An abrasive and smug narrator--Brian the Badger--exposes the artful dodges and devices and the entrepreneurial ruthlessness essential for an aspiring animator on the path to fame and fortune
An abrasive and smug narrator--Brian the Badger--exposes the artful dodges and devices and the entrepreneurial ruthlessness essential for an aspiring animator on the path to fame and fortune
Indulge the obsession of a dying man whose stubborn quest for an ecstatic send-off tests the liberating potentials of belief. Dare to believe in a rapturous transition between life and death that holds the potential to set us free. “Original ideas, strong prose, timelessness and universality . . . Dissolve offers a unique imagining of what might happen to the human soul after it’s left the body.” —Kirkus Reviews
Just when you thought you’d accepted your own mortality . . . Everything Is Going to Kill Everybody is bringing panic back. Twenty illustrated, hilariously fear-inducing essays reveal the chilling and very real experiments, dangerous emerging technologies, and terrifying natural disasters that soon could—or very nearly already did—bring about the end of humanity. In short, everything in here will kill you and everyone you love. At any moment. And nobody’s told you about it—until now: • Experiments in green energy like the HiPER, which uses massive lasers to create a tiny “contained” sun; it’s an idea that could save the world if it doesn’t consume us all in a fiery fusion reaction first. • Global disasters like the hypercane—a hurricane so large it could cover all of North America and shoot trailer parks into space! • Terrifying new developments in robotics like the EATR, which powers itself on meat—an invention in the running for “Worst Decision Made by Anybody.”
Some people admit to their fear of death while others lie awake at night silently suffering over thoughts of their mortality. In How to Be Free from the Fear of Death, Ray Comfort addresses the subject head-on. Overcome your fear as you · understand why we suffer, age, and die, · recognize God’s power over death, · develop habits to maintain your peace, and · share your newfound joy with others. Rest peacefully knowing that death is not the end but a wonderful beginning.
It is the largest and perhaps the most important organ of our body—it covers our fragile inner parts, defines our social identities, and channels our sensory experiences. And yet we rarely give a thought. With The Book of Skin, Steven Connor aims to change all that, offering an intriguing cultural history of skin. Connor first examines physical issues such as leprosy, skin pigmentation, cancer, blushing, and attenuations of erotic touch. He also explains why specific colors symbolize certain emotions, such as green for envy or yellow for cowardice, as well as why skin is the focus of destructive rage in many people’s violent fantasies. The Book of Skin then probes into how skin has been such a powerfully symbolic terrain in photography, religious iconography, cinema, and literature. From the Turin shroud to Ralph Ellison’s Invisible Man to plastic surgery, The Book of Skin expertly examines the role of skin in Western culture. A compelling read that penetrates well beyond skin-deep, The Book of Skin validates James Joyce’s declaration that “modern man has an epidermis rather than a soul.” “Richly conceived and elaborately thought out. No flicker of meaning has escaped Connor’s ferocious, all-seeing eye.”—Guardian
Cardiovascular disease remains the chief cause of mortality and morbidity in adults in many parts of the world, and diagnosis and treatment is increasingly based on cellular, intracellular, and molecular parameters as well as systems analysis. Consequently, it is vital that medical students learn the fundamental physiology of the cardiovascular system. This book, along with its interactive electronic learning modules, breathes life into the subject, with animations, videos, and game-like decision-making.
A founding member of the acclaimed New York-based company Mabou Mines, Breuer's gifts as a writer and director have have made him a mainstay of the theatrical avant-garde.
First Published in 1998. Understanding Animation is a comprehensive introduction to animated film, from cartoons to computer animation. Paul Wells' insightful account of a critically neglected but increasingly popular medium: * explains the defining characteristics of animation as a cinematic form * outlines different models and methods which can be used to interpret and evaluate animated films * traces the development of animated film around the world, from Betty Boop to Wallace and Gromit. Part history, part theory, and part celebration, Understanding Animation includes: * notes towards a theory of animation * an explanation of animation's narrative strategies * an analyis of how comic events are constructed * a discussion of representation, focusing on gender and race * primary research on animation and audiences. Paul Wells' argument is illustrated with case studies, including Daffy Duck in Chuck Jones' Duck Amuck, Jan Svankmajer's Jabberwocky, Tex Avery's Little Rural Riding Hood and King Size Canary ', and Nick Park's Creature Comforts. Understanding Animation demonstrates that the animated film has much to tell us about ourselves, the cultures we live in, and our view of art and society.
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.