Animation in the context of "History of art"

⭐ In the context of the history of art, animation is considered a development most directly influenced by…

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⭐ Core Definition: Animation

Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the entertainment industry. Many animations are either traditional animations or computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, is also prominent alongside these other forms, albeit to a lesser degree.

Animation is contrasted with live action, although the two do not exist in isolation. Many filmmakers have produced films that are a hybrid of the two. As CGI increasingly approximates photographic imagery, filmmakers can relatively easily composite 3D animated visual effects (VFX) into their film, rather than using practical effects.

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👉 Animation in the context of History of art

The history of art focuses on objects made by humans for any number of spiritual, narrative, philosophical, symbolic, conceptual, documentary, decorative, and even functional and other purposes, but with a primary emphasis on its aesthetic visual form. Visual art can be classified in diverse ways, such as separating fine arts from applied arts; inclusively focusing on human creativity; or focusing on different media such as architecture, sculpture, painting, film, photography, and graphic arts. In recent years, technological advances have led to video art, computer art, performance art, animation, television, and videogames.

The history of art is often told as a chronology of masterpieces created during each civilization. It can thus be framed as a story of high culture, epitomized by the Wonders of the World. On the other hand, vernacular art expressions can also be integrated into art historical narratives, referred to as folk arts or craft. The more closely that an art historian engages with these latter forms of low culture, the more likely it is that they will identify their work as examining visual culture or material culture, or as contributing to fields related to art history, such as anthropology or archaeology. In the latter cases, art objects may be referred to as archeological artifacts.

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Animation in the context of Narrative

A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these.

Narrative is expressed in all mediums of human creativity, art, and entertainment, including speech, literature, theatre, dance, music and song, comics, journalism, animation, video (including film and television), video games, radio, structured and unstructured recreation, and potentially even purely visual arts like painting, sculpture, drawing, and photography, as long as a sequence of events is presented.

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Animation in the context of Image

An image or picture is a visual representation. An image can be two-dimensional, such as a drawing, painting, or photograph, or three-dimensional, such as a carving or sculpture. Images may be displayed through other media, including a projection on a surface, activation of electronic signals, or digital displays; they can also be reproduced through mechanical means, such as photography, printmaking, or photocopying. Images can also be animated through digital or physical processes.

In the context of signal processing, an image is a distributed amplitude of color(s). In optics, the term image (or optical image) refers specifically to the reproduction of an object formed by light waves coming from the object.

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Animation in the context of Motion picture

A film is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, emotions, or atmosphere through the use of moving images that are generally, since the 1930s, synchronized with sound and some times using other sensory stimulations.

Films are produced by recording actual people and objects with cameras or by creating them using animation techniques and special effects. They comprise a series of individual frames, but when these images are shown rapidly in succession, the illusion of motion is given to the viewer. Flickering between frames is not seen due to an effect known as persistence of vision, whereby the eye retains a visual image for a fraction of a second after the source has been removed. Also of relevance is what causes the perception of motion; a psychological effect identified as beta movement.

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Animation in the context of Computer graphics

Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

Computer graphics is responsible for displaying art and image data effectively and meaningfully to the consumer. It is also used for processing image data received from the physical world, such as photo and video content. Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games in general.

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Animation in the context of The Walt Disney Company

The Walt Disney Company, commonly referred to as simply Disney, is an American multinational mass media and entertainment conglomerate headquartered at the Walt Disney Studios complex in Burbank, California. Founded on October 16, 1923, as an animation studio by brothers Walt Disney and Roy Oliver Disney as Disney Brothers Cartoon Studio, Disney operated under the names Walt Disney Studio and Walt Disney Productions before adopting its current name in 1986. In 1928, Disney established itself as a leader in the animation industry with the short film Steamboat Willie. The film used synchronized sound to become the first post-produced sound cartoon, and popularized Mickey Mouse, who became Disney's mascot and corporate icon.

After becoming a success by the early 1940s, Disney diversified into live-action films, television, and theme parks in the 1950s. However, following Walt Disney's death in 1966, the company's profits, especially in the animation sector, began to decline. In 1984, Disney's shareholders voted Michael Eisner as CEO, who led a reversal of the company's decline through a combination of international theme park expansion and the highly successful Disney Renaissance period of animation from 1989 to 1999. In 2005, under the new CEO Bob Iger, the company continued to expand into a major entertainment conglomerate with the acquisitions of Pixar in 2006, Marvel Entertainment in 2009, Lucasfilm in 2012, and 21st Century Fox in 2019. In 2020, Bob Chapek became the head of Disney after Iger's retirement. However, Chapek was ousted in 2022 and Iger was reinstated as CEO.

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Animation in the context of Parody

A parody is a creative work designed to imitate, comment on, and/or mock its subject by means of satirical or ironic imitation. Often its subject is an original work or some aspect of it (theme/content, author, style, etc.), but a parody can also be about a real-life person (e.g. a politician), event, or movement (e.g. the French Revolution or 1960s counterculture). Literary scholar Professor Simon Dentith defines parody as "any cultural practice which provides a relatively polemical allusive imitation of another cultural production or practice". The literary theorist Linda Hutcheon said "parody ... is imitation, not always at the expense of the parodied text." Parody may be found in art or culture, including literature, music, theater, television and film, animation, and gaming.

The writer and critic John Gross observes in his Oxford Book of Parodies, that parody seems to flourish on territory somewhere between pastiche ("a composition in another artist's manner, without satirical intent") and burlesque (which "fools around with the material of high literature and adapts it to low ends"). Meanwhile, the Encyclopédie of Denis Diderot distinguishes between the parody and the burlesque, "A good parody is a fine amusement, capable of amusing and instructing the most sensible and polished minds; the burlesque is a miserable buffoonery which can only please the populace." Historically, when a formula grows tired, as in the case of the moralistic melodramas in the 1910s, it retains value only as a parody, as demonstrated by the Buster Keaton shorts that mocked that genre.

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Animation in the context of Fantasy

Fantasy is a genre of speculative fiction that involves supernatural or magical elements, often including completely imaginary realms and creatures.

The genre's roots lie in fantasy literature and drama. From the twentieth century onward, it has expanded into various media, including film, television, graphic novels, manga, animation, and video games.

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