Annotated Bibliography

  1. Evans, Gary W. “The Built Environment and Mental Health.” Journal of Urban Health: Bulletin of the New York Academy of Medicine 80.4 (2003): 536-55. NCBI. National Center for Biotechnology Information. Web. 10 January 2016.

This peer-reviewed article deals with how the environment that results from the construction of a space impacts the mental health and wellbeing of the space’s inhabitants. Not only does it explore the impact of factors inherent to the space (architectural elements, natural lighting, etc.), but it also examines the effects of secondary factors like crowding and social structure.

  1. Evans, Gary W., Nancy M. Wells, and Annie Moch. “Housing and Mental Health: A Review of the Evidence and a Methodological and Conceptual Critique.”Journal of Social Issues59 (2003): 475-500. Web. 21 Nov. 2016.

This resource is relevant because it collates and assesses existing research on the correlation between housing and mental health. It also goes on to provide suggestions and a framework for future research on the subject.

3. Heidegger, Martin. “Building, Dwelling, Thinking.” Trans. Albert Hofstadter. Poetry, Language, Thought. N.p.: n.p., n.d. 323-39. Print.

This source explores the notion of “dwelling” in a space as opposed to merely “inhabiting” a space. While this source is more theoretical, I think its value in terms of my project lies in the notion that building is a means through which to attain to dwelling. While this is a fairly amorphous concept, it provides a very useful linguistic framework within which to work.

4. Heilweil, M. “The Influence of Dormitory Architecture On Resident Behavior.” Environment and Behavior4 (1973): 377-412. SAGE Journals. Web. 12 May 2016.

This resource is useful because it explores the effect of the architecture of the dormitory not simply on the mental life of its inhabitants, but also on their behavior as they live in the space. It covers multiple facets of space-driven behavior, such as the correlation between shared resources, socialization, and the sense of community within a dormitory.

5. Lavin, Sylvia. “Open the Box: Richard Neutra and the Psychology of the Domestic Environment.” Assemblage 40 (1999): 6-25. JSTOR. Web. 12 May 2016. <>.

This peer-reviewed article is relevant because it discusses the link between psychology and the domestic environment. While my focus on dormitory architecture is not entirely directly related, part of my claim is that, during a student’s time in school, the dormitory becomes the domestic environment and should therefore function as one rather than simply as a space in which to live. Neutra’s innovative architecture accommodates for the mental life of its inhabitants and I hope to incorporate these considerations into my reimagining of dormitory architecture.

6. Le Corbusier. “Eyes Which Do Not See.” Trans. Frederick Etchells. Towards a New Architecture. New York: Praeger, n.d. 83-138. Print.

This book is relevant because it is a staple text in the exploration of modern architecture. As I am advocating for a modern reinterpretation of dormitory spaces, I intend to apply Le Corbusier’s vision of an architecture that fundamentally changes and shapes the ways in which humans interact with the built environment to the dormitory environment.


Annotated Bibliography

Thesis: The Positive Effect of Storytelling and Technology on Memory and Learning

Ang, Kerry. “Storytelling in the History Classroom.” Agora 49.2 (2014): 73-79.
Education Source.

Kerry Ang asserts that it is not only the discovery of new information that makes it memorable, but also the means by which it is presented, such as a story. A definition of “story” is given, including both its literal meaning and how storytelling can be engaging and thus useful as a learning tool. Ang then gives us seven reasons as to why stories should be used, as well as a list of different ways to go about storytelling in the classroom; for example, by role playing. Finally, Ang concludes that storytelling is powerful and effective because it is more personal and human, but also warns that it should be kept to the point so as not to mislead others with the stories’ endings and conclusions. For example, the use of fiction may cause misunderstandings.

Hancox, Donna. “Stories with Impact: The Potential of Storytelling to Contribute to Cultural Research and Social Inclusion.” M/C Journal [Online], 14.6 (2011): n. pag.

