The History of Animation

This post offers a summary of the history of animation and its different approaches and forms. What some call the earliest attempts at animation date back all the way to Grecian pottery, for its sequential drawings of movement and expressions, similar to single frames of a video. However, tools capable of actually producing what can be considered moving images did not exist until 1603, with the invention of the magic lantern. (cf. Masterclass 2021)

The Magic Lantern is believed to have been invented by Christiaan Huygens. Its use of candlelight in combination with illustrations on glass sheets made it the earliest form of a slide projector. These glass sheets were moved individually to project the first moving images. (cf. Magic Lantern Society)

Figure 1: A magic lantern

The Thaumatrope, introduced in the 18th century, was a disk with a picture on either side, held by two strings. Twirling and releasing these strings would spin the disk, showing what looked like both sides combined, caused by the phenomenon of persistence of vision. (cf. Masterclass 2021)

Figure 2: A Thaumatrope

What is considered one of the first commercially successful devices is the Phenakistoscope, invented in 1832. It consisted of a flat painted cardboard disk that created the illusion of movement when spun (cf. Kehr, 2022), much like the sequential drawings of the aforementioned Grecian pottery.

Figure 3: A Phenakistoscope

The Zoetrope was the successor of the Phenakistoscope. It was based on the same principle as its predecessor, however it now came in cylindrical shape with small slits to look through, allowing multiple users to enjoy it at the same time. (cf. Masterclass 2021)

Figure 4: A Zoetrope

A different approach was taken with the Kineograph from 1868. It is also known as the flipbook, as it is a small book of again, sequential drawings, each page adding to movement of the previous one. Flipping through the pages quickly then resulted in a small animated scene. (cf. Masterclass 2021)

Figure 5: A Kineograph

In 1876, the Zoetrope was improved upon again with the invention of the Praxinoscope. Émile Reynaud replaced the narrow slits with a mirror construction, allowing for a clearer and easier viewing experience by projecting it before an audience. (cf. Kehr, 2022)

Figure 6: A Praxinoscope

All these early methods of animation even predate cinematography and film. Animation as we commonly understand it today is however intertwined with video. Although a clear first animated film ever is hard to establish and opinions differ, Émile Reynaud’s Pauvre Pierrot from 1892 is a good contender. It was the first to use a picture roll of only hand painted images instead of photographs. (cf. Masterclass 2021) Others that can lay claim to this title are J. Stuart Blackton with Humurous Phases of Funny Faces in 1906 or Émile Cohl with the creation of his animated protagonist in Fantasmagorie in 1908. (cf. Pallant 2011: 14)

Figure 7: A frame of Pauvre Pierrot

The basic principles established by these first works would then be built and improved upon in the upcoming years. Character animation was taken to a new level by Winsor McCay’s Gertie the Dinosaur in 1914, while John Randolph Bray released what is believe to be the first commercial cartoon in 1913 with Colonel Heeza Liar in Africa. This release was also the reason for the first cartoon serialisation. Not only series such as Felix the Cat (1919) profited from this established idea of a series of cartoons, but also Disney with its early works such as Mickey Mouse (1928) and the Silly Symphonies (1929) benefitted greatly from this. (cf. Pallant 2011: 14f)

Figure 8: A frame of Gertie the Dinosaur

A few years later Disney produced the first full-length animated feature film with Snow White and the Seven Dwarfs (1937). It used traditional animation on a piece of transparent celluloid: Cel animation. This enabled artists to transfer parts between frames that were not moving. This greatly reduced the time of production, since every new frame did not have to be drawn from scratch, allowing background and other parts to be reused. (cf. Masterclass 2021)

Around the same time, people began to experiment with animated computer graphics. Using custom devices and mathematics, John Whitney Sr. was able to produce precise lines and shapes on screen. This eventually led to him animating the opening sequence for the 1958 film Vertigo, making it arguably the first to use computer animation. (cf. Masterclass 2021)

Figure 9: The opening visuals for Vertigo (1958)

In 1972, Edwin Catmull was only a student at the University of Utah when he created the world’s first 3D rendered film with his colleague Frederic Parke. It was constructed by scanning a mould of Edwin’s hand. This data was then traced by an analogue computer. (cf. HistoryOfInformation) Edwin would then continue to expand his knowledge and found Pixar Animation Studios. With Pixar, he released the first fully computer animated full-length film with Toy Story (1995) (cf. Kehr, 2022) This has fully paved the way for computer generated graphics to expand and continue to develop until today.

