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Welcome to Our Generation USA!
This Web Page covers the many different forms of
Recreation
We share
Whether Leisure or Employment Activities,
Indoors or Outdoors, and
whether Professonal or Amateur
For Sports, click here instead
RecreationPictured below: Five of Many Recreational Outlets
Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleasure and are considered to be "fun".
Etymology:
The term recreation appears to have been used in English first in the late 14th century, first in the sense of "refreshment or curing of a sick person", and derived turn from Latin (re: "again", creare: "to create, bring forth, beget").
Prerequisites to leisure:
People spend their time on activities of daily living, work, sleep, social duties and leisure, the latter time being free from prior commitments to physiologic or social needs, a prerequisite of recreation.
Leisure has increased with increased longevity and, for many, with decreased hours spent for physical and economic survival, yet others argue that time pressure has increased for modern people, as they are committed to too many tasks.
Other factors that account for an increased role of recreation are affluence, population trends, and increased commercialization of recreational offerings.
While one perception is that leisure is just "spare time", time not consumed by the necessities of living, another holds that leisure is a force that allows individuals to consider and reflect on the values and realities that are missed in the activities of daily life, thus being an essential element of personal development and civilization. This direction of thought has even been extended to the view that leisure is the purpose of work, and a reward in itself, and "leisure life" reflects the values and character of a nation.
Leisure is human right under the Universal Declaration of Human Rights.
Play, recreation and work:
Main article: Play (activity)
Recreation is difficult to separate from the general concept of play, which is usually the termfor children's recreational activity. Children may playfully imitate activities that reflect the realities of adult life.
It has been proposed that play or recreational activities are outlets of or expression of excess energy, channeling it into socially acceptable activities that fulfill individual as well as societal needs, without need for compulsion, and providing satisfaction and pleasure for the participant. A traditional view holds that work is supported by recreation, recreation being useful to "recharge the battery" so that work performance is improved.
Work, an activity generally performed out of economic necessity and useful for society and organized within the economic framework, however can also be pleasurable and may be self-imposed thus blurring the distinction to recreation. Many activities in entertainment are work for one person and recreation for another. Over time, a recreational activity may become work, and vice versa. Thus, for a musician, playing an instrument may be at one time a profession, and at another a recreation.
Similarly, it may be difficult to separate education from recreation as in the case of recreational mathematics.
Health and recreation:
Recreation has many health benefits, and, accordingly, Therapeutic Recreation has been developed to take advantage of this effect. The National Council for Therapeutic Recreation Certification (NCTRC) is the nationally recognized credentialing organization for the profession of Therapeutic Recreation.
Professionals in the field of Therapeutic Recreation who are certified by the NCTRC are called "Certified Therapeutic Recreation Specialists". The job title "Recreation Therapist" is identified in the U.S. Dept of Labor's Occupation Outlook. Such therapy is applied in rehabilitation, psychiatric facilities for youth and adults, and in the care of the elderly, the disabled, or people with chronic diseases.
Recreational physical activity is important to reduce obesity, and the risk of osteoporosis and of cancer, most significantly in men that of colon and prostate, and in women that of the breast; however, not all malignancies are reduced as outdoor recreation has been linked to a higher risk of melanoma.
Extreme adventure recreation naturally carries its own hazards.
Forms and activities
Recreation is an essential part of human life and finds many different forms which are shaped naturally by individual interests but also by the surrounding social construction.
Recreational activities can be communal or solitary, active or passive, outdoors or indoors, healthy or harmful, and useful for society or detrimental. Some recreational activities – such as gambling, recreational drug use, or delinquent activities – may violate societal norms and laws. A list of typical activities could be almost endless.
Hobby:
Main article: Hobby
A significant section of recreational activities are designated as hobbies which are activities done for pleasure on a regular basis. A hobby is considered to be a regular activity that is done for enjoyment, typically during one's leisure time, not professionally and not for pay.
Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements. Participation in hobbies encourages acquiring substantial skills and knowledge in that area. A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy.
Hobbies tend to follow trends in society, for example stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication, while video games are more popular nowadays following technological advances. The advancing production and technology of the nineteenth century provided workers with more availability in leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.
Bricolage:
Main article: Do it yourself ("DIY")
Bricolage and DIY are some of the terms describing the building, modifying, or repairing things without the direct aid of experts or professionals. Academic research has described DIY as behaviors where "individuals engage raw and semi-raw materials and parts to produce, transform, or reconstruct material possessions, including those drawn from the natural environment (e.g., landscaping)".
DIY behavior can be triggered by various motivations previously categorized as marketplace motivations (economic benefits, lack of product availability, lack of product quality, need for customization), and identity enhancement (craftsmanship, empowerment, community seeking, uniqueness). They could involve crafts that requires particular skills and knowledge of skilled work.
Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as:
The subculture stresses a cut-and-paste approach to standardized hobbyist technologies, and encourages cookbook re-use of designs published on websites and maker-oriented publications. There is a strong focus on using and learning practical skills and applying them to reference designs. There is also growing work on equity and the maker culture.
Games
Main article: Game
Any structured form of play could become a game. Games are played sometimes purely for recreation, sometimes for achievement or monetary rewards as well. They are played for recreation alone, in teams, or online; by amateurs. Professionals can play as part of their work for entertainment of the audience. The games could be:
Outdoor recreation:
Main article: Outdoor recreation
Recreation engaged in out of doors, most commonly in natural settings. The activities themselves — such as: — characteristically dependent on the environment practiced in.
