Academic literature on the topic 'Animation agency'

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Journal articles on the topic "Animation agency"

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Gao, T., J. New, and B. Scholl. "Perceived biological agency in a Slithering Snake animation." Journal of Vision 11, no. 11 (2011): 217. http://dx.doi.org/10.1167/11.11.217.

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Zurr, Ionat. "Agency in Movement: An Introduction." Leonardo 48, no. 2 (2015): 168–69. http://dx.doi.org/10.1162/leon_a_00973.

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Agency in Movement is a collection of papers responding to ideas concerning perceptions of life and agency through movement. This quest is part of a research project that explores, practically and theoretically, the animation of lab-grown life: Tissue Engineered Muscle Actuator (TEMA). Here the author introduces different approaches to untangle the relations between life and movement.
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Coleman, Beth. "Everything is Animated: Pervasive Media and the Networked Subject." Body & Society 18, no. 1 (2012): 79–98. http://dx.doi.org/10.1177/1357034x11433488.

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In a world of pervasive media and ubiquitous computing, this article asks what happens as everything (objects, subjects, and actions) moves toward animation across a network. How do media and mediation affect our sense of agency? I argue that the contemporary subject, as described by real-world media practice and animated film, exists within a space of accelerated mediation that distorts self-perception. I use the example of A Scanner Darkly, the 2006 Richard Linklater film, to discuss the effects of pervasive media and how it affects the parameters of self-reflection and agency. The importanc
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Wolfson, Susan J. "Stories in Stones." Byron Journal 48, no. 2 (2020): 101–17. http://dx.doi.org/10.3828/bj.2020.17.

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Stones are everywhere in Romantic poetry. And they can stir as intentional objects when (to call on Coleridge for the animations of poetry) ‘there is a meditative and feeling mind to seek after them, or to notice them, when they present themselves’ (Biographia Literaria). Between psychological animation and stubborn materiality stirs yet another behaviour, a ‘vibrant materiality’ that has ethical philosopher Jane Bennett wondering about things (stones included) as actants independent of human wants and purposes. Yet it takes human agency, human purposes even (a Bennett-bend), to consider uncon
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Golding, David. "Rocko’s Magic Capitalism: Commodity Fetishism in the Magical Realism of Rocko’s Modern Life." Animation 14, no. 1 (2019): 52–67. http://dx.doi.org/10.1177/1746847719831365.

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This article presents a textual analysis of the Nickelodeon animated series Rocko’s Modern Life. Drawing from the theories of Guy Debord and Imamura Taihei, the series is posited as a revelatory lens into the spiritual crisis of late capitalism. The author then argues that the series employs magical realism to depict an animist capitalism in which the fetishization of commodities literally brings them to life. The show’s characters experience the alienation of labour as the draining of their spirit, haunting their workplaces as dead labour reanimated through the necromancy of commodity fetishi
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Santoso, Bambang Gunawan. "Intellectual Property Animasi Di Indonesia Dalam Buku Katalog Nganimasi Indonesia." Jurnal Bahasa Rupa 1, no. 2 (2018): 89–98. http://dx.doi.org/10.31598/bahasarupa.v1i2.221.

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IP or Intellectual Property refers to the creation of the mind; invention; literary and artistic works; symbols, names and drawings used in the trade. Intellectual property rights (HKI) are rights granted to IP creators, and include trademarks, copyrights, patents, industrial design rights, and in some trade secret jurisdictions. Works of art including music and literature, as well as discoveries, words, phrases, symbols and designs can all be protected as intellectual property or IP. Until now the catalog book "IP Animasi Indonesia" does not exist yet; while other countries such as Korea have
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Ilyas, Aldrich, Sapta Raharja, and Tjahja Muhandri. "Strategi Pemasaran Produk Animasi PT Ayena Mandiri Sinema." MANAJEMEN IKM: Jurnal Manajemen Pengembangan Industri Kecil Menengah 11, no. 1 (2016): 10–19. http://dx.doi.org/10.29244/mikm.11.1.10-19.

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PT Ayena Mandiri Sinema (PT AMS) is one of the tenants (SMEs) fostered by the Incubator Center of Technology (BIT) BPPT, engaged in animation and multimedia. The main problem is when marketing Intellectual Property (IP) product animation, such as animated film called Super Neli. Animation film. Generally in Indonesia, marketing product animation of IP dominated by large companies both foreign and domestic, and there are also marketing partners which are quite influential. This make PT AMS be unable to compete with large companies, therefore, it is required a marketing strategy that consider mi
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Smits, Lieke. "Small Pipe-Clay Devotional Figures: Touch, Play and Animation." Das Mittelalter 25, no. 2 (2020): 397–423. http://dx.doi.org/10.1515/mial-2020-0044.

