Dissertations / Theses on the topic 'Contemporary animation'
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Husbands, Lilly Marie. "Animated experientia : aesthetics of contemporary experimental animation." Thesis, King's College London (University of London), 2014. http://kclpure.kcl.ac.uk/portal/en/theses/animated-experientia(85e342f2-7ec9-4c7c-9024-20e2a8931677).html.
Full textCrawte, Derrin. "Darkness visible : contemporary stop motion animation and the uncanny." Thesis, Anglia Ruskin University, 2017. http://arro.anglia.ac.uk/702164/.
Full textdaCosta, Charles C. H. "Racial stereotyping and selective positioning in contemporary British animation." Thesis, University of Brighton, 2007. https://research.brighton.ac.uk/en/studentTheses/1dcf3124-b4a3-4c63-9807-c053782bb36c.
Full textWilliamson, Naomi, and naomiruthwilliamson@mac com. "The Drawn Subject: Meaning and the Moving Drawing." RMIT University. Art, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080617.142838.
Full textPINNA, DANIEL MOREIRA DE SOUSA. "BRAZILIAN ANIMATED CHARACTERS: THE VISUAL LANGUAGE OF CONTEMPORARY BRAZILIAN ANIMATION CHARACTERS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9582@1.
Full textO presente estudo analisa os aspectos comunicativos da visualidade de personagens de curta-metragens de animação contemporâneos brasileiros, empregando recursos oferecidos pela Semiologia. O cinema de animação é uma arte que tomou contornos na virada do século XX. Junto à indústria cultural, consolidou inúmeras personagens na memória de espectadores em todo o mundo. Contudo, os altos custos de produção das obras animadas obrigam muitos artistas a realizarem seus filmes independentes no formato de curtas metragens. Devido à brevidade dos filmes, esses criadores empregam repetidamente tipos e caricaturas como personagens principais, apresentando-os sob a forma de signos de fácil reconhecimento pela maioria dos espectadores. Esta pesquisa parte da hipótese de que a visualidade das personagens de obras cinematográficas de animação breves é um sistema projetado (intencionalmente ou não) para transmitir ao espectador mensagens de compreensão praticamente imediata a respeito da narrativa apresentada e dos conceitos personificados pelas personagens no curto intervalo de tempo em que elas estão em cena. Com base no levantamento de sessenta principais personagens apresentadas nos filmes brasileiros premiados no festival Anima Mundi em suas doze primeiras edições (1993-2004), esta dissertação investigou os estereótipos existentes nas produções recentes do cinema de animação brasileiro. Em seguida, buscou delinear maneiras com que os elementos visuais que os constituem atuam no processo de significação das personagens animadas, articulando-se enquanto uma linguagem visual específica. Para realizar tal investigação, os procedimentos metodológicos adotados tomaram por fundamentos os estudos de Semiologia de Roland Barthes e o conceito de atributos das personagens desenvolvido por Vladimir Propp.
This paper analyses the communicative aspects of the look of contemporary Brazilian animation short movie´s characters, using resources from Semiology. Animation cinema became an art at the beginning of the 20th century. With the cultural industry, it has cemented lots of characters in spectator´s memories around the world. However, the high expenses of animated movies´ production force many artists to produce their authorial animations as short movies. Due to the brevity of these movies, their creators repeatedly use types and caricatures as main characters, presented morphologically as signs that can easily be recognized by most of the audiences. This research considers the hypothesis that the look of characters from animated short movies is a system designed (intentionally or not) to communicate to the spectator messages of prompt comprehension concerned to the narrative shown and to the concepts personified by the characters in the short period of time in which they are acting. Based on the survey of sixty main characters from Brazilian awarded movies at the twelve first editions of Anima Mundi festival (1993- 2004), this dissertation investigated the existing stereotypes in recent Brazilian animation short movies. Then, it tried to outline ways in which the visual elements that constitute these stereotypes act in the signifying process of the animated characters, working together as a specific visual language. In order to carry out such investigation, the adopted methodological procedures were based on Roland Barthes´ Semiology and Vladimir Propp´s concept of characters´ attributes.
Ehrlich, Nea E. "Animated realities : from animated documentaries to documentary animation." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/25699.
Full textSilva, Michelle Ramona. "Digital alchemy matter and metamorphosis in contemporary digital animation and interface design /." online access from Digital Dissertation Consortium, 2005. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3224047.
