Academic literature on the topic 'DreamWorks'

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Journal articles on the topic "DreamWorks"

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González, Rebeca Cristina López. "The Art of “Including Art” in Animation: DreamWorks’ Intertextual Games for All." Journal of Literary Education, no. 1 (December 8, 2018): 107. http://dx.doi.org/10.7203/jle.1.12209.

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Art forms become interrelated when intertextual phenomena occur. The choice of previous art forms to create humour may seem to be a playful game, but it is the result of many kinds of inserted messages. Fourteen animated feature films by DreamWorks have been analysed and classified in depth (by using Sebeok’s (1986) intertextual categories, which were also described by Hatim & Mason (1990)), in order to demonstrate how animation is an art that encompasses other artistic productions. Firstly, art and animation will be defined in order to, secondly, use the corpus to exemplify the intertextual connections from other art forms. Lastly, the final quantitative and qualitative results will substantiate the conclusion that these productions by DreamWorks are an example of artistic cinematographic intertextuality. Key words: animation, intertextuality, art forms, Children’s Literature.. Resumen Las formas artísticas se interrelacionan cuando se pone en práctica el fenómeno intertextual. El uso de formas artísticas previas para crear humor puede parecer un juego pero es el resultado de la inserción de varios tipos de mensajes en un texto/discurso. Se analizan y clasifican en profundidad catorce películas de animación creadas por DreamWorks (se emplea para ello las categorías intertextuales propuestas por Sebeok (1986) descritas, a su vez, por Hatim & Mason (1990)), con el propósito de demostrar cómo la animación es un arte que engloba a otras producciones artísticas. En primer lugar, se definen los conceptos de arte y animación para, acto seguido, mostrar mediante el corpus cuáles son las conexiones intertextuales que provienen de otras formas artísticas. Los resultados cuantitativos y cualitativos permiten concluir que las producciones animadas de DreamWorks son un ejemplo de intertextualidad cinematográfica artística. Palabras clave: arte, álbumes, museos, galerías, contexto. Resum Les formes artístiques s’interrelacionen quan es posa en pràctica el fenomen intertextual. L’ús de formes artístiques prèvies per crear humor pot semblar un joc però és el resultat de la inserció de diversos tipus de missatges en un text/discurs. S’analitzen i classifiquen en profunditat catorze pel·lícules d’animació creades per DreamWorks (s’hi empra per a això les categories intertextuals proposades per Sebeok (1986) descrites, d’altra banda, per Hatim & Mason (1990)), amb el propòsit de demostrar com l’animació és un art que engloba d’altres produccions artístiques. En primer lloc, es defineixen els conceptes d’art i animació per a, tot seguit, mostrar mitjançant el corpus quines són les connexions intertextuals que provenen d’altres formes artístiques. Els resultats quantitatius i qualitatius permeten concloure que les produccions animades de DreamWork són un exemple d’intertextualitat cinematogràfica artística. Paraules clau: animació, intertextualitat, formes artístiques, literatura infantil i juvenil.
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Shen, Vivian. "Legal Issues Arising from Comcasts Acquisition of DreamWorks and Oriental DreamWorks." Advances in Economics, Management and Political Sciences 32, no. 1 (November 10, 2023): 156–62. http://dx.doi.org/10.54254/2754-1169/32/20231585.