While many of these activities can be classified as sports, they do not all demand that a participant be an athlete. Competition generally is less stressed than in individual or team sports organized into opposing squads in pursuit of a trophy or championship.
When the activity involves exceptional excitement, physical challenge, or risk, it is sometimes referred to as "adventure recreation" or "adventure training", rather than an extreme sport.
Other traditional examples of outdoor recreational activities include:
As new pursuits, often hybrids of prior ones, emerge, they gain their own identities, such as:
Performing arts:
Main article: Performing arts
Dance
Main article: Dance
Participatory dance whether it be a folk dance, a social dance, a group dance such as:
Music creation
Main article: Music
Music is composed and performed for many purposes, ranging from recreation, religious or ceremonial purposes, or for entertainment. When music was only available through sheet music scores, such as during the Classical and Romantic eras in Europe, music lovers would buy the sheet music of their favourite pieces and songs so that they could perform them at home on their instruments.
Playing video games
Main article: Video game
Video games are immersive experiences that leave some of the aesthetics to be defined by the player while reserving the author's authority on the latter.
Visual arts:
Main article: Visual arts
Examples include:
All of the preceding fall under the category visual arts. Many of these are practised for recreation.
Drawing
Main article: Drawing
Drawing goes back at least 16,000 years to Paleolithic cave representations of animals such as those at Lascaux in France and Altamira in Spain. In ancient Egypt, ink drawings on papyrus, often depicting people, were used as models for painting or sculpture. Drawings on Greek vases, initially geometric, later developed to the human form with black-figure pottery during the 7th century BC.
With paper becoming common in Europe by the 15th century, drawing was adopted by masters such as Sandro Botticelli, Raphael, Michelangelo, and Leonardo da Vinci who sometimes treated drawing as an art in its own right rather than a preparatory stage for painting or sculpture.
Literature
Writing may involve letters, journals and web blogs. In the US, about half of all adults read one or more books for pleasure each year, About 5% read more than 50 books per year.
Painting
Main article: Painting
Like drawing, painting has its documented origins in caves and on rock faces. The finest examples, believed by some to be 32,000 years old, are in the Chauvet and Lascaux caves in southern France.
In shades of red, brown, yellow and black, the paintings on the walls and ceilings are of bison, cattle, horses and deer. Paintings of human figures can be found in the tombs of ancient Egypt. In the great temple of Ramses II, Nefertari, his queen, is depicted being led by Isis. Greek and Roman art like the Hellenistic Fayum mummy portraits and Battle of Issus at Pompeii contributed to Byzantine art in the 4th century BC, which initiated a tradition in icon painting.
Models of aeroplanes, boats, cars, tanks, artillery, and even figures of soldiers and superheroes are popular subjects to build, paint and display.
Photography
Main article: Photography
An amateur photographer practices photography as a hobby/passion and not for monetary profit. The quality of some amateur work may be highly specialized or eclectic in choice of subjects. Amateur photography is often pre-eminent in photographic subjects which have little prospect of commercial use or reward.
Amateur photography grew during the late 19th century due to the popularization of the Hand-held camera.Nowadays it has spread widely through social media and is carried out throughout different platforms and equipment, including the use of cell phone. Clear pictures can now be taken with a cell phone which is a key tool for making photography more accessible to everyone.
Organized recreation:
Many recreational activities are organized, typically by public institutions, voluntary group-work agencies, private groups supported by membership fees, and commercial enterprises.
Examples of each of these are:
Public space such as parks and beaches are essential venues for many recreational activities and Tourism has recognized that many visitors are specifically attracted by recreational offerings.
In particular, beach and waterfront promenades such as:
All of these are important recreational areas for the city population on the one hand and on the other also important tourist destinations with all advantages and disadvantages for the locals.
In support of recreational activities government has taken an important role in their creation, maintenance, and organization, and whole industries have developed merchandise or services. Recreation-related business is an important factor in the economy; it has been estimated that the outdoor recreation sector alone contributes $730 billion annually to the U.S. economy and generates 6.5 million jobs.
Recreation center:
A recreation center is a place for recreational activities usually administered by a municipal government agency. Swimming, basketball, weightlifting, volleyball and kids' play areas are very common.
Recreation as a career:
A recreation specialist would be expected to meet the recreational needs of a community or assigned interest group. Educational institutions offer courses that lead to a degree as a Bachelor of Arts in recreation management. People with such degrees often work in parks and recreation centers in towns, on community projects and activities.
Networking with instructors, budgeting, and evaluation of continuing programs are common job duties.
In the United States, most states have a professional organization for continuing education and certification in recreation management. The National Recreation and Park Association administers a certification program called the CPRP (Certified Park and Recreation Professional) that is considered a national standard for professional recreation specialist practices.
e-commerce:
Since the beginning of the 2000s, there are more and more online booking / ticketing platforms for recreational activities that emerged. Many of them leveraged the ever-growing prevalence of internet, mobile devices and e-payments to build comprehensive online booking solutions.
The first successful batch includes tourist recreation activities platform like TripAdvisor that went public. The emergence of these platforms infers the rising needs for recreation and entertainment from the growing urban citizens worldwide.
See also:
Etymology:
The term recreation appears to have been used in English first in the late 14th century, first in the sense of "refreshment or curing of a sick person", and derived turn from Latin (re: "again", creare: "to create, bring forth, beget").
