Richard Neupert
- Published in print:
- 2016
- Published Online:
- April 2017
- ISBN:
- 9780252040153
- eISBN:
- 9780252098352
- Item type:
- chapter
- Publisher:
- University of Illinois Press
- DOI:
- 10.5406/illinois/9780252040153.003.0001
- Subject:
- Film, Television and Radio, Film
This chapter chronicles the rise of John Lasseter's career and the groundbreaking animated films he directed, revealing ways he and his colleagues at Pixar changed the direction of commercial ...
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This chapter chronicles the rise of John Lasseter's career and the groundbreaking animated films he directed, revealing ways he and his colleagues at Pixar changed the direction of commercial animation forever. Lasseter is the much-celebrated chief creative officer for Pixar Animation Studios, Walt Disney Animation Studios, and Disneytoon Studios. He is also one of the best known and most successful animators in the world. He has contributed to the revival of character animation and helped propel a return to feature-length animation in Hollywood and beyond. Moreover, Lasseter may have done more to foster thinking, embodied computer-generated characters than anyone else. The chapter details the creation of films such as Toy Story (1995), A Bug's Life (1998), and Cars (2006).Less
This chapter chronicles the rise of John Lasseter's career and the groundbreaking animated films he directed, revealing ways he and his colleagues at Pixar changed the direction of commercial animation forever. Lasseter is the much-celebrated chief creative officer for Pixar Animation Studios, Walt Disney Animation Studios, and Disneytoon Studios. He is also one of the best known and most successful animators in the world. He has contributed to the revival of character animation and helped propel a return to feature-length animation in Hollywood and beyond. Moreover, Lasseter may have done more to foster thinking, embodied computer-generated characters than anyone else. The chapter details the creation of films such as Toy Story (1995), A Bug's Life (1998), and Cars (2006).
Christopher Holliday
- Published in print:
- 2018
- Published Online:
- January 2019
- ISBN:
- 9781474427883
- eISBN:
- 9781474449618
- Item type:
- book
- Publisher:
- Edinburgh University Press
- DOI:
- 10.3366/edinburgh/9781474427883.001.0001
- Subject:
- Film, Television and Radio, Film
The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged ...
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The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, The Computer-Animated Film: Industry, Style and Genre argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film’s unique production contexts.Less
The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, The Computer-Animated Film: Industry, Style and Genre argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film’s unique production contexts.
Richard Neupert
- Published in print:
- 2016
- Published Online:
- April 2017
- ISBN:
- 9780252040153
- eISBN:
- 9780252098352
- Item type:
- book
- Publisher:
- University of Illinois Press
- DOI:
- 10.5406/illinois/9780252040153.001.0001
- Subject:
- Film, Television and Radio, Film
Celebrated as Pixar's “Chief Creative Officer,” John Lasseter is a revolutionary figure in animation history and one of today's most important filmmakers. Lasseter films from Luxo Jr. to Toy Story ...
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Celebrated as Pixar's “Chief Creative Officer,” John Lasseter is a revolutionary figure in animation history and one of today's most important filmmakers. Lasseter films from Luxo Jr. to Toy Story and Cars 2 highlighted his gift for creating emotionally engaging characters. At the same time, they helped launch computer animation as a viable commercial medium and serve as blueprints for the genre's still-expanding commercial and artistic development. This book explores Lasseter's signature aesthetic and storytelling strategies and details how he became the architect of Pixar's studio style. The book contends that Lasseter's accomplishments emerged from a unique blend of technical skill and artistic vision, as well as a passion for working with collaborators. In addition, the book traces the director's career arc from the time Lasseter joined Pixar in 1984. As it shows, Lasseter's ability to keep a foot in both animation and computer-generated imagery allowed him to thrive in an unconventional corporate culture that valued creative interaction between colleagues. The ideas that emerged built an animation studio that updated and refined classical Hollywood storytelling practices—and changed commercial animation forever.Less
Celebrated as Pixar's “Chief Creative Officer,” John Lasseter is a revolutionary figure in animation history and one of today's most important filmmakers. Lasseter films from Luxo Jr. to Toy Story and Cars 2 highlighted his gift for creating emotionally engaging characters. At the same time, they helped launch computer animation as a viable commercial medium and serve as blueprints for the genre's still-expanding commercial and artistic development. This book explores Lasseter's signature aesthetic and storytelling strategies and details how he became the architect of Pixar's studio style. The book contends that Lasseter's accomplishments emerged from a unique blend of technical skill and artistic vision, as well as a passion for working with collaborators. In addition, the book traces the director's career arc from the time Lasseter joined Pixar in 1984. As it shows, Lasseter's ability to keep a foot in both animation and computer-generated imagery allowed him to thrive in an unconventional corporate culture that valued creative interaction between colleagues. The ideas that emerged built an animation studio that updated and refined classical Hollywood storytelling practices—and changed commercial animation forever.
Jordan Schonig
- Published in print:
- 2022
- Published Online:
- December 2021
- ISBN:
- 9780190093884
- eISBN:
- 9780190093921
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/oso/9780190093884.003.0002
- Subject:
- Literature, Film, Media, and Cultural Studies
This chapter examines fluttering leaves, swirling dust, and rippling waves as one of cinema’s earliest and most significant forms of motion. While most theorists maintain that such phenomena ...
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This chapter examines fluttering leaves, swirling dust, and rippling waves as one of cinema’s earliest and most significant forms of motion. While most theorists maintain that such phenomena attracted early spectators because their unplanned appearance flaunted the indexical realism of cinema’s indiscriminate recording, this chapter shows how this attraction is part of a broader visual appeal of “contingent motion” that precedes the cinematic image and persists in the age of digital animation. Specifically, the chapter juxtaposes phenomenological insights about such phenomena in Kant’s Critique of Judgment, early spectators’ reactions to such phenomena in “wave films,” and contemporary spectators’ reactions to synthetic versions of such phenomena in computer-generated cartoons like Frozen (2013). In revealing a phenomenological consistency across these three different ways of encountering such phenomena, the chapter shows how early spectators’ astonishment at fluttering leaves and rippling waves cannot be explained with theories of the photographic index. Instead, this chapter argues, the visual reproduction of contingent motion involves its own logics of visual pleasure distinct from the marvels of the photographic process.Less
This chapter examines fluttering leaves, swirling dust, and rippling waves as one of cinema’s earliest and most significant forms of motion. While most theorists maintain that such phenomena attracted early spectators because their unplanned appearance flaunted the indexical realism of cinema’s indiscriminate recording, this chapter shows how this attraction is part of a broader visual appeal of “contingent motion” that precedes the cinematic image and persists in the age of digital animation. Specifically, the chapter juxtaposes phenomenological insights about such phenomena in Kant’s Critique of Judgment, early spectators’ reactions to such phenomena in “wave films,” and contemporary spectators’ reactions to synthetic versions of such phenomena in computer-generated cartoons like Frozen (2013). In revealing a phenomenological consistency across these three different ways of encountering such phenomena, the chapter shows how early spectators’ astonishment at fluttering leaves and rippling waves cannot be explained with theories of the photographic index. Instead, this chapter argues, the visual reproduction of contingent motion involves its own logics of visual pleasure distinct from the marvels of the photographic process.
Barbara Knappmeyer
- Published in print:
- 2010
- Published Online:
- August 2013
- ISBN:
- 9780262014533
- eISBN:
- 9780262289313
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262014533.003.0006
- Subject:
- Psychology, Vision
The interaction between facial motion and facial form is examined in this chapter. Several studies focusing on the relative contribution of facial motion and facial form, including one investigating ...
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The interaction between facial motion and facial form is examined in this chapter. Several studies focusing on the relative contribution of facial motion and facial form, including one investigating how facial motion and facial form can be combined by the human face recognition system by using motion capture and computer animation techniques, are also discussed. These studies found that the identity judgments of observers about facial identity are biased by the non-rigid facial motion in the presence of cues to facial form, and do not explain if seeing faces in motion provides any accurate information about facial form. They support the integration of facial form and motion information as a combination of facial forms. Facial motion is used by observers when making judgments regarding facial resemblance.Less
The interaction between facial motion and facial form is examined in this chapter. Several studies focusing on the relative contribution of facial motion and facial form, including one investigating how facial motion and facial form can be combined by the human face recognition system by using motion capture and computer animation techniques, are also discussed. These studies found that the identity judgments of observers about facial identity are biased by the non-rigid facial motion in the presence of cues to facial form, and do not explain if seeing faces in motion provides any accurate information about facial form. They support the integration of facial form and motion information as a combination of facial forms. Facial motion is used by observers when making judgments regarding facial resemblance.
Helen Macallan and Andrew Plain
- Published in print:
- 2010
- Published Online:
- August 2013
- ISBN:
- 9780262013901
- eISBN:
- 9780262289696
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262013901.003.0013
- Subject:
- Society and Culture, Media Studies
This chapter explores the use of new voice technologies in film sound design and shows how the affordances of three-dimensional sound are fully used in computer animation, allowing voices to travel ...
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This chapter explores the use of new voice technologies in film sound design and shows how the affordances of three-dimensional sound are fully used in computer animation, allowing voices to travel to space. In other films, 3D technology is used more moderately, and always narratively motivated—for instance, to signify “disorientation” or “unreality.” This is also true for voice processing technology. The chapter considers major innovations that have affected the voice, including changes to the mode of delivery, the development of more complex layering techniques, and the introduction of new ways of treating the voice. It furthermore discusses the quest for a perfect voice through digitization, the relationship between voice and body, and the digital voice in the “two-suitcase film.”Less
This chapter explores the use of new voice technologies in film sound design and shows how the affordances of three-dimensional sound are fully used in computer animation, allowing voices to travel to space. In other films, 3D technology is used more moderately, and always narratively motivated—for instance, to signify “disorientation” or “unreality.” This is also true for voice processing technology. The chapter considers major innovations that have affected the voice, including changes to the mode of delivery, the development of more complex layering techniques, and the introduction of new ways of treating the voice. It furthermore discusses the quest for a perfect voice through digitization, the relationship between voice and body, and the digital voice in the “two-suitcase film.”
Patrik Vuilleumier and Ruthger Righart
- Published in print:
- 2010
- Published Online:
- August 2013
- ISBN:
- 9780262014533
- eISBN:
- 9780262289313
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262014533.003.0011
- Subject:
- Psychology, Vision
This chapter discusses factors influencing the event-related potential signal, N170, during the perception of dynamic faces, and compares the findings of studies in cognitive neuroscience that have ...
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This chapter discusses factors influencing the event-related potential signal, N170, during the perception of dynamic faces, and compares the findings of studies in cognitive neuroscience that have used dynamic images of facial expressions with those which have used static expressions. The ecological validity of findings has been increased by using dynamic images of facial expressions and gaze. The chapter emphasizes that the perceived intensity of subsequent expressions can also be modulated by the brief dynamic expressions or micro expressions, a finding which establishes a direct relationship between perception and action in facial processing. It concludes that future developments in computer animations and virtual reality, and the use of dynamic stimuli, will play a crucial role in examining the dynamic nature of perception and the underlying brain functions.Less
This chapter discusses factors influencing the event-related potential signal, N170, during the perception of dynamic faces, and compares the findings of studies in cognitive neuroscience that have used dynamic images of facial expressions with those which have used static expressions. The ecological validity of findings has been increased by using dynamic images of facial expressions and gaze. The chapter emphasizes that the perceived intensity of subsequent expressions can also be modulated by the brief dynamic expressions or micro expressions, a finding which establishes a direct relationship between perception and action in facial processing. It concludes that future developments in computer animations and virtual reality, and the use of dynamic stimuli, will play a crucial role in examining the dynamic nature of perception and the underlying brain functions.