Sources

(1) Masterclass (2021): A Guide to the History of Animation [online] https://www.masterclass.com/articles/a-guide-to-the-history-of-animation [accessed on 13.01.2023]

(2) Magic Lantern Society (n.d.): About Magic Lanterns [online] https://www.magiclanternsociety.org/about-magic-lanterns/ [accessed on 13.01.2023]

(3) Kehr, Dave [Britannica] (2022): Animation [online] https://www.britannica.com/art/animation [accessed on 13.01.2023]

(4) Pallant, Chris (2011): Demystifying Disney: A History of Disney Feature Animation, New York, USA: Continuum

(5) HistoryOfInformation (n.d.): The First 3D Rendered Movie [online] https://www.historyofinformation.com/detail.php?entryid=4015 [accessed on 13.01.2023]

Figure Sources

Figure 1: Magic Lantern Society [n.d.]: Lantern Types [online] https://www.magiclanternsociety.org/about-magic-lanterns/lantern-types/ [accessed on 14.01.2023]

Figure 2: Musa, Sajid/Rushan Ziatdinov/Carol Griffiths (2013): Introduction to computer animation and its possible educational applications: 177

Figure 3: Phenakistoscope (n.d): Phenakistoscope [online] https://commons.wikimedia.org/wiki/File:Phenakistoscope_3g07690u.jpg [accessed on 14.01.2023]

Figure 4: Zoetrope (n.d): Zoetrope [online] https://commons.wikimedia.org/wiki/File:Zoetrope.jpg [accessed on 14.01.2023]

Figure 5: Kineograph (n.d): Kineograph [online] https://commons.wikimedia.org/wiki/File:Linnet_kineograph_1886.jpg [accessed on 14.01.2023]

Figure 6: Praxinoscope (n.d): Praxinoscope [online] https://commons.wikimedia.org/wiki/File:Lanature1882_praxinoscope_projection_reynaud.png [accessed on 14.01.2023]

Figure 7: Pauvre Pierrot (n.d): Pauvre Pierrot [online] https://commons.wikimedia.org/wiki/File:Pauvre_Pierrot.png [accessed on 14.01.2023]

Figure 7: Gertie the Dinosaur (n.d): Gertie the Dinosaur [online] https://commons.wikimedia.org/wiki/File:Gertie_the_Dinosaur_(retouched_frame).jpg [accessed on 14.01.2023]

Figure 8: Bernard Hermann (2021): Promotional Tweet [online] https://twitter.com/HerrmannMovie/status/1408907170029182976/photo/1 [accessed on 14.01.2023]

State of the Art(ificial intelligence) 2: 3D applications

As of recent, a remarkable barrier has been broken in the world of AI generated artwork: that of the third dimension. Many big players are researching and contributing to this field such as OpenAI, NVIDIA and Google. The models that are currently on the forefront of technical development are already creating promising results but overall seem to still be ever so slightly sub par production levels of quality. However, since AI and ML has been one of the fastest developing technical branches of the recent years, it’s only a matter of time until the models are viable in productions of ever-increasing levels of quality.

Imagine 3D

Luma AI has recently granted limited access to the alpha version of their own text to 3D AI, which both creates 3D meshes as well as textures them.

The results look somewhat promising, though upon closer inspection one may notice that the polygon count of the generated models which you can download from their website is quite high while the model itself does not appear to be highly detailed, resembling the results of 3D scans or photogrammetry.

This factor is definitely limiting, however, since photogrammetry and 3D scans have become a common 3D modelling technique in the last few years, there are established ways of cleaning up the results. Bearing in mind that this is the first alpha version of the AI one see great potential in Imagine 3D.

