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The symposium Expanded Animation was initiated in 2013 and offered a first approach to the expanded field of computer animation. In the meantime, it has become an established part of the Ars Electronica Animation Festival and the international competition Prix Ars Electronica Computer Animation. Every year under an overarching theme, the symposium has researched the field of technology and art, animation and aesthetics, investigated the collapsing boundaries in digital animation and explored positions and future trends. Much like the first conferences on computer animation at Ars Electronica in the 1980s, practice and theory are equally important. The richly illustrated publication Expanded Animation. The Anthology features contributions from speakers and artist positions from the past five years and presents an overview of the prize winners in Computer Animation.
This book discusses developments and continuities in experimental animation that, since Robert Russet and Cecile Starr’s Experimental Animation: Origins of a New Art (1976), has proliferated in the context of expanded cinema, performance and live ‘making’ and is today exhibited in galleries, public sites and online. With reference to historical, critical, phenomenological and inter-disciplinary approaches, international researchers offer new and diverse methodologies for thinking through these myriad animation practices. This volume addresses fundamental questions of form, such as drawing and the line, but also broadens out to encompass topics such as the inter-medial, post-humanism, the real, fakeness and fabrication, causation, new forms of synthetic space, ecology, critical re-workings of cartoons, and process as narrative. This book will appeal to cross and inter-disciplinary researchers, animation practitioners, scholars, teachers and students from Fine Art, Film and Media Studies, Philosophy and Aesthetics.
"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.
Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique
Contributions by Graham Barton, Raz Greenberg, Gyongyi Horvath, Birgitta Hosea, Tze-yue G. Hu, Yin Ker, M. Javad Khajavi, Richard J. Leskosky, Yuk Lan Ng, Giryung Park, Eileen Anastasia Reynolds, Akiko Sugawa-Shimada, Koji Yamamura, Masao Yokota, and Millie Young Getting in touch with a spiritual side is a craving many are unable to express or voice, but readers and viewers seek out this desired connection to something greater through animation, cinema, anime, and art. Animating the Spirited: Journeys and Transformations includes a range of explorations of the meanings of the spirited and spiritual in the diverse, dynamic, and polarized creative environment of the twenty-first century. While animation is at the heart of the book, such related subjects as fine art, comics, children's literature, folklore, religion, and philosophy enrich the discoveries. These interdisciplinary discussions range from theory to practice, within the framework of an ever-changing media landscape. Working on different continents and coming from varying cultural backgrounds, these diverse scholars, artists, curators, and educators demonstrate the insights of the spirited. Authors also size up new dimensions of mental health and related expressions of human living and interactions. While the book recognizes and acknowledges the particularities of the spirited across cultures, it also highlights its universality, demonstrating how it is being studied, researched, comprehended, expressed, and consumed in various parts of the world.
This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from classic experimental and independent shorts to digital animation and installation. The collection - that is also a philosophy of animation - foregrounds new critical perspectives on animation, connects them to historical and contemporary philosophical and theoretical contexts and production practice, and expands the existing canon. Throughout, contributors offer an interdisciplinary roadmap of new directions in film and animation studies, discussing animation in relationship to aesthetics, ideology, philosophy, historiography, visualization, genealogies, spectatorship, representation, technologies, and material culture.
Experimental Animation: From Analogue to Digital, focuses on both experimental animation’s deep roots in the twentieth century, and its current position in the twenty-first century media landscape. Each chapter incorporates a variety of theoretical lenses, including historical, materialist, phenomenological and scientific perspectives. Acknowledging that process is a fundamental operation underlining experimental practice, the book includes not only chapters by international academics, but also interviews with well-known experimental animation practitioners such as William Kentridge, Jodie Mack, Larry Cuba, Martha Colburn and Max Hattler. These interviews document both their creative process and thoughts about experimental animation’s ontology to give readers insight into contemporary practice. Global in its scope, the book features and discusses lesser known practitioners and unique case studies, offering both undergraduate and graduate students a collection of valuable contributions to film and animation studies.
Towards a New Social Contract Ars Electronica 2023 is dedicated to the complex questions of truth and the concept of ownership in this digital age. In doing so, the festival navigates the central questions of our time. The focus is on how our perception of "authentic" and "original" is being transformed and whether truth can be owned, and how this relates to digitalization and the rapidly developing performance of artificial intelligence. How can the achievements of a tool that is so much based on the globally collective "raw material" of knowledge and creativity be made accessible to everyone and be harnessed to the benefit of all? This comprehensive volume brings together the works of artists, scientists, developers, designers, entrepreneurs and activists from around the world and delves deep into the themes of the festival, offering insights, perspectives, and thought-provoking content that reflect on the intersection of art, technology, and society.
Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.