Prerequisites to leisure:
People spend their time on activities of daily living, work, sleep, social duties and leisure, the latter time being free from prior commitments to physiologic or social needs, a prerequisite of recreation.
Leisure has increased with increased longevity and, for many, with decreased hours spent for physical and economic survival, yet others argue that time pressure has increased for modern people, as they are committed to too many tasks.
Other factors that account for an increased role of recreation are affluence, population trends, and increased commercialization of recreational offerings.
While one perception is that leisure is just "spare time", time not consumed by the necessities of living, another holds that leisure is a force that allows individuals to consider and reflect on the values and realities that are missed in the activities of daily life, thus being an essential element of personal development and civilization. This direction of thought has even been extended to the view that leisure is the purpose of work, and a reward in itself, and "leisure life" reflects the values and character of a nation.
Leisure is human right under the Universal Declaration of Human Rights.
Play, recreation and work:
Main article: Play (activity)
Recreation is difficult to separate from the general concept of play, which is usually the termfor children's recreational activity. Children may playfully imitate activities that reflect the realities of adult life.
It has been proposed that play or recreational activities are outlets of or expression of excess energy, channeling it into socially acceptable activities that fulfill individual as well as societal needs, without need for compulsion, and providing satisfaction and pleasure for the participant. A traditional view holds that work is supported by recreation, recreation being useful to "recharge the battery" so that work performance is improved.
Work, an activity generally performed out of economic necessity and useful for society and organized within the economic framework, however can also be pleasurable and may be self-imposed thus blurring the distinction to recreation. Many activities in entertainment are work for one person and recreation for another. Over time, a recreational activity may become work, and vice versa. Thus, for a musician, playing an instrument may be at one time a profession, and at another a recreation.
Similarly, it may be difficult to separate education from recreation as in the case of recreational mathematics.
Health and recreation:
Recreation has many health benefits, and, accordingly, Therapeutic Recreation has been developed to take advantage of this effect. The National Council for Therapeutic Recreation Certification (NCTRC) is the nationally recognized credentialing organization for the profession of Therapeutic Recreation.
Professionals in the field of Therapeutic Recreation who are certified by the NCTRC are called "Certified Therapeutic Recreation Specialists". The job title "Recreation Therapist" is identified in the U.S. Dept of Labor's Occupation Outlook. Such therapy is applied in rehabilitation, psychiatric facilities for youth and adults, and in the care of the elderly, the disabled, or people with chronic diseases.
Recreational physical activity is important to reduce obesity, and the risk of osteoporosis and of cancer, most significantly in men that of colon and prostate, and in women that of the breast; however, not all malignancies are reduced as outdoor recreation has been linked to a higher risk of melanoma.
Extreme adventure recreation naturally carries its own hazards.
Forms and activities
Recreation is an essential part of human life and finds many different forms which are shaped naturally by individual interests but also by the surrounding social construction.
Recreational activities can be communal or solitary, active or passive, outdoors or indoors, healthy or harmful, and useful for society or detrimental. Some recreational activities – such as gambling, recreational drug use, or delinquent activities – may violate societal norms and laws. A list of typical activities could be almost endless.
Hobby:
Main article: Hobby
A significant section of recreational activities are designated as hobbies which are activities done for pleasure on a regular basis. A hobby is considered to be a regular activity that is done for enjoyment, typically during one's leisure time, not professionally and not for pay.
Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements. Participation in hobbies encourages acquiring substantial skills and knowledge in that area. A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy.
Hobbies tend to follow trends in society, for example stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication, while video games are more popular nowadays following technological advances. The advancing production and technology of the nineteenth century provided workers with more availability in leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.
Bricolage:
Main article: Do it yourself ("DIY")
Bricolage and DIY are some of the terms describing the building, modifying, or repairing things without the direct aid of experts or professionals. Academic research has described DIY as behaviors where "individuals engage raw and semi-raw materials and parts to produce, transform, or reconstruct material possessions, including those drawn from the natural environment (e.g., landscaping)".
DIY behavior can be triggered by various motivations previously categorized as marketplace motivations (economic benefits, lack of product availability, lack of product quality, need for customization), and identity enhancement (craftsmanship, empowerment, community seeking, uniqueness). They could involve crafts that requires particular skills and knowledge of skilled work.
Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as:
- home improvement,
- electronics,
- robotics,
- 3-D printing,
- and the use of Computer Numeric Control tools,
- as well as more traditional activities such as
- metalworking,
- woodworking,
- and, mainly, its predecessor, traditional arts and crafts.
The subculture stresses a cut-and-paste approach to standardized hobbyist technologies, and encourages cookbook re-use of designs published on websites and maker-oriented publications. There is a strong focus on using and learning practical skills and applying them to reference designs. There is also growing work on equity and the maker culture.
Games
Main article: Game
Any structured form of play could become a game. Games are played sometimes purely for recreation, sometimes for achievement or monetary rewards as well. They are played for recreation alone, in teams, or online; by amateurs. Professionals can play as part of their work for entertainment of the audience. The games could be:
Outdoor recreation:
Main article: Outdoor recreation
Recreation engaged in out of doors, most commonly in natural settings. The activities themselves — such as: — characteristically dependent on the environment practiced in.
While many of these activities can be classified as sports, they do not all demand that a participant be an athlete. Competition generally is less stressed than in individual or team sports organized into opposing squads in pursuit of a trophy or championship.