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Comcast Corporations acquisition of DreamWorks Animation SKG Inc. in 2016 presents a case study of the legal complexities involved in the merger and acquisition legal framework in the United States and China. This paper explores the different aspects of this acquisition, including antitrust regulations, cross-border legal issues, minority shareholder rights, intellectual property management, and post-acquisition integration. Antitrust concerns and foreign regulations, such as Chinas Anti-Monopoly Law, play a significant role in this case which highlights the necessity of compliance with regulatory frameworks to avoid penalties and legal disputes. The importance of protecting minority shareholders' rights in an acquisition is demonstrated by the lawsuit filed by AACERS against DreamWorks CEO Jeffrey Katzenberg. The need for transparency, fairness, and fulfilling fiduciary duties is crucial to mitigate the risk of legal conflicts. This paper also includes the transaction of intellectual property assets. Evaluate the post-acquisition integration procedure, including management restructuring, marketing strategy, and layoffs, with a focus on the necessity of dispute resolution and maintaining compliance with the relevant laws and regulations. Overall, the acquisition of DreamWorks Animation shows some valuable insights and experiences of the legal complexities of an acquisition that involves a cross-border company. Companies can accelerate the acquisition process and integrate smoothly after the acquisition by carefully considering these legal complexities before making the deal.
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Grincheva, Natalia. "The Form and Content of ‘Digital Spatiality’: Mapping the Soft Power of DreamWorks Animation in Asia." Asiascape: Digital Asia 6, no. 1-2 (April 29, 2019): 58–83. http://dx.doi.org/10.1163/22142312-12340102.

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Abstract The article explores a series of blockbuster exhibitions of DreamWorks Animation developed by the Australian Centre of the Moving Image (ACMI) in collaboration with one of the largest Hollywood producers. Curated by ACMI, this blockbuster exhibition was designed to provide a behind-the-scenes look into collaborative processes involved in DreamWorks animations. This exhibition travelled across the Asia-Pacific in 2015-2017 and was hosted by a number of museums, such as the ArtScience Museum in Singapore, the Te Papa Museum in New Zealand, the Seoul Museum of Art in South Korea, and the National Taiwan Science and Education Centre in Taiwan. It displayed over 400 unique objects from the studio’s archive ‘of rare and never before displayed material’, such as drawings, models, maps, photographs, posters, and other artworks. The article explores the highly favourable reception to the DreamWorks Animation blockbuster in different cities in Asia. It employs a geo-visualization of Asian engagement with the blockbuster exhibit to reveal and explain local and global mechanisms of ‘attraction’ power, generated by DreamWorks in different Asian countries. Contributing to the special issue, this article engages with two aspects of it: the form, cultural digital mapping; and the content, the nature of media pop culture exemplified through the traveling blockbuster.
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Roelstraete, Dieter. "Agonies and Ecstasies: Kai Althoff's Dreamworks." Afterall: A Journal of Art, Context and Enquiry 19 (October 2008): 36–43. http://dx.doi.org/10.1086/aft.19.20711711.

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DiLorenzo, Paul Carmen. "Premo: DreamWorks Animation's New Approach to Animation." IEEE Computer Graphics and Applications 35, no. 4 (July 2015): 14–21. http://dx.doi.org/10.1109/mcg.2015.83.

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Confoy, Maryanne. "Book Review: Dreamworks: A Meeting of Spirituality and Psychology." Pacifica: Australasian Theological Studies 11, no. 1 (February 1998): 109–11. http://dx.doi.org/10.1177/1030570x9801100119.

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Oltra Ripoll, Maria Dolores. "La traducció per al doblatge de l’adaptació d’un clàssic de la literatura infantil: El gat amb botes." MonTI. Monografías de Traducción e Interpretación, no. 14 (April 28, 2022): 406–38. http://dx.doi.org/10.6035/monti.2022.14.14.

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En aquest article es du a terme una anàlisi qualitativa i quantitativa dels principals problemes de traducció presents en la sèrie d’animació The Adventures of Puss in Boots (DreamWorks 2011-2018, EUA) i la seua versió traduïda per al doblatge al valencià per al canal de televisió À Punt Mèdia. A partir d’una metodologia d’anàlisi contrastiva i descriptiva, aquest estudi se centra en les tècniques i estratègies de traducció emprades en el text meta per a resoldre aquests problemes.
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Hinkins, Jillian. "‘Biting the hand that feeds’: Consumerism, Ideology and Recent Animated Film for Children." Papers: Explorations into Children's Literature 17, no. 1 (May 1, 2007): 43–50. http://dx.doi.org/10.21153/pecl2007vol17no1art1205.