In this article we learn about a digital storytelling project carried out in 2009 with The Forgotten Australians, people that were taken away from their families, orphaned, or immigrants from the U.S., after which they were placed in institutions and suffered neglect. A definition and summarization of what is digital storytelling is provided, and we learn, through the use of digital storytelling giving rise to the apology given by the Australian Parliament, the importance of individual, personal experiences expressed through storytelling in illuminating collective understanding and thereby transforming the way the public thinks.

Emde, Katharina, Christoph Klimmt, and Daniela M. Schluetz. “Does Storytelling Help Adolescents to Process the News?” Journalism Studies 17.5 (2016): 608-627. History Abstracts with Full Text.

Research is conducted on 706 adolescents to compare traditional news formats with narrative news and determine whether narrative news allows for better comprehension and cognitive involvement. The research seems to suggest that storytelling may be a useful tool for effective communication of news, as it may allow for less complex presentation of news that the “least knowledgeable audience” may not be able to grasp so easily, however, the efforts of journalists to present a neutral outlook may conflict with the notion of storytelling, which is much more personalized and therefore presented from a certain point of view.

Sarıca, Hatice Çıralı, and Yasemin Koçak Usluel. “The Effect of Digital Storytelling on Visual Memory and Writing Skills.” Computers & Education 94. (2016): 298-309. ScienceDirect.

A study is conducted on 59 primary school students to determine the effect of digital storytelling on writings skills and memory of students. We are given a brief introduction on the effects being tested, as well as a definition of “memory” and “visual memory” as it is important for a student to be able to visualize their knowledge. The significance of writing in terms of cognitive development, discovery of thoughts and means of expression is explained. A detailed method and process of study is provided, with results at the end. The findings demonstrate that digital storytelling did indeed make a significant impact on students’ writing skills and memory capacity.

Williams, Rachel Marie-Crane. “Image, Text, and Story: Comics and Graphic Novels in the Classroom”. Art Education 61.6 (2008): 13-19.

This article explores the impact comics may have in the classroom. Williams believes that comics and graphic novels are powerful learning teaching tools that could be useful for students to improve critical consumption of material and examine complex concepts. An explanation for the choice of comics is given; they are inexpensive, students have an interest in them, and the vocabulary is easy to read. Williams writes about how students may explore the concept, characters, author’s intention, and relationships between design and images and text. Comics and graphic novels may be a new way to conduct interdisciplinary discussions with a wide range of topics.

Pope, James. “Where Do We Go from Here? Readers’ Responses to Interactive Fiction.” Convergence: The Journal of Research Into New Media Technologies 16.1 (2010): 75-94. Film & Television Literature Index with Full Text.

This article explores the reading experience provided by interactive fiction, and how it can be effective if the interactive fiction is written well. Otherwise, there may be problems with inadequate reader engagement caused by the interfaces’ cognitive demands coupled with fractured narratives. A study was carried out to determine readers’ responses to various interactive fictions so as to gauge which factors affect the readers’ experiences, and guidelines are given for writers to improve their interactive fictions.

I used the EBSCO Discovery Service through NYU Library’s website to find my sources and I limited my search to scholarly peer-reviewed journals. My search terms included “storytelling history”, “storytelling memory”, “storytelling in education”, and “digital storytelling”. I consider all of my sources relevant as they all pertain to the effects of storytelling and/or technology on peoples’ learning and memory, from different aspects and angles. This can be inferred from my annotations.

Existing projects relevant to my work

Whilst writing my capstone proposal, I listed existing works/projects relevant to my capstone and already annotated them. The list is as follows and at the end I have included a couple of new examples I’ve found since then.

Over the Hills and Far Away is a visual novel I found because WarGirl Games created it using the visual novel engine Ren’Py, which is what I plan to use as well. I think it’s a fairly good source for me to use because it is also a short novel, like my project will be, and seems to have a darker theme to it as well. Unlike a number of popular visual novels, it is more historical and realistic, as opposed to being based in a strictly fantasy world.

Analogue: A Hate Story was recommended to me by a friend, and happens to have also been made using Ren’Py. It was created independently by Christine Love – although the artwork was by someone else, which gives me some motivation that working on this project myself is quite possible. Furthermore, the visual novel has darker, emotional themes, which is something I’m going for, myself.