When the activity involves exceptional excitement, physical challenge, or risk, it is sometimes referred to as "adventure recreation" or "adventure training", rather than an extreme sport.
Other traditional examples of outdoor recreational activities include:
- hiking,
- camping,
- mountaineering,
- cycling,
- canoeing,
- caving,
- kayaking,
- rafting,
- rock climbing,
- running,
- sailing,
- skiing,
- sky diving
- and surfing.
As new pursuits, often hybrids of prior ones, emerge, they gain their own identities, such as:
- coasteering,
- canyoning,
- fastpacking,
- and plogging.
Performing arts:
Main article: Performing arts
Dance
Main article: Dance
Participatory dance whether it be a folk dance, a social dance, a group dance such as:
- a line, circle,
- chain or square dance,
- or a partner dance such as:
- is common in western Western ballroom dancing,
- Such dance is undertaken primarily for a common purpose, such as:
- entertainment,
- social interaction
- or exercise,
- of participants rather than onlookers.
- The many forms of dance provide recreation for all age groups and cultures.
Music creation
Main article: Music
Music is composed and performed for many purposes, ranging from recreation, religious or ceremonial purposes, or for entertainment. When music was only available through sheet music scores, such as during the Classical and Romantic eras in Europe, music lovers would buy the sheet music of their favourite pieces and songs so that they could perform them at home on their instruments.
Playing video games
Main article: Video game
Video games are immersive experiences that leave some of the aesthetics to be defined by the player while reserving the author's authority on the latter.
Visual arts:
Main article: Visual arts
Examples include:
- Woodworking,
- photography,
- moviemaking,
- jewelry making,
- software projects such as Photoshopping
- and home music or video production,
- making bracelets, artistic projects such as drawing, painting,
- Cosplay (design, creation, and wearing of a costume based on an already existing creative property),
- creating models out of card stock or paper (called papercraft)
All of the preceding fall under the category visual arts. Many of these are practised for recreation.
Drawing
Main article: Drawing
Drawing goes back at least 16,000 years to Paleolithic cave representations of animals such as those at Lascaux in France and Altamira in Spain. In ancient Egypt, ink drawings on papyrus, often depicting people, were used as models for painting or sculpture. Drawings on Greek vases, initially geometric, later developed to the human form with black-figure pottery during the 7th century BC.
With paper becoming common in Europe by the 15th century, drawing was adopted by masters such as Sandro Botticelli, Raphael, Michelangelo, and Leonardo da Vinci who sometimes treated drawing as an art in its own right rather than a preparatory stage for painting or sculpture.
Literature
Writing may involve letters, journals and web blogs. In the US, about half of all adults read one or more books for pleasure each year, About 5% read more than 50 books per year.
Painting
Main article: Painting
Like drawing, painting has its documented origins in caves and on rock faces. The finest examples, believed by some to be 32,000 years old, are in the Chauvet and Lascaux caves in southern France.
In shades of red, brown, yellow and black, the paintings on the walls and ceilings are of bison, cattle, horses and deer. Paintings of human figures can be found in the tombs of ancient Egypt. In the great temple of Ramses II, Nefertari, his queen, is depicted being led by Isis. Greek and Roman art like the Hellenistic Fayum mummy portraits and Battle of Issus at Pompeii contributed to Byzantine art in the 4th century BC, which initiated a tradition in icon painting.
Models of aeroplanes, boats, cars, tanks, artillery, and even figures of soldiers and superheroes are popular subjects to build, paint and display.
Photography
Main article: Photography
An amateur photographer practices photography as a hobby/passion and not for monetary profit. The quality of some amateur work may be highly specialized or eclectic in choice of subjects. Amateur photography is often pre-eminent in photographic subjects which have little prospect of commercial use or reward.
Amateur photography grew during the late 19th century due to the popularization of the Hand-held camera.Nowadays it has spread widely through social media and is carried out throughout different platforms and equipment, including the use of cell phone. Clear pictures can now be taken with a cell phone which is a key tool for making photography more accessible to everyone.
Organized recreation:
Many recreational activities are organized, typically by public institutions, voluntary group-work agencies, private groups supported by membership fees, and commercial enterprises.
Examples of each of these are:
- the National Park Service,
- the YMCA,
- the Kiwanis,
- and Walt Disney World.
Public space such as parks and beaches are essential venues for many recreational activities and Tourism has recognized that many visitors are specifically attracted by recreational offerings.
In particular, beach and waterfront promenades such as:
- the beach area of Venice Beach in California,
- the Promenade de la Croisette in Cannes,
- the Promenade des Anglais in Nice
- or the lungomare of Barcola with Miramare Castle in Trieste:
All of these are important recreational areas for the city population on the one hand and on the other also important tourist destinations with all advantages and disadvantages for the locals.
In support of recreational activities government has taken an important role in their creation, maintenance, and organization, and whole industries have developed merchandise or services. Recreation-related business is an important factor in the economy; it has been estimated that the outdoor recreation sector alone contributes $730 billion annually to the U.S. economy and generates 6.5 million jobs.
Recreation center:
A recreation center is a place for recreational activities usually administered by a municipal government agency. Swimming, basketball, weightlifting, volleyball and kids' play areas are very common.
Recreation as a career:
A recreation specialist would be expected to meet the recreational needs of a community or assigned interest group. Educational institutions offer courses that lead to a degree as a Bachelor of Arts in recreation management. People with such degrees often work in parks and recreation centers in towns, on community projects and activities.
