Saturday, May 7, 2011

OPENSOURCE(UPDATED)

In production and development, open source as a philosophy promotes a universal access via free license to a product's design or blueprint, and b) universal redistribution of that design or blueprint, including subsequent improvements to it by anyone.[citation needed]. Before the phrase open source became widely adopted, developers and producers used a variety of terms for the concept; open source gained hold with the rise of the Internet, and the attendant need for massive retooling of the computing source code.[1] Opening the source code enabled a self-enhancing diversity of production models, communication paths, and interactive communities.[2] The open-source software movement arose to clarify the environment that the new copyright, licensing,domain, and consumer issues created.[citation needed]
Generally, open source refers to a program in which the source code is available to the general public for use and/or modification from its original design. Open source code is typically created as a collaborative effort in which programmers improve upon the code and share the changes within the community. Open source sprouted in the technological community as a response to proprietary software owned by corporations.
The open-source model includes the concept of concurrent yet different agendas and differing approaches in production, in contrast with more centralized models of development such as those typically used in commercial software companies.[3][page needed] A main principle and practice of open-source software development is peer production by bartering and collaboration, with the end-product, source-material, "blueprints", and documentation available at no cost to the public. This model is also used for the development of open-source-appropriate technologies,[4] solar photovoltaic technology [5] and open-source drug discovery.[6][7]

History[edit]

The concept of free sharing of technological information existed long before computers. For example, cooking recipes have been shared since the beginning of human culture.
In the early years of automobile development, a group of capital monopolists owned the rights to a 2-cycle gasoline engine patent originally filed by George B. Selden.[8] By controlling this patent, they were able to monopolize the industry and force car manufacturers to adhere to their demands, or risk a lawsuit. In 1911, independent automaker Henry Ford won a challenge to the Selden patent. The result was that the Selden patent became virtually worthless and a new association (which would eventually become the Motor Vehicle Manufacturers Association) was formed.[8] The new association instituted a cross-licensing agreement among all US auto manufacturers: although each company would develop technology and file patents, these patents were shared openly and without the exchange of money between all the manufacturers.[8] By the time the US entered World War 2, 92 Ford patents and 515 patents from other companies were being shared between these manufacturers, without any exchange of money (or lawsuits).[8]
Very similar[vague] to open standards, researchers with access to Advanced Research Projects Agency Network (ARPANET) used a process called Request for Comments to develop telecommunication network protocols. This collaborative process of the 1960s led to the birth of the Internet in 1969.
Early instances of the free sharing of source code include IBM's source releases of its operating systems and other programs in the 1950s and 1960s, and the SHARE user group that formed to facilitate the exchange of software.[9][9][9][9][10][10][10][10]
In a foreshadowing of the Internet, software with source code included became available on BBS networks in the 1980s. This was sometimes a necessity; distributing software written in BASICand other interpreted languages can only be distributed as source code as there is no separate portable executable binary to distribute.
Example of BBS systems and networks that gathered source code, and setup up boards specifically to discuss its modification includes WWIV, developed initially in BASIC by Wayne Bell. A culture of "modding" his software and distributing the mods, grew up so extensively that when the software was ported to first Pascal, then C++, its source code continued to be distributed to registered users, who would share mods and compile their own versions of the software.[citation needed] This may have contributed to its being a dominant system and network, despite being outside the Fidonet umbrella that was shared by so many other BBS makers.
The sharing of source code on the Internet began when the Internet was relatively primitive, with software distributed via UUCP, Usenet, and irc, and gopher. BSD, for example, was first widely distributed by posts to comp.os.linux on the Usenet, which is also where its development was discussed. Linux followed in this model.
The label "open source" was adopted by a group of people in the free software movement at a strategy session[11] held at Palo Alto, California, in reaction to Netscape's January 1998 announcement of a source code release for Navigator. The group of individuals at the session included Christine Peterson who suggested "open source", Todd Anderson, Larry Augustin, Jon Hall, Sam Ockman, Michael Tiemann and Eric S. Raymond. Over the next week, Raymond and others worked on spreading the word. Linus Torvalds gave an all-important sanction the following day. Phil Hughes offered a pulpit in Linux Journal. Richard Stallman, pioneer of the free software movement, initially seemed to adopt the term, but later changed his mind.[11][12] Those people who adopted the term used the opportunity before the release of Navigator's source code to free themselves from the ideology of the term "free software". Netscape released its source code under theNetscape Public License and later under the Mozilla Public License.[13]
In February 1998, Raymond made the first public call to the free software community to adopt the new term.[14] The Open Source Initiative was formed shortly thereafter by Eric Raymond and Bruce Perens.[11]
The term was given a big boost at an event organized in April 1998 by technology publisher Tim O'Reilly. Originally titled the "Freeware Summit" and later known as the "Open Source Summit",[15]The event brought together the leaders of many of the most important free and open-source projects, including Linus Torvalds, Larry Wall, Brian Behlendorf, Eric Allman, Guido van Rossum,Michael Tiemann, Paul Vixie, Jamie Zawinski of Netscape, and Eric Raymond. At that meeting, the confusion caused by the name free software was brought up. Tiemann argued for "sourceware" as a new term, while Raymond argued for "open source." The assembled developers took a vote, and the winner was announced at a press conference that evening.
Starting in the beginning of the 2000s, a number of companies began to publish a small parts of their source code to claim they were open source, while keeping key parts closed. This led to the development of the now widely used terms free open-source software and commercial open-source software to distinguish between truly open and hybrid forms of open source.[original research?]

Economic analysis[edit]

