.org/10.17816/vgik8476-83.

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This article deals with a fairy-opera-film and its specifics. The author reveals traits of mystery (miracle play) in a fairy-opera-film, basing upon a notion of mystery of Carl Orffs theory, in the way as Orff meant it. Syncretism in different kinds of art, specifics of word as an art facility (meaning of a word and a word as sound) are specified. As examples the following films are taken: Bluebeard's Castle (composer Bela Bartok, filmmaker W. Golovin,1968), Iolanta (composer Pyotr Tchaikovsky, filmmaker W. Gorriker,1963) and animated musical The Snow Maiden (composer Nikolai Rimsky-Korsakov, filmmaker I. Ivanow-Vano,1952). Special attention is drawn to the opera film The Queen of Spades (composer Pyotr Tchaikovsky, filmmaker R. Tihomirov,1960). The author discloses in fairy-opera-film elements of commedia dell'arte, that is improvisation and masks. For example in films The Love for three Oranges (composer Sergei Prokofiev, filmmakers W. Titov and J. Bogatyrenko,1970) and The Magic Flute (composer Wolfgang A. Mozart, filmmaker I. Bergman,1975). The author comes to the conclusion concerning the targets and tasks of a fairy-opera-film. Through watching fairy-opera-films children should live cultural and psychological history of humanity step by step in its development through music, dance culture and drama (theater). The main task of fairy-opera-film is to save an entity of a human being, to prevent a childs mutation into either a superman (or bermensch in F. Nietzsches term) or degeneration.
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Wang, Zhuoyi. "From Mulan (1998) to Mulan (2020): Disney Conventions, Cross-Cultural Feminist Intervention, and a Compromised Progress." Arts 11, no. 1 (2021): 5. http://dx.doi.org/10.3390/arts11010005.

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Directed by the feminist filmmaker Niki Caro, Disney’s 2020 live-action remake of Mulan (1998) strove to be a more gender progressive, culturally appropriate, and internationally successful adaptation of the Chinese legend of Mulan than the animated original. Contrary to the film’s intended effect, however, it was a critical and financial letdown. The film was criticized for a wide range of issues, including making unpopular changes to the animated original, misrepresenting Chinese culture and history, perpetuating Orientalist stereotypes, and demonizing Inner Asian steppe nomads. In addition, the film also faced boycott calls amid political controversies surrounding China. It received exceptionally low audience ratings in both the US and China, grossing a total well under its estimated budget. This article argues that Mulan (2020) is not, as many believe, just another Disney film suffering from simple artistic inability, cultural insensitivity, or political injustice, but a window into the tension-ridden intersectionality of the gender, sexual, racial, cultural, and political issues that shape the production and reception of today’s cross-cultural films. It discusses three major problems, the Disney problem, the gender problem, and the cultural problem, that Mulan (2020) tackled with respectful efforts in Caro’s feminist filmmaking pattern. The film made significant compromises between its goals of cultural appropriateness, progressive feminism, and monetary success. Although it eventually failed to satisfactorily resolve these at times conflicting missions, it still achieved important progress in addressing some serious gender and cultural problems in Mulan’s contemporary intertextual metamorphosis, especially those introduced by the Disney animation. By revealing Mulan (2020)’s value and defects, this article intends to flesh out some real-world challenges that feminist movements must overcome to effectively transmit messages and bring about changes at the transcultural level in the arts.
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Swale, Alistair. "Animated film in Japan until 1919: western animation and the beginnings of anime." Early Popular Visual Culture 17, no. 2 (2019): 218–19. http://dx.doi.org/10.1080/17460654.2019.1643589.

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Jürgens, Anna-Sophie. "Batman and the World of Tomorrow: Yesterday’s Technological Future in the Animated Film Batman: Mask of the Phantasm." Animation 15, no. 3 (2020): 246–59. http://dx.doi.org/10.1177/1746847720965459.

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Examining facets of modernist visions of our technological future and of theatricalized city and stage spaces in the 1993 animated film Batman: Mask of the Phantasm, this article explores the cultural meaning of technology in graphic fiction. The confrontation scene between Batman and Joker in the grounds of Gotham’s World’s Fair, the author argues, echoes the 1939 New York World’s Fair with its modernist urban optimism and pop cultural fascination with new visionary technologies, as well as the modern history of moving pictures and multi-media spectacle. The article spotlights the power of the Batman story to participate in, and contribute towards, complex cultural inquiry and transmedial discourses around technology and popular entertainments. Through the exquisite medium of animation – which allows animated characters to be placed on an abstract architectural city stage – Mask of the Phantasm also embodies modernist visions of the ‘ideal’ stage character in a medium that creates non-realist art and more complex possibilities for movement, thus transporting modernist thinking into the 20th century.
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Brodesco, Alberto. "I've Got you under my Skin: Narratives of the Inner Body in Cinema and Television." Nuncius 26, no. 1 (2011): 201–21. http://dx.doi.org/10.1163/182539111x569829.

