Great depression causes cartoon movies


Nineteen thirty-two was a tough year for most Americans, as the Depression approached rock bottom and jobless numbers continued to mount as one out of every four workers was unemployed. Despite the Depression, the New Yorker was on solid footing, although judging by these next two issues advertising had fallen off. White filed his column while the nation was experiencing a summer of unrest, men and women across the country joining demonstrations demanding relief from the federal government, which under President Herbert Hoover mostly refused to provide funds for the jobless and homeless. Writing for The Conversation , James N. Gregory , p rofessor of history at the University of Washington, developed a mapping project that has recorded hunger marches, eviction fights and other protests in cities during


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Kendra Cherry, MS, is an author and educational consultant focused on helping students learn about psychology. Androids, avatars, and animations aim for extreme realism but get caught in a disturbing chasm that has been dubbed the uncanny valley.

They are extremely realistic and lifelike — but when we examine them, we see they are not quite human. When a robotic or animated depiction lies in this "valley," people tend to feel a sense of unease, strangeness, disgust, or creepiness. The uncanny valley is a term used to describe the relationship between the human-like appearance of a robotic object and the emotional response it evokes. In this phenomenon, people feel a sense of unease or even revulsion in response to humanoid robots that are highly realistic.

The phenomenon has implications for the field of robotics and artificial intelligence. Devices and online avatars that are made to help mimic the human touch may actually end up alienating people who are using such tools. The term was first coined and described by the Japanese roboticist Masahiro Mori in an article published in In his work, Mori noted that people found his robots more appealing if they look more human. While people found his robots more appealing the more human they appeared, this only worked up to a certain point.

When robots appear close but not quite human, people tend to feel uncomfortable or even disgusted. Once the uncanny valley has been reached, people start to feel uneasy, disturbed, and sometimes afraid. Mori used a number of examples to clarify this idea. An industrial robot has little human likeness and therefore generates little affinity in observers. A toy robot, on the other hand, has a more human likeness and tends to be more appealing.

A prosthetic hand, he noted, tends to lie in this uncanny valley — it can be highly lifelike yet generates feelings of unease. The uncanny valley has been observed in a variety of contexts, from highly realistic robots to video game characters. Some of the best-known examples of the uncanny valley can be seen on film.

These include:. Despite efforts to make the animated characters appear super-realistic, the movie was a flop. The early test screenings of the film Shrek elicited unexpected feelings of anxiety in children in response to the character Princess Fiona.

She was simply too lifelike, causing kids to feel unnerved and even frightened, many crying whenever she appeared onscreen. Based on the responses and feedback, the filmmakers edited her appearance prior to the film's theatrical release to give her a more cartoon-like appearance in order to prevent the uncanny valley effect.

The film-adaptation of Cats featured humanoid felines that many people found unsettling. While some reportedly found the effect humorous, others reported feeling downright revolted.

On social media, many viewers described the film as weird, creepy, and even nightmare-inducing. Mori has proposed that the addition of motion can amplify the uncanny valley effect, and in this case, the film includes both human-like movements as well as cat-like motions that serve to further confuse the viewer. In these and other examples, being close to human in appearance does not produce affinity with the characters among viewers. When characters fall into the uncanny valley, people instead perceive the characters as cold, vacant, and soulless.

There have been a number of proposed explanations for why people experience the uncanny valley effect, but no clear cut consensus has emerged.

Some theories suggest that the phenomenon is biological, while others suggest that there are cultural explanations as well.

The following are some factors that may play a role. When we see things that are almost but not quite human, it creates a tension that feels unpleasant. Such effects are sometimes exploited to heighten the horror or creepiness in movies. Horror films, for example, often infuse human characteristics into non-human entities including dolls Annabelle and clowns It to terrify audiences. This effect does not just hold true for robots, but can also be seen in computer-animations feature people and animals.

Even in highly realistic depictions, people are adept at spotting even the smallest inconsistencies in a robotic or animated humanoid. Even relatively minor divergences can make a character go from lifelike to uncanny. Mori and others have suggested that the uncanny valley is an aversive, evolved response to the potential threats of death and disease.

Because something is human-like but not quite lifelike, it may evoke the same response that people feel when they encounter something that is dead or dying.

Theories also suggest that the uncanny valley may exist due to the difficulty in determining what category an entity belongs to, including whether a figure is a real living human or a computer-generated three-dimensional model. Human and nonhuman represent two separate and mutually exclusive categories. So when something approaches a point where it seems to transition to one to the other, it can trigger feelings of cognitive dissonance.