Full text潘文慧 and Man-wai Poon. "Cultural globalization?: the contemporary influence of Japanese animation on Hong Kong teenagers." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31226620.
Full textPoon, Man-wai. "Cultural globalization? : the contemporary influence of Japanese animation on Hong Kong teenagers /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24872970.
Full textPapp, Zilia English Media & Performing Arts Faculty of Arts & Social Sciences UNSW. "Investigating the influence of Edo and Meiji period monster art on contemporary Japanese visual media." Publisher:University of New South Wales. English, Media, & Performing Arts, 2008. http://handle.unsw.edu.au/1959.4/41276.
Full textGarrett, Thomas Butler. "The puppet, the cinematic and contemporary visual theatre : principles, practices, logos." Thesis, University of Brighton, 2009. https://research.brighton.ac.uk/en/studentTheses/6390bb62-a47d-4547-b6ee-af1375ec9473.
Full textCervelli, Filippo. "Ima deshō : the vacuum of immediacy in contemporary Japanese literature and popular culture." Thesis, University of Oxford, 2017. http://ora.ox.ac.uk/objects/uuid:521d5f5e-d34d-454a-b622-a0454783cf80.
Full textKovacic, Mateja. "Technologies and paradigms of vision: from the scientific revolution of the Edo period to contemporary Japanese animation." HKBU Institutional Repository, 2016. https://repository.hkbu.edu.hk/etd_oa/317.
Full textLan, Kuo-Wei. "Technofetishism of posthuman bodies : representations of cyborgs, ghosts, and monsters in contemporary Japanese science fiction film and animation." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/40524/.
Full textFerrell, Susanna S. "Pattern and Disorder: Anxiety and the Art of Yayoi Kusama." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/554.
Full textLesourd, Sibylle. "L'enfant protagoniste : Naissance, mouvances et paradoxes d’une figure clé du théâtre contemporain pour la jeunesse en France et en Italie (1959-2015)." Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040013.
Full textTheatre for young people is experimental—the desire for and the modalities of an encounter between creators and a specific audience undergo redefinition with each performance. This PhD thesis sheds light on how theatre for young people came to be in France and Italy throughout history, as well as on the experiments carried out by the pioneers in the field. The focus is on the emergence of the child as a new protagonist within the theatrical field and on attempting to determine whether he indeed lies at the core of the creative process. In the first part, the emphasis is on the significance of the role of theatrical animation at the turn of the 1960s. The idea of a natural transition from artistic experiences involving young people to theatrical works designed for them was passed on from France to Italy ; by identifying the child as a potential partner in the creative process, theatrical animation prefigured the onset of new aesthetic forms directed to young audiences. In the second part, the aim is to show how artistic research has been crystallizing on the child as a spectator, who has become a specific target for stage directors and playwrights from the 1980s onwards. While reflecting on how to emancipate him, artists have taken ownership of various textual materials—some of which unexpected—and a path can therefore be traced from adaptation to creation. In France, a theatrical repertoire which belongs to youth literature in its own right has been emerging. At the same time, in both countries, the child as a character has been earning his way in play scripts and on stages. Thus, a specular relationship can be established between the child as a spectator and his double
Dombrowski, Matthew. "PERCEPTIONS OF REALITY." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4161.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
Castro, Kely Elias de. "O ator no teatro de animação contemporâneo: trajetórias rumo à criação da cena." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27156/tde-19112010-090333/.
Full textConsidering the hybrid nature of the Theater of Animation , this present work analyzes the scene conception through specific creative procedures usually performed by the actor of this kind of language. In order to achieve this aim, it presents a field survey accomplished at the following Theater of Animation companies of São Paulo: Cia. Truks, Sobrevento, Morpheus Teatro e Seres de Luz Teatro. In these companies processes of scene conception were registered, as well as procedures applied in trainings and workshops. This study is based in theoretical research about the relationship between visual arts and theater art in the contemporary Theater of Animation and the working method of the actor. It also investigates his relationship with objects, puppets, masks and other materials. The result reveals a deep reflection about the peculiarities of scene creation procedures performed by the puppeteer actor.