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Abstract1966 Twentieth Century Fox big-budget film Fantastic Voyage represents a corner stone around which a whole audiovisual trope was built. The topic of the voyage of shrunken people sent to explore the inner space of the body was adopted since then by many feature films, television series and animated TV series, for the aims of education, entertainment or edutainment. While the exploration of the body (and, often, the meeting with its inhabitants) gives space to just a few possibilities of plot development, it leaves open ground for metaphors. Starting from the hypotext, this article analyzes a sample of audiovisuals to try to summarize a taxonomy of narrative schemes and the different metaphors (and their uses) that our body can host.
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Fort, Jeff. "André Bazin's Eternal Returns: An Ontological Revision." Film-Philosophy 25, no. 1 (2021): 42–61. http://dx.doi.org/10.3366/film.2021.0156.

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The recent publication of André Bazin's Écrits complets (2018), an enormous two-volume edition of 3000 pages which increases ten-fold Bazin's available corpus, provides opportunities for renewed reflection on, and possibly for substantial revisions of, this key figure in film theory. On the basis of several essays, I propose a drastic rereading of Bazin's most explicitly philosophical notion of “ontology.” This all too familiar notion, long settled into a rather dust-laden couple (“Bazin and ontology”) nonetheless retains its fascination. Rather than attempting to provide a systematic reworking of this couple along well established lines, particularly those defined by realism and indexicality, this article proposes to shift the notion of ontology in Bazin from its determination as actual existence toward a more radical concept of ontology based on the notion of mimesis, particularly as articulated, in a Heideggerian mode, by Philippe Lacoue-Labarthe. This more properly ontological concept, also paradoxically and radically improper, is shown to be at work already in Bazin's texts, and it allows us to see that far from simplistically naturalizing photographic technology, Bazin does the contrary: he technicizes nature. If Bazin says that the photograph is a flower or a snowflake, he also implies that, like photographs, these are likewise a kind of technical artifact, an auto-mimetic reproduction of nature. Bazin likewise refers to film as a kind of skin falling away from the body of History, an accumulating pellicule in which nature and history disturbingly merge. This shifted perspective on Bazin's thinking is extended further in reference to Georges Didi-Huberman on the highly mimetic creatures known as phasmids, insects that mimic their environement. I extend this into the dynamic notion of eternal return, an implicit dimension of Bazin's thinking, clarified here in reference to Giorgio Agamben and the “immemorial image” which, like Bazin's “Death Every Afternoon,” presents an eminently repeatable deathly image, an animated corpse-world that can be likened to hell.
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Huber, Loreta, and Airidas Kairys. "Culture Specific Items in Audiovisual Translation: Issues of Synchrony and Cultural Equivalence in the Lithuanian Dub of “Shrek the Third”." Studies about Languages 1, no. 38 (2021): 5–16. http://dx.doi.org/10.5755/j01.sal.1.38.24743.

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Audiovisual translation encompasses a number of dissimilar areas. To quote Frederic Valera Chaume, AVT “covers both well-established and new ground-breaking linguistic and semiotic transfers like dubbing, subtitling, surtitling, respeaking, audiosubtitling, voice-over, simultaneous interpreting at film festivals, free-commentary and goblin translation, subtitling for the deaf and the hard of hearing, audiodescription, fansubbing and fandubbing” (2013, p. 105). This paper analyses the importance of culture-specific elements in audiovisual products and strategies of their transfer to the target culture. Practical investigation is based on a case study of an animated film “Shrek the Third” and its Lithuanian dub. The choice for the case study was determined by the fact that the history of dubbing animated movies in independent Lithuania started with “Shrek,” the first Hollywood film dubbed into Lithuanian, which has achieved unprecedented success and become an example for further dub localizations. The aim of the research was to determine the relationship between types of synchrony that should be maintained in dubbing and culture-specific items that should be localized in the target text. The study is complemented with a research survey that questions the importance of different types of synchronies in translation. As there is no consensus about the importance of lip synchrony in dubbing, and some scholars (Doane, 1980; Chaume, 2012) claim that it plays a dominant role in dubbing, whereas others (Herbst, 1994; Jüngst, 2010) declare its overestimation, the survey research attempts to answer this debatable question.
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VIREN, DENIS G. "DOCUMENTARY ANIMATION OR ANIMATED DOCUMENTARY? Reflections on the history and the current situation on the example of Poland and other countries." ART AND SCIENCE OF TELEVISION 17, no. 1 (2021): 101–35. http://dx.doi.org/10.30628/1994-9529-2021-17.1-101-135.