Fate/stay night is one of the most popular visual novels out there. This one has 3 different storylines, which may not be something that I’m willing to do myself yet, but I think it would be wise to look into such a successful visual novel to see what made it so special that there is an anime based off of it, as well as a manga, a light novel, and video games. Apparently it’s so good you can’t stop reading it.

Knite is a graphic novel by artist Yuumei, which I first read on deviantART. While not the same as a visual novel, this was one of my first inspirations to create something like a digital-novel-with-art-and-such myself, and had a great impression on me. It has lovely artwork composition and an interesting story concerning the smog in China. It’s another independent work.

Clannad is another visual novel that’s very popular and successful with manga, light novel, anime, and video game adaptations. I’ve heard about this one a fair few times, and think it might be relevant to what I’d like to create because it seems to deal with individual problems, with an emotional story. Although it’s a very long visual novel, it would be beneficial to look into it for the story and any useful pointers.

Steins;Gate has extremely good reviews, some interesting concepts, and is yet another visual novel with a whole arsenal of different media adaptations. Considering that it’s such a well known and liked work, I think it may be useful to compare it with some of the other popular visual novels and see what common factors they have, figure out what makes them so successful, and attempt to use those points as examples for my own work.

Henry Stickmin Series is set of games with stories with various endings depending on the choices you make whilst playing. I found it a good source of inspiration for my visual novella because I had been hesitating incorporating the classic multiple endings; I doubt my skills for writing good plots a fair bit, so it was helpful to find some inspiration. The series, in particular the game Fleeing the Complex has given me ideas.

Can You Escape is also a series of games I discovered on the App Store. The objective is to escape the room you are in through a series of puzzles and hints you can find within the room that eventually lead to a means of getting into the elevator. It has also provided me with inspiration for elements I could incorporate in my own project.

Sarabi: Capstone- Annotated Bibliography

This is not an exhaustive list, this is merely the reading I managed to complete in time for this assignment.

Paper: Discuss the meaning an audience projects onto a work of art. (4000-5000 words/16+ pages)

