Animation Embodiment And Digital Media
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Animation Embodiment And Digital Media
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Author : K. Chow
language : en
Publisher: Springer
Release Date : 2013-09-20
Animation Embodiment And Digital Media written by K. Chow and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-09-20 with Computers categories.
Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.
The Flesh Of Animation
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Author : Sandra Annett
language : en
Publisher: U of Minnesota Press
Release Date : 2024-04-30
The Flesh Of Animation written by Sandra Annett and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-30 with Performing Arts categories.
How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.
Animation Embodiment And Digital Media
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Author : K. Chow
language : en
Publisher: Springer
Release Date : 2013-09-20
Animation Embodiment And Digital Media written by K. Chow and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-09-20 with Computers categories.
Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.
Affect And Embodied Meaning In Animation
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Author : Sylvie Bissonnette
language : en
Publisher: Routledge
Release Date : 2019-03-11
Affect And Embodied Meaning In Animation written by Sylvie Bissonnette and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-11 with Performing Arts categories.
This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Émile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer’s perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. ‘Affect and Embodied Meaning in Animation’ will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.
An Embodied Cognition Approach To The Analysis And Design Of Generative And Interactive Animation
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Author : Ka Nin Chow
language : en
Publisher:
Release Date : 2010
An Embodied Cognition Approach To The Analysis And Design Of Generative And Interactive Animation written by Ka Nin Chow and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Animation (Cinematography) categories.
Animation is popularly thought of as a sequence of still images or cartoons that produce an illusion of movement. However, a broader perspective of animation should encompass the diverse kinds of media artifacts imbued with the illusion of life. In many multimedia artifacts today, computational media algorithmically implement expanded illusions of life, which include images not only moving, but also showing reactions to stimuli (reactive animation), transforming according to their own internal rules (autonomous animation), evolving over a period of time (metamorphic animation), or even generating varying instances subject to user intervention or chance (contingent animation). Animation in the digital age consists of forms as varied as computer-generated imagery (CGI) in films, motion graphics on interactive multimedia websites, animated contents of video games, graphical interfaces of computer systems, and even digital signage in communal areas. With these forms, the new animation phenomena emerge from entertainment media, functional designs, and expressive works alike, all of which may engage viewers' sensory perceptions, cognitive processes, as well as motor actions.
New Directions In Mobile Media And Performance
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Author : Camille C. Baker
language : en
Publisher: Routledge
Release Date : 2018-09-03
New Directions In Mobile Media And Performance written by Camille C. Baker and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-03 with History categories.
New Directions in Mobile Media and Performance explores various performative projects and forms of expression that have emerged since the onset of the smartphone. It focuses mainly on new concepts and developments that have emerged in mobile media performance. It showcases the intimate and phenomenological mobile aesthetic that has been unfolding within networked performance and media art projects for over a decade and a half. This aesthetic utilises the potential and affordances with each iteration and update of modern smartphones. Themes of embodiment, presence, liveness and connection through mobile, networked, and remote technology are revisited in the context of HD mobile cameras, selfies and live video streaming from the phone, as well as the impact of peer production, opensource and Maker culture on mobile media performance practices. It explores the surge in development of wearable devices in performance, as well as how the ‘quantified-self movement’ has affected performance works. It deals with concepts and developments in intermedial performance that incorporate mobile and wearable devices, especially from the artist’s, designer’s or dramaturge’s perspective as the creator and their creative process, working with technology as a collaborator, not just a tool or guide. The book demonstrates how artists have repurposed the device – transforming it from merely a communication device, using voice and text only – to become a new collaborative medium, a full visual, synaesthetic, interactive and performative tool of deeper expression and social change. It discusses seminal works and the evolution of the medium, within intermedial digital art and performance practices as medium for artistic expression, creative process and staged performances. It focuses on projects and artists who have pushed mobile media performance beyond the conventional blackbox. Emerging visual, digital, interactive, tactile, gestural and theatrical or performance projects that incorporate mobile or wearable devices, used as vehicles for more challenging, experimental, experiential and immersive performative artworks are highlighted. The book also contextualises Baker’s own media research and performance practice within the larger landscape with the field. It is bookended with interviews with the artists themselves on their creative process and intentions. It is the outcome of three years of research of artistic works around the world, interviews, in-person viewings of performances, as well as incorporating and reflecting on her own ongoing practice and projects in context.
Human Computer Interaction Interact 2017
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Author : Regina Bernhaupt
language : en
Publisher: Springer
Release Date : 2017-09-19
Human Computer Interaction Interact 2017 written by Regina Bernhaupt and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Computers categories.
The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.
Digital Creativity
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Author : Bruce Wands
language : en
Publisher: John Wiley & Sons
Release Date : 2002
Digital Creativity written by Bruce Wands and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Architecture categories.
This work equips readers with a solid conceptual and critical foundation for digital creativity, presenting both technical explanations and creative techniques.
Handbook Of Research On Deconstructing Culture And Communication In The Global South
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Author : Okocha, Desmond Onyemechi
language : en
Publisher: IGI Global
Release Date : 2023-07-10
Handbook Of Research On Deconstructing Culture And Communication In The Global South written by Okocha, Desmond Onyemechi and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Social Science categories.
There are inequalities in global knowledge production in communication outlets, cultural practices, and governance problems. Under this symbiotic relationship, they reinforce the cultural ideas, values, and governance systems operating in the Western countries as an ideal and role model for the Global South countries. Media is regarded as the agent of change for communication and cultural values. Indigenous knowledge production and dissemination is an essential feature to get a better insight into Global South countries. Likewise, dewesternizing and demystifying societal culture and governance issues are pertinent in this age of information. The Handbook of Research on Deconstructing Culture and Communication in the Global South focuses on local production practices keeping in view the local needs of communication outlets and societal and cultural sensitivities. This Indigenous knowledge would provide deeper and richer insights into the problems and sensitivities of Global South countries. To achieve this end, this book adopts a broader approach encompassing development issues, democratic values, digitalization practices, gender equality issues, and more. Covering topics such as biocultural activism, language ideology, and religiocentrism, this major reference work is a valuable resource for graduate students, sociologists, government officials, students and educators of higher education, librarians, development organization leaders, religious scholars, policymakers, researchers, and academicians.
Toy Story
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Author : Susan Smith
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2018-01-25
Toy Story written by Susan Smith and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-25 with Performing Arts categories.
Toy Story (John Lasseter, 1995), Pixar's first feature-length production and Hollywood's first completely computer-generated animated film, is an international cultural phenomenon. This collection brings together a diverse range of scholars and practitioners who together explore the themes, compositional techniques, cultural significance and industry legacy of this landmark in contemporary cinema. Topics range from industrial concerns, such as the film's groundbreaking use of computer generated imagery and the establishment of Pixar as a major player in the animation world, to examinations of its music, aesthetics, and the role of toys in both the film and its fandom. The Toy Story franchise as a whole is also considered, with chapters looking at its cross-generational appeal and the experience of growing up alongside the series. As the first substantial work on this landmark film, this book will serve as an authoritative introduction for scholars, students and fans alike.