Silva, Clayton Antonio Santos da. "A complexa trama da pixar: cinema e condição humana." Pontifícia Universidade Católica de São Paulo, 2013. http://tede2.pucsp.br/handle/handle/2434.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
The present doctoral thesis, entitled The Complex Plot of Pixar: Cinema and the Human Condition, aims to make reflections on the films produced by Pixar Animation Studios in the period between 1995 and 2011. In total, 12 films are analyzed: Toy Story, 1995; A Bug s Life, 1998; Toy Story 2, 1999; Monsters, Inc., 2001; Finding Nemo, 2003; The Incredibles, 2004; Cars, 2006; Ratatouille, 2007; Wall-E, 2008; Up, 2009; Toy Story 3, 2010 and Cars 2, 2011. The basis and methodological and theoretical orientation guide of the analyses and reflections is the Complex Thought, as formulated by Edgar Morin. The study aims to expand the understanding on these films, which began to be produced in large scale from 1995, introducing them as vehicles of narratives that help in building the imaginary of the contemporary man, taking into consideration the potential of onirism, duplication, projection-identification and mental trade that the cinema presents. The analyses and reflections contained in this thesis are based on thinkers from several fields of knowledge in a transdisciplinary perspective. After an introduction entitled Onirisms, the thesis unfolds in three analytical blocks: in Bravery, we discourse about the brave or heroic acts in Toy Story, A Bug s Life, The Incredibles and Cars. In Knowledge, we will discourse about the visions of knowledge, memory or technoscience of Toy Story 2, Monsters, Inc., Wall-E and Cars 2. In Paroxysms, we approach the existing apex moments in films such as Finding Nemo, Up, Toy Story 3 and Ratatouille. Finally, we present the final considerations and, as an annex, the production credits of the films studied herein
Esta tese de doutorado, intitulada A Complexa Trama da Pixar: Cinema e Condição Humana, procura fazer reflexões sobre os filmes produzidos pelo Pixar Animation Studios no período situado entre 1995 e 2011. Ao todo são analisados 12 filmes, a saber: Toy Story (Toy Story, 1995); Vida de Inseto (A Bug s Life, 1998); Toy Story 2 (Toy Story 2, 1999); Monstros S.A (Monsters, Inc., 2001); Procurando Nemo (Finding Nemo, 2003); Os Incríveis (The Incredibles, 2004); Carros (Cars, 2006); Ratatouille (Ratatouille, 2007); Wall-E (Wall-E, 2008); Up Altas Aventuras (Up, 2009); Toy Story 3 (Toy Story 3, 2010) e Carros 2 (Cars 2, 2011). As análises e as reflexões feitas têm como base e guia de orientação teórica e metodológica o Pensamento Complexo, tal qual como formulado por Edgar Morin. O objetivo do estudo é ampliar a compreensão sobre estes filmes, que começaram a ser produzidos em longa escala a partir de 1995, apresentando-os como veículos de narrativas que ajudam a construir o imaginário do homem contemporâneo, levando-se em consideração o potencial de onirismo, duplicação, projeção-identificação e comércio mental que o cinema possui. As análises e reflexões contidas nesta tese são feitas com base em pensadores de diversos campos do conhecimento, em uma perspectiva transdisciplinar. Após uma introdução intitulada Onirismos, a tese se desdobra em três blocos analíticos: em Bravuras, discorremos sobre os atos bravos ou heroicos de Toy Story, Vida de Inseto, Os Incríveis e Carros. Em Saberes, dissertaremos sobre visões do conhecimento, memória ou da tecnociência de Toy Story 2, Monstros S.A., Wall-E e Carros 2. Já em Paroxismos abordamos os momentos de ápice existentes em filmes como Procurando Nemo, Up Altas Aventuras, Toy Story 3 e Ratatouille. Por fim, são apresentadas considerações finais e, como anexo, ficha técnica dos filmes aqui estudados
Borges, Paulo César Balardim. "Desdobramentos do ator, do objeto e do espaço." Universidade do Estado de Santa Catarina, 2013. http://tede.udesc.br/handle/handle/655.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
O objetivo desta tese se instaura no aprofundamento das questões relativas às variadas relações que se estabelecem entre o ator, o objeto e o espaço. Para isso, são consideradas as evoluções teatrais contemporâneas e a perspectiva de constituição do sujeito cênico através de processos de acoplamento e disjunção que envolvem o corpo humano e o objeto inanimado. Permeando o assunto proposto, elencam-se o entendimento da animação como ferramenta teatral para construção de sentidos e produção de presenças ficcionais, a possibilidade de desvios de função nos elementos constituintes da cena como recurso expressivo e a construção de sistemas míticos através da elaboração de imagens metafóricas dinâmicas. Como material de reflexão sobre as temáticas abordadas, foram utilizados quatro espetáculos teatrais brasileiros - que ainda continuam em circulação no repertório das companhias - que se valem da animação e que foram produzidos e encenados no primeiro decênio do ano 2000. O estudo aponta as possibilidades do trabalho do ator integrado com a expressividade dos objetos e do espaço, convergindo num produto híbrido de nova significação.
