<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2184-0180</journal-id>
<journal-title><![CDATA[Convergências - Revista de Investigação e Ensino das Artes]]></journal-title>
<abbrev-journal-title><![CDATA[Revista Convergências]]></abbrev-journal-title>
<issn>2184-0180</issn>
<publisher>
<publisher-name><![CDATA[Escola Superior de Artes AplicadasInstituto Politécnico Castelo Branco]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2184-01802025000100139</article-id>
<article-id pub-id-type="doi">10.53681/c1514225187514391s.35.327</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[As Tecnologias Seminais da Animação]]></article-title>
<article-title xml:lang="en"><![CDATA[The Seminal Technologies of Animation]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ferreira]]></surname>
<given-names><![CDATA[António Manuel Rodrigues]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Brandão]]></surname>
<given-names><![CDATA[Daniel da Cruz]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Teixeira]]></surname>
<given-names><![CDATA[Pedro Mota]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade do Minho Centro de Estudos de Comunicação e Sociedade ]]></institution>
<addr-line><![CDATA[Braga ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,ID+ The Research Institute for Design, Media and Culture  ]]></institution>
<addr-line><![CDATA[Barcelos ]]></addr-line>
<country>Portugal</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2025</year>
</pub-date>
<volume>18</volume>
<numero>35</numero>
<fpage>139</fpage>
<lpage>152</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2184-01802025000100139&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2184-01802025000100139&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2184-01802025000100139&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O presente artigo apresenta uma revisão de literatura sobre as tecnologias seminais que moldaram o início da imagem em movimento, com ênfase na animação. Embora a história da animação seja frequentemente analisada sob a ótica de técnicas e estilos, as tecnologias subjacentes têm recebido atenção particularmente reduzida. Este estudo, portanto, procura clarificar as origens das tecnologias que tiveram implicação direta na existência da animação, bem como as suas inter-relações e impactos no desenvolvimento deste campo. Inicialmente, explora-se o surgimento de tecnologias primitivas, como a roda, a lanterna mágica, os brinquedos óticos e as câmaras de animação, que expandiram as possibilidades narrativas e visuais do cinema. Em seguida, analisa-se o impacto da eletrónica, desde os primeiros tubos de raios catódicos (CRT) até os sintetizadores de vídeo. Por fim, aborda-se a revolução digital, desde os primeiros computadores e imagens digitais até à animação 3D poligonal, evidenciando o papel das inovações computacionais na transformação da linguagem visual contemporânea. O estudo pretende destacar a relevância dessas tecnologias pioneiras, que possibilitaram a exploração de novas formas de expressão artística, consolidando a animação como um campo dinâmico e interdisciplinar.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This paper presents a literature review on seminal technologies that shaped the early development of the moving image, with a focus on animation. While the history of animation is often analysed through the lens of techniques and styles, the underlying technologies have received particularly limited attention. This study, therefore, seeks to clarify the origins of the technologies that had a direct implication in the existence of animation, as well as their interrelationships and impacts on the development of this field. Initially, it explores the emergence of primitive technologies such as the wheel, the magic lantern, optical toys, and animation cameras, which expanded the narrative and visual possibilities of cinema. Subsequently, it examines the impact of electronics, from the first cathode ray tubes (CRTs) to video synthesizers. Finally, it addresses the digital revolution, from the first computers and digital images to 3D polygonal animation, emphasizing the role of computational innovations in transforming contemporary visual language. The study highlights the significance of these pioneering technologies, which enabled the exploration of new forms of artistic expression, establishing animation as a dynamic and interdisciplinary field.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Imagem]]></kwd>
<kwd lng="pt"><![CDATA[Movimento]]></kwd>
<kwd lng="pt"><![CDATA[Tecnologias]]></kwd>
<kwd lng="pt"><![CDATA[Seminais]]></kwd>
<kwd lng="pt"><![CDATA[Animação]]></kwd>
<kwd lng="en"><![CDATA[Image]]></kwd>
<kwd lng="en"><![CDATA[Moving, Technologies, Seminal, Animation]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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