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It is the intention of this paper to explore the impact of consumerism on recent children's animated film, with a particular emphasis on some of the ways in which the medium is constructed in order to sell itself, and the effect that ideologies of consumption can be seen as having on the ideologies both embedded in and overtly conveyed through filmic texts in general and including a close analysis of Dreamworks' 2006 animated film Over the Hedge.
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Sharp, Brian. "Mathematical Explorations: Getting a Bee in Math Class." Mathematics Teaching in the Middle School 14, no. 3 (October 2008): 182–89. http://dx.doi.org/10.5951/mtms.14.3.0182.

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In 2007, DreamWorks Animation released Bee Movie, an animated film cowritten and produced by comedian Jerry Seinfeld. In the film, honeybee Barry B. Benson is on a quest to change his predetermined career path, namely, a life of making honey. The filmmakers used various characteristics of honeybees to create an entertaining movie. Teachers can also use facts about honeybees to create interesting mathematics activities. This article describes two activities that combine the characteristics of honeybees with important mathematical concepts.
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Liu, Yan. "Research on the Creative Style of DreamWorks" Animated Film Script." Journal of the Korea Entertainment Industry Association 14, no. 1 (January 31, 2020): 97–106. http://dx.doi.org/10.21184/jkeia.2020.1.14.1.97.

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Dissertations / Theses on the topic "DreamWorks"

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Summers, Sam. "Intertextuality and the break from realism in DreamWorks Animation." Thesis, University of Sunderland, 2018. http://sure.sunderland.ac.uk/9180/.

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This thesis contextualises and historicises the contribution of DreamWorks Animation to the dominant aesthetic of contemporary American feature animation from the early 2000s to the present day. Specifically, it aims to justify the claim that mainstream feature animation has shifted away from hyperrealism and towards a form of ‘narrative-cartoonalism’ predicated on non-visual departures from realism. The thesis introduces this term to counteract the focus on the visual in conceptions of animated realism, and aims to identify the extent to which the DreamWorks studio played a key role in this shift, particularly through its use of intertextuality. Tracing the history of intertextuality in animation from the 1920s to the present day, the thesis looks to establish DreamWorks’ position within this lineage by closely examining the studio’s use of star performances, contemporary music, generic pastiche and allusive comedic gags in its features, and discussing the various diegetic contradictions that result. Ultimately, I intend for this thesis to contribute a crucial approach to understanding one of the key studios working during a hugely significant period of western feature animation, not only illuminating the output of Dreamworks but of this period as a whole. Culturally important yet critically neglected, research into the aesthetics of this modern era is essential to the progression of animation studies.
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Zanini, Marco Antonio Rolim. "Proposição de um método para avaliação de empresa de computação gráfica: um estudo de caso da dreamworks animation." reponame:Repositório Institucional do FGV, 2010. http://hdl.handle.net/10438/7968.

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Submitted by Paulo Junior (paulo.jr@fgv.br) on 2011-04-27T20:58:32Z No. of bitstreams: 1 Marco Antonio Zanini CURITIBA.pdf: 423690 bytes, checksum: 4028bb753ea17b239f10336290fb6936 (MD5)
Approved for entry into archive by Paulo Junior(paulo.jr@fgv.br) on 2011-04-27T20:58:59Z (GMT) No. of bitstreams: 1 Marco Antonio Zanini CURITIBA.pdf: 423690 bytes, checksum: 4028bb753ea17b239f10336290fb6936 (MD5)
Made available in DSpace on 2011-05-02T12:58:24Z (GMT). No. of bitstreams: 1 Marco Antonio Zanini CURITIBA.pdf: 423690 bytes, checksum: 4028bb753ea17b239f10336290fb6936 (MD5) Previous issue date: 2010-06-15
Avaliar uma empresa nos dias de hoje é algo corriqueiro e relativamente fácil de ser feito, na maioria dos casos, quando a empresa se adequa as metodologias disponíveis. Este trabalho se propõe a avaliar uma empresa que possui características impares, dificultando o uso dos métodos mais tradicionais hoje em uso. A empresa Dreamworks Animation SKG, estúdio norte-americano especializado me produções áudio visuais em computação gráfica para o cinema, possui é caracterizada por possuir em sua maioria ativos intangíveis, tanto como matéria prima quanto produto final, são historias que se convertem em filmes animados por computador. Este cenário propicia algumas peculiaridades, como por exemplo, a dificuldade de previsão dados financeiros futuros, devido às receitas da empresa estarem fortemente ligadas ao sucesso e/ou fracasso das produções lançadas. Como se trata de conteúdo muito subjetivo, como tudo que é relativo à arte. O trabalho apontou a proposta de uma solução que permite certa confiabilidade na previsão de receitas geradas pelo lançamento de uma produção. Há uma forte relação entre a receptividade do lançamento em seus dias de estréia e o alto retorno gerado pelo mesmo, o que não acontece com a relação entre o custo da produção e seu sucesso nas bilheterias.
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Akers, Chelsie Lynn. "The Rise of Humor: Hollywood Increases Adult Centered Humor in Animated Children's Films." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3724.

