Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Refine search results

Journals help
Authors help
Years help

Results found: 56

first rewind previous Page / 3 next fast forward last

Search results

Search:
in the keywords:  animation
help Sort By:

help Limit search:
first rewind previous Page / 3 next fast forward last
PL
Przedmiotem tekstu jest twórczość australijskiego reżysera, animatora i scenarzysty Adama Elliota. Autorka wykazuje, że jego dzieła są przejawem autorskiej jakości powstałej na styku rozrywki i indywidualności. Elliot tworząc poza obszarem kina amerykańskiego i europejskiego oraz uprawiając tradycyjną, plastelinową animację przedmiotową, realizowaną za pomocą techniki poklatkowej, wyróżnia się na tle dominującej obecnie animacji cyfrowej. Przez interpretację filmów Magdalena Hanczyn wyodrębnia dominantę jego dzieł i strukturę lejtmotywów tematyczno-stylistycznych. Ponieważ postać-jednostka to centralny temat wszystkich jego filmów, stanowiący oś każdej historii, autorka zajmuje się konstrukcją Elliotowskiego bohatera. Ponadto wykazuje, w jaki sposób forma filmowa wpływa na rozumienie znaczeń przez widza oraz zwraca uwagę na tkwiący w twórczości australijskiego reżysera pierwiastek (auto)biograficzny, odpowiadając na pytanie, dlaczego reżyser tworzy filmy o Inności.
EN
The subject of the article is the work of Australian film director, animator and writer Adam Elliot. The author argues that his work shows a quality that combines entertainment and individuality. Because of his use of traditional clay animation and the time-lapse technique, and because he works outside of the USA and Europe, Elliot’s work stands out in the world dominated by digital animation. Magdalena Hanczyn, through the interpretation of his films identifies the dominant theme of his work and the structure of the leitmotifs, both stylistic and thematic. As the figure-unit is the central theme of all his films, which forms the axis of each story, the author deals with the construction of Elliot’s protagonist. Moreover she shows how the form of the film influences the way the audience interprets the meaning of the work, and she points to the autobiographical element in the artist’s work, which answers the question: why the director makes films about otherness?
PL
Wydana niedawno płyta DVD "Czeski film animowany 1925-1945" ("Český animovaný film 1925-1945") zawiera wiele interesujących filmów, które pozwalają zrewidować utarte opinie o początkach animacji w Czechosłowacji. Największymi perłami w tej antologii są dzieła Karela i Ireny Dodalów, Herminy Týrlovej oraz sławnego pioniera animacji lalkowej Węgra György Pála, który uciekając z Berlina po przejęciu władzy w Niemczech przez Hitlera, zatrzymał się w Pradze. Dla polskiego odbiorcy zaskoczeniem są filmy zrealizowane przez najwybitniejszych czeskich animatorów podczas II wojny światowej (wówczas rozpoczynających swoje kariery), które dowodzą, że mimo okupacji produkcja filmowa nad Wełtawą rozwijała się całkiem dobrze.
EN
The recently released DVD 'Czech animated film 1925-1945' ('Český Animovaný film 1925-1945') contains a number of interesting films that allow one to revise the well-worn opinions about the beginnings of animation in Czechoslovakia. The most remarkable films in the anthology are the works of Karel and Irene Dodal, Hermina Týrlová and the famous Hungarian pioneer of puppet animation György Pál, who fled from Berlin to Prague, after Hitler took power in Germany. The Polish viewer might be surprised by the films that were made by the best Czech animators during World War II, at the very start of their careers. The films show that despite the occupation, film production near the Vltava was developing quite well.
