Peer Review Annotated Bib
(Creating
Lifelike Characters in Pixar Movies) MLA
Porter, Tom, and Galyn Susman. "Creating Lifelike
Characters In Pixar Movies." Communications Of The ACM 43.1 (2000):
25-29. Business Source Complete. Web. 8 Apr. 2014.
Tom Porter (known for his work on Toy
Story), and Susman Galyn (known for her work on Pencil Test and Toy Story) as the members of Disney had to find a
way to blend the reality and the science of creating a lifelike character in
their movies. They seek to explain to the generation that grew up on these
animated films the difficulty in creating a lifelike animation. It takes more
than an advanced computer to be able to create a character that seems to be
lifelike in comparison to “Controlling Physics in Realistic Character
Animation,” by Zoran Popović. In their research they found that the ability to
blend human emotion in their characters would help the audience look past the
animation features in their creations, where as Zoran looked at the computer and
physical aspects. In the case of Toy
Story, it started with the eyes and the ability to blend and shape the
environment around the main character “Woody,” to fit into his emotional
appearance meaning if the studio could shape the environment to fit the appearance
of the character it would take away from the idea that Woody was not a real
person. By creating experiences in their animated characters and shaping the
scenery around the character Pixar is able to create the lifelike appearance as
well insert the believability in their audience. The article shows how I want
to incorporate Pixar’s ability to connect with every generation leaving
audiences wanting more and more.
(Controlling Physics in
Realistic Character Animation) MLA
Popovíc, Zoran.
"Controlling Physics In Realistic Character Animation." Communications
Of The ACM 43.7 (2000): 50-58. Business Source Complete. Web. 8 Apr.
2014.
Zoran Popović whom received a degree form
Brown University in Computer Sciences shows how the study of the laws of
physics can benefit animation computer to give motion to things that would be
complicated to do by hand, things such as motion in bodies and clothing are
simplified with the advancement of computer systems. Author Zoran Popović and
advisor Andy Witkin sought out a way to give life to the unnatural movement of
an animated character by finding a way to give realism to the motions of the
animation. They wanted to explain how computers give the fans of animation a
sense of human feature in each motion unlike the article written by Porter did.
Popović explains the physical appearance of the character and not the emotional
sense that goes into it such as Porter did, The difficulty behind the realism
is the ability to place a character in a specific pose in order to get the
right shot for the scene, but by using the laws of physics and animation the
creators are able to give life to the animation. The article speaks of
accessing the Human-Run Library a place where animators are able to limit the
specific motion of any aspect of the character, whether it is the knee, foot,
face, or so on in order to give emotion and human features to the character.
The studies show that with physics and computers the creation is able to come
to life. This explains to my audience how advancement in computers has changed
in order to create realistic characters in the animation world.
(The Future According to Pixar)
Baker, Frank W. "The
Future According To Pixar: A Wall•E Study Guide." Screen Education
51 (2008): 92-97. Communication & Mass Media Complete. Web. 8 Apr.
2014.
Frank W. Baker President at Media Literacy Clearinghouse Inc, tries to create in this article
a sense of time in the animation, by showing the audience the world in the near
future. By grasping an audience that has grown up with Pixar Animation Baker
speaks of how animation is able to capture the attention of the desired
audience through non-verbal ques. With the creation of the movie Wall-e Pixar animations gives the
audience a different look at the world through the eyes of a robotic character
with little, to no verbal means of communication. The difficulty was to create
emotion in the non-verbal aspects of the character in order to give it appeal
over the audiences taste. The creators use a sense of poetry in their creation
showing how something without a soul can find the true sense of life. Pixar
tries to combine the sense of emotion in each character, by developing a
scenario and scenery that fit to the characters emotions, which combines the
ideas, that Porter and Popović spoke of in their articles. Critics see that the
animation has a deeper meaning in each of its’ stories and that is what I want
to show my audience in my paper, is how Pixar keeps us entertained with similar
moral concepts.
(Human After All)
Markham, Elizabeth.
"HUMAN AFTER ALL Pixar: 20 Years Of Animation." Screen Education 47 (2007): 50-54. Communication & Mass Media Complete.
Web. 8 Apr. 2014.
Author Elizabeth Markham (Ph.D. University of Cambridge, England)
is an historical ethnomusicologist that writes about the different styles that
go into making animation. She speaks of how audiences of all ages are able to
attach to the characters by the appearance and the reality of the character.
She goes into where it all begins, which is the pen/pencil and paper, but even
deeper than that the artist’s mind to create the character. She quotes John
Lasseter (known for producing Toy Story and Cars) saying, “What creates
computer animation is the artist.” Elizabeth speaks of the upcoming from idea
to creation on computer tying into what Porter and Popović speak about in their
articles, but she takes it to the mind of the creator. She explains the
difficulty behind physics and believability, which has been the key theme in
each article. She attracts an audience of animation and art to grasp the
difficulty of the animation world and I want to show that aspect in my paper.
(3D Cinema: The New Normal)
Cite:
Barbara Klinger (Ph.D in Communication
Studies/Film, University of Iowa, 1986) speaks about the drastic effect that
three-dimensional animation have had on today’s society. She talks about how it
has grown and how it may continue to grow in the near future. This is a whole
other debate in today’s society and I want to show how three-dimensional films
such as animation have changed the world today. She explains how they are
created not going into to many details, but how different films tell different
stories. In comparison to Markhams’ ideas about believability Klinger explains
the differences between each film and how they are created capturing the
attention of a wide variety of audiences. She discusses the differences of how
stories are created in each type of film whether it is horror or animation is
growing or declining and I want to show the effects three –dimensional movies
have had on the world today.
(Dynamics of Creative Play)
Power, Pat. "Ludic Toons: The Dynamics of Creative Play in
Studio Animation." American
Journal of Play 5.1 (2012): 22-54. ProQuest. Web. 8 Apr. 2014.
Pat Power writer of the “Lucid Toons,”
discusses the issues that come with the intended audiences of animation films,
saying that people see the films as kids tails or baby movies with no real
meaning behind them except nonsense for children to watch. He goes into explain
how there is no intended audience for animation films, rather the film is
perceived by the person viewing it meaning that the “intended” audience may not
be the only audience. He speaks of how Pixar puts a lot of thought into
creating movies that are fun and playful for various groups and not just
children. This article goes hand and hand in what Markham’s article was saying
bout believability because he says that animation can have various meaning
depending on what is perceived by the audience. This is what I want to try and
capture with my paper, the idea that Pixar does a great job telling an
appealing story to various age groups not just children.
(Steve Jobs And Apple Inc)
Finkle, Todd A., and
Michael L. Mallin. "Steve Jobs And Apple, Inc." Journal Of The International Academy For
Case Studies 16.7 (2010): 31-40. Business
Source Complete. Web. 8 Apr. 2014.
Todd A. Finkle (Ph.D
University of Nebraska Lincoln, 1993, Pigott Professor of Entrepreneurship)
writes about the importance of the joining of Steve Jobs with numerous members
of different studios to create Pixar. He speaks of how Disney Pixar Animations
came to be and how important the affects back then have on today’s animation
society. He explains how Steve Jobs of Apple and Steve Wozniak an Engineer at
Lockheed Martin paired up to make an efficient pair for the creation of new
technology. As Jobs produced with his career he came to the creation of Pixar
through purchasing from Lucas Studios. The reason for the incorporation of this
is because the audience needs to see where it all began in order to see where
it could go in the near future.
(Disney-fying
Language)
Rosa, Joao.
"Discourse, Linguistic Production, And Subjectivity: Disney-Fying
Language." Taboo: The Journal Of Culture & Education 10.2
(2006): 109-140. Education Full Text (H.W. Wilson). Web. 8 Apr. 2014.
In the article, “Discourse,
Linguistic Production, And Subjectivity: Disney-Fying Launguage,” author Joao
Rosa, talks about Dinsey’s ability to communicate a message and find it’s way
into every home in today’s society. Just as Porter and Popović talk about how
Pixar is able to create lifelike characters Rosa explains how having lifelike
characters has given Disney the ability to find it’s way into almost all homes.
Disney has a distinct language that applies to all ages and genders, which
allows it to generate such a buzz in the world. I want to explain how Disney
communicates a message and in this article it explains the purpose of the style
Disney uses in its animation. I want to determine how Disney possesses the
ability to be found in all homes and apply to all ages.
Each annotation provides good
background information for the authors and does an excellent job of summarizing
the central theme and scope of the sources. All of the annotations also provide
information of how they will be used with the intended audience. The citations
are MLA and correct.
I think the only thing that is
missing is notes of how the sources compare to each other. And also no spacing
in between sources. Plus make sure you check you italics!!
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