Point-E

As briefly mentioned in my last post, Point-E comes from the same company that created the GPT models as well as the DALL-E versions, OpenAI. Point-E works similarly to DALL-E 2 in that it understands text with the help of GPT-3 and then generates art. The main difference of course being that Point-E works in 3D space. Currently, Point-E creates what you call point clouds rather than meshes, meaning it creates a 3D array of points in space that resemble the text prompt most closely.

Point-E does not generate textures since point clouds don’t support those, however it assigns a color value to each of those points and OpenAI also offers a point cloud to 3D mesh model that lets users convert their point clouds to meshes.

The left set of images are the colored point clouds with their representative converted 3D mesh counterparts on the right.

Access to Point-E is limited at the moment, with OpenAI releasing the code on github but not providing users with an interface to use the AI. However, a member of the community has created an environment for users to try out Point-E on huggingface.co.

DreamFusion

Google’s research branch has recently released a paper on their own text to 3D model, DreamFusion. It is based on a diffusion model similar to Stable Diffusion and is capable of generating high-quality 3D meshes that are reportedly optimised enough for production use, but I would need to do more extensive research on that end.

At the moment, DreamFusion seems to be one of the best at understanding qualities and concepts and applying them in 3D space, courtesy of an extensively trained neural network, much like 2D models like DALL-E 2 and Stable Diffusion.

Source: DreamFusion: Text-to-3D using 2D Diffusion, Ben Poole, Ajay Jain, Jonathan T. Barron, Ben Mildenhall, 2022

Get3D

Developed by NVIDIA, Get3D represents a major leap forward for text to 3D AI. It too is based on a diffusion model, only that it works in 3D space. It creates high quality meshes as well as textures and offers a set of unique features that, while in early stages of development, show incredible potential of the AI’s use cases and levels of sophistication.

Disentanglement between geometry and texture

As mentioned previously, Get3D generates meshes as well as textures. What makes Get3D unique is its ability to disconnect one from the other. As one can see in the video below, Get3D is able to apply a multitude of textures to the same model and vice versa. 

Latent Code Interpolation

One of the most limiting factors and time consuming procedures of 3D asset creating is that of variety. Modelling a single object can be optimised to a certain extent, however, in productions such as video games and films, producing x versions of the same object will, per definition, take x times longer and therefore become more expensive very fast.

Get3D features latent code interpolation, which is a way of describing that the AI understands the generated 3D meshes exceptionally well and is able to smoothly interpolate between multiple versions of the same models. This kind of interpolation is anything but revolutionary, however the implementation of an AI using it to its fullest potential is nothing short of impressive and shows a tremendous level of the AI’s understanding of what it is it is creating.

Text-guided Shape Generation

As text to 3D models are in their infancy at the moment, one of the most challenging tasks is creating stylised results of generic objects, something the 2D text to image models are already excelling at. This means that generating a car is a relatively easy task for an AI, but adding properties such as art styles, looks and qualities gets complex quickly. At the moment, Get3D is one of the most promising models when it comes to this particular challenge, only being outclassed by Google’s DreamFusion, but that is all a matter of personal opinion.

Source: GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images, Jun Gao, Tianchang Shen, Zian Wang, Wenzheng Chen, Kangxue Yin, Daiqing Li, Or Litany, Zan Gojcic, Sanja Fidler, 2022

The richest are both the problem and the solution

As I have gotten more into the topic of the sustainability of fashion, I have found some interesting reports with different takes. This and the next blogpost will summarize and highlight some of the most important finds of two reports. I will also mention how I can use these finds further on.

“Unfit, Unfair, Unfashionable” by Hot or Cool

Hot or Cool’s report “Unfit, Unfair, Unfashionable” showes the divide in consumption between high and low income countries and people. They found that “the richest 20% in the UK emit 83% above the 1.5-target.” At the same time, “74% of people in Indonesia live below sufficiency consumption levels of fashion.” On average the fashion footprint need to be reduced by 2030 by 60% among the high income countries of G20, 40% by the upper-middle income countries while the low income countries are already below the 1.5-degree limit. This divide between high and low income is both clear between countries and within countries.