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Documentary animation is a hybrid cinematic form, the history of which goes back over 100 years. Earlier such films were rather a rarity, while lately they appear on screens more and more often. Using numerous examples, the article discusses the goals of artists turning to this unusual and controversial practice. The main thematic blocks are highlighted, the boundaries between the fictional artistic world and the real basis of a film are determined. The author also attempts to distinguish between animated documentary and “full-fledged” documentary animation. After reviewing the genesis (films by W. McCay, J. and F. Hubley) and films that have become modern classics of the direction (Waltz with Bashir, Crulic: The Path to Beyond etc.), the most notable modern samples—primarily those filmed in Poland and in Russia, where animadoc is rapidly gaining momentum—were analyzed in detail. Directors use this form when talking about historical events (reconstruction), ambiguous personalities and unusual places, as well as about their own or others’ internal problems and experiences. Documentary animation is becoming a common means of (auto)psychotherapy and fits into the current trend of pronouncing taboo topics and working out hidden traumas. Animation allows to penetrate deeply into the world of characters without violating their personal boundaries. An important place is held by metafilms, reflecting on the language of the animadoc and cinema in general. Today, documentary with the use of animation is more common than “real” animadoc, although the line between the fictional artistic world and the actual basis of films is rather fluid. The phenomenon is still in the making. Nevertheless, such films must have a real component: interviews (usually off-screen), newsreels, photographs, genuine objects, etc. The factual basis is not a sufficient argument to classify the work as a documentary animation—the decisive factor here is the hybridization of the form.
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Benhamou, Eve, and Eve Benhamou. "From the Advent of Multiculturalism to the Elision of Race: The Representation of Race Relations in Disney Animated Features (1995-2009)." Exchanges: The Interdisciplinary Research Journal 2, no. 1 (2014): 153–67. http://dx.doi.org/10.31273/eirj.v2i1.106.

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As one of the most powerful purveyors of entertainment in the world, the Disney company has produced blockbuster films, including animated features that have enjoyed enduring popularity. Reflecting and shaping to some extent American popular culture and ideology, they have left vivid images in our memory. Arguably, one of Disney’s most ubiquitous symbol is the beautiful white princess. The representation of race relations in Disney films has always been problematic, sometimes sparking heated debates: non-white characters were either absent or stereotypically portrayed. Nonetheless, in parallel with the advent of multiculturalism in the 1990s, a series of films have foregrounded a new approach on these portrayals, the most notable being Pocahontas (1995), Atlantis (2001), and The Princess and the Frog (2009). In this article, I will examine the evolution of the representation of race, focusing on the film texts and their historical and cultural context, production history, and critical reception. I will argue that the apparent messages of tolerance and promotion of multiculturalism were accompanied and slowly replaced by a colour-blind erasure of race.
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Noll, A. Michael. "Early Digital Computer Art at Bell Telephone Laboratories, Incorporated." Leonardo 49, no. 1 (2016): 55–65. http://dx.doi.org/10.1162/leon_a_00830.

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This article is a history of the digital computer art and animation developed and created at Bell Telephone Laboratories, Incorporated, 1962–1968. Still and animated images in two dimensions and in stereographic pairs were created and used in investigations of aesthetic preferences, in film titles, in choreography, and in experimental artistic movies. Interactive digital computer music software was extended to the visual domain, including a real-time interactive system. Some of the artworks generated were exhibited publicly in various art venues. This article emphasizes work in digital programming. This pioneering work at Bell Labs was a significant contribution to digital art.
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Fan, Ni. "Ne Zha’s image transformation in Chinese animation cinema (1961‐2019)." Film, Fashion & Consumption 10, no. 1 (2021): 277–98. http://dx.doi.org/10.1386/ffc_00025_1.

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This article analyses Ne Zha’s image evolution through different animated films in the PRC from 1961 to 2019. Three key Ne Zha films are Uproar in Heaven, Ne Zha Conquers the Dragon King and Ne Zha, representing the era of ‘classical Chinese animation’, ‘modern Chinese animation’ and ‘postmodern Chinese animation’, respectively. In 2019, Ne Zha became the summer hit and the highest-grossing Chinese original animation earning ¥5.035 billion at the Chinese box office. Explorations of how classical artistic traditions and legendary stories have been transposed into these films shows that Chinese animation has retreated from the peak of national style in the 1960s and undergone change with globalization’s cultural and ideological impacts. In sum, artistic techniques associated with fine arts film, traditional narrative methods and plot stylization have gradually weakened. Contemporary elements such as Hollywood classic three-act pattern and Japanese comic character relationships and images have significantly influenced Chinese animation in the twenty-first century.
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Kurnianto, Arik. "Tinjauan Singkat Perkembangan Animasi Indonesia dalam Konteks Animasi Dunia." Humaniora 6, no. 2 (2015): 240. http://dx.doi.org/10.21512/humaniora.v6i2.3335.

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The purpose of this study was to assess the development of animated films in Indonesia based on historical studies to determine simultaneously mapping the history Indonesia in the context of world/global animation history. This study also examines the relationship between the histories of Indonesiananimated films with history first entry of the film in Indonesia which began the Dutch colonial era. According to Stephen Cavalier, the world history of animation was divided into five large round starts from the era before 1900 (The Origin of Animation) to the digital era (1986-2010). Based results of the study, Indonesian animation in the context of five major round of world animation, though have long been in contact with foreign-made films and animation (Disney Studio) has into Indonesia from the early 20th century (the early 1900s), the animation is produced Indonesia has only emerged in the '50s through the vision of a Soekarno, the first President. 1950 in the world of animation history entered the era of transition from gold age of traditional animation/cartoon (golden age of cartoons) are dominated by studio Disney to the era of television (television era). In a review of the history of animation, the era of the '50s travel half a century is the era of the modern world of animation history. Based on the facts the Indonesian animation has actually grown quite long, but the development of animation in Indonesia was very slow when seen in the context of the world animation history.
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Stsiazhko, Nataliia G. "The Image of the Holocaust in the Television Documentary Drama Trilogy “The Chronicle of the Minsk Ghetto”." Vestnik of Saint Petersburg University. Arts 11, no. 1 (2021): 56–98. http://dx.doi.org/10.21638/spbu15.2021.104.

