Somewhere along the way, something happened to give art that crucial kick that gave life to still images: motion. The art of animation, both hand-drawn and computer-animated, has a long and rich history spanning nearly a century of experimentation and innovation. This book helps students understand the role innovation has played in the development of animation industry.
Folktales and fairy tales are living stories; as part of the oral tradition, they change and evolve as they are retold from generation to generation. In the last thirty years, however, revision has become an art form of its own, with tales intentionally revised to achieve humorous effect, send political messages, add different cultural or regional elements, try out new narrative voices, and more. These revisions take all forms, from short stories to novel-length narratives to poems, plays, musicals, films and advertisements. The resulting tales paint the tales from myriad perspectives, using the broad palette of human creativity. This study examines folktale revisions from many angles, drawing on examples primarily from revisions of Western European traditional tales, such as those of the Grimm Brothers and Charles Perrault. Also discussed are new folktales that combine traditional storylines with commentary on modern life. The conclusion considers how revisionists poke fun at and struggle to understand stories that sometimes made little sense to start with.
'A welcome counterpoint to the technopanic that screen time is causing a mental health crisis' Bruce Hood 'A rare mix of trustworthy science, practical advice, and human stories ... I'm going to recommend it to all the parents I know, and keep it handy for reference next time I see a scary headline about how technology is ruining our lives' Timandra Harkness 'Punctures some of the most pernicious myths about our smartphone and screen-dominated lives, while offering good advice about how to improve the time we spend with screens ... a must-read' New Scientist Most of us spend a significant part of the day in front of a screen. Our work and social lives play out through our computers, tablets and phones: on email, social media, video conference calls and gaming servers. But what is all this screen time doing to our health, our sleep, and our relationships? Professor Pete Etchells studies the way we use screens, and how they can affect us. In UNLOCKED, he delves into the real science behind the panic about our alleged device addiction and withering attention spans. Armed with the latest research, he reveals how little we have to fear, and the great deal we have to gain, by establishing a more positive relationship with our screens. That begins with asking ourselves some essential questions about how we use them. Instead of clamouring for us to ditch our devices (before guiltily returning to the same old habits), UNLOCKED is a sustainable, realistic and vital guide to transforming our connection with technology.
In recent years, works by American Indian artists and filmmakers such as Jaune Quick-To-See Smith, Edgar Heap of Birds, Sherman Alexie, Shelley Niro, and Chris Eyre have illustrated the importance of visual culture as a means to mediate identity in contemporary Native America. This insightful collection of essays explores how identity is created and communicated through Native film-, video-, and art-making; what role these practices play in contemporary cultural revitalization; and how indigenous creators revisit media pasts and resignify dominant discourses through their work. Taking an interdisciplinary approach, Visualities: Perspectives on Contemporary American Indian Film and Art draws on American Indian Studies, American Studies, Film Studies, Cultural Studies, Women’s Studies, and Postcolonial Studies. Among the artists examined are Hulleah J. Tsinhnahjinnie, Eric Gansworth, Melanie Printup Hope, Jolene Rickard, and George Longfish. Films analyzed include Imprint, It Starts with a Whisper, Mohawk Girls, Skins, The Business of Fancydancing, and a selection of Native Latin films.
Daytime Television Programming (1991) provides a practical understanding of daytime television formats, viewer demographics, and programming strategy. It compares daytime genres to their evening counterparts, discusses the effects of demographics on daytime programming, analyses investment yields, and highlights audience expectations. Discussions of specific daytime shows teach techniques necessary to overcome the enormous creative challenges in building a successful daytime lineup.
Four wide-eyed dolls rendered in the popular Japanese cartoon style come with more than 30 cute outfits representing an imaginative variety of roles, including astronaut, samurai, pirate, cowgirl, and soccer player.
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
A decade after the first Canadian telecasts in September 1952, TV had conquered the country. Why was the little screen so enthusiastically welcomed by Canadians? Was television in its early years more innovative, less commerical, and more Canadian than current than current offerings? In this study of what is often called the 'golden age' of television, Paul Rutherford has set out to dispel some cherished myths and to resurrect the memory of a noble experiment in the making of Canadian culture. He focuses on three key aspects of the story. The first is the development of the national service, including the critical acclaim won by Radio-Canada, the struggles of the CBC's English service to provide mass entertainment that could compete with the Hollywood product, and the effective challenge of private television to the whole dream of public broadcasting. The second deals with the wealth of made-in-Canada programming available to please and inform vviewers - even commercials receive close attention. Altogether, Rutherford argues, Canadian programming reflected as well as enhanced the prevailing values and assumptions of the mainstream. The final focus is on McLuhan's Question: What happens to society when a new medium of communications enters the picture? Rutherford's findings cast doubt upon the common presumptions about the awesome power of television. Television in Canada, Rutherford concludes, amounts to a failed revolution. It never realized the ambbitions of its masters or the fears of its critics. Its course was shaped not only by the will of the government, the power of commerce, and the empire of Hollywood, but also by the desires and habits of the viewers.