PL
Artykuł jest poświęcony wojennej twórczości Włodzimierza Kowańki, pioniera filmu animowanego, rysownika, konstruktora oraz żołnierza armii Władysława Andersa. Na podstawie wywiadów, artykułów prasowych, wspomnień innych żołnierzy oraz rysunków samego twórcy autor stara się zrekonstruować tułaczkę Kowańki po klęsce kampanii wrześniowej. Artysta na początku wojny przemierzał syberyjską tajgę jako jeden z sowieckich więźniów, a następnie wstąpił w szeregi armii polskiej. Artykuł ukazuje, w jaki sposób Kowańko prowadził swoją działalność artystyczną pomimo trudów wojennej tułaczki i sytuacji ciągłego zagrożenia. Tekst jest wreszcie próbą zdefiniowania sposobu, w jaki myślenie charakterystyczne dla języka animacji filmowej było obecne w jego pracach rysunkowych, graficznych czy teatralnych.
EN
The article is devoted to the wartime work of Włodzimierz Kowańko, a pioneer of animated film, draftsman, constructor and a soldier of Władysław Anders’ army. Using interviews, press articles, memoirs of other soldiers and drawings by Kowańko himself, Mróz tries to reconstruct Kowańko’s wartime wanderings after the defeat of the September campaign. At the beginning of the war, the artist travelled through the Siberian taiga as a Soviet prisoners and then he joined the Polish army. The article shows how Kowańko conducted his artistic activity despite the hardships of war and the situation of constant threats. The text is finally an attempt to define the way in which language-specific thinking in animation was present in his drawings and graphic, or theatrical work.
PL
Autor tekstu kreśli obraz ewolucji zainicjowanego przez siebie w 1994 r. Międzynarodowego Festiwalu Filmowego Etiuda – alternatywnego festiwalu poświęconego twórczości studentów szkół filmowych i artystycznych. W ciągu minionego ćwierćwiecza festiwal, który powstał jako uzupełnienie Festiwali Filmów Krótkometrażowych w Krakowie, rozwinął się jako impreza promująca nie tylko twórczość studencką, ale od 2005 r. także (pod zmienioną nazwą Etiuda&Anima) animację artystyczną z całego świata i ostatecznie w roku 2017 r. – przez organizację trzeciego, tym razem krajowego konkursu – polską animację artystyczną. Dzieląc się własnymi doświadczeniami, autor formułuje tezę o możliwości wcielenia w życie idei festiwalu jako święta filmowego – autorskiego projektu realizującego swoje zadania przez organizację konkursów filmowych i krzewienie kultury filmowej w ramach bogatego programu imprez towarzyszących
EN
The author of the text draws a picture of the evolution of the Etiuda International Film Festival, initiated by himself in 1994, an alternative festival dedicated to the creativity of film and art school students. During the last quarter of the century, the festival, which was created as a side event of the Short Film Festival in Krakow, has developed not only as an event promoting student work, but since 2005 also artistic animation from around the world (under the changed name Etiuda&Anima) and finally in 2017 through organization of the third, this time a national competition, Polish artistic animation. By sharing his own experiences, the author formulates the thesis on the possibility of implementing the idea of the festival as a celebration of film – an original project that accomplishes its tasks by organizing film competitions and promoting film culture as part of a rich program of accompanying events.
PL
The article presents the activities and selected views of the French educationalist Gaston Mialaret on the centenary of his birthday. He was a long-time professor at Faculté des Lettres et Sciences Humaines at the University of Caen. He combined the taste for empirical research with interest in philosophy. He continued and enriched the concepts of the New Education, especially the lasting importance of simultaneous research on the subsequent stages of child development and the implementation of education based on the assumptions of development pedagogy. He developed proposals for progressive educational reform presented in 1947 in the project “Le plan Langevin-Wallon”. On the background of the analysis of the changing role of education in the contemporary world, Mialaret showed the changing role of pedagogical studies and especially the new role of the teacher as an animator of educational acts and situations. The article emphasises the basic, in Mialaret’s opinion, the importance of the socalled active methods enabling the enrichment of personality at all levels of education and the development of the educational, intellectual, civic and cultural potential of each student.