Within a representative sampling of G20 countries they found that the lowest and second to lowest income quintile is responsible for respectively 6-11% and 10-13%. The second to highest and highest on the other hand is responsible for respectively 24-26% and 36-42%. In simpler words: “On average, the fashion consumption of the richest 20% causes 20 times higher emissions than that of the poorest 20%. This ratio varies substantially across countries, following levels of income inequality.” This debunks the idea that the poor is responsible for the emission because they by “cheap” clothes. They often get blamed in discussion about the emissions of fashion, but it is time that the rich scale down on their consumption.

As reducing the number of purchases of new clothes much (respectively 4 and 3 times) more effective than increasing the use time or (what is considered achievable through) decarbonization of the fashion industry, this should be the focus. (https://hotorcool.org/unfit-unfair-unfashionable/)

Consumtion/emission with no action taken and a sufficient scenario
Consumption within countries differs very much relating to income level

In a way this is positive news. Reducing the amount of garments of high income people is a task possible to asses for small companies. This can be done by producing high quality, interesting and lovable pieces that can play many parts in a person’s wardrobe. If we can produce such pieces they can replace the feeling if need of new pieces. The other end, producing lower-emission garments for persons with low income, is a much more complex task. This needs to be assessed by the fast fashion companies and the fashion culture itself. This also needs to be done, but it won’t be as effective as changing the behavior of high income persons.

Another interesting find to consider is that in the UK, Italy and Germany the richest 20% need to reduce their footprint of fashion consumption by respectively 83%, 75% and 75%. However, in the fashion nation France this number is substantially lower, “only” 50% (https://hotorcool.org/unfit-unfair-unfashionable/). This point to the issue that fashion consumption is highly dependent on culture. “French women” is a trademark in fashion, known and praised for using fewer, versatile and timeless pieces instead of indulging in micro and fast trends.

Source:
https://hotorcool.org/unfit-unfair-unfashionable/

Full report:
https://hotorcool.org/wp-content/uploads/2022/12/Hot_or_Cool_1_5_fashion_report_.pdf

NatureCollections: an Approach to Gamification of Nature

NatureCollections is an app I found at the beginning of my research which really got me thinking about the concept of gamification of nature for children. Its approach to gamification is very different from the initial ideas I had and gave me a lot of food for thought.

NatureCollections was developed by a team of researchers at the University of Washington and even received the school’s 2017 Innovation Award. It is aimed towards elementary school children and tried to appeal to kids’ love for collecting things such as stickers, sports cards and shells. The goal is to encourage kids to spend time outdoors and discover their natural surroundings. The app lets children take pictures of nature, and curate their photos in categories such as birds, plants and landscapes. They can share folders with theirs friends and compare their findings. The developers also see this working in a school setting. Teachers can give the children the task of photographing certain things during an excursion to make sure they actually engage with what they are seeing there.

what I like

Sharing the collections with their friends is a good incentive for children to keep engaging with the app and brings out a competitive streak in them. I also like the idea of using the app for school excursions. That way, the children have a task to fulfill and stay focused.

what I don’t like

I don’t believe that simply taking pictures and putting them into a folder is stimulating enough for children to keep using the app. Especially if the app is aimed towards 6-10 year old kids. They will be bored after a very short period of time. They depend on the fact that the motivation comes entirely from the children and that is a big flaw. With a simple app like that, there needs to be another level of motivation and a sense of urgency coming from the app.
Lastly, I think that the entire concept of the app is built on the wrong foundation. Kids love to collect things because they can hold it physically and see them all at the same time. Their findings are prized possessions and a picture on a screen just can’t compare with that.

Sources:

Home

Image design of mobile moving image content

Not only with movies or videos in the cinema, TV or on the computer is the image design a relevant point, but also on the cell phone certain characteristics must be considered so that the recipient likes the content (Giessen, 2016, 93f).

The following results were found in the survey conducted by Giessen:

Image size

Here, attention should be paid to the fact that, in addition to extreme close-ups, few details are to be seen in the image, to be able to grasp the content strikingly and quickly. Furthermore, the objects or faces should be shown in a way that fills the picture and, in the case of landscapes or crowded scenes, care should be taken that they are not too varied (ibid., 97-99).

Cut rhythm

In order not to let the picture stand too long, fast cuts (between three and five seconds) should tend to happen (ibid., 99-101).