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Children's animated films have held a lasting influence on their audiences since the rise of their popularity in the 1980s. As adults co-view such films with their children Hollywood has had to rewrite the formula for a successful animated children's film. This thesis argues that a main factor in audience expansion is adult humor. The results show that children's animated films from 2002-2013 are riddled with many instances of adult humor while earlier films from 1982-1993 use adult humor sparingly. It is clear that over the years the number of adult humor occurrences has consistently increased. Furthermore, this research shows that adult male roles consistently deliver the adult humor.
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Euvrard, Gwenda Joan. "Dreamwork and imaginal healing: the incorporation of artwork in a systematized method of group dreamwork." Thesis, Rhodes University, 1999. http://hdl.handle.net/10962/d1002481.

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This exploratory study investigated the expansion of an established systematized group dreamwork method (Shuttleworth-Jordan, 1995) to incorporate artwork. The rationale for the addition of artwork was situated firstly, in a poetic Jungian understanding of the image as a holistic "place" of gnosis or transformative healing and, secondly, in an argument that in order to carry the gnostic potential of the image into the lived world, a dreamwork method should involve all four styles of consciousness (thinking, intuition, sensation and feeling). It was considered that the verbal interpretive Shuttleworth-Jordan method would be enhanced by the incorporation of a visual artwork process in order more fully to open the potential of the method for incorporating the nonverbal intuitive, sensation and feeling styles of consciousness. In order to compare the established method (dreamwork Without Art) and the proposed method (dreamwork With Art), two dreamwork workshops were conducted in which all participants experienced all four conditions of the study: Dream Presenter Without Art, Dream Presenter With Art, Group Member Without Art, Group Member With Art. Two levels of assessment were utilized: a quantitative analysis (involving rating scales completed after each dreamwork session), supported by a qualitative analysis (involving written questionnaires completed at the end of the workshops and follow-up interviews conducted a week after completion of the workshops). The results suggested that the incorporation of artwork in the Shuttleworth-Jordan (1995) group dreamwork method enhanced the established method in that a consistent trend of increased involvement in the dreamwork process and increased dreamwork effectiveness was reflected, while no deleterious effects were noted which might detract from the effectiveness of the existing model which had been established in previous research studies. Finally, a refined step-by-step group dreamwork method incorporating artwork was proposed, which included qualitative feedback from the present study.
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Katz, Linda. "The effects of a dreamwork technique on creative potential." Master's thesis, University of Cape Town, 1988. http://hdl.handle.net/11427/14398.

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Bibliography: leaves 182-200.
The aim of this study is to determine whether an awareness of unconscious processes, as elicited by a dreamwork technique, will increase creative potential. In the present investigation, 54 undergraduate students were randomly divided into three groups. Each group was tested for creativity on two measures: (1) The Torrance Tests of Creative Thinking, and (2) The Rorschach Test (movement response). For three weeks all subjects completed a dreamwork assignment, which was systematically varied across the three levels of the independant variable. The experimental group recorded their dreams daily, and answered questions on a dreamwork questionnaire designed to stimulate associations and amplifications to dream imagery (Group A). One control group recorded their dreams and performed a logical task on their content (Group B), while the other control group collected dreams from other people, and performed the same logical task on their content (Group C). It was hypothesized that those subjects who had an opportunity to work with and amplify the unconscious imagery occurring in their dreams would be more likely to increase in their creative potential, than those subjects who did not have this opportunity. Each subject met weekly with the experimenter for supervisory and motivational purposes. At the end of the study all subjects were retested with a parallel version of the Torrance and the Rorschach. Scoring on the Torrance yielded ten different measures, and six measures on the Rorschach. Using a two-way analysis of variance of repeated measures, no significant changes occurred on the Rorschach scores, but on the Torrance Tests, highly significant changes took place in Figural measures of Fluency, Originality, Elaboration and Figural Totals, as well as highly significant increases on all four verbal measures of Fluency, Flexibility, Originality and Verbal Totals. Since no interaction occurred, t-tests were performed, to discover that the increases in creativity on the Torrance occurred not only to experimental subjects in Group A, but also to subjects in Group C. These findings are discussed in relation to previous theoretical and empirical work on the creative process, and it is suggested that the increase in creativity, as measured by a divergent thinking test battery (Torrance Tests of Creative Thinking), was produced, not by the actual content of the tasks involved, but by the establishment of a problem-solving mind set.
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Huermann, Rosalia Rodriguez. "Dreamwork with Children: Perceptions and Practice of School-Based Mental Health Professionals." BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/1237.

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Forty nine public school mental health practitioners (i.e., school counselors, school psychologists, and school social workers) completed a survey about working with dreams when counseling students. Most practitioners in this sample reported having at least one student bring up dreams during counseling and spent some time in counseling working with students' dreams. Practitioners addressed dreams more frequently in situations where the student was having troubling dreams or nightmares, and/or was dealing with death and grief. They also acknowledged working with dreams with students who were diagnosed with Post Traumatic Stress Disorder, were emotionally disturbed, suffered from recurrent dreams, were depressed, and had learning disabilities. This study shows that practitioners were less likely to talk about dreams with students who had adjustment disorders, psychosis, were oppositional or ill, struggled with substance abuse problems, or had eating disorders. Furthermore, most practitioners indicated receiving no training and did not feel competent to work with children's dreams. However, most surveyed practitioners were interested in learning more about dreams in general.
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Finocan, Gillian M. "Understanding Ourselves Through Dreamwork: Women Finding Significance in the Stories and Images of Dreams." Connect to this document online, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1122927116.

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Thesis (M.A.)--Miami University, Dept. of Psychology, 2005.
Title from first page of PDF document. Document formatted into pages; contains [1], iv, 53 p. Includes bibliographical references (p. 45-56).
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Edgar, Iain Ross. "Imaginary fields : the cultural construction of dream interpretation in three contemporary British dreamwork groups." Thesis, Keele University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241305.

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Dreams have, SInce time immemorial, both reflected the culture of those who dream them and have been used by them, with or without the help of soothsayers, to shape their personal lives and that of the culture of which they form part. Anthropologists have also, since the beginning of their discipline, commented on and analysed dreams in diverse cultures and in turn derived from these and other analyses, theoretical principles and approaches. In the modern world, and particularly in the twentieth century, first individual and then group therapies have incorporated the narration and analysis of dreams into their methods. More recently still, this process has been, at least partially, democratised and the therapist acting on the individual patient has transformed her/himself into the dreamwork facilitator and resource person for a, more or less, autonomous group. In this research I established and jointly facilitated three dreamwork groups In order to use experiential groupwork methods to demonstrate the articulation of embodied, but implicit, knowledge. In my analysis of the group process I use anthropological concepts derived from the survey of literature at the beginning of my thesis. The analysis proper proceeds In four stages. The first is concerned with "dreamwork", the way that the narration to and within the group can be shown to be collectively converted into a verbally expressed narrative of an experience 3 seen as having hitherto been concealed and confined to the imagination. Second, I turn to the analysis of structure and process In the group itself and the communicative context in which this dreamwork took place. Third, I use an hermeneutic analysis to unpick the emiC and etic interpretive, and to some degree feminist-inspired, perspectives used by the group to make sense of the narratives they have collectively created. Finally, I move outwards to the processual, meanIngcreating and outcome, analysis of such groupwork methods as gestalt, psychodrama and imagework which are used to elicit meaning from narrated dream imagery. I conclude that dreams are transformations of cultural symbols and that their interpretation is an example of what Obeyesekere, significantly calling on both psychoanalysis and cultural analysis, has called "the work of culture".
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Johansson, Arola Simon, and Ahmed Karkoukli. "Teamwork Equals Dreamwork : A Survey-based Study of Second-language Students’ Speaking Anxiety in Upper Secondary School." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42974.

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This survey-based study aimed to find out how to reduce speaking anxiety amongst second-language students attending two different upper secondary schools in Halmstad, Sweden. The survey participants were in their first and second years of upper secondary school and attending English 5 and 6 courses. The survey participants were asked to complete two online-surveys. The first survey dealt with measuring if the participants felt anxious while speaking English in class and what they considered was the most conducive way to alleviate anxiety when working with communicative exercises. After compiling the data from the first survey, it was found that the survey participants thought that working in groups would alleviate speaking anxiety the most. Following this, lessons were created where the classroom furniture was rearranged in order to promote group discussions. Subsequently, the survey participants completed the second survey, the purpose of which was to measure how they felt the group discussions went, and if they thought it helped them reduce their speaking anxiety. The results showed that the majority of the survey participants felt that group discussions made them less apprehensive about how their peers would perceive their speaking abilities. Interestingly, the results also showed that even though most of the survey participants felt that they had good English skills, they were still concerned about not being able to perform communicative tasks without inhibition. The results demonstrated that when the furniture was rearranged to suit classroom group-work, students were less worried about how they were being perceived as English speakers, leading them to feel more secure. Additionally, they became more motivated to speak English.
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Shen, Yi-Ching, and 沈怡靜. "Case study: Comcast acquired Dreamworks." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8e45k8.

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碩士
國立政治大學
企業管理研究所(MBA學位學程)
107
Film industry is now at the maturity stage of Product Life Cycle, considerable economies of scale and strong brand loyalty have been established. In addition to blocking the entry of potential competitors, it is also possible to manage the hostile relationship of industry competitors through non-price competition. This case study explains the current development and challenges of the animated film industry, and how the Cable giants - Comcast can cope with the rise of streaming media through vertical integration. Comcast originally started from the terminal channel (signal transmission company) and was recently affected by online streaming platform (Netflix, Amazon), which made its cable TV business gradually lost its oligopoly. In order to strengthen its competitiveness, Comcast began to vertical integrate, and to enhance content producing power through IP assets. This study is about Comcast acquiring Dreamworks and shows that this acquisition will help Comcast catch up with Disney's leading position in the animation and entertainment industry. Dreamworks animation has good quality Intelligence Property however it is lack of its own distribution channel leads to higher risk of profit loss. After the merge, Dreamworks will be integrated into NBC Universal Pictures. It can greatly reduce the risk of movie box office instability.
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Books on the topic "DreamWorks"

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Summers, Sam. DreamWorks Animation. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7.

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Carlo, Lo Raso, Binder Eric, and Dreamworks Pictures, eds. DreamWorks' Shark tale. New York: Scholastic, Inc., 2004.

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Littlefield, Cindy A. The ultimate DreamWorks cookbook. Edited by Katschke Judy author, Gassi photographer, and DreamWorks Home Entertainment (Firm). New York, New York]: Edda USA, 2016.