Žilinský, Michal. "Aula." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2018. http://www.nusl.cz/ntk/nusl-377170.
Full textSuzuki, Ayumi. "Animating the chaos : contemporary Japanese anime, cinema, and postmodernity /." Available to subscribers only, 2008. http://proquest.umi.com/pqdweb?did=1559858781&sid=9&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textNagtegaal, Jennifer. "(Re)animating history : animated documentaries in contemporary Hispanic cinema." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/60174.
Full textArts, Faculty of
French, Hispanic, and Italian Studies, Department of
Graduate
Joubert-Laurencin, Hervé. "Différence singulière et répétition communautaire dans le cinéma d'animation contemporain." Paris 3, 1992. http://www.theses.fr/1992PA030117.
Full textMerijeau, Lucie. "Le cinéma d'animation et son image. Étude des pratiques industrielles et spectatorielles du cinéma d'animation américain contemporain. Le cas prototype de Pixar (1995-2010)." Thesis, Paris 3, 2012. http://www.theses.fr/2012PA030137.
Full textAs the first studio to have created a CGI animated feature film, Toy Story, whose success initiated a new era in animation production, Pixar Animation Studios occupy a significant position in the actual cultural landscape, and present a great opportunity to study the ways in which objects from cultural industries are produced and consumed. By examining the animated cartoon, from historic and aesthetic perspectives, I intend to determine the evolution of the production system and of the technics, which are related to stylistic changes as well. This study will help us understand the studio system in which Pixar’s movies have taken place. While the ways films are made and seen changed at the end of the last century, Toy Story’s films are the privileged object for an analysis of the transformations of cinema and its uses. By Pixar’s high cultural status, by the textual ambiguity that characterized them or the new representations of masculinity and femininity that they share, animated feature films tend to become "ordinary films", letting viewers grasp them as they want
Makwela, Mashaole Jacob. "Critical skills of entry level animators in the contemporary South African computer animation industry." Thesis, 2012. http://hdl.handle.net/10352/233.
Full textThis study investigates the views and opinions of computer animation practitioners about the critical skills required for entry level animators in computer-generated or digital animation design in South Africa. The literature review chapters of the study clarify the terms animation and creativity, examine the changes taking place in the animation discipline, and discuss the relative roles of technical and creative skills in computer animation productions, primarily based on Amabile’s componential model of creativity. The chapters that deal with the fieldwork describe the sequential mixed-methods design which was followed in this study to gather data in two phases, namely a survey with questionnaires (n = 16), and interviews (n = 7) at thirteen South African companies, six in Johannesburg and seven in Cape Town. The main aim of the first phase was to determine (a) which skills are considered more important for entry level animators, (b) whether technical skills or creative skills are considered more important in the selection process for new animators, and (c) whether institutions teaching computer animation should focus on technical skills or creative skills. The main aim of the second phase was to augment the questionnaire results with more detailed explanations. The results of the first phase indicate that according to the respondents computer animation education should focus primarily on creative skills. The results of the second phase confirm that creative skills are regarded as more important, and also elaborate on a number of factors, including job level, the nature of the company, and company size, which the respondents considered important during the first phase of data collection. The information gathered in the course of this study can be used directly by entry level practitioners, experienced animators and design students. The results can also guide the development of the South African animation industry and the revision of multimedia curricula.
Barrett, Dean Anthony. "Television animation: an exploration of the contemporary, adult-oriented animation series with a specific study of Drawn Together." Thesis, 2012. http://hdl.handle.net/10539/11839.
