Petrukhina O.V. —
Methods and tools of applied animation in Russia at the turn of 1940’s – 1960’s
// Man and Culture. – 2019. – ¹ 1.
– P. 1 - 10.
DOI: 10.25136/2409-8744.2019.1.28734
URL: https://en.e-notabene.ru/ca/article_28734.html
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Abstract: The object of this research is the applied animation in Russian at the turn of 1940’s – 1960’s. The author examines the development stages of applied animation, traces the transformation of the main artistic methods and tools used by the leading Soviet animators from “Soyuzmultfilm”. The research contains several stages: postwar period; Thaw period of 1950’s; era of the revival of imagery-graphical language of animation of the 1960’s. The article analyzes the prerequisites to the emergence of Soviet classical animation – from experimental works of separate animation artists to avant-garde, symbolic and secular animation created by production groups. The author underlines the impact of the applied and authorial animation of the 1940’’s – 1960’s upon the current state of the industry, as well as correlation of the cultural-historical processes. The work includes the comprehensive approach based on the analytical, historiographical, and comparative-typological methods; as well as descriptive method that includes observation, comparison, generalization, and interpretation. The main conclusions related to the unfolded during the 1940’s – 1960’s artistic trends of the emergence of new genres in animation art, and as a result, the formation of complex poly-genre interconnections. The author’s main contribution to this research lies in systematization of the methods, tools and technologies in the Soviet applied animation at the turn of 1940’s – 1960’s.
Petrukhina O.V. —
Graphic design and virtual environment: reality and prospects
// Philosophy and Culture. – 2019. – ¹ 1.
– P. 13 - 19.
DOI: 10.7256/2454-0757.2019.1.28736
URL: https://en.e-notabene.ru/fkmag/article_28736.html
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Abstract: The object of this research is the modern graphic design. The author examines the potential of graphic design at the junction of current information technologies and customary context of methods, means and capabilities of graphic designer. The subject of this research is the impact of interactive media technologies and applied animation upon the modern image of graphic design, in the context of formation of the relevant model of graphic design. The article provides the examples of implementation of the capabilities of expanded and virtual reality into the various spheres of human activity. As most relating to the subject of research, the author reviews the capabilities of virtual environments in such areas ad game industry, museology, tourism and advertising, virtual communication and interactive media. The main conclusion consists in determination of the factors of mass culture and modern technologies that affect the transformation of graphic design. The conducted analysis of interaction of the virtual environments and the “new digital media” with the sphere of graphic design within the context of game design, museum practice, tourism and advertising, allows forecasting the prospects of further development and establishment of the image of graphic design.