Most economists agree that open-source candidates have an information good[16] (also termed "knowledge good") aspect. In general, this suggests that the original work involves a great deal of time, money, and effort. However, the cost of reproducing the work is very low, so that additional users may be added at zero or near zero cost – this is referred to as the marginal cost of a product. Copyright creates a monopoly so the price charged to consumers can be significantly higher than the marginal cost of production. This allows the author to recoup the cost of making the original work, without needing to find a single customer that can bear the entire cost. Conventional copyright thus creates access costs for consumers who value the work more than the marginal cost but less than the initial production cost. Access costs also pose problems for authors who wish to create a derivative work - such as a copy of a software program modified to fix a bug or add a feature, or a remix of a song - but are unable or unwilling to pay the copyright holder for the right to do so.
Being organized effectively as a consumers' cooperative, the idea of open source is to eliminate the access costs of the consumer and the creators of derivative works by reducing the restrictions of copyright. Basic economic theory predicts that lower costs would lead to higher consumption and also more frequent creation of derivative works. Additionally some proponents argue that open source also relieves society of the administration and enforcement costs of copyright.[citation needed] Organizations such as Creative Commons have websites where individuals can file for alternative "licenses", or levels of restriction, for their works.[17] These self-made protections free the general society of the costs of policing copyright infringement. Thus, on several fronts, there is an efficiency argument to be made on behalf of open-sourced goods.
However, others argue that because consumers do not pay for the copies, creators are unable to recoup the initial cost of production, and thus have no economic incentive to create in the first place. By this argument, consumers would lose out because some of the goods they would otherwise purchase would not be available at all. In practice, content producers can choose whether to adopt a proprietary license and charge for copies, or an open license. Some goods which require large amounts of professional research and development, such as the pharmaceutical industry(which depends largely on patents, not copyright for intellectual property protection) are almost exclusively proprietary.
Alternative arrangements have also been shown to result in good creation outside of the proprietary model. Examples include:
  • Creation for its own sake - for example, Wikipedia editors add content for recreation. Artists have a drive to create. Both communities benefit from free starting material.
  • Voluntary after-the-fact donations - used by shareware, street performers, and public broadcasting in the United States.
  • Patron - For example, open access publishing relies on institutional and government funding of research faculty, who also have a professional incentive to publish for reputation and career advancement. Works of the U.S. federal government are automatically released into the public domain.
  • Freemium - Give away a limited version for free and charge for a premium version (perhaps using a dual license)
  • Give away the product and charge for something related - charge for support of open-source enterprise software, give away music but charge for concert admission
  • Give away work in order to gain market share - used by artists, in corporate software to spoil a dominant competitor (for example in the browser wars and the Android operating system)
  • For own use - Businesses or individual software developers often create software to solve a problem, bearing the full cost of initial creation. They will then open source the solution, and benefit from the improvements others make for their own needs. Communalizing the maintenance burden distributes the cost across more users; free riders can also benefit without undermining the creation process.

Case study[edit]

An investigation of open-source industrial symbiosis was performed by Doyle and Pearce using Google Earth. Their paper[18] found that virtual globes coupled with open-source waste information can be used to:
  1. Reduce embodied energy of transport by reducing distances to recycling facilities
  2. Choose end-of-life at recycling facilities rather than landfills
  3. Establish industrial symbiosis and eco-industrial parks on known by-product synergies

Applications[edit]

Many fields of study and social and political views have been affected by the growth of the concept of open source. Advocates in one field often support the expansion of open source in other fields. But Eric Raymond and other founders of the open-source movement have sometimes publicly argued against speculation about applications outside software, saying that strong arguments for software openness should not be weakened by overreaching into areas where the story may be less compelling. The broader impact of the open-source movement, and the extent of its role in the development of new information sharing procedures, remain to be seen.
The open-source movement has inspired increased transparency and liberty in biotechnology research, for example by CAMBIA.[19] Even the research methodologies themselves can benefit from the application of open-source principles.[20] It has also given rise to the rapidly expanding open-source hardware movement. In the book Democratizing Innovation[21] it is argued that a trend toward democratized innovation in physical products (e.g. open-source hardware) is occurring like the free and open-source software movement, and that the difference between crowdsourcing and open source is that open-source production is a cooperative activity initiated and voluntarily undertaken by members of the public. One of the primary geographically diverse communities that is utilizing this developmental method is the scientific community; using open-source hardware to reduce the cost of scientific equipment.[22]

Computer software[edit]


Blender is an open-source 3D graphics editor.

Android, the most popular mobile operating system (as of Nov 2012)[23]
Open-source software is software whose source code is published and made available to the public, enabling anyone to copy, modify and redistribute the source code without paying royalties or fees.[24] Open-source code can evolve through community cooperation. These communities are composed of individual programmers as well as very large companies. Many of these individuals programmers who start an open-source project usually end up as large companies with open-source programs.[citation needed] Examples of open-source software products are:[25]
Application software
  • 7-Zip – file archiver
  • Blender – 3D graphics editor
  • Eclipse – development environment comprising an IDE
  • GIMP – graphics editor
  • Inkscape – Vector graphics editor for .svg
  • Mozilla Firefox – web browser
  • Chromium – web browser
  • Mozilla Thunderbird – e-mail client
  • NASA World Wind – virtual globe, geobrowser
  • OpenOffice.org (and the LibreOffice fork) – office suite
  • OpenEMR  – Electronic Medical Records software
  • PrestaShop – Electronic commerce platform
  • ADempiere – (now Free Software forked from Compiere) an enterprise resource planning (ERP) open source software platform for business
  • Vue – (Visual Understanding Environment) mind mapping software project of Tufts University
  • WordPress – web publishing platform
Operating systems
  • Android – operating system derived from Linux
  • FreeBSD – operating system derived from Unix
  • Linux – family of Unix-like operating systems
  • OpenIndiana – a free Unix-like operating system
  • ReactOS – operating system built on Windows NT architecture
  • Haiku – free and open-source operating system compatible with BeOS
Programming languages
  • Perl – a general purpose programming language
  • PHP – scripting language suited for the web
  • Python – general purpose programming language
  • Ruby – general purpose programming language
  • PHDL – hardware description language used for PC Board Design
Server software
  • Apache – HTTP web server
  • Drupal – content management system
  • MediaWiki – wiki server software, the software that runs Wikipedia
  • MongoDB – document-oriented, non-relational database
  • Moodle – course management system or virtual learning environment
  • WordPress – blog software
  • Joomla! – content management system
  • TYPO3 – enterprise content management system
  • Couchbase Server – NoSQL document database

Electronics[edit]

Open-source hardware is hardware whose initial specification, usually in a software format, are published and made available to the public, enabling anyone to copy, modify and redistribute the hardware and source code without paying royalties or fees. Open-source hardware evolves through community cooperation. These communities are composed of individual hardware/software developers, hobbyists, as well as very large companies. Examples of open-source hardware initiatives are:
  • Openmoko: a family of open-source mobile phones, including the hardware specification and the operating system.
  • OpenRISC: an open-source microprocessor family, with architecture specification licensed under GNU GPL and implementation under LGPL.
  • Sun Microsystems's OpenSPARC T1 Multicore processor. Sun has released it under GPL.[26]
  • Arduino, a microcontroller platform for hobbyists, artists and designers.[27]
  • GizmoSphere, an open source development platform for the embedded design community; the site includes code downloads and hardware schematics along with free user guides, spec sheets and other documentation. [28]
  • Simputer, an open hardware handheld computer, designed in India for use in environments where computing devices such as personal computers are deemed inappropriate.[29]
  • LEON: A family of open-source microprocessors distributed in a library with peripheral IP cores, open SPARC V8 specification, implementation available under GNU GPL.
  • Tinkerforge: A system of open source stackable microcontroller building blocks. Allows to control motors and read out sensors with the programming languages C, C++, C#, Object Pascal, Java, PHP, Python and Ruby over a USB or Wifi connection on Windows, Linux and Mac OS X. All of the hardware is licensed under CERN OHL (CERN Open Hardware License).
  • Open Compute Project: designs for computer data center including power supply, Intel motherboard, AMD motherboard, chassis, racks, battery cabinet, and aspects of electrical and mechanical design.[30]
  • Lasersaur, an open source laser cutter.[31]