Movement

The respondents agree that there should be hardly any movement in cell phone formats, as these are mostly consumed when there is a lot of movement around the recipient (ibid., 101f).

Contrasts

Since videos on cell phones are often consumed in public spaces and at different locations, the contrast should also be designed to be very strong and show a lot of color. The eye is very strained in dark light situations and the differentiation of the image content can also be impaired by the smaller format. Therefore details, structures and textures should be easily recognizable and tend to create a bright light situation (ibid., 102-104).

Format

On the cell phone, the format can be adjusted depending on how the device is held. Many images that are intentionally created in wide format look even smaller and more irritating. This is a reason to change the format to portrait format, in which mainly eye-catching close-ups and strong contrasts are to be used. Unlike the creative possibilities already mentioned, the format change in the moving image represents an extension, because the position of the human eye is ignored, which could result in increased attention (ibid., 104-f).

Film length

On cell phones, users are usually more concentrated to follow the content than in multimedia productions. On average, streaming content should be ten to fifteen minutes long. What still needs to be considered here, is social media consumption, which has not yet been taken into consideration (ibid., 105-107).

Content

Content consumption is very diverse; in addition to private videos of family and friends, music videos, news, sports or erotic content are also popular. In this context, it is important to mention that different content is relevant depending on age. In contrast to moving image productions that are played back with the computer, the chronological, argumentative, evolving content is possible with the cell phone (ibid., 107-110).

Bibliography:

Giessen, Hans W. (2016): Mediengestaltung im Wandel der Technologien – Wie Handys die Videoproduktion verändern. Bd. 1 (2016): Stabilität im Wandel (2016). DOI: https://doi.org/10.17885/heiup.hdjbo.23561.

Colour Psychology: The Science of Colour Pt 3

Colour Harmonies 

Knowing how different colours react to each other is especially important in cinematography since there will always be a multitude of colours, or more precise hues, chromas and values in every single frame. To be able to use this advantageously it is mandatory to understand the interference between those colours, to understand colour harmonies. In the following part of the post, we will discuss colour harmonies and their effect on the audience. 

Monochromatic: 

When we speak of monochromatic images it doesn’t mean that the image is black and white. Monochromatic however means that the colours used originate from the same hue. Matrix is a good example of a film that uses a monochromatic colour scheme. The difference in chroma and value is enough to create tension, drama and a threedimensional image. A Monochromatic look doesn’t aim at realistic colours. It weighs this special look over realistic tones in the skin or the environment

Analogue: 

Analogous means colours bordering the main colour in the colour wheel. For example, the main colour in this scene from children of men is a mix of green and yellow. If you look at the image you will find parts that are green and parts that are yellow. So the colours that are directly adjacent to the main colour in the scene.

Complementary 

Complementary colour harmony is probably the most used in modern film. In complementary harmonies, two hues are used that are direct opposites on the colour wheel. An especially often used colour harmony is teal and orange. But every colour opposites are possible. Complementary colours are often used to make the subject of a scene stand out from the background. For example, the film the fabulous world of Amelie uses the colours green and red to create a contrast between Amelie and her surroundings to underline that she doesn’t fit in in the „normal world“. A complementary colour split doesn’t have to be an exact 50/50 split. 

Split complementary

Split complementary colour harmony is probably one of the harder ones to create in filmmaking since it has to be set up and thought about while shooting the film. It is especially hard to create this look only in post-production. A split complementary harmony is very similar to a normal complementary colour harmony. The only difference is that for the secondary colour, the scene doesn’t use the polar opposite of the main colour but splits up in a Y shape. For example in this scene from terminal the main colour is green. But the secondary colours split up into red and orange.

Colour Psychology: The Science of Colour Pt 2

This knowledge is incredibly important when we look back at our main question. When the goal is to influence the audience and transport emotions it is important to know which colours evoke which response in the audience. But more on that later. 

When we take a closer look at the colour wheel we can see that we not only can separate colours into warm and cold colours but we can also operate each colour in hue chroma and value or as seen in the graphic in hue, tint and shade. Hue is defined as the colour. That means that yellow, yellow-orange, orange, red-orange, red, red purple, purple, blue-purple, blue, blue-green, green, and yellow-green are hues. Chroma is the saturation of the hue. It defines how saturated or dull the colour is. The Value defines how bright the colour is. To better imagine the difference between a high and low brightness of a colour it is best to imagine that colour under the influence of different lights. For example, blue will look very different in the late evening compared to midday.