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The prevailing view in modern film studies is that television documentary drama (docudrama) is either a hybrid, a synthesis, or a documentary film genre. The author of the article hypothesizes that docudrama has long exceeded the boundaries of documentary films and asserted its own place in the system of screen arts on par with feature films, documentaries and animated films. The author claims that docudrama is a unique phenomenon generated by television and it combines all the modern innovations in cinema. Docudrama allows for the text information to be reformatted into an audio-visual experience in an emotional, spectacular and accurate way, therefore possessing the inherent features of other screen arts. Like other forms of screen arts, it forms an image capable of evoking certain emotions and makes the viewer think and draw their own conclusions. The combination of artefacts and quotes adds volume and artistic value to the image. The article explores the genesis and development of television docudrama and gives it a definition based on key characteristics. It shows how films of various genres can be created within docudrama, proving that docudrama is not a subgenre within the genre of documentary film but a new independent branch of screen arts. The author highlights that the reason for the popularity of docudrama lies in the fact that the historical and informative material, which can be interesting and useful to the viewer, is presented in a spectacular and lightweight form. This idea is supported through the analysis of the documentary drama trilogy The Chronicle of the Minsk Ghetto, in which an image of the Holocaust, the unspeakable tragedy of the Jews during the Second World War, is shown.
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Rampling, Jeremy. "Waltz with Bashir (2008; director/writer: Ari Folman)." British Journal of Psychiatry 207, no. 3 (2015): 220. http://dx.doi.org/10.1192/bjp.bp.115.163022.

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Ari Folman's Waltz with Bashir is an animated documentary about the 1982 Lebanon War through the eyes of Israeli Defence Forces (IDF) veterans. The narrative, which follows Folman on a quest to uncover his lost memories of the War through interviews with his peers, plays out like psychotherapeutic intervention; Folman questions his own responsibilities, his hereditary scars and, ultimately, his guilt as he ‘unwillingly [takes on] the role of the Nazi’. While it would be disingenuous to call the film apolitical, it is not as political as one might expect from such evocative history. Rather, it is a treatise on memory and psychological survival through predominantly neurotic defence mechanisms.
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Krivulya, Natalia G. "DOCUMENTARY ANIMATED: GENESIS AND SPECIFICITY (PREVIEW ARTICLE)." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 43 (2021): 96–115. http://dx.doi.org/10.17223/22220836/43/7.

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Animated documentary is becoming one of the fastest growing phenomena of modern screen art in the post-truth era. The review and analysis of scientific works devoted to animated documentary is seen as relevant both for the further development of scientific thought and the search for new research strategies that expand the problem field, and for the practical sphere. The research was conducted on the basis of a review and analysis of scientific literature (monographs and articles in international journals included in electronic research system international databases Scopus, Web of Science, eLibrary.ru) in English, Spanish and Russian for the period 1997-2019. The novelty of the review article is not only an attempt to present a systematic view of animated documentary as a phenomenon of screen art, but also to identify and systematize the areas in which scientific discussions are conducted. It introduces the reader to theoretical views on the terminology, Genesis, specifics, nature, and classification systems of documentary animation. Animated documentary appeared when the cinema was just taking first steps but its development began in the 1980s. At this time, animation begins to take an interest in reality, inner peace, and socially taboo topics. Since the 1990s, the foundations of animated documentary are laid, narrative strategies are developed, and a new language are actively sought. Interest in animated documentary from the scientific community arose only in the 2000s. On the one hand, it has been manifested by the increasing role of documentation in the art, which has taken on an attraction character since the advent of digital technology; on the other hand, and as a consequence of the convergence of screen arts and the emergence of hybridization trends. The academic community has focused around developing definitions and understanding what can be attributed to the field of documentary animation. By 2010, the scientific literature focused on issues related to the specifics of animated documentary, ways of presenting reality, and indexing. By the mid-2010s, animation is becoming the subject of interdisciplinary study. At this time, there are develop tools for analyzing works of animated documentaries, and its genre system begins to build. One of the main features of animated documentaries is hybridity. Its dual nature is born of fluctuations between the certainty of facts and artistic embodiment. The problems of authenticity and representation of reality become one of the most controversial topics in an animated film. The work provides an overview of theoretical studies on the genesis, history and particularities of animadoc. The theoretical texts identify three approaches that form the main directions in the analysis of animated documentary. The first group of researchers analyzes this phenomenon and its nature based on the theories of documentaries and the transformation with the advent of digital technologies, of the concepts of reality, authenticity and fact (document). The second group of authors considers animation as a phenomenon of modern animation that arose as a result of technological renewal and changes in its role as a socio-cultural practice. A third group of scientists believes that animadoc is a post-postmodern phenomenon that arose as a means of presenting a world in which there is mobility of borders and cyberspace becomes a new reality. The review allows us to conclude that animated documentary is a manifestation of a new mode of postphotographic vision of a reflexive nature, in which the imagination that refracts images of reality becomes of primary importance. Despite the interest in it from the academic community and the emergence of theoretical works, the study of this phenomenon is only at the initial stage. Despite the interest in it from the academic community, there is a small number of deep theoretical works caused by the hybrid nature of the phenomenon itself, the imperfection of working models and methods for analyzing representational strategies, and the problems of forming a conceptual apparatus.
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Williams, Hamish. "“Hercules the grocer?”: low-key humor in The Twelve Tasks of Asterix." HUMOR 32, no. 4 (2019): 565–83. http://dx.doi.org/10.1515/humor-2018-0068.