Beverages[edit]


OpenCola, is an open source cola.
  • Open source colas – cola soft drinks, similar to Coca-Cola and Pepsi, whose recipe is open source and developed by volunteers. The taste is said to be comparable to that of the standard beverages. Most corporations producing beverages hold their formulas as closely guarded secrets.[32][32][32][32]
  • Vores Øl beer (Open Source Beer) – a beer created by students at the IT-University in Copenhagen together with Superflex, a Copenhagen-based artist collective, to illustrate how open-source concepts might be applied outside the digital world.[33][34][35]
  • In 2002, the beer company Brewtopia in Australia started an open-source brewery and invited the general population to be involved in the development and ownership of the brewery, and to vote on the development of every aspect of its beer, Blowfly, and its road to market. In return for their feedback and input, individuals received shares in the company, which is now publicly traded on a stock exchange in Australia. The company has always adhered to its open-source roots and is the only beer company in the world that allows the public to design, customise and develop its own beers online.[36]

Digital content[edit]

  • Open-content projects organized by the Wikimedia Foundation – Sites such as Wikipedia and Wiktionary have embraced the open-content GFDL andCreative Commons content licenses. These licenses were designed to adhere to principles similar to various open-source software development licenses. Many of these licenses ensure that content remains free for re-use, that source documents are made readily available to interested parties, and that changes to content are accepted easily back into the system. Important sites embracing open-source-like ideals are Project Gutenberg[37] and Wikisource, both of which post many books on which the copyright has expired and are thus in the public domain, ensuring that anyone has free, unlimited access to that content.
  • Open ICEcat is an open catalog for the IT, CE and Lighting sectors with product data-sheets based on Open Content License Agreement. The digital content are distributed in XML and URL formats.

Health and science[edit]

Medicine[edit]

  • Pharmaceuticals – There have been several proposals for open-source pharmaceutical development,[38][39] which led to the establishment of the Tropical Disease Initiative[40] and the Open Source Drug Discovery for Malaria Consortium.[41]
  • Genomics – The term "open-source genomics" refers to the combination of rapid release of sequence data (especially raw reads) and crowdsourced analyses from bioinformaticians around the world that characterised the analysis of the 2011 E. coli O104:H4 outbreak.[42]
  • OpenEMR – OpenEMR is an ONC-ATB Ambulatory EHR 2011-2012 certified electronic health records and medical practice management application. It features fully integrated electronic health, records, practice management, scheduling, electronic billing, and is the base for many EHR programs. http://www.oemr.org/ OpenEMR

Science[edit]

  • Research – The Science Commons was created as an alternative to the expensive legal costs of sharing and reusing scientific works in journals etc.[43]
  • Research – The Open Source Science Project was created to increase the ability for students to participate in the research process by providing them access to microfunding – which, in turn, offers non-researchers the opportunity to directly invest, and follow, cutting-edge scientific research. All data and methodology is subsequently published in an openly accessible manner under a Creative Commons fair use license.
  • Research – The Open Solar Outdoors Test Field (OSOTF)[44] is a grid-connected photovoltaic test system, which continuously monitors the output of a number of photovoltaic modules and correlates their performance to a long list of highly accurate meteorological readings. The OSOTF is organized under open-source principles – All data and analysis is be made freely available to the entire photovoltaic community and the general public.[44][45]

Robotics[edit]

An open-source robot is a robot whose blueprints, schematics, and/or source code are released under an open-source model.

Other[edit]


VIA OpenBook, is an open-source hardware laptop reference design.
  • Open-source principles can be applied to technical areas such as digital communication protocols and data storage formats.
  • Open design – which involves applying open-source methodologies to the design of artifacts and systems in the physical world. It is very nascent but has huge potential.[46]
  • Open-source-appropriate technology (OSAT) refers to technologies that are designed in the same fashion as free and open-source software.[47] These technologies must be "appropriate technology" (AT) – meaning technology that is designed with special consideration to the environmental, ethical, cultural, social, political, and economic aspects of the community it is intended for. An example of this application is the use of open-source 3D printers like the RepRap to manufacture appropriate technology.[48]
  • Teaching – which involves applying the concepts of open source to instruction using a shared web space as a platform to improve upon learning, organizational, and management challenges. An example of an Open-source courseware is the Java Education & Development Initiative (JEDI).[49]Other examples include Khan Academy and wikiversity. At the university level, the use of open-source-appropriate technology classroom projects has been shown to be successful in forging the connection between science/engineering and social benefit:[50] This approach has the potential to use university students' access to resources and testing equipment in furthering the development of appropriate technology. Similarly OSAT has been used as a tool for improving service learning.[51][52]
  • There are few examples of business information (methodologies, advice, guidance, practices) using the open-source model, although this is another case where the potential is enormous. ITIL is close to open source. It uses the Cathedral model (no mechanism exists for user contribution) and the content must be bought for a fee that is small by business consulting standards (hundreds of British pounds). Various checklists are published by government, banks or accounting firms.
  • An open-source group emerged in 2012 that is attempting to design a firearm that may be downloaded from the internet and "printed" on a 3-D Printer.[53] Calling itself Defense Distributed, the group wants to facilitate "a working plastic gun that could be downloaded and reproduced by anybody with a 3D printer."[54]

Society and culture[edit]