But why is it important to know how outside factors like the current time influence colours? To answer this it is best to look at some phenomena from the field of perception psychology. Not only the time of day can influence the perception of colours but also neighbouring colours and different backgrounds. Depending on the situation our brain can be tricked into perceiving things differently than they are. Usually, the brain is excellent at decoding the world around us. For example when an object is surrounded. The brain can recognize a familiar object as being a consistent colour regardless of the amount or wavelengths of light reflecting from it. When you look at the cube you can tell that it is a consistent yellow, even though the surface looks green in some parts because of the blue cubes that surround the yellow ones.

This phenomenon is called consistency of colour. In other situations however the brain is tricked. When we look at squares whose colour is identical but are placed on two different backgrounds, we perceive the tone and hue of the square differently. This phenomenon is called simultan contrast. It works the same way with black and white. 

Wie ist Werbung entstanden? – Teil 2 (Industrialisierung bis Nachkriegszeit)

Mit der industriellen Revolution entwickelten sich neue Konsumentenschichten. Im Jahr 1887 erschien ein Buch über „Reklame“, also Werbung im früheren Sinne. Dies besagt, dass eine Reklame „durch Wort, Schrift oder That, Interesse für eine Sache, eine Person, einen Gegenstand oder ein Unternehmen“ erregt und versteht darunter eine „empfehlende Anzeige, bei der im Unterschiede von der einfachen Annonce die Anwendung raffinierter Mittel zur Erweckung des öffentlichen Interesses wesentlich ist“. Zu dem veränderte sich die Werbung aufgrund des Ausbaus des Verkehrswesens und der Voraussetzungen der Marktgröße in gewissen Ländern. Die Folge der zunehmenden Werbeintensität war die Entwicklung von Marken und Markenartikeln, die sich von anderen Produkten oder Herstellern differenzierten. 

Die Presse in den USA war ein Vorreiter ihrer Zeit. Die Auflagen der Printmedien stiegen enorm an. Mit diesem Anstieg gründeten sich auch die ersten Werbeagenturen um als Bindeglied und Vermittler zu fungieren. 

Mitte des 19. Jh. Setzte sich das Plakat als Top-Werbemittel durch. Dies gab es in Formen von Papier und Reklameschildern („Depotschilder“). Um Ordnung in der Platzierung von Werbung im öffentlichen Raum zu schaffen, entwarf Ernst Litfaß die ersten Säulen, an denen offiziell Plakate befestigt werden durften. Nach den Säulen kamen die sogenannten „Sandwitchmänner“ auf den Markt. Hierbei handelt es sich um eine Person, die vorne und hinten je ein Pappschild trägt. 

Hauptmotive der Plakate waren Ankündigungen von diversen Veranstaltungen religiöser oder politischer Art, Kulturelles wie Theater oder Kino und die Bewerbung von Lokalen. 

Ab 1890 war es möglich in Farbe zu drucken. Zusammen mit der Fotografie öffneten sich neue Türen für die Werbung. 

Mit der Jahrhundertwende kam eine neue Funktion der Werbung hinzu. Mit den Markenartikeln kam es zur „Differenzierung gegenüber den Werbeprospekten“. Die Werbeträger machten eine rasante Entwicklung durch, welche nur durch die Kriege unterbrochen wurde. Das weit verbreitetste Medium war die Anzeige in Zeitungen. Obwohl manche Verlage nicht einverstanden waren Werbung in Zeitungen zu schalten und die Leser*innen somit zu beeinflussen, boomte der Anzeigenmarkt und überrannte die Branche. Weitere bedeutende Entwicklungen waren „geschäftliche Ankündigungen“ auf Eisenbahnen, Heißluftballone, Zeppeline, Lichtwerbung, Bewegtbild, Ton-Werbefilme und Hörfunk. 