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Abstract The theme of resistance has been a popular topic in Asterix scholarship, whether this resistance is applied to the historical Gauls in their defiance of imperial Rome, to later nationalist or regionalist sentiments in France against invading forces, to any small groups of locals in opposition to foreign or global forces, to a cultural war between France/Europe and America, or to the dominant educational canon of Western history and literature. What is missing in current scholarship on Asterix is a discussion of how these acts of resistance are created and implemented. To that end, this paper identifies ‘low-key’ humor as a seminal means of achieving this resistance in Asterix; this effect involves a ‘lowering’ where figures of the grand or sublime are supplanted, nullified, or defeated by the more restrained figures of the commonplace. The aim of this paper is to identify the typical character of this low-key humor in Asterix through analyzing an exemplary version of this humor – in the animated film The Twelve Tasks of Asterix (1976). From the perspective of humor studies, this analysis serves as a corrective to a commonly held impression of the Asterix bandes dessinées as being characterized by more overt or puerile forms of humor. From the perspective of Asterix scholarship, this study is the first to analyze one of the animated films; far from being an outlier in the oeuvre, The Twelve Tasks both consolidates and extends the lowering humor of Asterix by opening up the possibilities of a new medium.
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Furuhata, Yuriko. "Weathering with You." Representations 157, no. 1 (2022): 68–89. http://dx.doi.org/10.1525/rep.2022.157.4.68.

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This article focuses on the animated Japanese film Weathering with You (2019) in order to think critically about the limits and merits of site-specific, local approaches to the anthropogenic climate crisis, and to the Anthropocene and its mythopoetic tendency. While the geological period of the Anthropocene is thoroughly historical and rooted in the modern scientific paradigm of Earth history, the mythologizing tendency in search of new cosmologies within the discourse of the Anthropocene complicates this linear trajectory of time. Anthropocene discourse invites its critics to revive and reinvent local myths. When these myths appear within the planetary scale of Anthropocene discourse, they take on a cosmological, if not universal, outlook. It is this spatial and temporal paradox of myths within the geological framework of the Anthropocene that this article investigates through the mediation of Weathering with You.
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Sidders, Tiffany. "Nightmares in the Dream Sanctuary: War and the Animated Film. DonnaKornhaber. U of Chicago P, 2019. 328 pp. $35.00 cloth." Journal of Popular Culture 54, no. 5 (2021): 1146–48. http://dx.doi.org/10.1111/jpcu.13064.

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Zamojski, Jan. "Philosophical and aesthetic aspects of the face in the context of teaching selected humanities subjects at the Poznan University of Medical Sciences." Journal of Face Aesthetics 1, no. 1 (2018): 37–50. http://dx.doi.org/10.20883/jofa.4.

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The paper starts off from the prehistoric role of the face and the dominant significance of the question of the face in the humanities. Author will address the above questions in the context of his own teaching of such subjects as Philosophy, History of Philosophy, Aesthetics, and Philosophy of Medicine. He draws attention to the role of works of art he uses in the teaching process, e.g. the tale Beautiful Face from the book 13 Tales from the Kingdom of Lailonia by the eminent philosopher Leszek Kołakowski. As the person instrumental for the film adaptation of this book and the script writer, the author will share his experience of making use of films from the series 14 Tales from the Kingdom of Lailonia by Leszek Kołakowski, begun in the late 1990s. Contributing to the making of individual films in the TV Studio of Animated Films in Poznań were distinguished directors, outstanding actors, e.g. Zbigniew Zapasiewicz and Andrzej Seweryn and expert stage designers. Of special importance for the teaching process in the context of these films is the intersemiotic translation, related to the questions of the face. Author will moreover reference in his teaching practice ideas put forth by philosophers such as Plato, Emanuel Levinas and Jan Payne and works by such eminent artists as Tadeusz Kantor and Zbigniew Libera. Individual issues discussed in the paper will be illustrated with ample iconography related to the face, including images unpublished earlier, such as those from the films from the above series, currently under production.
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Philip, Kavita. "Doing Interdisciplinary Asian Studies in the Age of the Anthropocene." Journal of Asian Studies 73, no. 4 (2014): 975–87. http://dx.doi.org/10.1017/s0021911814001648.

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In Bangalore, late in the summer of 2014, I listened to many animated conversations. There were political debates: the right-wing Hindu nationalist party had, earlier that summer, won national as well as state elections, evoking disparate reactions across society, sowing dissension even among the technological elite. There were technological arguments: should Bangalore continue to be an outsourcing haven for software services, or did India need a new model of development? Technology itself no longer seemed to unite people and offer exciting futures, as it had a decade ago. In Basavanagudi, a neighborhood named after twelfth-century social reformer Basavanna, part of the South Bangalore constituency where Tom Friedman's friend Nandan Nilekani had just lost the local election to the Hindu nationalist BJP candidate, I noticed a growing buzz around a social media campaign for a new documentary on climate change. Facebook, Twitter, and chats excitedly shared news of the upcoming global release of a film seeking to unite the globe in a social movement to stop climate change. Software engineers and social justice activists might, it seemed, be able to come together on this topic, if not any other.
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Kravchenko, Oksana A. "“If I Were a Painter...” The Problem of Intermedial Contexts of Nikolay Gogol’s Novel Old World Landowners." Проблемы исторической поэтики 18, no. 2 (2020): 109–27. http://dx.doi.org/10.15393/j9.art.2020.8202.

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<p>The article analyzes the problem of the intermedial reading of Gogol's novel <em>The Old World Landowners</em>, presented by the animated film <em>He and She</em> by M. Muat. The novelty of the work is determined by the application of the method of a comprehensive analysis to the texts dialogically connected with each other. The extent of adequacy of the creative reading of Gogol's novel by a contemporary film director is determined by the semantic reconstruction of an idyllic chronotope of the novel. It is noticed that in the film limiting the history of main characters only by mutual relations within a circle of a manor house, Gogol's idea about the confrontation between family and home space and forces of chaos and destruction, is kept. The director's technique of a circular composition is an artistic factor that can be compared to the key “moment” in painting that condenses all previous and subsequent events. A figurative ring formed by the images of an old oak can be seen as a semantic analogue of the idyllic circle of the manor. However, if in the novel this circle is destroyed from the inside, in the film it is preserved and affirmed thanks to the creative efforts of the film director. The idyllic world of M. Muat is conscious of the “evil spirit” of destruction, but its mission is to keep the moment of peace, love and quiet happiness. The director, thus, asserts love as the supreme and permanent value of human existence. Not following literally the text of Gogol's novel, M. Muat offers his own reading of those laws that form the core of Gogol's artistic world.</p>
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Bálint, Katalin E., and Brendan Rooney. "Narrative Sequence Position of Close-Ups Influences Cognitive and Affective Processing and Facilitates Theory of Mind." Art and Perception 7, no. 1 (2019): 27–51. http://dx.doi.org/10.1163/22134913-20191095.

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Close-up shots have been shown to modulate affective, cognitive and theory-of-mind responding to visual narratives. However, the role of close-up’s narrative-sequence position, that is the relative timing of close-up shots in a visual narrative, is largely unknown. Participants watched one of ten versions of the same animated film, after we inserted a close-up shot (neutral or a sad face) at one of five different time points. Story recall responses of 168 participants were analyzed by the Linguistic Inquiry of Word Count, a computerized content analysis software, and coded manually for theory of mind. The narrative-sequence position of the close-up influenced the level of cognitive processing, affective processing, and theory of mind evident in participant responses where a U-shaped relationship was observed for the close-up position. These findings further our understanding of how close-ups affect narrative processing and are of relevance for studies on formal features in visual narratives.
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J.Goulding, Daniel. "David MacFadyen. Yellow Crocodiles and Blue Oranges: Russian Animated Film since World War II. Montreal and Kingston: McGill-Queen's University Press, 2005. xx, 260 pp. $75.00." Canadian-American Slavic Studies 41, no. 4 (2007): 492–99. http://dx.doi.org/10.1163/221023907x00815.

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Allo, Katherina. "Sembilan Matahari’s Vmaps: Retelling Geographical Memories and Narratives in Digital Culture." MELINTAS 31, no. 3 (2016): 262. http://dx.doi.org/10.26593/mel.v31i3.1918.262-275.

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<p>Images and representations have long been used to tell the history of a place, to crystalize local memories, myths and beliefs, and to share meaningful values in a collective life. <em>Sembilan Matahari</em>, one of the nationally renown film-makers and video artists in Indonesia, has produced works of video-mapping (vmap) from 2010 to 2014 in public spaces as part of the local events to celebrate and re-activate the life of a people. Through <em>Sembilan Matahari</em>’s works the city of Jakarta, Pekalongan and Bandung have animated their iconic buildings to tell their stories and renew the memories of the place and the people. This article is based on a research examining the spatial construction of the event and the video-mapping, and how these spatial constructions relate to the geographical memories and narratives of the place. By using phenomenological approaches, this writing will explain how the three spatial constructions relate to one another, and how the reading/ interpretation of the video-mapping occur in experiencing <em>Sembilan Matahari</em>’s works.</p>
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Gaudreault, André. "Fragmentation and assemblage in the Lumi�re animated pictures." Film History: An International Journal 13, no. 1 (2001): 76–88. http://dx.doi.org/10.2979/fil.2001.13.1.76.

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43

Klahr, Lewis. "Flotsam and Jetsam: The Spray of History." Animation 6, no. 3 (2011): 387–98. http://dx.doi.org/10.1177/1746847711421651.

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Renowned collage filmmaker Lewis Klahr has created a collage of personal statements and images from his films to reflect upon his cut-out animation films. The piece discusses his artistic process and his use of artifacts, documents and detritus to explore ephemeral aspects of history and the passage of time. He comments on his use of animated movement and stillness and the idea of reanimating objects from the past.
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Kalmakurki, Maarit. "Snow White and the Seven Dwarfs, Cinderella and Sleeping Beauty: The Components of Costume Design in Disney’s Early Hand-Drawn Animated Feature Films." Animation 13, no. 1 (2018): 7–19. http://dx.doi.org/10.1177/1746847718754758.

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Costumes in feature films can be deliberately used for narrative purposes to reveal or conceal something related to the plot, functioning as a key element for cinematic storytelling. Costume design in animation is an integral part of character creation; however, relatively little is known about the design process. Previous research concentrates on either the history of hand-drawn animation, the principles of making animated films or character construction. This article presents several key components of the animators’ costume design process in Walt Disney’s animated feature films Snow White and the Seven Dwarfs (1937), Cinderella (1950) and Sleeping Beauty (1959). The author demonstrates that the costume design in these films was a multi-layered process. For example, for Snow White, the costume silhouette of the final animation is visible in the early conceptual designs whereas, for Cinderella or Princess Aurora, the principal character animators designed the final costume. Additionally, the slow production time influenced the style of the costumes: small details on costumes and complex constructions were not used as it would have taken too long for them to be drawn. The article also reveals that animators used live-action filming and rotoscoping as tools for designing costumes. Furthermore, costumes that were used in pre-production filming for rotoscope were different in their construction from everyday garments. The work of a costume designer existed in the character design process, although not as a separate profession. This article aims to highlight the importance of characters’ costumes in Disney’s early hand-drawn animated films and the different ways costumes have been designed for animated characters.
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Beckman, Karen. "Animation on Trial." Animation 6, no. 3 (2011): 259–75. http://dx.doi.org/10.1177/1746847711416568.

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This article first considers Kota Ezawa’s video installation, The Simpson Verdict within the broader context of the rising interest in animation on the contemporary art landscape. After exploring three trends within this proliferation of artists’ animation – works that animate moments from film history, works that animate ‘reality’, and works that use popular media such as cartoons, television and video games as source material, this article examines the difference between Ezawa’s work, which re-draws already overexposed live footage, and those documentaries that use animation as a supplementary visual tool when live footage does not and/or could not exist.
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Steimatsky, Noa. "Cinema’s poetics of history." Modern Italy 22, no. 2 (2017): 105–22. http://dx.doi.org/10.1017/mit.2017.19.

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In the movie theatre, history risks drowning in sensory response, in pleasure, or in shock. Yet the cinema can also contribute to a special knowledge of history. Cutting across genres and modes of filmmaking, exploring the effects of duration, gesture, movement, mise-en-scène, framing and editing, recognising affective connotations and the intricacy of figural-poetic devices, this article weighs the impact of the senses and the imagination vis-à-vis the cinema’s historical task. In transforming the narrative past tenses of both fiction and history into the present tense of film viewing, the cinema may be said to loosen the critical grip of writing (history’s ‘proper medium’), to destabilise legibility and interpretation, to interfere with the retrospective, synthetic work of history. But this variability, the inherent ‘impurity’, even promiscuity of the medium also invests cinematic experience with a vitality and urgency: it implicates us in what we see, it animates our response, which is at once aesthetic and ethical.
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SEVİNDİ, Koray. "IDEOLOGICAL DISCOURSE ANALYSIS IN SOVIET ANIMATION CINEMA." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (2021): 594–605. http://dx.doi.org/10.7456/11102100/017.

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In this study, the Soviet animation cinema's ideological discourses, which showed the consequences and reflections of the political ideology of the era, were examined. In line with the findings, it was considered that these animated films constitute a kind of cultural memory that exhibits the political history and social culture of the Soviets. The article's ideological discourse analysis method was applied by considering Teun A. van Dijk's study titled Ideological Discourse Analysis. As part of this research, because ideological discourses were analyzed, only short films with propaganda content were regarded among Soviet animations, and the scope of the study was restricted. Furthermore, the date range taken about the films was the term of Soyuzmultfilm, the official animation studio of the Soviet Union. The films created by the studio, which began its actions in 1936 until the dissolution of the Soviet Union in 1991, were taken into account. The conclusions of discourse analysis were evaluated according to the headings 'self-identity', 'activity', 'goal', 'norm and value', 'position and relation' and 'resource' mentioned in the article Ideological Discourse Analysis, and the ideological discourses in Soviet animated cinema were analyzed.
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Golovanova, Elena A. "VISUAL IMAGING FEATURES OF MUSIC VIDEO ADVERTISEMENT AND ITS EFFECTS ON CONSUMER." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 43 (2021): 197–206. http://dx.doi.org/10.17223/22220836/43/15.