Networking with instructors, budgeting, and evaluation of continuing programs are common job duties.
In the United States, most states have a professional organization for continuing education and certification in recreation management. The National Recreation and Park Association administers a certification program called the CPRP (Certified Park and Recreation Professional) that is considered a national standard for professional recreation specialist practices.
e-commerce:
Since the beginning of the 2000s, there are more and more online booking / ticketing platforms for recreational activities that emerged. Many of them leveraged the ever-growing prevalence of internet, mobile devices and e-payments to build comprehensive online booking solutions.
The first successful batch includes tourist recreation activities platform like TripAdvisor that went public. The emergence of these platforms infers the rising needs for recreation and entertainment from the growing urban citizens worldwide.
See also:
- Adventure recreation
- Amusement
- Art
- Entertainment
- Fun
- Hobby
- Lack of physical education
- National Recreation Area
- Play
- R&R (military)
- Recreation area
- Recreation room
- Social determinants of health
- Social determinants of mental health
- Social determinants of health in poverty
- Tourist attraction
- Work-life balance
- Outing; Vol. XIII.; October, 1888 to March, 1889 An Illustrated Monthly Magazine of Recreation.
- It is to laugh: A book of games and stunts (1922) by Edna Geister through The Womans Press, New York.
Plant Nurseries, Gardens, and Landscaping for the Home
- YouTube Video: How to grow & harvest strawberry plants
- YouTube Video of how to Plant a Garden
- YouTube Video:Gardening Basics: Tricks and tips for growing plants from seed
[Below we cover horticulture as a hobby undertaken by person(s) during their leisure time.]
Horticulture has been defined as the agriculture of plants, mainly for food, materials, comfort and beauty for decoration.
According to American horticulturist Liberty Hyde Bailey, "Horticulture is the growing of flowers, fruits and vegetables, and of plants for ornament and fancy."
A more precise definition can be given "The cultivation, processing, and sale of fruits, nuts, vegetables, and ornamental plants as well as many additional services".
It also includes:
In contrast to agriculture, horticulture does not include large-scale crop production or animal husbandry.
Horticulturists apply knowledge, skills, and technologies to grow intensively produced plants for human food and non-food uses and for personal or social needs. Their work involves plant propagation and cultivation with the aim of improving plant growth, yields, quality, nutritional value and resistance to insects, diseases and environmental stresses. They work as gardeners, growers, therapists, designers, and technical advisors in the food and non-food sectors of horticulture.
Horticulture includes the cultivation of:
It also includes:
Horticulturists apply their knowledge, skills, and technologies used to grow intensively produced plants for human food and non-food uses and for personal or social needs. Their work involves plant propagation and cultivation with the aim of improving plant growth, yields, quality, nutritional value, and resistance to insects, diseases, and environmental stresses.
They work as gardeners, growers, therapists, designers, and technical advisors in the food and non-food sectors of horticulture. Horticulture even refers to the growing of plants in a field or garden.
Click on any of the following blue hyperlinks for more about Plant Nurseries:
Horticulture has been defined as the agriculture of plants, mainly for food, materials, comfort and beauty for decoration.
According to American horticulturist Liberty Hyde Bailey, "Horticulture is the growing of flowers, fruits and vegetables, and of plants for ornament and fancy."
A more precise definition can be given "The cultivation, processing, and sale of fruits, nuts, vegetables, and ornamental plants as well as many additional services".
It also includes:
- plant conservation,
- landscape restoration,
- soil management,
- landscape
- and garden design, construction and maintenance, and arboriculture.
In contrast to agriculture, horticulture does not include large-scale crop production or animal husbandry.
Horticulturists apply knowledge, skills, and technologies to grow intensively produced plants for human food and non-food uses and for personal or social needs. Their work involves plant propagation and cultivation with the aim of improving plant growth, yields, quality, nutritional value and resistance to insects, diseases and environmental stresses. They work as gardeners, growers, therapists, designers, and technical advisors in the food and non-food sectors of horticulture.
Horticulture includes the cultivation of:
- medicinal plants,
- fruits,
- vegetables,
- nuts,
- seeds,
- herbs,
- sprouts,
- mushrooms,
- flowers,
- and non-food crops such as grass and ornamental trees and plants.
It also includes:
- plant conservation,
- landscape restoration,
- landscape and garden design,
- and arboriculture.
Horticulturists apply their knowledge, skills, and technologies used to grow intensively produced plants for human food and non-food uses and for personal or social needs. Their work involves plant propagation and cultivation with the aim of improving plant growth, yields, quality, nutritional value, and resistance to insects, diseases, and environmental stresses.
They work as gardeners, growers, therapists, designers, and technical advisors in the food and non-food sectors of horticulture. Horticulture even refers to the growing of plants in a field or garden.
Click on any of the following blue hyperlinks for more about Plant Nurseries:
- Etymology
- Scope
- History
- Organizations
- Notable horticulturists
- See also:
- Floriculture
- Forest gardening
- Gardening
- Genetically modified trees
- Genomics of domestication
- Hoe-farming
- Horticultural botany
- Horticultural flora
- Horticultural oil
- Horticultural therapy
- Indigenous horticulture
- Landscaping
- Permaculture
- Plant nutrition
- Plug (horticulture)
- Tropical horticulture
- Turf management
- Vertical farming
- The Institute of Horticulture
- ISHS – International Society for Horticultural Science
- The Royal Horticultural Society
Model Trains
Pictured: LEFT: Man setting up his model trains outside; RIGHT: model steam locomotives.
