1,749 research outputs found

    Music video's performing bodies: Floria Sigismondi as gestural animator and puppeteer

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    Auteur music video director Floria Sigismondi has a reputation for creating beautifully macabre imagery that has been described as surreal and uncanny. Less obvious is the way in which she uses animation and gesture to estrange the movement of performing bodies. While pixilation and stop motion animation are used together to invert the agency of humans and objects, Sigismondi’s use of gesture extends this manipulation of agency beyond technical processes. This dialectic of cinematic agency is discussed through an examination of three music videos directed by Sigismondi: End of the World (2004) for The Cure, Montauk Fling (2013) for Lawrence Rothman and The Stars (Are Out Tonight) (2013) for David Bowie. Considering these videos in relation to puppet animation, live-action film and the cultural and historical migration of gesture, the author argues that Sigismondi puppetises humans and animates gesture as a means of transgression

    The Pacifican February 10, 2005

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    https://scholarlycommons.pacific.edu/pacifican/1376/thumbnail.jp

    Exploring the Concussion Experience Within Sport: An Authoethnographic Study

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    Concussions are a highly individualized experience, with different profiles of expression encapsulating a diverse range of symptom sequalae. However, the lived through experience of those who have sustained a concussion oftentimes takes a backseat to the more standardized quantitative medical approach to healing. The purpose of this thesis is to engage and address gaps in literature and document the necessity and benefit of qualitative research to understand the nuances of the concussion experience by utilizing an autoethnographic approach and a Critical Disability Studies (CDS) method of writing termed “Disability Life Writing.” Additionally, this thesis attempts to remove a barrier to concussion information by presenting concussion knowledge in accessible terminology and language, aiming to make concussion awareness available to those without knowledge of medical terminology or discourse. Regarding concussions in sport, this thesis aims to illuminate hidden values and ideologies within a sporting culture that ultimately work to socialize an athlete to play through pain and hide/not disclose injuries such as a concussion to peers, coaches, or other members of the sporting culture. The author analyzed all the aims listed above through a CDS lens using core CDS concepts such as stigma, stereotyping, normalcy, and invisible disabilities as analytic touchstones

    Trinity Tripod, 1983-04-12

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    Trinity Tripod, 1983-04-12

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    The Stretch-Engine: A Method for Creating Exaggeration in Animation Through Squash and Stretch

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    Animators exaggerate character motion to emphasize personality and actions. Exaggeration is expressed by pushing a character’s pose, changing the action’s timing, or by changing a character’s form. This last method, referred to as squash and stretch, creates the most noticeable change in exaggeration. However, without practice, squash and stretch can adversely affect the animation. This work introduces a method to create exaggeration in motion by focusing solely on squash and stretch to control changes in a character’s form. It does this by displaying a limbs' path of motion and altering the shape of that path to create a change in the limb’s form. This paper provides information on tools that exist to create animation and exaggeration, then discusses the functionality and effectiveness of these tools and how they influenced the design of the Stretch-Engine. The Stretch-Engine is a prototype tool developed to demonstrate this approach and is designed to be integrated into an existing animation software, Maya. The Stretch-Engine contains a bipedal-humanoid rig with controls necessary for animation and the ability to squash and stretch. It can be accessed through a user interface that allows the animator to control squash and stretch by changing the shape of generated paths of motion. This method is then evaluated by comparing animations of realistic motion to versions created with the Stretch-Engine. These stretched versions displayed exaggerated results for their realistic counterparts, creating similar effects to Looney Tunes animation. This method fits within the animator’s workflow and helps new artists visualize and control squash and stretch to create exaggeration

    Reading Playfully: A New Branch of Criticism for The Digital Age

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    This senior project applies the tools of traditional literary analysis to video games. Through this frame, it seek to foster a type of video game literacy amongst its readers. Each chapter corresponds to what it’s author sees as a foundational aspect of literature. The first chapter, ‘Perspective’, puts Joseph Conrad’s Heart of Darkness into contact with The Last of Us (2013), and explores how each work uses medium specific mechanisms to alienate their protagonists. The second chapter, ‘Setting’, surveys the relationship between Thief (1999) and Edgar Allen Poe’s short story, ‘The Fall of the House of Usher’. The final chapter, ‘Characterization’, investigates the unique potential offered by the video game Firewatch (2016) as an example of this interactive medium’s ability to collaboratively build verisimilar characters. It concludes by making an argument for two separate, but connected, fields of video game study

    The Ticker, February 3, 1987

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    The Ticker is the student newspaper of Baruch College. It has been published continuously since 1932, when the Baruch College campus was the School of Business and Civic Administration of the City College of New York

    The Cord (March 2, 2011)

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