Full textThis research report aims to identify and explore the various aesthetic, narrative and ideological techniques employed by a specific style of contemporary television animation series, through a close case study of the series Drawn Together. I shall define this animation as the contemporary adult-oriented style, one which has found particular favour with a young, media savvy adult audience and enjoys a mostly cult success in many parts of the world. This style is one which works just as much as a social commentary on various contemporary issues as it does a comedic animated show. The report will provide a historical exploration of this specific style of television animation series by looking at specific other examples, including The Simpsons, Beavis and Butthead and South Park,to create a basis of understanding through which to explore the formulation of Drawn Together. In discussing Drawn Together, the report will also provide a history of Drawn Together’s broadcast channel, Comedy Central, in order to understand the show’s entry into commercial markets and the mass media at large.
Huang, Shih-Hsin, and 黃士欣. "To investigate the expression of contemporary political thinking in animation with “The Fisherman's Diary”." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/01798034604048160993.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
103
Animation has always been one of the media, which can express political thinking sufficiently. This thesis mainly represents not only the situation of contemporary polity through the main character of “The Fisherman's Diary”, whose thoughts and reactions in nowadays society, but also the analyses and comparisons from Socialist Realism to political animation. The first chapter introduces personal creative process of animation, creative motivation of “The Fisherman's Diary”, and purpose of this study. The second chapter gets straight to the point of the introduction of political animation under the different environment, culture and society, moreover, the analyses of relations between animation and polity, the comparisons between similarities and differences of purposes of political animation, and expressions through the perspective of Socialist Realism. Chapter three is personal creation discourse, which can mainly be divided into connotation and expression parts. The link of contents and techniques, meaning of the story, and the application of symbol will be investigated in the connotation part, followed by the use of political animations in both obscure and straight side. And the art style, techniques of performances, action designs, and the atmosphere with dialogues of “The Fisherman's Diary” will be present in the expression part. Chapter four is research experience and concluded that investigate and compare handmade animations with digital ones during the production of “The Fisherman's Diary” , furthermore, make an expectation about the imagines it will convey, then dates back to political metamorphic by “The Fisherman's Diary”, makes an animation record for the future history of the Socialist Realism application. In the end, exploring the animation to reproduce the importance of contemporary social status as a summary.
Wu, Ying-Hui, and 吳垠慧. "The Comic/Animation Images In the Contemporary Art of Taiwan:Mao-Lin Yang and Tung-Lu Hung." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/55196237869939201689.
Full text國立台北師範學院
藝術與藝術教育研究所
92
In the 1960s, the artists of Pop Art, by bringing amount of comic images into art works, blurred the boundary between high art and popular culture. After the 1980s, Post-pop artists took the techniques of comics and commercial strategies into art creation. In the 1990s, Japanese contemporary artists tried to combine Japanese popular culture and art creation in their works, and tried to theorize them. In the mid 1980s, some Taiwanese artists began to bring techniques or take ready-made images of comic/animation into art works, especially those came from the United States of America and Japan. Why were these images used most by Taiwanese artists from other countries?How did the historical background influence this kind of phenomenon?In these art works, what kind of special meanings have these comic/animation images?The present study starts from these questions. The present research introduces firstly of the development of the comic/animation culture in Taiwan. Mao-Lin Yang and Tung-Lu Hung’s works are taken then as examples for the analysis the medium vocabularies, symbolism, collage modes and cultural meanings of these images integrated in the contemporary art. The political and economical context which determines their development is also put into consideration. Finally, an analysis of the contents of these comic/animation images reveals the cultural meaning of their works.
Kunkel, Earl Monroe III Pettegrew John Keetley Dawn. "Why ARE people laughing at rape? American adult animation and Adult Swim: Aqua Teen Hunger Force as contemporary humor." 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1469568.
Full textChen, Chang-Chen, and 陳昶辰. "A Research for Fan Culture on Contemporary Animation and Comic Industry - the Virtual Idol "Hatsune Miku" as an Example." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/20190722711574047312.