- YouTube Video: Large Private Model Railroad RR Lionel O Scale Gauge Train Layout of Ron Stevenson's awesome trains
- YouTube Video: Awesome Model Trains with Steam Locomotives!
- YouTube Video of Sheldon from Big Bang Theory* Playing with his Model Train Railroad
Pictured: LEFT: Man setting up his model trains outside; RIGHT: model steam locomotives.
Model railroading is a hobby in which rail transport systems are modeled at a reduced scale.
The scale models include
Today modelers can create model railway layouts, often recreating real locations and periods throughout history.
Click on any of the following blue hyperlinks for more about Model Railroad Trains:
The scale models include
- locomotives,
- rolling stock,
- streetcars,
- tracks,
- signalling
- and landscapes including:
- countryside,
- roads,
- buildings,
- vehicles,
- model figures,
- lights,
- and features such as rivers, hills, and canyons.
Today modelers can create model railway layouts, often recreating real locations and periods throughout history.
Click on any of the following blue hyperlinks for more about Model Railroad Trains:
- General description
- Scales and gauges
- Modules
- Couplers and connectors
- Landscaping
- Weathering
- Methods of power
- Scratch building
- Control
- Model railway manufacturers
- Magazines
- Famous model railroaders
- Layout standards organizations
- In popular culture
- See also:
- Brass model
- Great American Train Show
- Lego train
- List of model railroad clubs
- Model airport
- Plasticville
- Rail transport modelling scales
- Rail transport modelling standards
- Scale model
- Standard gauge in Model railways
- Train game
- Wide gauge in Model railways
- Displays and famous layouts:
- Carnegie Science Center's Miniature Railroad & Village in Pittsburgh
- Clemenceau Heritage Museum, elaborate model railroad display depicts the seven railroads that operated in the Upper Verde Valley of Arizona, 1895–1953
- Gorre & Daphetid
- The Great Train Story exhibit at Museum of Science and Industry (Chicago)
- Miniatur Wunderland in Hamburg
- National Toy Train Museum
- Northlandz
- San Diego Model Railroad Museum
- The Toy Train Depot – A museum dedicated to the history of scale model railroading in Alamogordo, New Mexico
- Virginian and Ohio
- Výtopna
- Groups dedicated to railway modelling:
- The National Model Railroad Association, USA – the largest model railroad organization in the world
- The Model Railway Club, UK – the oldest known society in the world – established 1910
- Associazione Ferrovie Siciliane – AFS (Messina – IT) – One of the most important group of rail enthusiasts end railways modellers active in Sicily and all over Italy founded in 2006
- The Joy of (Train) Sets – BBC documentary on British railway modelling
Blogging
- YouTube Video: How To Create a Blog - Step by Step for Beginners!
- YouTube Video: HOW I PLAN, ORGANIZE, & SCHEDULE MY CONTENT FOR YOUTUBE (& my blog): A look at my content calendar
- YouTube Video: How To Write A Blog Post for Beginners (And Even Experienced Bloggers)
* -- Why blogging is good for your business:
by Ben Molfetta | Oct 30, 2013 by Coreline Marketing
In order for your online marketing efforts to produce tangible results, you must commit to developing a content strategy and to becoming a content developing organization.
Blogging is central to an effective online content strategy.
Does your business have a company blog? Are you posting relevant content on a regular basis? If you are not consistently blogging, then you are likely missing out on sales opportunities.
Strategic blogging has measurable business benefits:
Does your business need to optimize your online presence? Attend our free Online Marketing Seminar and discover how a well-executed online content strategy will benefit your business.
___________________________________________________________________________
Blogging (Wikipedia)
A blog (a truncation of "weblog") is a discussion or informational website published on the World Wide Web consisting of discrete, often informal diary-style text entries (posts).
Posts are typically displayed in reverse chronological order, so that the most recent post appears first, at the top of the web page. Until 2009, blogs were usually the work of a single individual, occasionally of a small group, and often covered a single subject or topic.
In the 2010s, "multi-author blogs" (MABs) emerged, featuring the writing of multiple authors and sometimes professionally edited. MABs from newspapers, other media outlets, universities, think tanks, advocacy groups, and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into the news media. Blog can also be used as a verb, meaning to maintain or add content to a blog.
The emergence and growth of blogs in the late 1990s coincided with the advent of web publishing tools that facilitated the posting of content by non-technical users who did not have much experience with HTML or computer programming. Previously, a knowledge of such technologies as HTML and File Transfer Protocol had been required to publish content on the Web, and early Web users therefore tended to be hackers and computer enthusiasts.
In the 2010s, the majority are interactive Web 2.0 websites, allowing visitors to leave online comments, and it is this interactivity that distinguishes them from other static websites. In that sense, blogging can be seen as a form of social networking service. Indeed, bloggers not only produce content to post on their blogs but also often build social relations with their readers and other bloggers. However, there are high-readership blogs which do not allow comments.
Many blogs provide commentary on a particular subject or topic, ranging from politics to sports. Others function as more personal online diaries, and others function more as online brand advertising of a particular individual or company. A typical blog combines text, digital images, and links to other blogs, web pages, and other media related to its topic.