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author, Hedrick Tim, Iverson Mitch author, Yamashin Mariko ill, Brill Ian, Digital Art Chefs, and AndWorld Design (Firm), eds. DreamWorks Voltron: Legendary defender. St. Louis, Missouri: Lion Forge, LLc, The, 2016.

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Hamashima, Lawrence. DreamWorks' shark tale: Movie storybook. New York: Scholastic, 2004.

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Hamashima, Lawrence. DreamWorks' shark tale: Movie storybook. New York: Scholastic, 2004.

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Dreamworks. Bellwether Media, 2024.

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Dreamworks. Bellwether Media, 2024.

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House, Random. Dreamworks. Random House Children's Books, 2017.

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Dreamworks. Ontario: Exile Editions, 2008.

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Book chapters on the topic "DreamWorks"

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Summers, Sam. "Layered, Like Onions: Introducing DreamWorks’ Intertextuality." In Palgrave Animation, 1–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_1.

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Summers, Sam. "Shrek Gets Shreked: DreamWorks’ Online Afterlife." In Palgrave Animation, 195–221. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_7.

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Summers, Sam. "The Shrekoning: DreamWorks’ Influence Over 2000s Animation." In Palgrave Animation, 161–94. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_6.

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Saskal, Rich. "Dreamworks Tries to Issue Tax-Exempt Bonds." In The Handbook of Municipal Bonds, 1215–16. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2015. http://dx.doi.org/10.1002/9781119198093.ch84.

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Summers, Sam. "‘All Star’ Soundtracks: DreamWorks and the Pop Song." In Palgrave Animation, 65–90. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_3.

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Summers, Sam. "Why Is Shrek Funny?: DreamWorks and the Intertextual Gag." In Palgrave Animation, 33–64. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_2.

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Summers, Sam. "Woody Allen in the Anthill: DreamWorks and Star Performance." In Palgrave Animation, 91–124. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_4.

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Summers, Sam. "Parody, Pastiche and the Patchwork World: DreamWorks and Genre." In Palgrave Animation, 125–59. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_5.

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Hau, Stephan. "Dreamwork." In Encyclopedia of Personality and Individual Differences, 1207–10. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-24612-3_579.

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Hau, Stephan. "Dreamwork." In Encyclopedia of Personality and Individual Differences, 1–4. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-28099-8_579-1.

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Conference papers on the topic "DreamWorks"

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Tabellion, Eric. "Irradiance caching at DreamWorks." In ACM SIGGRAPH 2008 classes. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401132.1401222.

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"DreamWorks animation presents "HOME"." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745234.2773229.

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Deshmukh, Priyamvad, Feng Xie, and Eric Tabellion. "DreamWorks fabric shading model." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3084363.3085024.

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"DreamWorks animation presents "HOME"." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2773215.2773229.

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Somasundaram, Arunachalam, Felege Gebru, William Sokoloski, and Nate Yellig. "DreamWorks Art-Driven Shot Sculpting Toolset." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464649.

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Michael, Chris, and Arunachalam Somasundaram. "Termite: DreamWorks Procedural Environment Rigging Tool." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388767.3407384.

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Modesto, Lucia, and Dick Walsh. "DreamWorks animation's face system, a historical perspective." In ACM SIGGRAPH 2014 Talks. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2614106.2614131.

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Pohle, Sven, Michael Hutchinson, Brent Watkins, Dick Walsh, Stephen Candell, Frederick Nilsson, and Jason Reisig. "DreamWorks animation facial motion and deformation system." In DigiPro '15: The Digital Production Symposium. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2791261.2791262.

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Sokoloski, William, Cory Sivek, Arunachalam Somasundaram, Lakshika Udakandage, Kurt Phillips, Alexa Mahajan, Michael Juarez, and Charles Edward Billingsley. "A Modernization of the DreamWorks Feather System." In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641233.3664332.

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Somasundaram, Arunachalam, and Chris Michael. "ENVIZ: DreamWorks GPU-Accelerated Interactive Environment Deformation and Visualization Toolset." In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641233.3664324.

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