At publication date, a free ebook version of this title will be available through Luminos, University of California Press's Open Access publishing program. Visit www.luminosoa.org to learn more. In this beautifully written and deeply researched study, Hannah Frank provides an original way to understand American animated cartoons from the Golden Age of animation (1920–1960). In the pre-digital age of the twentieth century, the making of cartoons was mechanized and standardized: thousands of drawings were inked and painted onto individual transparent celluloid sheets (called “cels”) and then photographed in succession, a labor-intensive process that was divided across scores of artists and technicians. In order to see the art, labor, and technology of cel animation, Frank slows cartoons down to look frame by frame, finding hitherto unseen aspects of the animated image. What emerges is both a methodology and a highly original account of an art formed on the assembly line.
Nation-building imperatives compel citizens to focus on what makes them similar and what binds them together, forgetting what makes them different. Democratic institution building, on the other hand, requires fostering opposition through conducting multiparty elections and encouraging debate. Leaders of democratic factions, like parties or interest groups, can consolidate their power by emphasizing difference. But when held in tension, these two impulses—toward remembering difference and forgetting it, between focusing on unity and encouraging division—are mutually constitutive of sustainable democracy. Based on ethnographic and interview-based fieldwork conducted in 2012–13, The Black and White Rainbow: Reconciliation, Opposition, and Nation-Building in Democratic South Africa explores various themes of nation- and democracy-building, including the emotional and banal content of symbols of the post-apartheid state, the ways that gender and race condition nascent nationalism, the public performance of nationalism and other group-based identities, integration and sharing of space, language diversity, and the role of democratic functioning including party politics and modes of opposition. Each of these thematic chapters aims to explicate a feature of the multifaceted nature of identity-building, and link the South African case to broader literatures on both nationalism and democracy.
This book provides a historical account of early modern probabilism and its theological, intellectual, and cultural implications. Tutino argues that probabilism played a central role in helping early modern theologians grapple with the uncertainties originated by a geographically and intellectually expanding world.
Throughout its history, animation has been fundamentally shaped by its application to promotion and marketing, with animation playing a vital role in advertising history. In individual case study chapters this book addresses, among others, the role of promotion and advertising for anime, Disney, MTV, Lotte Reiniger, Pixar and George Pal, and highlights American, Indian, Japanese, and European examples. This collection reviews the history of famous animation studios and artists, and rediscovers overlooked ones. It situates animated advertising within the context of a diverse intermedial and multi-platform media environment, influenced by print, radio and digital practices, and expanding beyond cinema and television screens into the workplace, theme park, trade expo and urban environment. It reveals the part that animation has played in shaping our consumption of particular brands and commodities, and assesses the ways in which animated advertising has both changed and been changed by the technologies and media that supported it, including digital production and distribution in the present day. Challenging the traditional privileging of art or entertainment over commercial animation, Animation and Advertising establishes a new and rich field of research, and raises many new questions concerning particular animation and media histories, and our methods for researching them.
Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
The Animation Studies Reader brings together both key writings within animation studies and new material in emerging areas of the field. The collection provides readers with seminal texts that ground animation studies within the contexts of theory and aesthetics, form and genre, and issues of representation. The first section collates key readings on animation theory, on how we might conceptualise animation, and on some of the fundamental qualities of animation. New material is also introduced in this section specifically addressing questions raised by the nature, style and materiality of animation. The second section outlines some of the main forms that animation takes, which includes discussions of genre. Although this section cannot be exhaustive, the material chosen is particularly useful as it provides samples of analysis that can illuminate some of the issues the first section of the book raises. The third section focuses on issues of representation and how the medium of animation might have an impact on how bodies, gender, sexuality, race and ethnicity are represented. These representations can only be read through an understanding of the questions that the first two sections of the book raise; we can only decode these representations if we take into account form and genre, and theoretical conceptualisations such as visual pleasure, spectacle, the uncanny, realism etc.
This book constitutes the refereed post-proceedings of the 10th IFIP WG 2.5 Working Conference on Uncertainty Quantification in Scientific Computing, WoCoUQ 2011, held in Boulder, CO, USA, in August 2011. The 24 revised papers were carefully reviewed and selected from numerous submissions. They are organized in the following topical sections: UQ need: risk, policy, and decision making, UQ theory, UQ tools, UQ practice, and hot topics. The papers are followed by the records of the discussions between the participants and the speaker.