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Before 1950s, advertising had a reputation as a not entirely reputable business. A fragment from A. Hitchcock’ film may serve as an approval of it, where a hero states that in the world of advertising, there is no such thing as a lie, but there is only the expedient exaggeration. With the advent of the TV, the musical functions of transferring and evoking the emotions are generated. Since 1990s, music in advertising refers to music integrated in the media advertisement in order to enhance its success. The novelty of the research concerns the visual and music-visual modalities in the advertisement video contributing to the commercial interest from the consumers, which have been analyzed based on the aesthetic appeal to the screen images. Music is a crucial part of advertising. Thus, the Race of Parts musical content of the advertisement for 2008 featuring the Renault Megane, accompanied by the music from Vivaldi’s the Four Seasons, Summer, Part 3, is closely associated with formation of a product itself. It is expressed by the attractive interactions between the car parts and the rising tessitura, while the color gamut is in contradiction to the general associative perception. The musical score expressing a product olfactory perception is more rhythmic and airy. Thus, the advertisement of the Giorgio Armani Acqua Di Gioia perfume uses the audio-visual modality of the water element including rain, sea waves, and waterfall. Constructing the visual perception is supported by the dominant in music with a tendency to the gradually developing variation set. Unreasonable music used in advertising can result in decreasing the interest to the made brand. This fact has caused a strong activity in finding the new ways to attract the interest of the audience to the commercial product. Animation is one of them (for instance, the animated Coca-Cola Polar Bears Commercial, 2012). The music is written in the classical style by Glenn Rueger. Music supplements expand the imagery of the main heroes, attracting the potential consumers. In the clip of political advertising, the music may play a significant role. The music sounding as a patriotic call can help the audience perception of the essence of the challenge images in the clip and the opportunities to overcome them. The clip from the I am Shapovalov film (1973) with the Let’s Raise the Cavalry Swords song (Composer E. N. Ptichkin and Lyricist E. E. Karelov) performed by V. Mulerman contains a sustaining calmer rhythm. With respect to the same song performed by A. Chuprin, the constants of the march precise in rhythm sound against the reference history of creating and developing the Armed Forces of the Soviet Union and modern Russia. The musical content in advertising is shown to increase the psychological impact on the audience and its emotional arousal, enhancing the attractiveness of a commercial product. Therefore, careful selection of the music material and the method of its use may contribute to creating the rhythmically charged imagery of the clip itself, providing insight into imagery and forming an appropriate language content with the use of cinematographic techniques (editing, color grading, etc.). In addition, the ideological dimension of the musical rhythmic pattern in advertising may contribute to determining the genres of the clip itself.
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49

Leggott, James. "Come to Daddy? Claiming Chris Cunningham for British Art Cinema." Journal of British Cinema and Television 13, no. 2 (2016): 243–61. http://dx.doi.org/10.3366/jbctv.2016.0311.

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Twenty years after he came to prominence via a series of provocative, ground-breaking music videos, Chris Cunningham remains a troubling, elusive figure within British visual culture. His output – which includes short films, advertisements, art gallery commissions, installations, music production and a touring multi-screen live performance – is relatively slim, and his seemingly slow work rate (and tendency to leave projects uncompleted or unreleased) has been a frustration for fans and commentators, particularly those who hoped he would channel his interests and talents into a full-length ‘feature’ film project. There has been a diverse critical response to his musical sensitivity, his associations with UK electronica culture – and the Warp label in particular – his working relationship with Aphex Twin, his importance within the history of the pop video and his deployment of transgressive, suggestive imagery involving mutated, traumatised or robotic bodies. However, this article makes a claim for placing Cunningham within discourses of British art cinema. It proposes that the many contradictions that define and animate Cunningham's work – narrative versus abstraction, political engagement versus surrealism, sincerity versus provocation, commerce versus experimentation, art versus craft, a ‘British’ sensibility versus a transnational one – are also those that typify a particular terrain of British film culture that falls awkwardly between populism and experimentalism.
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50

Sayfo, Omar. "Mediating a Disney-style Islam: The Emergence of Egyptian Islamic Animated Cartoons." Animation 13, no. 2 (2018): 102–15. http://dx.doi.org/10.1177/1746847718782892.

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As early as the 1930s, Egypt was the first Arab country to establish an animation production. While the majority of productions in the eight-decade history of the industry have been aimed at a national audience and conveyed through locally relevant messages, a growing number of films and series on Islamic topics targeting a transnational Muslim audience have emerged since the 1990s. This article examines the growth and characteristics of Egyptian Islamic animated cartoons and the Islamization of animation. It explores how the Egyptian state’s politics in the 1990s and its tightening affiliations with al-Azhar, the country’s highest religious authority, paved the way for such a production. Through a close study of the case of Qisas al-Qur’an (Stories from the Qur’an), the country’s most significant production to date in terms of budget, quality and distribution, this article provides an introduction to the characteristics of Egyptian Islamic animation.
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