  • Andersen, Lydia. “Shock Factor: Controversial Art throughout History.” The White Cube Diaries. Lydia Anderson, 30 Jan. 2016. Web. 14 Jan. 2017.
    1. Link:
    2. Relevance: This blog post provides a few examples of controversial works of art throughout history and explains the troubles surrounding them. Much of the art I will choose to analyze in my paper will come from this blog post. I have selected this particular blog because the author has a BFA in Painting and Art History, which makes her a reliable source. I have also briefly consulted other websites in an attempt to find a more diverse range of controversial art, but most of what I found pointed back to the art on White Cube Diaries. In the end, the narrow selection of European and American art will create a more focused paper.
    3. Search terms: “controversial art” in history
    4. Source Type: Relevant blog or other online publication
  • Berger, John, Sven Blomberg, Chris Fox, Michael Dibb, and Richard Hollis. Ways of Seeing. London, England: British Broadcasting Corporation and Penguin, 1973. Print.
    1. Link:   
    2. Relevance: Ways of Seeing is an anthology of several interpretive art essays dealing with different aspects of European art and the relationships between art, the artist, and the spectator. The first essay in particular provides a liaison between Benjamin’s ideas regarding the reproduction of art and Kant’s philosophy on “judgement.” Ways of Seeing basically echoes the conclusions I have come to and the claims I plan to make. I’m listing the book because more evidence is usually better.
    3. Search terms: N/A (Found by browsing the library’s art section in-person)
    4. Source Type: Book or longer scholarly work
  • Burnham, Douglas. “Immanuel Kant: Aesthetics.” Internet Encyclopedia of Philosophy. Web. 11 Jan. 2017.
    1. Link:
    2. Relevance: This summary of Kant’s work makes it more accessible to me. I will be reading selected portions of the original work as well, but the summary and brief analysis will help me either confirm my trains of thought, or engage with the differing analysis. Essentially, I want to come closer to determining why we make the decisions that we make when it comes to beauty, and use that to determine what this means for the audience.
    3. Search terms: Kant, aesthetics
    4. Source type: Book or longer scholarly work
  • Kant, Immanuel. “’Observations on the Beautiful and Sublime (1764)’ and ‘Remarks in Observations of the Feeling of Beautiful and Sublime (1764-1765)’.” Immanuel Kant: Observations on the Feeling of the Beautiful and Sublime and Other Writings. Ed. Patrick R. Frierson and Paul Guyer. Cambridge: Cambridge UP, 2011. 11-204. Print. I have cited two chapters here, but for concision, I have combined them into a single citation. “Observations on the Feeling of the Beautiful and Sublime” runs from page 11-64, while “Remarks” runs from page 65-204.
    1. Link: n/a
    2. Relevance: Kant’s philosophy makes up the bulk of the basis of my assumptions, but I still have not finished reading the entire work in it’s whole, original (translated) form. Doing so will help me verify whether or not Kant is the appropriate philosopher. I will be comparing his philosophy with that of Burke.
    3. Search terms: kant, aesthetics, sublime
    4. Source type: book or longer scholarly work
  • Preziosi, Donald, and Claire J. Farago. Art Is Not What You Think It Is. Chichester, West Sussex: Wiley-Blackwell, 2012. Print
    1. Link:
    2. Relevance: Preziosi and Farago discuss art not as a “thing” but as a construct, which furthers my argument that controversy reflects not the art itself, but the viewers. They also bring up a comparison between art and religion. The authors and I come to different conclusions, but their ideas are interesting to engage with nonetheless.
    3. Search terms: Art, Theory, Audience
    4. Source type: Book or longer scholarly work
  • Smart, Alastair. “Tracey Emin’s Bed Is Now Exactly Where It Belongs.” The Telegraph. Telegraph Media Group, 30 Mar. 2015. Web. 14 Jan. 2017.
    1. Link:
    2. Relevance: This article discuss how the nature of controversy changes over time, with a particular focus on Tracey Emin’s “My Bed.” The concept of “cultural icon” is introduced here, and I will use the concept as a barometer with which to test the potency of my selected controversial works of art.  
    3. Search terms: “Controversial art”, “bed” “tracey emin”
    4. Source type: Relevant blog or other online publication
    1. Link:
    2. Relevance: I will grapple with Harvey’s work both in my essay and in my project. For the essay, I’m delving deeper into the meaning of the work and crowd reaction, and comparing it to other pieces.
    3. Search terms: “Marcus Harvey”, Myra
    4. Source Type: long-form journalism, journal piece, or essay


Project: Recreate Marcus Harvey’s “Myra” and/or “Maggie” in a web environment.

  • Geary, David M. Core HTML5 Canvas: Graphics, Animation, and Game Development. Upper Saddle River, NJ: Prentice Hall, 2012. Print.
  1. Link: n/a
  2. Relevance: Because I will be using the a browser to create interaction, I need to learn the types of interactions I can create and the types of things I can draw. This thick volume provides just that support. I understand information better when it is presented in print; though there are plenty of HTML5 guides on the internet, I have a hard time retaining what I’ve learned unless I’ve read it in a physical book.
  3. Search terms: n/a (found by browsing the library)
  4. Source type: book or longer scholarly work