Full text東方設計學院
文化創意設計研究所
99
The substance of this paper is researching into the “Fan”, which not only owns particular ideas of community but abundant culture, through the development of a Japanese virtual idol—Hatsune Miku (初音ミク)—in ACG (Animations, Comics, Games) industry and business presently. As Japanese ACG has become globalized, the position of fans is also getting important because of their great enthusiasm for ACG, which has a noticeable effect on growth of related industry. Moreover, they formed the “Fan Culture” and gave ACG more cultural meanings. Using the interactive process between Hatsune Miku and the fans, this paper will argue that how has Fan Culture become influencial on ACG industry, fan’s position in this business, and the interaction between fans and the industry; Further, discover the content of Fan Culture. The concept of Fan Culture will be figured out by Literature Review in the first place, which would help comprehending Fan Culture and doing fan’s behavior research. Secondly, Content Analysis will be used to present the ways how fans adoring Hatsune Miku, for example, “Doujin creative work”and “cosplay”. Besides, fans’ behavior and practical works, which generally from the affection for text, are described through Interview Method. Based on the information collected form interviews, fans’ opinions about Hatsune Miku will be discovered, as well as increase the reliability of literature review and content analysis in this paper. It is found out that fans have been at a crucial place during the evolution of Japanese ACG industry—also known as Otaku industry—that is, fans have played a role of promoting ACG culture to the world and increase both of business and cultural value of this industry. It has formed a circle of fans, culture, and related industry. According to content analysis, the virtual idol Hatsune Miku nearly became life on account of fans’ works, which are music, chant, composition, drawing, comic, instruments playing and so forth. By all kinds of performances, even the fans in different fields have come together and teamed up with each other. More over, Hatsune Miku has been given to more meanings while the symbols and values about her are created continuously. As the interaction and information sharing among fans are getting strengthened day by day, certainly this Fan Power of urging ACG industry has already come into being.
Goncalves, Raymond Carlos McClure. "Pausing dramatic tension within contemporary action cinema: the relationship between time slicing/slow motion and suspenseful situations in action feature films through praxis lead research." Thesis, 2016. http://hdl.handle.net/10539/22226.
Full textTime slicing is a film-based visual effect that refers to an enhanced simulation of time at variable speeds by creating the illusion of frozen or slowly progressing motion in time; it is most commonly digitally manipulated. This report will research and analyse how it can be utilized to amplify dramatic tension, or suspenseful situations in contemporary action films through theories, technology and various filming techniques. The theoretical methodology in this report is a historical account of the technology and process in the evolution of time manipulation within photography and film leading up to time slicing. Some Film theory is included in this report in a more conceptual manner as to why time slicing or slow motion is used in suspenseful situations, particularly in the action film genre. The report also demonstrates how the high standards of time slicing in feature films can be similarly achieved on a budget which will be demonstrated through a practical component that will compare a real time versus a time sliced scenario. While it would be preferable to use a full 360-degree array of cameras, the technology involved in time slicing has not yet reached a point where it is economically accessible to a student film maker and most local industries, which is why the focus of the research paper analyses a shorter array of cameras that is just enough to capture a time slice effect. The results will then be assessed based on dramatic tension/suspense to see if they equate to the theories of montage and mise en scène discussed in the research report. As a case study, the report will then compare a scene from The Matrix to that of a scene produced as part of the practical component in order to draw conclusions on quality and the possibilities of a lower budget set-up.
MT2017
Lavallée, Pascal-Anne. "De l'animation des images fixes dans "Me and You and Everyone we Know" : photographie, vidéo, cinéma." Thèse, 2010. http://hdl.handle.net/1866/5157.
Full textThis Master’s thesis deals with the animation of still images in Miranda July’s 2005 film, Me and You and Everyone we Know. More specifically, it analyses the artistic practices of Christine Jeperson, a video artist who is the main character of the film. This study focuses on the materials utilized by the artist-protagonist and looks at her particular use of photography: her video works all revolve around amateur photographs, clichés, banal images, that she animates via the remediation of video and "narrativization" ("mise en récit"). These two principles of animation, that give time and motion to the still images she uses, also produce a displacement of value by turning these images into art and, by the same token, open a specific space i.e. the aesthetic experience of the spectator, for it is in his or her imaginary, in the end, that this animation is produced. Thus, in this study, I wish to look at these “details” within the films — the video works of Christine — whilst seeking to show the relations they entertain with other elements of the film, with Miranda July’s body of works, as well as with other moments in art history that relate to this animation apparatus, in order to historicize the practices of Christine / July. This Master’s Thesis wishes to illuminate a specific kind of contemporary visual practice, at the intersection of photography, video and film.
"Animating Inari: Visions of Contemporary Shintō in Inari, Konkon, Koi Iroha いなり、こんこん、恋いろは." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-11-2316.
Full text