When people hold conflicting beliefs, they tend to experience feelings of psychological discomfort. In this case, there is a conflict between the belief that an entity is human and the belief that it is not human. Something that looked human might abruptly appear nonhuman, or it may even shift back and forth as the viewer observes it. The artificial representation is realistic enough to almost fool you into thinking it is alive, but it falls short of reality just enough that it clashes with your expectations of how a real living person would behave.

This mismatch between what you are seeing and your expectations may make you feel ambivalent or even threatened. In other words, it creeps you out. While Mori first proposed the theory in , formal empirical investigations did not begin until the mids.

Some research has supported the existence of the valley, although findings of how and why it happens are mixed. A study examined the relationship between human-likeness and eeriness and found evidence supporting the existence of the uncanny valley. A study found that children between the ages of 9 and 11 were also prone to experiencing feelings of uncanniness in response to human-like virtual characters.

Virtual human-like characters were seen as being stranger and less friendly. Interestingly, these feelings of unease were more pronounced in instances where the characters lacked upper facial expression. Startled facial expressions were also more likely to be perceived as uncanny. In other words, rather than ever rising up to the other side of that valley, likeability may simply drop off once a robot reaches a certain degree of realism. And not everyone agrees that the valley itself truly exists.

For example, one of the earliest scientific investigations on the phenomenon was conducted in and concluded that the eerie feeling people experience has more to do with poor design and aesthetics, something that can occur at any level of realism. While people certainly experience a sense of the uncanny in some cases, the research proposed that the valley could be overcome with good design. The uncanny valley has a number of implications in various fields.

As people rely more and more on robotic technology, it is important to design devices that do not create uneasiness or distrust.

This is particularly true in the development of assistive technologies designed to help people with disabilities perform tasks and interact with their environments. People are more likely to be receptive to designs that are both useful and appealing.

Designs that fall into the uncanny valley are likely to be poorly received and utilized less frequently. These representations are used in a number of areas including online customer service and online therapy. In the field of online therapy, digital representations are often utilized to facilitate online communication between therapists and clients, particularly in situations that involve online chat or email communication.

When they are effectively used, avatars may help promote the therapeutic relationship , but overly realistic depictions may interfere with the process.

For example, one study found that robots that look too human-like were often rated as being not only less likable but also less trustworthy, which would pose considerable problems in a therapeutic context since trust is so important to the success of treatment. As blockbuster films increasingly rely on CGI effects, filmmakers have continued to work toward developing realistic computer-generated animations that blend seamlessly and don't provoke the uncanny valley. While many animated films are often criticized for their unrealistic depictions of the human form, such designs featuring overly large eyes and other dramatically exaggerated features, this may often be an intentional strategy to avoid the uncanny valley.

The uncanny valley can also have an impact on how players react to realistic characters in video games. In some cases, designers may actually take advantage of the uncanny valley to create a sense of dyspathy for villainous characters. As robots become increasingly important in everyday life, researchers and designers are interested in finding ways to create tools that will not fall into the uncanny valley. This may involve making robotic devices even more realistic so that they move beyond that valley and appear more likable.

Researchers have also proposed a number of design principles that may help animators and roboticists creating uncanny effects. This includes:. Another approach is to create tools or devices that simply do not seek to mimic a human appearance.

By relying on a non-human design, the device may be more appealing without running into the risk of alienating or even revolting those who interact with robotic devices. In an interview with Wired , Mori states that while it may be possible to bridge the uncanny valley, he sees no point in trying.

Instead, he advocates designing things that stop before they reach the point of uncanniness. There has yet to be a lot of research into the phenomenon of the uncanny valley, so more information about it, why it happens, and how to overcome it will surely emerge as time goes on.

Mori himself has stated in an interview with IEEE Spectrum that his original observation was intended to be more of a guideline for designers rather than a scientific statement. As technology continues to advance, it possible that robots and digital animations could become so incredibly realistic that they simply blend with reality so people don't experience discomfort or anxiety.

For now, robots, digital avatars, and online animations will continue to become an increasingly common part of everyday life, so it is important for designers to consider the audience's emotional response.

Ever wonder what your personality type means? Sign up to find out more in our Healthy Mind newsletter. The Uncanny Valley [From the Field]. On the nature of creepiness. New Ideas in Psychology. Biol Theory. Does the uncanny valley exist? An empirical test of the relationships between eeriness and the human likeness of digitally created faces.

