User:KKillion0803/sandbox

From Dr. Hildebrandt: This is great, Kennedy! You are making great progress with this.

[SA#17] Analyzing a Stub Article

1.) The stub I chose in on the Animation technique of Smear Frames (Smear frames - Wikipedia). I chose this article as I have an interest in animation and some knowledge on what smear frames are. Also, the article itself left a bit of lead on how it can be improved by stating that smear frames began to be used in the 40s, but did not elaborate on who popularized them and how they affect the animation production process. So, if there are sources out there that can help answer those questions or give incite on them, I believe I have a jumping off point for my research on the topic.

2.) I know that this page is a stub as it was under the list of Wikipedia stubs and it is incredibly short with only about three sentences of information and only one cited source.

3.) Some underdeveloped parts of this article are the history and definition of the technique, how it is used and/or critiqued in the modern day, and how it compares or is used in tandem with other techniques such as inbetweening and motion blur (which are navigation links in the article). Since the article mentions its use since the 40s, that is a very easy line of research to follow and expand on. One can look into what smear frames are, who invented or popularized smear frames, what films or projects it was first present in, and how smear frames developed as technique despite the presences of other motion techniques. As far critique, that would help make the article have a neutral tone as some may not prefer smear frames over other motion techniques and I know of at least one source (though likely not appropriate for Wikipedia) that critiques the distortion of art style that smear frames require, so it may be something to look into even if the information might not be viable for the article. The development of smear frames and their use in film could go hand in hand as, typically, popular styles of film and animation become so after being exposed to the public and being well received, so a look into what films helped popularize the technique would add depth to the article.

4.) There is only one reference in this article and the link to the source's IBN number does work. It does not pull up anything with Google Books, but Amazon and Open Library direct to physical copies of the source. On Amazon it has almost 5 stars but with only 3 reviews while Open Library has no ratings on it and it has had no interest in it in the current year. On that note, the source is-by now- 13 years out of date, which could be a concern as animation techniques like smear frames have evolved over time and might now have a greater, more nuanced definition and understanding of them.

5.) When compared to Inbetweening (a navigation link within this article), this article lacks majorly in sub-headings that could discuss its use in the animation industry and with certain frame rates. Where Inbetweening has a subheading on traditional animation, digital animation, and frame frequency, Smear frames has no sub-headings at all, just a Lead, a See Also, and a bibliography. On the topic of the bibliography, Inbetweening has nearly 10x the number of references (9 to this articles' 1) of which one of them is an animator's "bible"; highly referenced even in modern day teachings of animation.

[SA # 18] Article Candidates

1.) Smear frames (Smear frames - Wikipedia)

2.) SAMG Entertainment (SAMG Entertainment - Wikipedia)

3.) Sound Test (Sound test - Wikipedia)

4.) [Start-Class] Thumbelina (1994 film)- (Thumbelina (1994 film) - Wikipedia) [SA #19] Analyzing a stub and (trying) to find an Academic source

1.) Stub: Background artist (in Animation)

2.) The guides that might best connect with this topic are the Cultural Anthropology and Art History guides. Styles of animation and art are largely influenced by the culture they come from, therefore, cultural anthropology-which wants editors to focus on the historical, societal, and cultural factors of a topic- is an appropriate place to discuss the role and permeance of background artists. For art history, there are guidelines on how to discuss both the art and the artists themselves, which is pertinent information to have on a topic such as this.

3.) Compared to the guides most related, the stub is missing sections on the history of background artists, well-known background artists, the differences in the approach to background art based on society and/or culture, visual analysis of prominent or easily identifiable background artists' art, and references (there is currently only one source). When compared to a more fleshed out article, like Inbetweening, the same criticisms apply. Inbetweening has sections dedicated to what the technique is and how it applies in both 2D and 3D animation as well as a brief blurb on its emergence in history. Inbetweening also mentions two important Inbetweeners in history and has 9 sources compared to Background artist's one.

4.) Despite an hour-long search, I could not find any articles that actually discussed or even mentioned the role of a background artist nor name any prominent ones through the Academic search systems. I did find an article discussing Hayao Miyazaki's detail-oriented work ethic which has passing mentions of the background art in Studio Ghibli films, but the article itself does not talk about background artists nor their role in the production of Ghibli films. I'll likely have to do research and find sources outside of the academic databases for all of the stubs I've chosen seem to not turn up any results. I believe that could be because animation-in academic review journals and even periodicals- is always looked at as the whole or focuses on the more labor-intensive character drawings, and most publications in the academic databases are critically analyzing the subtle themes of animated films rather than critiquing the actual art and production of a film.

(Citation) Alpert, Steve. “Discovering Miyazaki’s Attention to Details.” Animation, vol. 34, no. 5, May 2020, p. 6. EBSCOhost, https://search-ebscohost-com.libproxy.siue.edu/login.aspx?direct=true&db=aft&AN=143071542&site=ehost-live&scope=site.

[SA #20] Citations for Stub #1: Smear frames

1.) Drury, Matthew R., "Creating 3D Smear Frames for Animation" (2016). Undergraduate Honors Theses. Paper 348. https://dc.etsu.edu/ honors/348

2.) Lendenfeld, Christoph, "Smearframes in Video Games." Masterabeit Digital Arts in Hagenberg. September 2018. https://these.fh-hagenberg.at/system/files/pdf/Lendenfeld18.pdf

[SA #21] Citations for Another Stub: SAMG Entertainment

1.) Content, Partner. “South Korean Animators Aim to Contribute to the Region’s Global Successes.” Variety, 23 Feb. 2022, https://variety.com/2022/biz/news/south-korean-animators-aim-to-contribute-to-the-regions-successes-1235184407/.

2.) SAMG Animation Company Profile: Valuation & Investors | PitchBook. https://pitchbook.com/profiles/company/471237-76 . Accessed 22 June 2022.

3.) Samg Entertainment - Headquarter Locations, Products, Competitors, Financials, Employees. https://www.cbinsights.com/company/samg-entertainment . Accessed 22 June 2022.