¶ … Animation Replace Real Actors
Art Moves Forward (While Artists are Left Behind to Suffer?)
Visual representation of ideas, history, and stories has been an important part of human culture since prehistoric times, when cave paintings and other primitive drawings were used to record and relive events. As human culture developed, so did the visual arts, and primitive cave paintings gave way to more complex drawings, paintings, and engravings that told stories ranging from epic mythological tales to a simple moment from daily life. While a talented artist has always been able to bring drawings "to life" and have a sense of movement in the work, actual animation has its roots in the 1800s. Devices such as the zoetrope, also known as the "wheel of life," were simple and used a cylinder with slits in the sides to make the drawings inside appear to move when a person peered through the sides as it spun. Also popular in the 1800s was the flipbook, in which the drawings would appear to move when someone quickly flipped through the pages. The first official "animated cartoon" was created in 1906, and by the 1920s animated cartoons were commonplace along side the live-action film movies, also experimenting with color and sound. Walt Disney revolutionized animation through the 1930s, bringing into animation the idea that realistic motion and movement of the characters was vital to creating the best cartoon. Over the years, other forms of animation became popular as well, such as the stop-motion animation which made use of clay figures or other 3-dimensional "real" objects, which would be photographed frame-by-frame, like the drawings of hand-drawn cartoons, and would have the appearance of motion when the frames would be played at film speeds. Of course, whether or not most people are aware of the history of animation, it is nonetheless an integral part of Western culture today. The entertainment industry would be missing a vital piece without animation, and the film industry would be incomplete without the addition of the animated film.
In recent years, as both hand-drawn cartoons and Hollywood live-action special effects have all become more realistic to satiate the increasing demands for grandiose eye-candy for public consumption, new methods of creating visual art have been incorporated into the industry. Computers have been a standard addition to film-making for some time now, being used for special effects that would otherwise be impossible to create, and to add a flair to animated cartoons that would not be possible if drawing by hand. This digital addition to movie making has perhaps caused a stir by jaw-dropping the moviegoing audience, but it has never really been a controversial matter. The use of a blue-screen to digitally impose actors into a foreign setting is not only common but expected of a movie today. Even when digital animation made such leaps and bounds as being able to realistically make dogs and cats appear to be speaking English or have a believable scene in which a person morphs into a robot, people were thrilled and excited about the new capability of movies. Yet digital manipulation in films has recently taken some turns that have lead to controversy among artists. Now that the human form can be realistically created by computers for a film, some people think that traditional movie making with real life actors may be nearing an end, and that we are entering into an era where films will be created from beginning to end within a completely digital environment. Some artists are excited about this possibility as it will be possible to create things that were impossible before, while others are hesitant to embrace this technology because it is feared that actors will be replaced by digital simulations and therefore put out of work.
Computer animation is considered by many to be more closely related to stop-motion animation, such as puppet and claymation animation, than the traditional hand-drawn animation. The first computer animated film was released in 1974, and the medium continued to make progress during the following decades. Computer graphics, or CG, has been used in films like Star Wars (1977), but the makers of the film did not intend for the audience to be fooled into thinking that it had actually been filmed in the outer space locations presented in the film; the audience was expected to realize that there were in fact computer-generated special effects. In 1982, Tron became the first movie to use CG as an integral part of the movie, but...
Disney sets them up, sexes them up, and throws them under the bus when they come of age. But who is complaining? Very few. The fact is celebrity gossip has become an industry unto itself. People love watching stars fall. If Disney can provide the stars, people will watch. In summation, Disney Corps. has gone from Dumbo to just plain dumb. Yet, the park Walt Disney originated in 1955 holds
Other cinematic techniques that aided in the telling of the story was simplicity of the focus and frames. With modern computer animation, shots that pan, move in and out, or adjust focus without cuts are now as commonplace in animation as they are in live-action films. The older style of animation, in which backgrounds were often stationary and hardly ever shifted scale without a cut, is actually better suited
He simply cannot escape these expectations. So, when Robert DeNiro takes on a comedic role, such as the role of the potential father-in-law in Meet the Parents, the moment he comes on the screen, the audience is aware that he is Robert DeNiro, in addition to the character that is being portrayed. Therefore, his character can do things that other characters could not. Who but Robert DeNiro could portray
Another theme which is symbolized by this dual, contradictory character in Batman films is fear, especially Christopher Nolan's Batman Begins. The darkness of Batman's outfit instills fear. Bruce Wayne is initially scared of a bat he sees out the window and bat is also a dark color. What Bruce is in Batman Begins is an individual with fear who not only tries to overcome it but also becomes part of
Kinesthetic Learners Achievement Levels in Technology Rich Classrooms Hypothesis With Operational Definitions Computers and Kinesthetic Learning Existing Research The Challenge 2000 Multimedia Project Collaborative Visualization (CoVis) Project Apple Classroom of Tomorrow Project American Culture in Context: Enrichment for Secondary Schools SchoolNet / Rescol Report: The emerging contribution of online resources and tools to classroom learning and teaching Lehrer HyperAuthor Study The Highly Interactive Computing Environments (HI-CE) Group Lego/Logo Project Interactive technologies that are appealing to kinesthetic learning such as multimedia, hypermedia, and
Beauty & the Disney Beast "Beauty and the Beast" was never really about beauty or ugliness. It has always been about admiration; the reaching out and obtaining of a kind of wealth that otherwise seemed beyond comprehension. Not surprisingly, of course, since ugliness cannot be rewarded in its own right -- or at least it couldn't be prior to the advent of reality TV -- the creature gifted with the keys
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