Der Hörfunk war ein umstrittenes Medium, da befürchtet wurde, dass sich Printmedien auflösen wurden. Göbbels nutzte den Hörfunk als bedeutendstes Propagandamedium. Er verbat sämtliche Werbung des Rundfunks von der Reichspost, um rein politische Propaganda schalten zu können.  Ab 1933 wurde die Werbung im deutschen Raum von Göbbels eingedämmt. Es wurde vom „Reichsministerium für Volksaufklärung und Propaganda“ geführt und erlaubte nur noch „Werbung für Staat, Kultur und Wirtschaft“. 

Nach Kriegsende 1945 begann die sogenannte „Lizenzpresse“. Bis 1949 durften nur Zeitungen mit einer Lizenz veröffentlicht werden. Mit der Bildung der Bundesregierung fiel dieses Gesetz, weshalb innerhalb kürzester Zeit 400 neue Zeitungen am Markt erschienen. Der Rundfunk wurde in die Obhut der Länder gelegt. Der Bayrische Rundfunkt war der erste der wieder Werbungen mit Radio und dann im Fernseher zuließ. 

Quelle:
Buch Werbung, Lehr-, Studien- und Nachschlagewerk | von Ingomar Kloss
https://www.degruyter.com/document/doi/10.1515/9783486812428/html

The Psychological Gender-Gap

How often people develop psychological disorders is related to their sociodemographic and socioeconomic groups.

There is a particularly large difference between the sexes. One in three women and almost one in four to five men are affected. Because of this difference, psychological diseases are often referred to as “women’s diseases”. It is also striking how the disorders differ between the sexes. Women suffer about twice as often as men from anxiety disorders and affective disorders. Men, on the other hand, suffer significantly more often from substance abuse disorders. Furthermore, it should be noted that young adults are most often affected by mental illness. Older people are the least likely to fall ill. Furthermore, the frequency of mental illness follows a social gradient. The people who get sick most often are people with low socioeconomic status. Next follow people with medium status. People with high status have the lowest number of mental disorders.
In Germany, mental illnesses are evenly distributed regardless of region. However, there is an increase in the number of illnesses in metropolitan areas.

Gender differences
Epidemiological data show that women suffer from mental disorders more often than men. This difference can be explained by role stereotypes and different utilization of the health care system. Women seek treatment more often than men and are better able to remember symptoms than men, which means that mental illnesses are more likely to be recognized and diagnosed in women. The genders also deal with stressors in different ways. Women are more likely to be anxious and depressed, while men are more likely to be aggressive and prone to addictive behaviors. In addition, women are on average socioeconomically disadvantaged and thus the risk of falling ill is generally increased.

Based on the above findings, three interesting possible target groups emerge for my research question. First, people with low socioeconomic status and young adults, as these groups are the most likely to be affected. Furthermore, due to their social upbringing, men are diagnosed less often than women and are less likely to get the help they need.

Hochdruck – Holzschnitt

Wie bereits erwähnt, wird das Holzschnittverfahren zum Hochdruck gezählt. Das bedeutet, dass aus der dünnen Holz- oder Linolplatte reliefartige Teile herausgeschnitten werden. Dadurch bleiben dann einige erhabene Teile auf der Platte, welche dann die zu druckenden Stellen darstellen.

Ursprung

Man kann die Ursprünge des Holzschnitts, sowie des Druckens gesamt, in China finden. Als Vorstufen zu diesem Druckverfahren können geschnittene oder geformte Stempel und Siegel genannt werden. Ein 868 datiertes chinesisches Holzschnittbuch lässt darauf deuten, dass bereits zuvor die Technik definiert und weiterentwickelt wurde, da das Buch ein hohes technisches Wissen aufweist. Einer der ältesten asiatischen Holzschnitte stammt aus einem Tempel in Korea, welcher auf 751 datiert werden kann. 

chinesischer Holzschnitt, 868 n. Chr. (British Museum, London)

In Europa etablierte sich die Technik erst wesentlich später. Durch die Papierproduktion in Papiermühlen im deutschsprachigen Raum um 1390 wurde der Grundstein für diese Drucktechnik geschaffen. China wird hier ebenso als Vorreiter der Papierproduktion mit einem Start 105 n. Chr. gezählt. In Europa entwickelte sich es 1144 in Valencia, Spanien und verbreitete sich in den Folgejahren.  

Dadurch konnte ein ausdifferenziertes Holzschnittverfahren etabliert werden, bei welchem Zeichner:innen Entwürfe direkt auf der Holzplatte anfertigten, welche weiters von Formschneider:innen geschnitten und von Briefmaler:innen gedruckt und koloriert wurden. 

Vorwiegend wurden Einblattdrucke mit Abbildungen von Heiligen sowie Spielkarten bedruckt. Meist stand Birnenholz, für feine Abbildungen hartes Holz wie Buchsbaum oder für großflächige Werke weiches Lindenholz in Verwendung. Vor der Erfindung des Buchdrucks wurde der Holzschnitt verwendet, um gesamte Bücher herzustellen. Nach der Erfindung standen der künstlerische Aspekt und die Erschaffung detaillierter Bilder, die den Text unterstützen sollten, im Fokus. Immer weiter entwickelte sich der künstlerische Zugang zu der technisch-ausdifferenzierten Technik. Schon in der zweiten Hälfte des 15. Jahrhunderts konnte eine Tendenz zu schraffurartigen und realistischen Bildern erkannt werden, welche durch den Künstler Albrecht Dürer immer mehr an Ansehen gewann. Durch die Entwicklung des photographischen Klischeedrucks wurde die Drucktechnik weitgehend als unökonomisch eingestuft. Inzwischen wird er vorwiegend in kleinen Auflagen für experimentellere, künstlerische Einsatzgebiete verwendet. 

»Rhinocerus« von Albrecht Dürer, Holzschnitt, 1515

Technik

Auswahl der Holzart 

Generell kann jede Holzart für die Anfertigung des Holzschnittes verwendet werden. Für feine Abbildungen empfiehlt sich Ahorn-, Apfel-, Birnen-, Nuss- oder Kirschenholz, da diese eine gleichmäßige Struktur aufweisen und somit präzise Linien abgebildet werden können. Pappel-, Gabun- oder Fichtenholz eignen sich vor allem für großflächige Arbeiten. Für experimentelle Arbeiten werden auch rissige oder verwitterte Hölzer verwendet, da diese durch ihre Maserung besonders lebendige Drucke erzeugen. 

Schnittwerkzeuge 

Eingesetzt werden Stichel mit Holzgriff die generell zur Bearbeitung für Holz dienen. Ebenso werden der Geißfuß, welcher ein messerartiges Gerät mit V-förmiger Schneide ist, und das Hohleisen, welches in verschiedener Ausführung gerade, gebogene und gekröpfte Formen darstellen kann, verwendet. Ebenso werden inzwischen maschinelle Werkzeuge verwendet, um den Prozess zu vereinfachen. 

Druckfarben

Man unterscheidet zwischen wasser- und fettbasierten Druckfarben. Durch die Verwendung von wasserbasierten Farben wie Aquarell kann eine Farbmischung erzeugt werden. Mit ölhaltigen Farben können präzisere Überlagerungen erstellt werden. Zu Beginn wir mit einer Rolle eine dünne Farbschicht aufgetragen worauf anschließend das Papier gelegt wird. Im letzten Schritt wird durch den Druck einer Presse der Schnitt auf das Papier übertragen. 

»Homemade Treehouse« von Gesine Janzen, wood block print, 2002

Quellen:

Chinesischer Holzschnitt. In: 

https://www.druckstelle.info/de/holzschnitt_china.htm#oben

Holzschnitt. In: 

https://www.druckstelle.info/de/holzschnitt.aspx

Papiergeschichte. In:

https://wv.papierindustrie.nrw/papierfakten/papiergeschichte

Holzschnitt Technik. In: 

https://holzschnitt-feldmeier.de/holzschnitt.html

Was ist ein Holzschnitt? In: 

https://fineartmultiple.de/glossar-der-druckgrafik-und-editionen/was-ist-ein-holzschnitt/

Eine kleine Geschichte des Holzschnitts. In: 

https://www.kunststiftung-sachsen-anhalt.de/eine-kleine-geschichte-des-holzschnitts/