Open-source culture is the creative practice of appropriation and free sharing of found and created content. Examples include collage, found footage film, music, and appropriation art. Open-source culture is one in which fixations, works entitled to copyright protection, are made generally available. Participants in the culture can modify those products and redistribute them back into the community or other organizations.
The rise of open-source culture in the 20th century resulted from a growing tension between creative practices that involve appropriation, and therefore require access to content that is oftencopyrighted, and increasingly restrictive intellectual property laws and policies governing access to copyrighted content. The two main ways in which intellectual property laws became more restrictive in the 20th century were extensions to the term of copyright (particularly in the United States) and penalties, such as those articulated in the Digital Millennium Copyright Act (DMCA), placed on attempts to circumvent anti-piracy technologies.[55][55][55][55]
Although artistic appropriation is often permitted under fair-use doctrines, the complexity and ambiguity of these doctrines creates an atmosphere of uncertainty among cultural practitioners. Also, the protective actions of copyright owners create what some call a "chilling effect" among cultural practitioners.[56]
In the late 20th century, cultural practitioners began to adopt the intellectual property licensing techniques of free software and open-source software to make their work more freely available to others, including the Creative Commons.
The idea of an "open-source" culture runs parallel to "Free Culture," but is substantively different. Free culture is a term derived from the free software movement, and in contrast to that vision of culture, proponents of open-source culture (OSC) maintain that some intellectual property law needs to exist to protect cultural producers. Yet they propose a more nuanced position than corporations have traditionally sought. Instead of seeing intellectual property law as an expression of instrumental rules intended to uphold either natural rights or desirable outcomes, an argument for OSC takes into account diverse goods (as in "the Good life") and ends.
One way of achieving the goal of making the fixations of cultural work generally available is to maximally utilize technology and digital media. In keeping with Moore's law's prediction about processors, the cost of digital media and storage plummeted in the late 20th Century. Consequently, the marginal cost of digitally duplicating anything capable of being transmitted via digital media dropped to near zero. Combined with an explosive growth in personal computer and technology ownership, the result is an increase in general population's access to digital media. This phenomenon facilitated growth in open-source culture because it allowed for rapid and inexpensive duplication and distribution of culture. Where the access to the majority of culture produced prior to the advent of digital media was limited by other constraints of proprietary and potentially "open" mediums, digital media is the latest technology with the potential to increase access to cultural products. Artists and users who choose to distribute their work digitally face none of the physical limitations that traditional cultural producers have been typically faced with. Accordingly, the audience of an open-source culture faces little physical cost in acquiring digital media.
Open-source culture precedes Richard Stallman's codification of free software with the creation of the Free Software movement. As the public began to communicate through Bulletin Board Systems (BBS) like FidoNet, places like Sourcery Systems BBS were dedicated to providing source code to Public Domain, Shareware and Freeware programs.[citation needed]
Essentially born out of a desire for increased general access to digital media, the Internet is open-source culture's most valuable asset. It is questionable whether the goals of an open-source culture could be achieved without the Internet. The global network not only fosters an environment where culture can be generally accessible, but also allows for easy and inexpensive redistribution of culture back into various communities. Some reasons for this are as follows.
First, the Internet allows even greater access to inexpensive digital media and storage. Instead of users being limited to their own facilities and resources, they are granted access to a vast network of facilities and resources, some free. Sites such as ccMixter offer up free web space for anyone willing to license their work under a Creative Commons license. The resulting cultural product is then available to download free (generally accessible) to anyone with an Internet connection.[57] Second, users are granted unprecedented access to each other. Older analog technologies such as the telephone or television have limitations on the kind of interaction users can have. In the case of television there is little, if any interaction between users participating on the network. And in the case of the telephone, users rarely interact with any more than a couple of their known peers. On the Internet, however, users have the potential to access and meet millions of their peers. This aspect of the Internet facilitates the modification of culture as users are able to collaborate and communicate with each other across international and cultural boundaries. The speed in which digital media travels on the Internet in turn facilitates the redistribution of culture.
Through various technologies such as peer-to-peer networks and blogs, cultural producers can take advantage of vast social networks to distribute their products. As opposed to traditional media distribution, redistributing digital media on the Internet can be virtually costless. Technologies such as BitTorrent and Gnutella take advantage of various characteristics of the Internet protocol (TCP/IP) in an attempt to totally decentralize file distribution.

Government[edit]

  • Open politics (sometimes known as Open-source politics) is a political process that uses Internet technologies such as blogs, email and polling to provide for a rapid feedback mechanism between political organizations and their supporters. There is also an alternative conception of the term Open-source politics which relates to the development of public policy under a set of rules and processes similar to the open-source software movement.
  • Open-source governance is similar to open-source politics, but it applies more to the democratic process and promotes the freedom of information.

Ethics[edit]

Open-source ethics is split into two strands:
  • Open-source ethics as an ethical school – Charles Ess and David Berry are researching whether ethics can learn anything from an open-source approach. Ess famously even defined the AoIR Research Guidelines as an example of open-source ethics.[58]
  • Open-source ethics as a professional body of rules – This is based principally on the computer ethics school, studying the questions of ethics and professionalism in the computer industry in general and software development in particular.[59]

Media[edit]

Open-source journalism formerly referred to the standard journalistic techniques of news gathering and fact checking, reflecting open-source intelligence a similar term used in military intelligence circles. Now, open-source journalism commonly refers to forms of innovative publishing of online journalism, rather than the sourcing of news stories by a professional journalist. In the December 25, 2006 issue of TIME magazine this is referred to as user created content and listed alongside more traditional open-source projects such as OpenSolaris and Linux.
Weblogs, or blogs, are another significant platform for open-source culture. Blogs consist of periodic, reverse chronologically ordered posts, using a technology that makes webpages easily updatable with no understanding of design, code, or file transfer required. While corporations, political campaigns and other formal institutions have begun using these tools to distribute information, many blogs are used by individuals for personal expression, political organizing, and socializing. Some, such as LiveJournal or WordPress, utilize open-source software that is open to the public and can be modified by users to fit their own tastes. Whether the code is open or not, this format represents a nimble tool for people to borrow and re-present culture; whereas traditional websites made the illegal reproduction of culture difficult to regulate, the mutability of blogs makes "open sourcing" even more uncontrollable since it allows a larger portion of the population to replicate material more quickly in the public sphere.
Messageboards are another platform for open-source culture. Messageboards (also known as discussion boards or forums), are places online where people with similar interests can congregate and post messages for the community to read and respond to. Messageboards sometimes have moderators who enforce community standards of etiquette such as banning users who arespammers. Other common board features are private messages (where users can send messages to one another) as well as chat (a way to have a real time conversation online) and image uploading. Some messageboards use phpBB, which is a free open-source package. Where blogs are more about individual expression and tend to revolve around their authors, messageboards are about creating a conversation amongst its users where information can be shared freely and quickly. Messageboards are a way to remove intermediaries from everyday life – for instance, instead of relying on commercials and other forms of advertising, one can ask other users for frank reviews of a product, movie or CD. By removing the cultural middlemen, messageboards help speed the flow of information and exchange of ideas.
OpenDocument is an open document file format for saving and exchanging editable office documents such as text documents (including memos, reports, and books), spreadsheets, charts, and presentations. Organizations and individuals that store their data in an open format such as OpenDocument avoid being locked into a single software vendor, leaving them free to switch software if their current vendor goes out of business, raises their prices, changes their software, or changes their licensing terms to something less favorable.
Open-source movie production is either an open call system in which a changing crew and cast collaborate in movie production, a system in which the end result is made available for re-use by others or in which exclusively open-source products are used in the production. The 2006 movie Elephants Dream is said to be the "world's first open movie",[60] created entirely using open-source technology.
An open-source documentary film has a production process allowing the open contributions of archival material, footage, and other filmic elements, both in unedited and edited form. By doing so, on-line contributors become part of the process of creating the film, helping to influence the editorial and visual material to be used in the documentary, as well as its thematic development. The first open-source documentary film is the non-profit "The American Revolution," which went into production in 2005, and will examine the role media played in the cultural, social and political changes from 1968 to 1974 through the story of radio station WBCN-FM in Boston.[61][62][63][64] The film is being produced by Lichtenstein Creative Media and the non-profit Filmmakers Collaborative. Open Source Cinema is a website to create Basement Tapes, a feature documentary about copyright in the digital age, co-produced by the National Film Board of Canada.[65] Open-source film-making refers to a form of film-making that takes a method of idea formation from open-source software, but in this case the 'source' for a film-maker is raw unedited footage rather than programming code. It can also refer to a method of film-making where the process of creation is 'open' i.e. a disparate group of contributors, at different times contribute to the final piece.
Open-IPTV is IPTV that is not limited to one recording studio, production studio, or cast. Open-IPTV uses the Internet or other means to pool efforts and resources together to create an online community that all contributes to a show.