The ability of readers to leave publicly viewable comments, and interact with other commenters, is an important contribution to the popularity of many blogs. However, blog owners or authors often moderate and filter online comments to remove hate speech or other offensive content.
Most blogs are primarily textual, although some focus on art (art blogs), photographs (photoblogs), videos (video blogs or "vlogs"), music (MP3 blogs), and audio (podcasts). In education, blogs can be used as instructional resources. These blogs are referred to as edublogs. Microblogging is another type of blogging, featuring very short posts.
'Blog' and 'blogging' are now loosely used for content creation and sharing on social media, especially when the content is long-form and one creates and shares content on regular basis.
So, one could be maintaining a blog on Facebook or blogging on Instagram.
On February 16, 2011, there were over 156 million public blogs in existence. On February 20, 2014, there were around 172 million Tumblr and 75.8 million WordPress blogs in existence worldwide. According to critics and other bloggers, Blogger is the most popular blogging service used today. However, Blogger does not offer public statistics. Technorati lists 1.3 million blogs as of February 22, 2014.
Click on any of the following blue hyperlinks for more about Blogging:
by Ben Molfetta | Oct 30, 2013 by Coreline Marketing
In order for your online marketing efforts to produce tangible results, you must commit to developing a content strategy and to becoming a content developing organization.
Blogging is central to an effective online content strategy.
Does your business have a company blog? Are you posting relevant content on a regular basis? If you are not consistently blogging, then you are likely missing out on sales opportunities.
Strategic blogging has measurable business benefits:
- Increased qualified leads: Consistently posting valuable blog content will increase your search engine rankings, web site traffic, and online visibility; resulting in increased qualified, inbound leads.
- Higher Conversion Rates: Sharing your expertise and insights through blog content increases credibility and authority. Prospects will regard you as a subject matter expert, making you more influential and increasing conversion rates.
Does your business need to optimize your online presence? Attend our free Online Marketing Seminar and discover how a well-executed online content strategy will benefit your business.
___________________________________________________________________________
Blogging (Wikipedia)
A blog (a truncation of "weblog") is a discussion or informational website published on the World Wide Web consisting of discrete, often informal diary-style text entries (posts).
Posts are typically displayed in reverse chronological order, so that the most recent post appears first, at the top of the web page. Until 2009, blogs were usually the work of a single individual, occasionally of a small group, and often covered a single subject or topic.
In the 2010s, "multi-author blogs" (MABs) emerged, featuring the writing of multiple authors and sometimes professionally edited. MABs from newspapers, other media outlets, universities, think tanks, advocacy groups, and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into the news media. Blog can also be used as a verb, meaning to maintain or add content to a blog.
The emergence and growth of blogs in the late 1990s coincided with the advent of web publishing tools that facilitated the posting of content by non-technical users who did not have much experience with HTML or computer programming. Previously, a knowledge of such technologies as HTML and File Transfer Protocol had been required to publish content on the Web, and early Web users therefore tended to be hackers and computer enthusiasts.
In the 2010s, the majority are interactive Web 2.0 websites, allowing visitors to leave online comments, and it is this interactivity that distinguishes them from other static websites. In that sense, blogging can be seen as a form of social networking service. Indeed, bloggers not only produce content to post on their blogs but also often build social relations with their readers and other bloggers. However, there are high-readership blogs which do not allow comments.
Many blogs provide commentary on a particular subject or topic, ranging from politics to sports. Others function as more personal online diaries, and others function more as online brand advertising of a particular individual or company. A typical blog combines text, digital images, and links to other blogs, web pages, and other media related to its topic.
The ability of readers to leave publicly viewable comments, and interact with other commenters, is an important contribution to the popularity of many blogs. However, blog owners or authors often moderate and filter online comments to remove hate speech or other offensive content.
Most blogs are primarily textual, although some focus on art (art blogs), photographs (photoblogs), videos (video blogs or "vlogs"), music (MP3 blogs), and audio (podcasts). In education, blogs can be used as instructional resources. These blogs are referred to as edublogs. Microblogging is another type of blogging, featuring very short posts.
'Blog' and 'blogging' are now loosely used for content creation and sharing on social media, especially when the content is long-form and one creates and shares content on regular basis.
So, one could be maintaining a blog on Facebook or blogging on Instagram.
On February 16, 2011, there were over 156 million public blogs in existence. On February 20, 2014, there were around 172 million Tumblr and 75.8 million WordPress blogs in existence worldwide. According to critics and other bloggers, Blogger is the most popular blogging service used today. However, Blogger does not offer public statistics. Technorati lists 1.3 million blogs as of February 22, 2014.
Click on any of the following blue hyperlinks for more about Blogging:
- History
- Types
- Community and cataloging
- Popularity
- Blurring with the mass media
- Consumer-generated advertising
- Legal and social consequences
- See also:
- Blog award
- BROG
- Chat room
- Citizen journalism
- Collaborative blog
- Comparison of free blog hosting services
- Customer engagement
- Glossary of blogging
- Interactive journalism
- Internet think tank
- Israblog
- List of blogs
- List of family-and-homemaking blogs
- Mass collaboration
- Perzine
- Prison blogs
- Sideblog
- Social blogging
- Webmaster
- Web template system
- Web traffic
- Computer Law and Security Report Volume 22 Issue 2, Pages 127–136 blogs, Lies and the Doocing by Sylvia Kierkegaard (2006)
- Legal Guide for bloggers by the Electronic Frontier Foundation
- Law Library Legal Blawgs Web Archive from the U.S. Library of Congress
Board Games
- YouTube Video My Top 10 Favorite Strategy Board Games
- YouTube Video: Top 10 Solo Board Games
- YouTube Video: How to Play Monopoly
* -- Recommended Board Games (image above)
"I know how overwhelming it can be to decide what board game to start with or buy next in today’s world. My husband and I have spent hours and hours playing different board games, and probably even more time deciding what games to buy. Needless to say, I hope that I can help save you some time and headache with this list of board game recommendations.