  • Hattenstone, Simon. “Myra, Margaret and Me.” The Guardian. Guardian News and Media, 20 Feb. 2009. Web. 15 Jan. 2017.
  1. Link:
  2. Relevance: For my project, I will be focusing on Harvey’s work. In order to do it justice, I have conducted preliminary research about the artist’s work and his life. I’m trying to understand the author’s intentions behind the work, and I would like to do them justice while also recreating some of the uncomfortable feelings his audience felt towards his art. This is an interview with the artist.
  3. Search terms: “Marcus Harvey”, Myra
  4. Source type: relevant blog or online publication
  • Interactive, Neave. “Neave Interactive.” Neave Interactive. N.p., n.d. Web. 15 Jan. 2017.
    1. Link:
    2. Relevance: A site that hosts a bunch of interactive website. Most of the interaction is rather unimpressive from a user standpoint, though from a coding standpoint I’m sure some of it is quite advanced. My favorite is the bouncy ball site, which allows you to set parameters then control the bounce of the balls using your voice (you speak into the microphone).
    3. Search terms: best interactive websites
    4. source type: game or interactive environment
  • “DAN RYCKERT DOT EU.” DAN RYCKERT DOT EU. N.p., n.d. Web. 15 Jan. 2017.
    1. Link:
    2. Relevance: By far the weirdest source on the list, this website hosts a number of user interactions, but I can’t exactly figure out the point of the website. It’s based on the children’s show “Boobahs.” The show gave me nightmares as a kid, I’m glad the effect has worn off. This psycho-trippy website is fun to mess with, but eventually it gets boring because I can’t figure out the point. The site is simultaneously an example of the types of things I can do with the internet (in terms of colors and animations) and what not to do in terms of user interaction (pointless interactions can be fun, but there needs to be a balance).
    3. Search terms: best interactive websites
    4. Source type: game or interactive environment
  • Nixon, Robin. JavaScript: 20 Lessons to Successful Web Development. New York: McGraw-Hill Education, 2015. Print.
    1. Link: n/a (library book)
    2. Relevance: This book is helpful for helping me refresh my knowledge of JS syntax. It’s a brief, basic book, but it ensures I will have a firm foundation with which to begin creating more advanced interactions in the browser.
    3. Search terms: n/a (found the book by browsing the stacks)
    4. Source type: Book or longer scholarly work


  • Portmann, Emily. “Marcus Harvey.” HSC Visual Art Resources. HSC Visual Art Resources, 10 July 2012. Web. 16 Jan. 2017.
  1. Link:
  2. Relevance: For my project, I will be focusing on Harvey’s work. In order to do it justice, I have conducted preliminary research about the artist’s work and his life. I’m trying to understand the author’s intentions behind the work, and I would like to do them justice while also recreating some of the uncomfortable feelings his audience felt towards his art.
  3. Search terms: “Marcus Harvey”, Maggie
  4. Source type: relevant blog or online publication

Updated Capstone Proposal + Annotated Bibliography

Naomi Y Losman

Jan. 15, 2017


A) What I’m going to make:

After considerable reflection regarding my project idea, I have decided to change angles a bit. Initially I had planned to make an animated story using Augmented Reality that would guide the viewer through the city of Shanghai. However, after further research into the work I would have to do to create this experience, I realized that it is not feasible to create such a thing in so short a time, because I would have to model, rig and animate my characters in Maya, then import that work into Unity Vuforia, then create a mobile app connected to GPS in order to get the entire thing working. This is not a job that one person can do in four months.

Instead I have decided to create an illustrated children’s book of about 10 pages which includes AR interactive components. The book will come to life for the reader as they scan the indicated keys on the pages. When this is done, animations will rise out of the book for the reader, allowing them to interact with the world of the book. These animations will be created in either photoshop, as 2d animated pieces, or in Maya as 3D animations, based on time frame. The scanning of the book keys will be accomplished using Unity Vuforia.


B) Relevant Existing Projects:


  • iExplore Series by Digital Magic


Carlton Books & Digital Magic, May 2013, London

Carlton books has been release educational AR books for kids with the help of Digital Magic since 2013. Using the free mobile app, readers can play with 3d models of animals, the solar system, mars rovers and much more. These books do not tell stories, but instead promote learning by allowing children a more tangible, interactive example of the things they are reading about. This was the first AR book example I came across and semester to be the most popular out today, as the company has continued to release new content for the last few years. I wish to follow their example in creating something fun for kids to play with, but I would like to make something more imaginative and less predictable than what is essentially a digitally controlled race car.


  • Penguin English Library Classics


Zappar, May 2012, London

Back in 2012 Penguin books partnered with Zappar to add augmented reality components to some of the novels in their Classic Books collection. They added a series of text animations and audio clips to the existing stories. However, clearly this manner of augmenting stories has not caught on much, as similar things have not arisen in the following years. I believe this is because the augmentations were too gimmicky. They did not naturally meld into the stories and were more of a cheap passing source of amusement. I intent to learn from this mistake and create augmentations to my story that truly enhance the readers’ experience.


  • The Fantastic Flying Books of Mister Morris Lessmore


Book by William Joyce/ app by Gizmo, June 19, 2012, New York

This is successful example of an augmented children’s book it does not require an entire gaming console, and it really draws the reader further into the story using the augmentations. The augments in the books, created using a mobile app that can be used while reading, enhance the story by forcing the reader to interact with illustrations in order to continue the narrative. The app and book are both based on an animated short film, which was released a year earlier. This fact probably made the creation of the augmented app significantly easier, as models and rigs had already been build for the film. I intent to use this project as an aspirational model for my own story and augments.


  • Good Night, Lad


Bradley C. Grimm, May 1, 2015, USA

This is another very successful AR book because it allows children to play a lot with how the story is told. The app is also incredibly well designed; it allows the user to navigate smoothly around the book, change the character’s clothing, choose whether to read alone or be read the story and has hidden items for the reader to find. The books is extremely engaging and fun to use. This books is another example of what I would like to strive for with my own project. I would like to use the app to further engage the read just as this app has done so. In terms of merging the AR and reading experiences, I find Good Night, Lad, to be the most successful effort currently on the market.


  • Crayola Color Alive


Daqri, July 8, 2016, Los Angeles

Last summer Crayola released a special augmented reality coloring book and app that allowed children to create 4d digital representations of the pictures they colored in the book. Once a drawing has been filled in, the book page and crayons used can then be scanned using the app, then the user can see a the drawing reacting to the crayons used, and even press a 4d button to see a model of their creation just as colored in the book. This is perhaps the most creative use of AR in children’s books I have found. It both promotes creativity and allows the child to interact digital with their creations. I plan to use this project as a reference for the kind of creativity I want to put into my own project. I would also like to encourage children to use their imaginations, and see how technology can feed their creativity, as this app has done.


  • Wonderbook’s Book of Spells


SCE London Studio, released 13 November 2012, London

This is an interactive book/video game for the Playstation 3 that allows the reader to move through the contents as their own character. The is based on an ancient spell book written by Miranda Goshawk, and the story was developed for the game by Harry Potter author JK Rowling. The book use the eye camera and “wand” of the PS3 to create a wizarding experience for the reader. This game was the inspiration for a prior project of mine that follows a similar topic. Book of Spells is also a gaming/reading experience to aspire to with my own content, although of course due to time and the fact the I will be working alone, my project will be significantly simpler.


  • Harry Potter Novel Augmentation


Casey Judge & Naomi Losman, May 2016, New York

This is a group project I created last spring in my Augmented Reality Studio course while studying at NYU Tandon. The concept was based on Book of Spells; we wanted to bring the interactivity of game and bring it into the reading experience of the original Harry Potter novels. We sought to enhance parts of the story that would otherwise be difficult to visualize for the readers, such as the singing of songs. Unfortunately, due to time constraints the project is not as polished as we might have liked. I intend to use this project as an example for my Capstone project, as a guide for what does and does not work when augmenting a story.


C) What I’m going to write:

For the written portion of my Capstone, I would like to explore the relationship between animation and art. In today’s world, animation is often overlooked as an artform, both by gallery based fine artists, and particularly by the film industry. I would like to explore why that is, delving deeper into the matter in order to find a better answer than simply, “animation is for kids.” I want to look into why it is that Hollywood insists on wrongly naming animation a genre, instead of the unique, extremely versatile artform it is.

I intend to write from the perspective of an experienced animator, as well as someone who has worked with filmmakers and as a fine artist. I believe that due to my nuanced experience with all three sides of the issue, as well as my well-rounded knowledge of the history of animation and various means of animation production, I can argue that animation is in fact among the strongest art forms in the world. I intend to do search on the perspectives of all sides in order to prove this thesis.

Note: Here ‘animation’ refers to character animation


D) Texts Relevant to My Work:


  • ‘The Animation Manifesto’ by Paul Wells, Nov. 16, 2016  (peer-reviewed)

In this article, Paul Wells, a director of the Animation Academy in London, discusses the lack of recognition animation receives an an artform on its own. He talks about the fact that animation is often praised for its process work, i.e the drawings done for concept art, the narrative, but seldom for the animating, the actual movement and the work of the animators themselves. I intend to use this article to support my point because Wells, like me, feels that animation does not receive enough artistic recognition.


  • ‘The Effects of Animation of the Socialization of 5-6 Year Old Chinese Children — Finding Dory’ by Jing Huang, Oct. 2016   (peer-reviewed)

This article explores the role animation plays in the development of children. It addresses the importance of animation in the lives of young people (and adults) the world over, and then uses the reactions of children in China to provide examples of what kids take away from animation. This article suggests that animation plays a vital role in how children learn and grow. I plan to use this article to show that animation in an extremely important artform because it is so influential to how all people grow up. Animation is among the few artform that play major role in raising children.


  • ‘Motion Painting: “Abstract” Animation as an Artform’  by Lorettann Devlin Gascard, 1986  (peer-reviewed)

This article addresses the methodology and validity of abstract animation as an artform. It also looks into what sets animated arts apart from more traditional mediums and how the motion it offers can affect the viewing experience. I intend to use this article as a means of establishing how the fine arts world looks at animation, and to talk about what sets ‘fine arts animation’ (often called experimental animation) apart from character animation. I want to impress that though character animation is focused more on conventional narrative than shock-factor, it is still an artform.


  • Animation: The Whole Story by Howard Beckerman, Feb. 28, 2012

In this book legendary animator Howard Beckerman recollects his experiences working in the animation industry. He discusses the animation process, and the artistry of the medium. Beckerman goes into vivid detail when addresses every part of making an animation, going over everything from concept art to soundtrack. I intend to use this book to demonstrate the variability and depth of animation.


  • Understanding Animation by Paul Wells, June 26, 1998

In this book Paul Wells, animation theorist and historian discusses the details, and technical theory and process. The book also delves into the issues of animations public perception and art status. I plan to use this book to further argue my point that animation is an under-appreciated artform.


  • ‘The Problem with Animation and the Academy’ by Stephen Erlandsen,


Feb. 24, 2015

This blogpost written by an art student at Fresno State University. In the post he discusses the biases of the Academy regarding animation, how animated films are always treated as a genre, instead of a medium of storytelling and artform in and of itself. I plan to use this post as a source to indicate the manner in which the film industry addresses the animation industry.


  • ‘Definitive Proof That Academy Voters Are Ignorant About Animation’ by Amid Amidi, March 2, 2014

This is a brief article that shows the relationship that Hollywood has with animation. Animation is often completely overlooked by ‘serious’ folks in Hollywood as a ‘genre’ for children and waste of time. The behaviors of the interviewed Academy voters, which are shown in the article, prove this fact. I intend to use this as a source to show Hollywood’s attitude towards animation.


  • Waking Sleeping Beauty Directed by Don Han, Sept. 9, 2009

This is a documentary about the Walt Disney Animation Studio’s journey into the ‘Disney Renaissance’, spanning from the 1970s into the 1990s. The film depicts how the company came to enjoy the booming popularity it gained in the 1990s, rising from the ashes of Walt Disney’s death and the loss of the Nine Old Men, Walt’s trusted team of animators. The film is a kind of team-based coming of age story, showing how the new wave of young animators found their own voices and style of storytelling in animation. This documentary beautifully depicts the nuances and complexity of the animation process. I intend to use it as source to site just how complicated the process is.


  • Life, Animated Directed by Roger William, October 11, 2016

This is a documentary that focuses more on the viewer than on animation itself. This film tells the story of Owen, a boy with autism who learns to relate to the world around him through Disney animated films. I want to use this documentary as a source to describe the importance of animation and its unique virtues as an artform. I plan to use it to support my point that animation is a superior artform because it is transcendent of the high-mindedness of other artforms. It plays a much more important role in our lives because it touches us at such an early time.


  • Quote by Brad Bird (Major Director in Animation Industry), 1997

Here Brad Bird complains about the manner in which animation is viewed by the film industry. I plan to use his quote to show how animators feel about their field and Hollywood at large. Animators are so marginalized and underappreciated in the world of cinema that even the industry’s biggest names can feel it.