Education[edit]

Within the academic community, there is discussion about expanding what could be called the "intellectual commons" (analogous to the Creative Commons). Proponents of this view have hailed the Connexions Project at Rice University, OpenCourseWare project at MIT, Eugene Thacker's article on "open-source DNA", the "Open Source Cultural Database", Salman Khan's Khan Academy and Wikipedia as examples of applying open source outside the realm of computer software.
Open-source curricula are instructional resources whose digital source can be freely used, distributed and modified.
Another strand to the academic community is in the area of research. Many funded research projects produce software as part of their work. There is an increasing interest in making the outputs of such projects available under an open-source license. In the UK the Joint Information Systems Committee (JISC) has developed a policy on open-source software. JISC also funds a development service called OSS Watch which acts as an advisory service for higher and further education institutions wishing to use, contribute to and develop open-source software.

Innovation communities[edit]

The principle of sharing pre-dates the open-source movement; for example, the free sharing of information has been institutionalized in the scientific enterprise since at least the 19th century. Open-source principles have always been part of the scientific community. The sociologist Robert K. Merton described the four basic elements of the community – universalism (an international perspective), communalism (sharing information), disinterestedness (removing one's personal views from the scientific inquiry) and organized skepticism (requirements of proof and review) that accurately describe the scientific community today. These principles are, in part, complemented by US law's focus on protecting expression and method but not the ideas themselves. There is also a tradition of publishing research results to the scientific community instead of keeping all such knowledge proprietary. One of the recent initiatives in scientific publishing has been open access – the idea that research should be published in such a way that it is free and available to the public. There are currently many open access journals where the information is available free online, however most journals do charge a fee (either to users or libraries for access). The Budapest Open Access Initiative is an international effort with the goal of making all research articles available free on the Internet. The National Institutes of Health has recently proposed a policy on "Enhanced Public Access to NIH Research Information." This policy would provide a free, searchable resource of NIH-funded results to the public and with other international repositories six months after its initial publication. The NIH's move is an important one because there is significant amount of public funding in scientific research. Many of the questions have yet to be answered – the balancing of profit vs. public access, and ensuring that desirable standards and incentives do not diminish with a shift to open access.
Farmavita.Net is a community of pharmaceuticals executives that has recently proposed a new business model of open-source pharmaceuticals.[66] The project is targeted to development and sharing of know-how for manufacture of essential and life-saving medicines. It is mainly dedicated to the countries with less developed economies where local pharmaceutical research and development resources are insufficient for national needs. It will be limited to generic (off-patent) medicines with established use. By the definition, medicinal product have a "well-established use" if is used for at least 15 years, with recognized efficacy and an acceptable level of safety. In that event, the expensive clinical test and trial results could be replaced by appropriate scientific literature.
Benjamin Franklin was an early contributor eventually donating all his inventions including the Franklin stove, bifocals, and the lightning rod to the public domain.
New NGO communities are starting to use the open-source technology as a tool. One example is the Open Source Youth Network started in 2007 in Lisboa by ISCA members.[67]
Open innovation is also a new emerging concept which advocate putting R&D in a common pool. The Eclipse platform is openly presenting itself as an Open innovation network.[68]

Arts and recreation[edit]

Copyright protection is used in the performing arts and even in athletic activities. Some groups have attempted to remove copyright from such practices.[69]
In 2012, Russian music composer, scientist and Russian Pirate Party member Victor Argonov presented detailed raw files of his electronic opera "2032" [70] under free license CC-BY-NC 3.0. This opera was originally composed and published in 2007 by Russian label MC Entertainment as a commercial product, but then the author changed its status to free. In his blog [2] he said that he decided to open raw files (including wav, midi and other used formats) to the public in order to support worldwide pirate actions against SOPA and PIPA. Several Internet resources,[71][72][73]called "2032" the first open source musical opera in history.

Friday, April 22, 2011

FILM MAKING

Filmmaking (often referred to in an academic context as film production) is the process of making a film. Filmmaking involves a number of discrete stages including an initial storyidea, or commission, through scriptwritingcasting, shooting, editing, and screening the finished product before an audience that may result in a film release and exhibition. Filmmaking takes place in many places around the world in a range of economicsocial, and political contexts, and using a variety of technologies and cinematic techniques. Typically, it involves a large number of people, and can take from a few months to several years to complete.


Parts[edit]

Film production involves several major stages:[1]
  • Development — The first stage in which the ideas for the film are created, rights to books/plays are bought etc., and the screenplay is written. Financing for the project has to be sought and greenlit.
  • Pre-production—Preparations are made for the shoot, in which cast and film crew are hired, locations are selected, and sets are built.
  • Production—The raw elements for the film are recorded during the film shoot.
  • Post-Production—The images, sound, and visual effects of the recorded film are edited.
  • Distribution—The finished film is distributed and screened in cinemas and/or released on DVD.

Development[edit]

In this stage, the project's producer selects a story, which may come from a book or a play or another film or a true story or an original idea, etc. After identifying a theme or underlying message, the producer works with writers to prepare a synopsis. Next they produce a step outline, which breaks the story down into one-paragraph scenes that concentrate on dramatic structure. Then, they prepare a treatment, a 25-to-30-page description of the story, its mood, and characters. This usually has little dialogue and stage direction, but often contains drawings that help visualize key points. Another way is to produce a scriptment once a synopsis is produced.
Next, a screenwriter writes a screenplay over a period of several months. The screenwriter may rewrite it several times to improve dramatization, clarity, structure, characters, dialogue, and overall style. However, producers often skip the previous steps and develop submitted screenplays which investors, studios, and other interested parties assess through a process called script coverage. A film distributor may be contacted at an early stage to assess the likely market and potential financial success of the film. Hollywood distributors adopt a hard-headed business approach and consider factors such as the film genre, the target audience, the historical success of similar films, the actors who might appear in the film, and potential directors. All these factors imply a certain appeal of the film to a possible audience. Not all films make a profit from the theatrical release alone, so film companies take DVD sales and worldwide distribution rights into account.
The producer and screenwriter prepare a film pitch, or treatment, and present it to potential financiers. If the pitch is successful, the film receives a "green light", meaning someone offers financial backing: typically a major film studio, film council, or independent investor. The parties involved negotiate a deal and sign contracts. Once all parties have met and the deal has been set, the film may proceed into the pre-production period. By this stage, the film should have a clearly defined marketing strategy and target audience.

