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Fair Use, Copyright, Creative Commons and Public Domain

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Fair Use, Copyright, Creative Commons and Public Domain

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This project will require you to do research and to build your own catalogue of source material that you can use to construct animated video essays. Increasing numbers of artists work with found material, predominantly from the internet but from other sources too (scans of books, photographs and film).

When using found imagery in your own work there are moral and legal issues to consider. The two most important rules are:

Credit your sources and never pass off someone’s work as if it is your own.

Ask permission to use content where possible.

It is essential to credit any sources that you use. This can be done in the end credits of your piece, but is preferably done as an overlay of text on the screen as the quoted video appears.

Allan Warburton’s two video lectures are a good example of this. They are also a
useful introduction to the context in which animation artists are working today:
● Alan Warburton, Spectacle, Speculation, Spam (2016) :
http://alanwarburton.co.uk/spectacle-speculation-spam/
● Alan Warburton, Goodbye Uncanny Valley (2017):
http://alanwarburton.co.uk/goodbye-uncanny-valley/

Another option is to use material freely but to restrict the viewership of your work through using a password. Vimeo has a guide on how to do this:
https://help.vimeo.com/hc/en-us/articles/224817847-Privacy-settings-overview

Fair Use
If you think about copyright as a series of restrictions, fair use is a set of exceptions. Fair use is a fundamental part of the copyright bargain.
Copyright does not give owners unlimited control over their content.
Fair use is a set of factors and considerations that determine which things can be done without the permission of the copyright holder.

A search engine such as Google allows you to search for images particularly labelled for non-commercial reuse with modification. Remember to double-check the usage rights on any image or series of images that you use.

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A presentation I made for the Edge of Frame Weekend seminar at The Whitechapel gallery in East London, December 2016. Artists, curators and academics were asked to explore where experimental animation practice sits in relation to independent animation, visual art, histories and institutions. Rather than presenting papers, we were challenged to cite up to three works that illustrated our case.

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Spectacle, Speculation, Spam - Alan Warburton

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A presentation I made for the Edge of Frame Weekend seminar at The Whitechapel gallery in East London, December 2016. Artists, curators and academics were asked to explore where experimental animation practice sits in relation to independent animation, visual art, histories and institutions.

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Best Cinemagraphs in Digital Marketing by Top Brands in 2017 | Flixel

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Of all the digital animation that is produced, corporate videos and video games are possibly the most numerous form. The various visual styles of this non-advertisement based graphic content can be a rich source of material for artists.
Explore either video games or corporate video as your focus. Research several kinds of contemporary corporate video online that make use of animated elements or find examples of video games throughout history.

Make notes of the stylistic choices taken in each and the dates that these were made. Look at the composition of frame and narrative arc of the video as well as aesthetic choices of the graphics and animated elements. Using your chosen clips compile a video timeline of visual styles that develop from the 90s to the present.

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Of all the digital animation that is produced, corporate videos and video games are possibly the most numerous form. The various visual styles of this non-advertisement based graphic content can be a rich source of material for artists.
Explore either video games or corporate video as your focus. Research several kinds of contemporary corporate video online that make use of animated elements or find examples of video games throughout history.
Make notes of the stylistic choices taken in each and the dates that these were made. Look at the composition of frame and narrative arc of the video as well as aesthetic choices of the graphics and animated elements. Using your chosen clips compile a video timeline of visual styles that develop from the 90s to the present.

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Research 4.9: Video Games and Corporate Video

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Of all the digital animation that is produced, corporate videos and video games are possibly the most numerous form. The various visual styles of this non-advertisement based graphic content can be a rich source of material for artists.Explore either video games or corporate video as your focus.

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Ryan Trecartin Tommy-Chat Just E-mailed Me (2006)

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Ryan Trecartin Tommy-Chat Just E-mailed Me (2006)

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Description on ubuweb:

Trecartin describes (Tommy-Chat Just E-mailed Me) as a "narrative video short that takes place inside and outside of an e-mail." Trecartin's intense visualization of electronic communication is inhabited by a cast of stylized characters: Pam, a Jewish lesbian librarian with a screaming baby in an ultra-modern hotel room; Tammy and Beth, who live in an apartment filled with installation art; and Tommy, who is seen in a secluded lake house in the woods. Pam, Tommy and Tammy are all played by Trecartin, who, wearing his signature make-up, jumps back and forth between male and female roles.

Totally self-absorbed and equipped with vestigial attention spans, the characters are constantly communicating with one another on the phone or online. Their e-mail exchanges and Internet searches are channeled into bright animations that intersect with the "real world" locations. The story moves from person to person like a browser surfing through Web pages. Engrossed in manic electronic interactions, the characters become increasingly isolated and solipsistic.

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UbuWeb Film & Video: Ryan Trecartin - (Tommy-Chat Just E-mailed Me) (2006)

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2006, 7:15 min, color, sound Trecartin describes (Tommy-Chat Just E-mailed Me) as a "narrative video short that takes place inside and outside of an e-mail."

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Emma Calder: Everyone is waiting for something to happen

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Emma Calder: Everyone is waiting for something to happen

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See Emma Calder's website:

https://www.pearlyoyster.com

Description on vimeo:

Prior to being diagnosed with bowel cancer Richard Wright, an artist/animator, had a social media persona that was characterised by annoying and anarchic humour. After initially feeling unable to communicate at all, his general healing process became entwined with the resurrection of his social media presence, helped by an obsessive regime of cooking and baking.

The film uses character and abstract animation, created from collages of Richards photos and quotes posted on social media including a fifty two page blog which he wrote for a bowel cancer forum and interviews with Richard talking about his posts.

The result is a humorous and visually stimulating film that explores one creative individuals strategy for coping with a life threatening illness and how he was able to share this with his social media community.

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Everyone is waiting for something to happen (Official Trailer)

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Prior to being diagnosed with bowel cancer Richard Wright, an artist/animator, had a social media persona that was characterised by annoying and anarchic humour. After initially feeling unable to communicate at all, his general healing process became entwined with the resurrection of his social media presence, helped by an obsessive regime of cooking and baking.
The film uses character and abstract animation, created from collages of Richards photos and quotes posted on social media including a fifty two page blog which he wrote for a bowel cancer forum and interviews with Richard talking about his posts.
The result is a humorous and visually stimulating film that explores one creative individuals strategy for coping with a life threatening illness and how he was able to share this with his social media community.
The Film was commissioned as part of a competition “Reellives” to make a film exclusively based on a chosen person's social media data. It is part of a EPSRC UK research project being delivered by The University of Birmingham, The Open University and The University of Edinburgh Informatics.
Emma Calder has worked as a Animation Director, Artist, Graphic Designer and Lecturer. She has written, designed and illustrated books, for both adults and children. This is her second documentary film.

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TASK
Artists Ryan Trecartin and Emma Calder both make use of social media as the source for their animation and video work. Each ask how cameras, social media, and reality TV have changed the way we engage with the world and with one another. Watch the videos made by both artists as a starting point to reflect on your own experience of social media.

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TASK
Artists Ryan Trecartin and Emma Calder both make use of social media as the source for their animation and video work. Each ask how cameras, social media, and reality TV have changed the way we engage with the world and with one another. Watch the videos made by both artists as a starting point to reflect on your own experience of social media.

Emma Calder, Everyone is waiting for Something to Happen (2016):

Ryan Trecartin, Tommy Chat Just Emailed Me (2006)

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TASK Artists Ryan Trecartin and Emma Calder both make use of social media as the source for their animation and video work. Each ask how cameras, social media, and reality TV have changed the way we engage with the world and with one another.