Keep in mind that the board games I recommend are based off on our own personal tastes and preferences. You may like very different types of board games than my husband and I do.
For those new to modern board gaming:If you’d like to learn more about what modern board games are, head to my blog post about it. But, these modern board games below are a great place to get started.
ABOUT US: I'm Erin Baez, and I'm an avid board gamer. My husband and I spend most of our free time playing games, and this site is where I share my love for modern board gaming.
LEGAL INFORMATION: This site is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com. We are compensated for referring traffic and business to Amazon and other companies linked to on this site. This site also participates in other affiliate programs and is compensated for referring traffic and business to these companies.
___________________________________________________________________________
Board games are traditionally a subset of tabletop games that involve counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. In common parlance, however, a board game need not necessarily contain a physical board.
Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill.
Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo. Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced Squad Leader.
The time required to learn to play or master a game varies greatly from game to game, but is not necessarily correlated with the number or complexity of rules; games like chess or Go possess relatively simple rulesets, but have great strategic depth.
Click on any of the following blue hyperlinks for more about Board Games:
"I know how overwhelming it can be to decide what board game to start with or buy next in today’s world. My husband and I have spent hours and hours playing different board games, and probably even more time deciding what games to buy. Needless to say, I hope that I can help save you some time and headache with this list of board game recommendations.
Keep in mind that the board games I recommend are based off on our own personal tastes and preferences. You may like very different types of board games than my husband and I do.
For those new to modern board gaming:If you’d like to learn more about what modern board games are, head to my blog post about it. But, these modern board games below are a great place to get started.
- King of Tokyo
- Pandemic
- 7 Wonders
- Century Spice Road
- Lords of Waterdeep
- Clank! A Deck-Building Adventure
- Roll Player
- Brook City
- Zombicide
- Massive Darkness
- Clank! A Deck-Building Adventure
- Everdell
- Wingspan
- Vikings Gone Wild
- Western Legends
- Hero Realms
- Super Motherload
- Raiders of the North Sea
- Massive Darkness
ABOUT US: I'm Erin Baez, and I'm an avid board gamer. My husband and I spend most of our free time playing games, and this site is where I share my love for modern board gaming.
LEGAL INFORMATION: This site is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com. We are compensated for referring traffic and business to Amazon and other companies linked to on this site. This site also participates in other affiliate programs and is compensated for referring traffic and business to these companies.
___________________________________________________________________________
Board games are traditionally a subset of tabletop games that involve counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. In common parlance, however, a board game need not necessarily contain a physical board.
Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill.
Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo. Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced Squad Leader.
The time required to learn to play or master a game varies greatly from game to game, but is not necessarily correlated with the number or complexity of rules; games like chess or Go possess relatively simple rulesets, but have great strategic depth.
Click on any of the following blue hyperlinks for more about Board Games:
- History
- Luck, strategy, and diplomacy
- Other media
- Market
- Research into gaming
- Categories
- Glossary
- See also:
- Board game awards
- BoardGameGeek—a website for board game enthusiasts
- Going Cardboard—a documentary movie
- History of games
- Interactive movie—DVD games
- List of board games
- List of game manufacturers
- Mind sport
- International Board Game Studies Association
- Board Games at Curlie
- BoardGameGeek
Animation as a Hobby including Computer Animation
- YouTube Video: The Evolution of Animation 1833 - 2017
- YouTube Video: Photoshop CC: How To Make a Simple Video Animation
- YouTube Video: How to Make an Animated Short Film
[Your WebHost: as a hobby, animation can be as complex and challenging to employ as in the making of a Walt Disney movie. You are being provided computer generation imagery (CGI) and other very sophisticated tools: how much you want to get involved at that level is up to you: just be careful to not get over your head, if it is truly a hobby and not a business]
Animation is a method in which figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.
Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutouts, puppets or clay figures.
Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon and beta movement, but the exact causes are still uncertain.
Analog mechanical animation media that rely on the rapid display of sequential images include the phénakisticope, zoetrope, flip book, praxinoscope and film. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on the computer, techniques like animated GIF and Flash animation were developed.
Animation is more pervasive than many people realize. Apart from short films, feature films, television series, animated GIF's and other media dedicated to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces and visual effects.
The physical movement of image parts through simple mechanics – in for instance moving images in magic lantern shows – can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. Electronic automata were popularized by Disney as animatronics.
Animators are artists who specialize in creating animation.
History:
Main article: History of animation
Before cinematography:
Although examples of sequential images can be found occasionally throughout the history of art, there is no evidence of any related technology that enabled the artists to view such series in motion before 1832. Other ways to create moving images, by manipulating figures by hand or with mechanics, can be recognized in puppetry, automata, shadow play and (since around 1659) the magic lantern.
In 1833, the phénakisticope introduced the stroboscopic principle of modern animation, which would also provide the basis for the zoetrope (1866), the flip book (1868), the praxinoscope (1877), