Animation, Embodiment, and Digital Media

Animation, Embodiment, and Digital Media PDF Author: K. Chow
Publisher: Springer
ISBN: 1137283084
Category : Computers
Languages : en
Pages : 283

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Book Description
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.

Animation, Embodiment, and Digital Media

Animation, Embodiment, and Digital Media PDF Author: K. Chow
Publisher: Springer
ISBN: 1137283084
Category : Computers
Languages : en
Pages : 283

Get Book Here

Book Description
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

Affect and Embodied Meaning in Animation PDF Author: Sylvie Bissonnette
Publisher: Routledge
ISBN: 1351054449
Category : Performing Arts
Languages : en
Pages : 504

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Book Description
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.

The Flesh of Animation

The Flesh of Animation PDF Author: Sandra Annett
Publisher: U of Minnesota Press
ISBN: 1452971161
Category : Performing Arts
Languages : en
Pages : 243

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Book Description
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.

Handbook of Research on Deconstructing Culture and Communication in the Global South

Handbook of Research on Deconstructing Culture and Communication in the Global South PDF Author: Okocha, Desmond Onyemechi
Publisher: IGI Global
ISBN: 1668480956
Category : Social Science
Languages : en
Pages : 519

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Book Description
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

Toy Story PDF Author: Susan Smith
Publisher: Bloomsbury Publishing USA
ISBN: 1501324918
Category : Performing Arts
Languages : en
Pages : 257

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Book Description
A collection of original essays on Toy Story, exploring its themes, techniques, and cultural significance.

Human-Computer Interaction - INTERACT 2017

Human-Computer Interaction - INTERACT 2017 PDF Author: Regina Bernhaupt
Publisher: Springer
ISBN: 3319677446
Category : Computers
Languages : en
Pages : 562

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Book Description
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.

Interactive Digital Narrative

Interactive Digital Narrative PDF Author: Hartmut Koenitz
Publisher: Routledge
ISBN: 1317668685
Category : Social Science
Languages : en
Pages : 302

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Book Description
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.

Gender Hate Online

Gender Hate Online PDF Author: Debbie Ging
Publisher: Springer
ISBN: 3319962264
Category : Social Science
Languages : en
Pages : 293

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Book Description
Gender Hate Online addresses the dynamic nature of misogyny: how it travels, what technological and cultural affordances support or obstruct this and what impact reappropriated expressions of misogyny have in other cultures. It adds significantly to an emergent body of scholarship on this topic by bringing together a variety of theoretical approaches, while also including reflections on the past, present, and future of feminism and its interconnections with technologies and media. It also addresses the fact that most work on this area has been focused on the Global North, by including perspectives from Pakistan, India and Russia as well as intersectional and transcultural analyses. Finally, it addresses ways in which women fight back and reclaim online spaces, offering practical applications as well as critical analyses. This edited collection therefore addresses a substantial gap in scholarship by bringing together a body of work exclusively devoted to this topic. With perspectives from a variety of disciplines and geographic bases, the volume will be of major interest to scholars and students in the fields of gender, new media and hate speech.

Intermedia Zine

Intermedia Zine PDF Author: COMS 274
Publisher: Lulu.com
ISBN: 131272174X
Category : Art
Languages : en
Pages : 86

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Book Description
As active and critical members of the Montreal media scene, we invite you to explore FNC as we have. Each spread in this zine was made by a team of two students, who wrote an article and designed a vectorized layout. You'll notice that each spread creates a different sense of space- even spreads, which feature the same exhibition. As interpreters and artists, we value this variety, these different perspectives, and their mosaic of creativity. Between writing, experiencing and designing, the interpretations of each team differ both aesthetically and critically, as they remix their experience into one cohesive design- into one cohesive space.

Puppets, Gods, and Brands

Puppets, Gods, and Brands PDF Author: Teri J. Silvio
Publisher: University of Hawaii Press
ISBN: 0824881168
Category : Social Science
Languages : en
Pages : 297

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Book Description
The early twenty-first century has seen an explosion of animation. Cartoon characters are everywhere—in cinema, television, and video games and as brand logos. There are new technological objects that seem to have lives of their own—from Facebook algorithms that suggest products for us to buy to robots that respond to human facial expressions. The ubiquity of animation is not a trivial side-effect of the development of digital technologies and the globalization of media markets. Rather, it points to a paradigm shift. In the last century, performance became a key term in academic and popular discourse: The idea that we construct identities through our gestures and speech proved extremely useful for thinking about many aspects of social life. The present volume proposes an anthropological concept of animation as a contrast and complement to performance: The idea that we construct social others by projecting parts of ourselves out into the world might prove useful for thinking about such topics as climate crisis, corporate branding, and social media. Like performance, animation can serve as a platform for comparisons of different cultures and historical eras. Teri Silvio presents an anthropology of animation through a detailed ethnographic account of how characters, objects, and abstract concepts are invested with lives, personalities, and powers—and how people interact with them—in contemporary Taiwan. The practices analyzed include the worship of wooden statues of Buddhist and Daoist deities and the recent craze for cute vinyl versions of these deities, as well as a wildly popular video fantasy series performed by puppets. She reveals that animation is, like performance, a concept that works differently in different contexts, and that animation practices are deeply informed by local traditions of thinking about the relationships between body and soul, spiritual power and the material world. The case of Taiwan, where Chinese traditions merge with Japanese and American popular culture, uncovers alternatives to seeing animation as either an expression of animism or as “playing God.” Looking at the contemporary world through the lens of animation will help us rethink relationships between global and local, identity and otherness, human and non-human.