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Understanding the Early Television Cartoon.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Understanding the Early Television Cartoon./
作者:
Williams, Tyler Solon.
面頁冊數:
1 online resource (492 pages)
附註:
Source: Dissertations Abstracts International, Volume: 83-02, Section: A.
Contained By:
Dissertations Abstracts International83-02A.
標題:
Film studies. -
電子資源:
click for full text (PQDT)
ISBN:
9798534666052
Understanding the Early Television Cartoon.
Williams, Tyler Solon.
Understanding the Early Television Cartoon.
- 1 online resource (492 pages)
Source: Dissertations Abstracts International, Volume: 83-02, Section: A.
Thesis (Ph.D.)--The University of Iowa, 2021.
Includes bibliographical references
The television cartoon emerged in the postwar United States when animation mediated television and television simplified animation. This vibrant media form has long since outgrown comparisons with cinema animation, for today its influence is everywhere. Traditional artistic animation may be a technique particular to cinema, I suggest. What remained after the radical reforms needed to adapt to television, the first home screen-based electronic medium, was a new kind of designed cartoon. Part 1 begins by uncovering media precedents that made this possible, including print cartoons and radio comedy. The creators of early television cartoons trained at early cinema cartoon studios. In the 1940s, Disney's elaborate animation process caused a counter-reaction, and newer studios chose to limit animation. Jay Ward and Alex Anderson first succeeded in producing a "comic strip of television" in 1950. Bill Hanna and Joe Barbera then undertook a decades-long enterprise of sending simple but entertaining characters out to viewers. This dissertation builds upon the tentative consensus of earlier accounts to proposes a theoretical model to explain the early television cartoon as a media form through seven familiar principles, largely in Part 2. These include rationalization, story, character, style, sound, and performance. This is how animation survived in new forms, and the industry transformed. In the end, the graphical interfaces of early personal computers and video games borrowed the economical model of limited animation, building a foundation for future digital media devices.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2024
Mode of access: World Wide Web
ISBN: 9798534666052Subjects--Topical Terms:
1179264
Film studies.
Subjects--Index Terms:
AnimationIndex Terms--Genre/Form:
554714
Electronic books.
Understanding the Early Television Cartoon.
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Source: Dissertations Abstracts International, Volume: 83-02, Section: A.
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The television cartoon emerged in the postwar United States when animation mediated television and television simplified animation. This vibrant media form has long since outgrown comparisons with cinema animation, for today its influence is everywhere. Traditional artistic animation may be a technique particular to cinema, I suggest. What remained after the radical reforms needed to adapt to television, the first home screen-based electronic medium, was a new kind of designed cartoon. Part 1 begins by uncovering media precedents that made this possible, including print cartoons and radio comedy. The creators of early television cartoons trained at early cinema cartoon studios. In the 1940s, Disney's elaborate animation process caused a counter-reaction, and newer studios chose to limit animation. Jay Ward and Alex Anderson first succeeded in producing a "comic strip of television" in 1950. Bill Hanna and Joe Barbera then undertook a decades-long enterprise of sending simple but entertaining characters out to viewers. This dissertation builds upon the tentative consensus of earlier accounts to proposes a theoretical model to explain the early television cartoon as a media form through seven familiar principles, largely in Part 2. These include rationalization, story, character, style, sound, and performance. This is how animation survived in new forms, and the industry transformed. In the end, the graphical interfaces of early personal computers and video games borrowed the economical model of limited animation, building a foundation for future digital media devices.
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