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AbstractSmall, mass-produced pipe-clay figurines were popular devotionalia in the late medieval Low Countries. In this paper, focusing on representations of the Christ Child, I study the sensory and playful ways in which such objects were used as ‘props of perception’ in spiritual games of make-believe or role-play. Not only does this particular iconography invite tactile and playful behaviour, the figurines fit within a larger context of image practices involving visions and make-believe. Through such practices images were animated and imbued with a divine power. Contemporary written sources
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Faja, Gita Sispratiwi, and Nyoman Miyarta Yasa. "Animasi Tata Cara Penyelamatan Bencana Gempa Bumi Untuk Anak - Anak." Jurnal SASAK : Desain Visual dan Komunikasi 2, no. 1 (2020): 33–42. http://dx.doi.org/10.30812/sasak.v2i1.748.

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The National Agency for the Control of Britain (BNPB) noted that 515 people died from the earthquake in Lombok, West Nusa Tenggara (NTB). Seeing this problem, the author wants to make an animation of earthquake disaster relief procedures that will be used by the BPBD as an additional medium for socializing and delivering information to increase public knowledge about procedures for saving earthquake disasters, especially children.
 In the process of making this animation using the pipeline method which includes three stages, namely the first stage of pre-production, the second stage of pr
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Vindyuk, Andrey. "SPORTS AND WELLNESS ANIMATION: TYPES, FUNCTIONS, FEATURES OF THE ORGANIZATION." Academic Notes Series Pedagogical Science 1, no. 190 (2020): 15–19. http://dx.doi.org/10.36550/2415-7988-2020-1-190-15-19.

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The organization of follow-up in the distribution of tourists is one of the most important tasks of the fastest-growing business. Significant changes will be seen by the rest of the world in the sphere of organizing the distribution of those who visit the tourist enterprises of Ukraine. The price is linked with a number of reasons: suspicion of information about foreign resorts; development of the cultural and cultural level of the population; in the introduction of new technologies in the industry of rozvag; changes in the structure of the victorious hour; activization of the concert performa
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Dissertations / Theses on the topic "Animation agency"

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Machálek, Tomáš. "Nabídka animačních služeb cestovních kanceláří pro segment rodiny s dětmi v ČR." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264479.

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The dissertation has for its goal to analyse the supply of animation services by selected travel agencies for a families-with-children segment of customers in the Czech Republic. Based on a comparison of the supply together with a research into the actual situation on the side of the demand, a new competitive product of an animation service devised by the author is introduced. The theoretical part of the dissertation defines major terms in the realm of tourism and animation services. Throughout the empirical chapters, the author first analyses the market situation from the supply perspective.
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Pátková, Aneta. "Podnikatelský plán – animační agentura." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442984.

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This master’s thesis deals with the creation of a business plan for the establishment of an animation agency, which will be located in Žďár nad Sázavou. The first part defines the basic concepts for creating a business plan. In second part, the necessary analyzes are performed. In third part, a business plan is complied on the basis of the theoretical part and the result of analyzes. The conclusion of the work is the evaluation of whether to implement a business plan or not.
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Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes<br>Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and i
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Kandaswamy, Balasubramanian. "Planning techniques for agent based 3D animations." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4958/.

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The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned protot
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Ye, Victor. "A rule-based approach to animating multi-agent environments." Thesis, University of Brighton, 1996. http://hdl.handle.net/10026.1/2812.

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This dissertation describes ESCAPE (Expert Systems in Computer Animation Production Environments), a multi-agent animation system for building domain-oriented, rule-based visual programming environments. Much recent work in computer graphics has been concerned with producing behavioural animations of artificial life-forms mainly based on algorithmic approaches. This research indicates how, by adding an inference engine and rules that describe such behaviour, traditional computer animation environments can be enhanced. The comparison between using algorithmic approaches and using a rule-based a
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Huang, Jing. "Modèles de rendu et animation émotionnelle en 3 D." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0008/document.