Pre-production[edit]

In pre-production, every step of actually creating the film is carefully designed and planned. The production company is created and a production office established. The film is pre-visualized by the director, and may be storyboarded with the help of illustrators and concept artists. A production budget is drawn up to plan expenditures for the film. For major productions, insurance is procured to protect against accidents.
  • Storyboard is a visualizing method that create a blueprint of what the shot sequence should be. The visual images are drawn or made by programs such as Photoshop. There may also be a written caption as needed for each shot.
The producer hires a crew. The nature of the film, and the budget, determine the size and type of crew used during filmmaking. Many Hollywood blockbusters employ a cast and crew of hundreds, while a low-budget, independent film may be made by a skeleton crew of eight or nine (or fewer). These are typical crew positions:
  • The director is primarily responsible for the storytelling, creative decisions and acting of the film.
  • The unit production manager manages the production budget and production schedule. They also report, on behalf of the production office, to the studio executives or financiers of the film.
  • The assistant director (AD) manages the shooting schedule and logistics of the production, among other tasks. There are several types of AD, each with different responsibilities.
  • The casting director finds actors to fill the parts in the script. This normally requires that actors audition.
  • The location manager finds and manages film locations. Most pictures are shot in the controllable environment of a studio sound stage but occasionally, outdoor sequences call for filming on location.
  • The director of photography (DP) is the cinematographer who supervises the photography of the entire film.
  • The director of audiography (DA) is the audiographer who supervises the audiography of the entire film. For productions in the Western world this role is also known as either sound designer orsupervising sound editor.[2]
  • The production sound mixer is the head of the sound department during the production stage of filmmaking. They record and mix the audio on set - dialogue, presence and sound effects inmono and ambience in stereo.[3][4] They work with the boom operator, Director, DoA, DoP, and First AD.
  • The sound designer creates the aural conception of the film,[5] working with the supervising sound editor. On some productions the sound designer plays the role of a director of audiography.
  • The composer creates new music for the film. (usually not until post-production)
  • The production designer creates the visual conception of the film, working with the art director.[5]
  • The art director manages the art department, which makes production sets
  • The costume designer creates the clothing for the characters in the film working closely with the actors, as well as other departments.
  • The make up and hair designer works closely with the costume designer in addition to create a certain look for a character.
  • The storyboard artist creates visual images to help the director and production designer communicate their ideas to the production team.
  • The choreographer creates and coordinates the movement and dance - typically for musicals. Some films also credit a fight choreographer.

Production[edit]


A director performing dual roles as director and camera operator gives instructions during the filming of a scene.
In production, the video production/film is created and shot. More crew will be recruited at this stage, such as the property master, script supervisor,assistant directors, stills photographer, picture editor, and sound editors. These are just the most common roles in filmmaking; the production office will be free to create any unique blend of roles to suit the various responsibilities possible during the production of a film.
A typical day's shooting begins with the crew arriving on the set/location by their call time. Actors usually have their own separate call times. Since set construction, dressing and lighting can take many hours or even days, they are often set up in advance.
The grip, electric and production design crews are typically a step ahead of the camera and sound departments: for efficiency's sake, while a scene is being filmed, they are already preparing the next one.
While the crew prepare their equipment, the actors are wardrobed in their costumes and attend the hair and make-up departments. The actors rehearse the script and blocking with the director, and the camera and sound crews rehearse with them and make final tweaks. Finally, the action is shot in as many takes as the director wishes. Most American productions follow a specific procedure:
The assistant director (AD) calls "picture is up!" to inform everyone that a take is about to be recorded, and then "quiet, everyone!" Once everyone is ready to shoot, the AD calls "roll sound" (if the take involves sound), and the production sound mixer will start their equipment, record a verbal slate of the take's information, and announce "sound speed" when they are ready. The AD follows with "roll camera", answered by "speed!" by the camera operator once the camera is recording. The clapper, who is already in front of the camera with the clapperboard, calls "marker!" and slaps it shut. If the take involves extras or background action, the AD will cue them ("action background!"), and last is the director, telling the actors "action!". The AD may echo "action" louder on large sets.
A take is over when the director calls "cut!", and camera and sound stop recording. The script supervisor will note any continuity issues and the sound and camera teams log technical notes for the take on their respective report sheets. If the director decides additional takes are required, the whole process repeats. Once satisfied, the crew moves on to the next camera angle or "setup," until the whole scene is "covered." When shooting is finished for the scene, the assistant director declares a "wrap" or "moving on," and the crew will "strike," or dismantle, the set for that scene.
At the end of the day, the director approves the next day's shooting schedule and a daily progress report is sent to the production office. This includes the report sheets from continuity, sound, and camera teams. Call sheets are distributed to the cast and crew to tell them when and where to turn up the next shooting day. Later on, the director, producer, other department heads, and, sometimes, the cast, may gather to watch that day or yesterday's footage, called dailies, and review their work.
With workdays often lasting 14 or 18 hours in remote locations, film production tends to create a team spirit. When the entire film is in the can, or in the completion of the production phase, it is customary for the production office to arrange a wrap party, to thank all the cast and crew for their efforts.

Post-production[edit]

Here the video/film is assembled by the video/film editor. The shot film material is edited. The production sound (dialogue) is also edited; music tracks and songs are composed and recorded if a film is sought to have a score; sound effects are designed and recorded. Any computer-graphic visual effects are digitally added. Finally, all sound elements are mixed into "stems", which are then married to picture, and the film is fully completed ("locked").

Distribution[edit]

This is the final stage, where the film is released to cinemas or, occasionally, to consumer media (DVD, VCD, VHS, Blu-ray) or direct download from a provider. The film is duplicated as required and distributed to cinemas for exhibition (screening). Press kits, posters, and other advertising materials are published and the film is advertised and promoted.
Film distributors usually release a film with a launch party, press releases, interviews with the press, press preview screenings, and film festival screenings. Most films have a website. The film plays at selected cinemas and the DVD typically is released a few months later. The distribution rights for the film and DVD are also usually sold for worldwide distribution. The distributor and the production company share profits.

Independent filmmaking[edit]

Filmmaking also takes place outside of the mainstream and is commonly called independent filmmaking. Since the introduction of DV technology, the means of production have become more democratized. Filmmakers can conceivably shoot and edit a film, create and edit the sound and music, and mix the final cut on a home computer. However, while the means of production may be democratized, financing, traditional distribution, and marketing remain difficult to accomplish outside the traditional system. In the past, most independent filmmakers have relied on film festivals to get their films noticed and sold for distribution. However, the Internet has allowed for relatively inexpensive distribution of independent films. As a result several companies have emerged to assist filmmakers in getting independent movies seen and sold via mainstream internet marketplaces, oftentimes adjacent to popular Hollywood titles. With internet movie distribution, independent filmmakers who fail to garner a traditional distribution deal now have the ability to reach global audiences.

See also

Thursday, April 21, 2011

ANIMATION

Animation is the rapid display of a sequence of images to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and aprojector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25, or 30 frames per second.

History[edit]

Five images sequence from a vase found in Iran
An Egyptian burial chamber mural, approximately 4000 years old, showing wrestlers in action. Even though this may appear similar to a series of animation drawings, there was no way of viewing the images in motion. It does, however, indicate the artist's intention of depicting motion.
Early examples of attempts to capture the phenomenon of motion drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.
A 5,000 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. This has been claimed to be an example of early animation. However, since no equipment existed to show the images in motion, such a series of images cannot be called animation in a true sense of the word.[1]
A Chinese zoetrope-type device had been invented in 180 AD.[2] The phenakistoscope, praxinoscope, and the common flip book were early popular animation devices invented during the 19th century.
These devices produced the appearance of movement from sequential drawings using technological means, but animation did not really develop much further until the advent of cinematography. The cinématographe was a projector, printer, and camera in one machine that allowed moving pictures to be shown successfully on a screen which was invented by history's earliest film makers, Auguste and Louis Lumière, in 1894.[3]
There is no single person who can be considered the "creator" of film animation, as there were several people working at about the same time on projects which could be considered animation.
Georges Méliès was a creator of special-effect films and was generally regarded as one of the first people to use animation. He discovered the technique by accident when stopping his camera from rolling in order to change something in the scene, and then continuing rolling the film. This idea was later known as stop-motion animation. Méliès' camera broke down while shooting a bus driving by. When he had fixed the camera, a hearse happened to be passing by just as Méliès restarted rolling the film; his end result was that he had managed to make a bus transform into a hearse. He was just one of the great contributors to the development of animation in the early years.
The earliest surviving stop-motion advertising film was an English short by Arthur Melbourne-Cooper called Matches: An Appeal (1899). Developed for the Bryant and May Matchsticks company, it involved stop-motion animation of wired-together matches writing a patriotic call to action on a blackboard.
J. Stuart Blackton was possibly the first American film-maker to use the techniques of stop-motion and hand-drawn animation. Introduced to film-making by Edison, he pioneered these concepts at the turn of the 20th century with his first copyrighted work, dated 1900. Several of his films, among them The Enchanted Drawing (1900) and Humorous Phases of Funny Faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified versions of Méliès' early stop-motion techniques to make a series ofblackboard drawings appear to move and reshape themselves. Humorous Phases of Funny Faces is regularly cited as the first true animated film, and Blackton is considered the first trueanimator.
Fantasmagorie by Emile Cohl, 1908
Another French artist, Émile Cohl, began drawing cartoon strips and created a film in 1908 called Fantasmagorie. The film largely consisted of a stick figure moving about and encountering all manner of morphing objects, such as a wine bottle that transforms into a flower. There were also sections of live action where the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto negative film, which gave the picture a blackboard look. This makes Fantasmagorie the first animated film created by using what came to be known as traditional (hand-drawn) animation.
The author of the first puppet-animated film (The Beautiful Lukanida (1912)) was the Russian-born (ethnically Polish) director Wladyslaw Starewicz, known as Ladislas Starevich.[citation needed]
Following the successes of Blackton and Cohl, many other artists began experimenting with animation. One such was Winsor McCay, a successful newspaper cartoonist who created detailed animations that required a team of artists and painstaking attention to detail. Each frame was drawn on paper, which invariably required backgrounds and characters to be redrawn and animated. Among McCay's most noted films are Little Nemo (1911), Gertie the Dinosaur (1914) and The Sinking of the Lusitania (1918).
The production of animated short films, typically referred to as "cartoons", became an industry of its own during the 1910s, and cartoon shorts were produced for showing in movie theaters. The most successful early animation producer was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process which dominated the animation industry for the rest of the decade.
El Apóstol (Spanish: "The Apostle") was a 1917 Argentine animated film utilizing cutout animation, and the world's first animated feature film.[4] Unfortunately, a fire that destroyed producer Frederico Valle's film studio incinerated the only known copy of El Apóstol, and it is now considered a lost film.
Computer animation has become popular since Toy Story (1995), the first animated film completely made using this technique.
In 2008, the animation market was worth US$68.4 billion.[5]

Techniques[edit]

Traditional animation[edit]

Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings that are first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture film .
The traditional cel animation process became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technology.
Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), Akira (Japan, 1988), and L'Illusionniste (British-French, 2010). Traditional animated films which were produced with the aid of computer technology include The Lion King (US, 1994) Sen to Chihiro no Kamikakushi (Spirited Away) (Japan, 2001), Les Triplettes de Belleville (France, 2003), and The Secret of Kells (Irish-French-Belgian, 2009).
An example of traditional animation, a horse animated by rotoscoping from Eadweard Muybridge's 19th century photos
  • Full animation refers to the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement. Fully animated films can be made in a variety of styles, from more realistically animated works such as those produced by the Walt Disney studio (Beauty and the BeastAladdinLion King) to the more 'cartoon' styles of the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, as are non-Disney works such as The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007).
  • Limited animation involves the use of less detailed and/or more stylized drawings and methods of movement. Pioneered by the artists at the American studio United Productions of America, limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing Boing (US, 1951), Yellow Submarine (UK, 1968), and much of the anime produced in Japan. Its primary use, however, has been in producing cost-effective animated content for media such as television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons).
  • Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are: Fire and Ice (USA, 1983) and Heavy Metal(1981).
  • Live-action/animation is a technique combining hand-drawn characters into live action shots. One of the earlier uses was in Koko the Clownwhen Koko was drawn over live action footage. Other examples include Who Framed Roger Rabbit (USA, 1988), Space Jam (USA, 1996) and Osmosis Jones (USA, 2001).

Stop motion animation[edit]

Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the medium used to create the animation. Computer software is widely available to create this type of animation; however, traditional stop motion animation is usually less expensive and time-consuming to produce than current computer animation.
  • Puppet animation typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation. The puppets generally have an armature inside of them to keep them still and steady as well as to constrain their motion to particular joints. Examples include The Tale of the Fox (France, 1937), The Nightmare Before Christmas (US, 1993), Corpse Bride (US, 2005), Coraline (US, 2009), the films of Jiří Trnka and the TV series Robot Chicken (US, 2005–present).
    • Puppetoon, created using techniques developed by George Pal, are puppet-animated films which typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet.
      Clay animation
  • Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures. Alternatively, the figures may be made entirely of clay, such as in the films ofBruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Show (US, 1957–1967) Morph shorts (UK, 1977–2000), Wallace and Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue(Czechoslovakia, 1982), The Trap Door (UK, 1984). Films include Wallace & Gromit: The Curse of the Were-RabbitChicken Run and The Adventures of Mark Twain.
  • Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material such as paper or cloth. Examples include Terry Gilliam's animated sequences from Monty Python's Flying Circus (UK, 1969–1974); Fantastic Planet(France/Czechoslovakia, 1973) ; Tale of Tales (Russia, 1979), The pilot episode of the TV series (and sometimes in episodes) of South Park(US, 1997).
    A clay animation scene from a Finnishtelevision commercial
    • Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
  • Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects, and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films such Jason and the Argonauts (1963), and the work of Willis O'Brien on films such as King Kong (1933 film).
    • Go motion is a variant of model animation which uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effects scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
  • Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
    • Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.) which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
    • Brickfilm A sub-genre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites like YouTube and the availability of cheap cameras and animation software.
  • Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other such effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts.