Computers in Human Behavior. Childrens' perception of uncanny human-like virtual characters. The Uncanny Wall. Hanson D. Exploring the Aesthetic Range for Humanoid Robots.


10 Ways Americans Had Fun During the Great Depression

The wonder of the stock market permeated popular culture in the s. Although it was released during the first year of the Great Depression, the film High Society Blues captured the speculative hope and prosperity of the previous decade. Americans elected a string of conservative Republicans to the presidency during the boom years of the s. When the economy crashed in , however, and the nation descended deeper into the Great Depression, voters abandoned the Republican Party and conservative politicians struggled to in office. Amid the economic indignities of the Great Depression, Huey P.

Identify and assess different causes for the Great Depression. 4. Analyze primary documents like photos, political cartoons, and speeches. 5. Define and explain.

23. The Great Depression

On May 23, , Disney pursued that dream as he opened his first studio at East 31st Street. The business, named Laugh-O-gram Films, Inc. Nonetheless, many enthusiasts fondly recall the story of Disney's inglorious first corporate venture in Kansas City. In or sources differ , the Disney family moved to Kansas City, where Walt helped his father and brother deliver Kansas City Star newspapers at a. Using a movie camera borrowed from the ad agency, Disney and a few friends experimented with animations in the family garage. Disney and his friends created "Laugh-O-grams," which were very short silent animation clips that complemented feature films at the Newman Theater in Kansas City. The target audience for the first Laugh-O-gram was local, as it parodied a recent scandal in the Kansas City police department.

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great depression causes cartoon movies

The stock market crash of and the severe economic depression that followed naturally affected the publishing industry and the careers of illustrators. Book publishing suffered, with many publishers scaling back production and illustration commissions. To save costs in printing, the use of full-color illustrations inside books was limited. Instead, publishers commissioned line drawings from printmakers like Rockwell Kent and pen artists like Robert Lawson.

Life pretty much sucks unless you're lucky enough to be a rich socialite, in which case you should expect to get involved in a wacky screwball comedy , which may or may not involve either three short, bumbling men named Moe, Larry and Curly or two fast-talkers named Groucho and Chico and their mute accomplice Harpo.

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From, Addy. The Great Depression was a big economic slump in the s. TIM: Many Americans lost their jobs, their savings, and their homes. But it wasn't just in the U. The business slump affected the entire world.

Entertainment during the Great Depression

It was the biggest setback to the global economy since the dawn of the modern industrial age. And have we learned from those mistakes? A s the summer of drew to a close, the celebrated Yale university economist Irving Fisher took to the pages of the New York Times to opine about Wall Street. Share prices had been rising all year; investors had been speculating with borrowed money on the assumption that the good times would continue. It was the bull market of all time, and those taking a punt wanted reassurance that their money was safe. It was the worst share tip in history. Nothing else comes close.

The unbelievable story of how Mickey Mouse went from movie character to movie merchandising icon.

Brother, Can You Spare a Dime? The Great Depression, 1929-1932

Bruen's 45th Street Theatre in Seattle's Wallingford neighborhood, Seattle's theatres engaged in a variety of advertising campaigns, special give-aways, bargain nights, and promotions to encourage theater-going in hard times. Photo courtesy of the Museum of History and Industry Amidst the tough economic times presented by the Great Depression, film managed to survive becoming a bankrupt industry.

The Great Depression

Sign In. Joshua and the Promised Land Video. Hide Spoilers. TheLittleSongbird 24 May Love animation to bits. It was a big part of my life as a child, especially Disney, Looney Tunes, Hanna Barbera and Tom and Jerry, and still love it as a young adult, whether it's film, television or cartoons.

Walt Disney DIS is one of the most successful companies, in one of the most powerful sectors of any economy: entertainment.

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Also included in: Great Depression Bundle. Teachers Pay Teachers is an online marketplace where teachers buy and sell original educational materials. Are you getting the free resources, updates, and special offers we send out every week in our teacher newsletter? Browse Catalog. Grade Level.

There are few symbols of pure Americana more potent than the Disney theme parks. Disney characters appeared on war bonds, posters and on more than a thousand military unit insignia. It celebrates a simple story that tells us that through hard work—and perhaps a bit of pixie dust—any American can make their dreams come true. Main Street U.

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