6
Publication available in full text mode
Content available

Mit o przypływach emocji

80%
EN
A Myth about a Flush of Emotions The essay’s main subject is Zofia Dąbrowska’s animated etude The Sea. The text indicates connections between a woman and a water element that are deeply rooted in culture. It mentions images of the relation between those two themes in Maria Pawlikowska-Jasnorzewska’s poetry. The author of the essay analyses the poetics of the animation and looks for the features which create the etude’s universal character.
PL
Z wykształcenia filozofka, z zawodu reżyserka filmów animowanych – Signe Baumane, urodzona i wychowana na Łotwie, a obecnie mieszkająca w USA, to autorka autobiograficznego filmu animowanego „Kamienie w moich kieszeniach” („Rocks in My Pocket”). W rozmowie z Bogusławem Zmudzińskim artystka skupia się przede wszystkim na tym, jak osobista perspektywa nakłada się na proces twórczy i decyduje o jego przebiegu.
EN
Signe Baumane – a philosopher by education, and animated film director by profession, was born and raised in Latvia, and is currently living in the USA. She is the author of the autobiographical animated film “Rocks in My Pocket”. In her conversation with Bogusław Zmudziński the artist focuses primarily on how the personal perspective is applied to the creative process and decides its course.
PL
Bogusław Zmudziński, założyciel i dyrektor artystyczny Międzynarodowego Festiwalu Filmowego Etiuda&Anima, rozmawia z Billem Plymptonem o byciu twórcą niezależnym w USA, o chęci podbicia rynku animacji dla dorosłych, o amerykańskim podejściu do kwestii rozpowszechniania własnych filmów i o tym, co znaczy być „dorosłym Disneyem”, a jednocześnie „Tarantino animacji”.
EN
Bogusław Zmudziński, founder and artistic director of the International Film Festival Etiuda&Anima, interviews Bill Plympton about being an independent artist in USA, about the desire to conquer the market of animation for adults, about the American approach to the distribution of own films and what it means to be a Disney for adults and a Tarantino of animation.
EN
The article focuses on the problem of translating songs in animated movies. Using Russian and Polish dubbing as examples, the following issues will be discussed: the place and role of the song, the translation strategy adopted, and the consequences and possible impact on reception of the translation strategy. An excellent example that will allow the problem to be fully discussed is Sing the latest animation from the Illumination Entertainment studio – a 2016 American 3D computer- animated comedy.
EN
During a single season, animators work with several thousand hotel guests. Parents and their children expect entertainment and attractions at a high level. Certainly, animation is a lot of fun. However, it is associated with numerous challenges. The aim of this study described in this article was to identify the most common benefits and challenges reported by animators in the survey conducted the by authors. The first part outlines the job of a leisure animator in the light of the literature. The main part is concerned with the benefits of working as an animator and challenges that animators can face in their work. The study is based on data collected during an online questionnaire survey involving 110 animators from Poland, working in various travel agencies. The findings confirm the main hypothesis of the study: opportunities to interact with people and travel are the most frequently reported advantages of leisure animation. Animation is also seen as a chance for self-fulfillment and continuous development. However, the job is associated with a lot of stress and long working hours, which constitute one of its challenges.
11
70%
EN
The author considers in the paper three animated etudes made by Grzegorz Wacławek in Film School in Łódź. Films entitled Gleam, Scrap and Lost share many common features: creation of the hero’s outer world, extensive use of symbolism and condensation of events centered around one or two heroes. Particularly interesting mean used by Wacławek in endings of the films is the transformation of the presented world that can be named a scale change. Also on this basis director’s animations are metaphorically interpreted, showing their existential meaning, close to the tradition of Polish Animation School.