Computer animation[edit]

Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer. This animation takes less time to produce than previous traditional animation. 2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact. 3D animation can create images that seem real to the viewer.

2D animation[edit]

2D animation figures are created and/or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics. This includes automated computerized versions of traditional animation techniques such as interpolated morphing, onion skinning and interpolated rotoscoping.
2D animation has many applications, including analog computer animation, Flash animation and PowerPoint animation. Cinemagraphs are still photographs in the form of an animated GIF file of which part is animated.
2D Terms[edit]
  • Final line advection animation,[6] a technique that gives the artists and animators a lot more influence and control over the final product as everything is done within the same department:
    In Paperman, we didn’t have a cloth department and we didn’t have a hair department. Here, folds in the fabric, hair silhouettes and the like come from of the commited design decision-making that comes with the 2D drawn process. Our animators can change things, actually erase away the CG underlayer if they want, and change the profile of the arm. And they can design all the fabric in that Milt Kahl kind-of way, if they want to.[7]

3D animation[edit]

3D animation is digitally modeled and manipulated by an animator. The animator starts by creating an external 3D mesh to manipulate. A mesh is a geometric configuration that gives the visual appearance of form to a 3D object or 3D environment. The mesh may have many vertices which are the geometric points which make up the mesh; it is given an internal digital skeletal structure called an armature that can be used to control the mesh with weights. This process is called rigging and can be programmed for movement with keyframes.
Other techniques can be applied, such as mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects such as fire and water simulations. These techniques fall under the category of 3D dynamics.
3D Terms[edit]
  • Cel-shaded animation is used to mimic traditional animation using CG software. Shading looks stark, with less blending of colors. Examples include, Skyland (2007, France), Appleseed Ex Machina (2007, Japan), The Legend of Zelda: Wind Waker (2002, Japan)
  • Machinima – Films created by screen capturing in video games and virtual worlds.
  • Motion capture is used when live-action actors wear special suits that allow computers to copy their movements into CG characters. Examples include Polar Express (2004, USA), Beowulf(2007, USA), A Christmas Carol (2009, USA), The Adventures of Tintin (2011, USA)
  • Photo-realistic animation is used primarily for animation that attempts to resemble real life, using advanced rendering that mimics in detail skin, plants, water, fire, clouds, etc. Examples include Up (2009, USA), Kung-Fu Panda (2008, USA), Ice Age (2002, USA).

Mechanical animation[edit]

  • Animatronics is the use of mechatronics to create machines which seem animate rather than robotic.
    • Audio-Animatronics is a form of robotics animation created by Walt Disney Imagineering for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or song), but are fixed to whatever supports them. They can sit and stand but cannot walk. An Audio-Animatron is different from an android-type robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.
  • Chuckimation is a type of animation created by the makers of the cartoon Action League Now! in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands,
  • Puppetry is a form of theatre or performance animation that involves the manipulation of puppets. It is very ancient, and is believed to have originated 3000 years BC.[1] Puppetry takes many forms but they all share the process of animating inanimate performing objects. Puppetry is used in almost all human societies both as entertainment – in performance – and ceremonially in rituals and celebrations such as carnivals. Most puppetry involves storytelling.
  • Zoetrope is a device that produces the illusion of motion from a rapid succession of static pictures. The term zoetrope is from the Greek words ζωή (zoē), meaning "alive, active", and τρόπος (tropos), meaning "turn", with "zoetrope" taken to mean "active turn" or "wheel of life".

Other animation techniques[edit]

  • Drawn on film animation: a technique where footage is produced by creating the images directly on film stock, for example by Norman McLaren, Len Lye and Stan Brakhage.
  • Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass, for example by Aleksandr Petrov.
  • Erasure animation: a technique using tradition 2D medium, photographed over time as the artist manipulates the image. For example, William Kentridge is famous for his charcoal erasure films, and Piotr Dumała for his auteur technique of animating scratches on plaster.
  • Pinscreen animation: makes use of a screen filled with movable pins which can be moved in or out by pressing an object onto the screen. The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.
  • Sand animation: sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of thelight contrast.
  • Flip book: a flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change. Flip books are often illustrated books for children, but may also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, often in the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books.

Other styles, techniques and approaches[edit]

  • Animutation - a style of animation invented by Neil Cicierega at age 13. This style of animation is usually characterized by random images of pop culture in sequence with foreign music. The animation style is strange, weird, random, but from a creator's point of view, very easy to implement. Professionalism is not required in the Animutation style.[citation needed]
  • Character animation
  • Multi-sketching
  • Special effects animation

Awards[edit]

As with any other form of media, animation too has instituted awards for excellence in the field. The original awards for animation were presented by the Academy of Motion Picture Arts and Sciences for animated shorts from the year 1932, during the 5th Academy Awards function. The first winner of the Academy Award was the short Flowers and Trees, a production by Walt Disney Productions and United Artists.[8] However, the Academy Award for a feature length animated motion picture was only instituted for the year 2001, and awarded during the 74th Academy Awards in 2002. It was won by the movie Shrek,[9] produced by DreamWorks and Pacific Data Images. Since then, Disney/Pixar have produced the most movies either to win or be nominated for the award. The list of both awards can be obtained here:
  • Academy Award for Best Animated Feature
  • Academy Award for Best Animated Short Film
Several other countries have instituted an award for best animated feature film as part of their national film awards: BAFTA Award for Best Animated Film (since 2006), César Award for Best Animated Film (since 2011), Goya Award for Best Animated Film (since 1989), Japan Academy Prize for Animation of the Year (since 2007). Also since 2007, the Asia Pacific Screen Award for Best Animated Feature Film has been awarded at the Asia Pacific Screen Awards. Since 2009, the European Film Awards have awarded the European Film Award for Best Animated Film.
The Annie Award is another award presented for excellence in the field of animation. Unlike the Academy Awards, the Annie Awards are only received for achievements in the field of animation and not for any other field of technical and artistic endeavor. They were re-organized in 1992 to create a new field for Best Animated feature. The 1990s winners were dominated by Walt Disney, however newer studios, led by Pixar, have now begun to consistently vie for this award. The list of awardees is as follows: