Animation in the context of Voice actor


Animation in the context of Voice actor

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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 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 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 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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Animation in the context of Interactive media

Interactive media refers to digital experiences that dynamically respond to user input, delivering content such as text, images, animations, video, audio, and even AI-driven interactions. Over the years, interactive media has expanded across gaming, education, social platforms, and immersive technologies like VR and AR. With the rise of AI-generated content, decision-driven narratives, and real-time engagement, concerns have shifted toward cybersecurity risks, digital well-being, and the societal impact of hyper-personalized media.

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Animation in the context of Visual communications

Visual communication is the use of visual elements to convey ideas and information which include (but are not limited to) signs, typography, drawing, graphic design, illustration, industrial design, advertising, animation, and electronic resources.

This style of communication relies on the way one's brain perceives outside images. These images come together within the human brain making it as if the brain is what is actually viewing the particular image. Visual communication has been proven to be unique when compared to other verbal or written languages because of its more abstract structure. It stands out for its uniqueness, as the interpretation of signs varies on the viewer's field of experience. The brain then tries to find meaning from the interpretation. The interpretation of imagery is often compared to the set alphabets and words used in oral or written languages. Another point of difference found by scholars is that, though written or verbal languages are taught, sight does not have to be learned and therefore people of sight may lack awareness of visual communication and its influence in their everyday life. Many of the visual elements listed above are forms of visual communication that humans have been using since prehistoric times. Within modern culture, there are several types of characteristics when it comes to visual elements, they consist of objects, models, graphs, diagrams, maps, and photographs. Outside the different types of characteristics and elements, there are seven components of visual communication: color, shape, tones, texture, figure-ground, balance, and hierarchy.

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Animation in the context of Illustration

An illustration is a decoration, interpretation, or visual explanation of a text, concept, or process, designed for integration in print and digitally published media, such as posters, flyers, magazines, books, teaching materials, animations, video games and films. An illustration is typically created by an illustrator. Digital illustrations are often used to make websites and apps more user-friendly, such as the use of emojis to accompany digital type. Illustration also means providing an example; either in writing or in picture form.

The origin of the word "illustration" is late Middle English (in the sense ‘illumination; spiritual or intellectual enlightenment’): via Old French from Latin illustratio(n-), from the verb illustrare.

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Animation in the context of Film frame

In filmmaking, video production, animation, and related fields, a frame is one of the many still images which compose the complete moving picture. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually.

The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past.

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Animation in the context of Beta movement

The term beta movement is used for the optical illusion of apparent motion in which the very short projection of one figure and a subsequent very short projection of a more or less similar figure in a neighbouring location are experienced as one figure moving.

The illusion of motion caused by animation and film is sometimes believed to rely on beta movement, as an alternative to the older explanation known as persistence of vision. However, the human visual system can't distinguish between the short-range apparent motion of film and real motion (where the successive positions of figures in successive impressions largely overlap), while the long-range apparent motion of beta movement is recognised as different and processed in a different way.

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Animation in the context of Film stock

Film stock is a type of photographic film that is used for recording motion pictures or animation. It is recorded on by a movie camera, developed, edited, and projected onto a screen using a movie projector.

Photographic film consists of a long strip of transparent plastic film base, coated on one side with a photographic emulsion: a mixture of gelatin and microscopic light-sensitive silver halide crystals. A very short exposure is made, producing an invisible latent image in the emulsion, which can be chemically developed into a visible photograph.

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Animation in the context of GIF

The Graphics Interchange Format (GIF; /ɡɪf/ GHIF or /ɪf/ JIF, see § Pronunciation) is a bitmap image format that was developed by a team at the online services provider CompuServe led by American computer scientist Steve Wilhite and released on June 15, 1987.

The format can contain up to 8 bits per pixel, allowing a single image to reference its own palette of up to 256 different colors chosen from the 24-bit RGB color space. It can also represent multiple images in a file, which can be used for animations, and allows a separate palette of up to 256 colors for each frame. These palette limitations make GIF less suitable for reproducing color photographs and other images with color gradients but well-suited for simpler images such as graphics or logos with solid areas of color.

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