PL
Animated etudes by Grzegorz Wacławek The author considers in the paper three animated etudes made by Grzegorz Wacławek in Film School in Łódź. Films entitled Gleam, Scrap and Lost share many common features: creation of the hero’s outer world, extensive use of symbolism and condensation of events centered around one or two heroes. Particularly interesting mean used by Wacławek in endings of the films is the transformation of the presented world that can be named a scale change. Also on this basis director’s animations are metaphorically interpreted, showing their existential meaning, close to the tradition of Polish Animation School.
EN
Research background: In order to achieve systematic development and growth of creative industries, instead of its being a random process, effective cultural policy tools need to be implemented. This task is greatly burdened by the fact that creative industries are a heterogeneous concept. Evidence suggests that indirect state aid is one of the most effective ways to stimulate growth and development of audiovisual segment. Lithuanian indirect state aid case suggests that there is still a great deal of confusion and misconception with the implementation and exploitation of this tool. Purpose of the article: To analyze how effectively indirect state aid is constructed to stimulate growth and development of the Lithuanian animation industry. Methods: This paper uses two methods to gather data. The first one is a quantitative questionnaire design to evaluate the overall situation of Lithuanian animation industry. The second method involves qualitative semi-structured interviews to collect specific data about Lithuanian film tax incentive from representatives of government institutions that administrate local fiscal incentive scheme and representatives of audiovisual industries. Findings & Value added: Results show that although Lithuanian film tax incentive can be considered as a successful cultural policy tool that brought a noticeable inward investment to the local film industry and economy in general, it had no positive effect on the local animation industry. The gathered evidence suggests that indirect aid tool should be constructed with more of surgical precision for each industry, rather than a fit-for-all cultural policy tool.
PL
Twórczość mistrza filmu animowanego, Hayao Miyazakiego, jest jednym z najciekawszych przykładów inspiracji kulturą świata zachodniego w kinematografii japońskiej. Przejawem tego są jego dzieła, których akcja została osadzona zarówno w Europie, jak i w Japonii. Można dostrzec w nich inspiracje romantyzmem niemieckim (na czele z operami Richarda Wagnera), baśniami i europejską literaturą dziecięcą, ale także wczesnymi kreskówkami. W filmach Miyazakiego splatają się one w jedno z wątkami japońskimi, przerzucając most kulturowy między Wschodem i Zachodem. Dzięki mechanizmom kultury masowej te niezwykłe dzieła zdobywają popularność na całym świecie.
EN
The work of Hayao Miyazaki, a master of animation, is a fascinating example of Japanese cinema inspired by Western culture. An indication of this in his work is placing the action of his films both in Japan and Europe. One notes in them influences of German romanticism (including Wagner's operas), folk tales and European literature for children, as well as early animated cartoons. In Miyazaki's films they come together with Japanese motifs, bridging the gap between East and West. Thanks to the mechanisms of mass culture these remarkable works gain popularity around the world
EN
With the passage of time William Shakespeare’s dramatic works became a great inspiration to artists from the area of popular culture. The bard’s masterpieces are often used by filmmakers, including those who create animated movies. The Shakespearian motifs can appear in animated movies in many different ways: starting from accurate adaptations, through movies just slightly inspired by the plot of the dramatic works, ending up with films that refer only to particular characters or popular scenes from the plays. The elements of Shakespearian works may serve as an inspiration for completely new stories, they may also act as an insignificant quirkiness or as a sign of intellectual curiosity. This article’s aim is to discuss the advantages and disadvantages of the animated adaptations of Shakespeare’s plays, indicated for young viewers. On the one hand the techniques used by animators give a chance to find new visual expression of the bard’s plays and let us watch well-known, classic stories in a modern context. On the other hand – what is confirmed by the survey presented in this article – casual approach to Shakespeare’s works, instead of bridging the gaps between the dramatist and young participants in media and culture, may increase the distance between them.