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L'animation et le rendu sont deux domaines de recherche importants dans l'informatique graphique. L'occlusion ambiante (OA) est un moyen très répandu pour simuler l'éclairage indirect. Nous présentons une approche rapide et facile à mettre en œuvre pour l'approximation de l'occlusion ambiante de l'espace d'affichage. On calcule l'OA pour chaque pixel en intégrant les valeurs angulaires des échantillonneurs autour de la position du pixel qui pourrait bloquer l'éclairage ambiant. Nous appliquons une méthode séparable afin de réduire la complexité du calcul. La simulation des rides expressives du
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Qin, Hong. "Multi-level behavioral self-organization in computer-animated lifelike synthetic agents." HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/189.

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Ding, Yu. "Modèle statistique de l'animation expressive de la parole et du rire pour un agent conversationnel animé." Thesis, Paris, ENST, 2014. http://www.theses.fr/2014ENST0050/document.

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Notre objectif est de simuler des comportements multimodaux expressifs pour les agents conversationnels animés ACA. Ceux-ci sont des entités dotées de capacités affectives et communicationnelles; ils ont souvent une apparence humaine. Quand un ACA parle ou rit, il est capable de montrer de façon autonome des comportements multimodaux pour enrichir et compléter son discours prononcé et transmettre des informations qualitatives telles que ses émotions. Notre recherche utilise les modèles d’apprentissage à partir données. Un modèle de génération de comportements multimodaux pour un personnage vir
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Henry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.

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With the increased use of crowd simulation in animation, specification of crowd motion can be very time consuming, requiring a lot of user input. To alleviate this cost, we wish to allow a user to interactively manipulate the many degrees of freedom in a crowd, whilst accounting for the limitation of low-dimensional signals from standard input devices. In this thesis we present two approaches for achieving this: 1) Combining shape deformation methods with a multitouch input device, allowing a user to control the motion of the crowd in dynamic environments, and 2) applying a data-driven approac
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Al-Qayedi, Ali. "Internet video-conferencing using model-based image coding with agent technology." Thesis, University of Essex, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298836.

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Books on the topic "Animation agency"

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Tian, Feng, Xiaosong Yang, Daniel Thalmann, et al., eds. Computer Animation and Social Agents. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63426-1.

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Robert, Trappl, and Petta Paolo 1963-, eds. Creating personalities for synthetic actors: Towards autonomous personality agents. Springer, 1997.

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Creating Personalities for Synthetic Actors: Towards Autonomous Personality Agents (Lecture Notes in Computer Science). Springer, 1997.

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Marshik, Celia. At the Mercy of Their Clothes. Columbia University Press, 2017. http://dx.doi.org/10.7312/columbia/9780231175043.001.0001.

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In much of modern fiction, it is the clothes that make the character. Garments embody personal and national histories. They convey wealth, status, aspiration, and morality (or a lack thereof). They suggest where characters have been and where they might be headed, as well as whether or not they are aware of their fate. This study explores the agency of fashion in modern literature. Celia Marshik’s study combines close readings of modernist and middlebrow works, a history of Britain in the early twentieth century, and the insights of thing theory. She focuses on four distinct categories of mode
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Morgan, David. How Images Work. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190272111.003.0003.

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Rather than define images as coded forms of visual information, this chapter seeks to describe their capacity for action on human viewers, seeing them as agents, and exploring how best to study their animation. Reviewing recent directions in the study of images, the chapter frames the power of images to enchant within the history of images acting on viewers as visual devices or technologies. The work of Gell and Latour is most helpful. In this chapter, we come to see images as the product of culture and nature. They metamorphose from one to the other, and because they do, they exert power over
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Motrescu-Mayes, Annamaria, and Heather Norris Nicholson. British Women Amateur Filmmakers. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474420730.001.0001.

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In the rapidly growing study of amateur film, this groundbreaking book addresses the development of British women's amateur visual practice. Drawing upon social and visual anthropology, imperial and postcolonial studies and British, Commonwealth and gender history, the authors explore how women in Britain and overseas, used the evolving technologies of moving imagery to create visual stories about their lives and times. Locating the making, watching and sharing of women's recreational film-making against wider societal, technological and ideological changes, British Women Amateur Filmmakers di
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Book chapters on the topic "Animation agency"

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Gowanlock, Jordan. "Introduction: “Fully Nonlinear”." In Palgrave Animation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_1.

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AbstractThe introduction to Animating Unpredictable Effects establishes a specific category of digital animation that is based on making unpredictable simulations. The book situates this form of animation in the context of key discussions about the relationship between animation and automation, and about the agency digital animators have when working with increasingly opaque software tools. The introduction further situates this type of animation in the history of cinema, which has long been preoccupied with natural motion and topics of contingency.
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Smith, Vicky. "Experimental Time-Lapse Animation and the Manifestation of Change and Agency in Objects." In Experimental and Expanded Animation. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73873-4_5.

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Lin, Yueh-Hung, Chia-Yang Liu, Hung-Wei Lee, Shwu-Lih Huang, and Tsai-Yen Li. "Evaluating Emotive Character Animations Created with Procedural Animation." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_33.

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Al-Qayedi, Ali, and Adrian F. Clark. "Agent-Based Facial Animation." In Digital Convergence: The Information Revolution. Springer London, 1999. http://dx.doi.org/10.1007/978-1-4471-0863-4_6.

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Chang, Sung June, and Byung Tae Choi. "Locomotion Animation by Using Riding Motion." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_56.

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Kipp, Michael, Alexis Heloir, and Quan Nguyen. "Sign Language Avatars: Animation and Comprehensibility." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_13.

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Szarowicz, Adam, and Peter Forte. "Combining Intelligent Agents and Animation." In AI*IA 2003: Advances in Artificial Intelligence. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39853-0_23.

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Huang, Jing, and Catherine Pelachaud. "Expressive Body Animation Pipeline for Virtual Agent." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33197-8_36.

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Aaron, Eric, Dimitris Metaxas, Franjo Ivančić, and Oleg Sokolsky. "A Framework for Reasoning About Animation Systems." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44812-8_5.

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Mathieu, Philippe, and Sébastien Picault. "The Galaxian Project: A 3D Interaction-Based Animation Engine." In Advances on Practical Applications of Agents and Multi-Agent Systems. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38073-0_35.

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Conference papers on the topic "Animation agency"

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Ling, Zhi-Kui, XiangYu Zhou, and Chuck Mclean. "Process Operators and Their Roles in Integrated Assembly Process Planning." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/dfm-5753.

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Abstract An environment to facilitate assembly process planning is proposed in this study. It includes a design support system with two agents supporting the assembly process. One is assembly design agent, and the other is a geometric design agent. The assembly design agent consists of three modules: the assembly sequence planning module, the assembly resource planning module, and the assembly simulation module. The assembly sequence-planning module takes the design information and generates an assembly sequence. This sequence is structured in a tree form, called the Constructive Assembly Tree
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Swoboda, Matt. "Agenda Circling Forth." In ACM SIGGRAPH 2010 Computer Animation Fesitval. ACM Press, 2010. http://dx.doi.org/10.1145/1836623.1836699.

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Stamnes, Bent. "Agenda Circling Forth." In ACM SIGGRAPH 2011 Computer Animation Festival. ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019005.

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Chen, Xuechao, Wenjing Li, Yu Nie, et al. "A Stage-Wise Path Planning Approach for Crowd Evacuation in Buildings." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328757.

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Ali, Ghazanfar, Hong-Quan Le, Junho Kim, Seung-Won Hwang, and Jae-In Hwang. "Design of Seamless Multi-modal Interaction Framework for Intelligent Virtual Agents in Wearable Mixed Reality Environment." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328758.

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Han, Dong-Hoon, Ick-Hoon Cha, Kyung-Hyun Lee, and Hyeong-Seok Ko. "Garment Preconditioning and Regional Simulation Omission for Trying-On Virtual Ensembles." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328759.

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Chen, Hsuan, and Sai-Keung Wong. "Transportation Strategies for Box-Manipulation in Crowd Simulation." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328760.

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Feng, Xiaobing, Juan Zhang, Dengming Zhu, Min Shi, and Zhaoqi Wang. "Depth Camera Based Fluid Reconstruction and its Solid-fluid Interaction." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328761.

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Amato, Etienne Armand, Etienne Perény, and Alain Berthoz. "Subjective Effects of Flying With an Autoscopic Self-Avatar in Third-Person Perspective Within an Immersive Mixed Reality." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328764.

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Knob, Paulo, Gabriel Wetzel Rockenbach, Claudio Rosito Jung, and Soraia Raupp Musse. "Optimal Group Distribution based on Thermal and Psycho-Social Aspects." In CASA '19: Computer Animation and Social Agents. ACM, 2019. http://dx.doi.org/10.1145/3328756.3328765.

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