EN
In April 2014, Nihon Hoso Kyokai (NHK: Japan Broadcasting Company) aired a short animated film titled “Ophelia, not yet”. Ophelia, in this animation, survives, as she is a backstroke champion. This article will attempt to contextualize the complex negotiations, struggles and challenges between high culture and pop culture, between Western culture and Japanese culture, between authoritative cultural products and radicalized counterculture consumer products (such as animation), to argue that it would be more profitable to think of the relationships between highbrow/lowbrow, Western/non-Western, male versus female, heterosexual versus non-heterosexual, not simply in terms of dichotomies or domination/subordination, but in terms of reciprocal enrichment in a never-ending process of mutual metamorphoses.
EN
Operating self-sufficiently on the fringes of the Japanese film industry for almost his entire career, the work of independent filmmaker Tsukamoto Shinya1 is perhaps best-known for its uncompromising, musical freneticism, as well as its corporeal spectacle. However, Tsukamoto’s dynamic clashing of visual media signifiers, such as those of theatre and television (industries within which he also operated prior to his film career during the 1980s), and how these impact upon his reflexive cinematic style, has yet to be fully considered. Drawing on Laura Mulvey’s conception of the ‘uncanny’ in response to cinema’s potential to confuse animate and inanimate, as well as Tsukamoto’s own under-discussed background in experimental street theatre and television advertising production, this essay seeks to examine Tsukamoto’s unique method of stop motion photography within his signature, self-produced feature Tetsuo: The Iron Man (1989). The intention is to show that these hyperbolic sequences instil not only an uncanniness in their live-action subjects, who are rendered inanimate then reanimated to form staccato, cyborg characters, but also a ‘medial uncanny’ that simultaneously emulates and subverts the qualities of a vast range of visual media, particularly television and its associated post-medial peripherals and artefacts.
EN
Jan Švankmajer, a Czech film director and artist is known mostly for his short animated films. In 1994, however, a change in his filmmaking career took place — he devoted himself to working only on feature films. This change of medium is connected both to the length of these films, and using language, narration and genre features typical of feature films. What is important, Švankmajer does not adjust his artistic visions to all the directives of a certain genre. Rather, the director chooses some elements of these genres, and creates new, hybrid qualities. Genres that have the biggest impact on his feature films are: horror, comedy, and speculative fiction.
PL
W wywiadzie Krzysztof Ostrowski, artysta komiksowy, realizator teledysków i twórca filmu dokumentalnego z animowanymi wstawkami Łódź 1993-2001, komentuje techniczne oraz artystyczne inspiracje wykorzystane w swoich teledyskach i komiksach. Wywodzi je przede wszystkim z komiksu awangardowego. Jego zdaniem komiks i animacja, jako medium oparte na klatkach kluczowych, są bliskimi sobie mediami.
EN
An interview with Krzysztof Ostrowski, a comics artist, director of music videos, and author of a documentary film with animated parts: Łódź 1993-2001, Ostrowski comments on the artistic shape of his music videos and comics. He derives it from underground comics. In his opinion, comics and animation – as a medium based on keyframes – are close to each other.
PL
W artykule omówiono zagadnienia związane z wybranymi możliwościami wykorzystania programu 3ds Max w zakresie kształtowania wyobraźni przestrzennej. Zwrócono uwagę na korzy-ści związane z poznaniem zasad modelowania 3D, animacji, wprowadzaniem efektów specjal-nych, systemów symulacji zjawisk fizycznych oraz tworzeniem projektów architektonicznych. Omówiono pojęcie wyobraźni jako procesu psychicznego umożliwiającego przetwarzanie wyob-rażeń. Przeanalizowano możliwości tworzenia projektów 3D w wybranym środowisku.
EN
The article discusses issues related to the selected possibilities of using 3ds Max to shape spatial imagination. Highlighted the benefits of the knowledge of the principles of 3D modeling, animation, introduction of special effects systems, simulation of physical phenomena and the creation of architectural projects. Discusses the concept of imagination as a mental process which allows processing of ideas. The ability to create 3D projects were analysed in the chosen environment.
first rewind previous Page / 3 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.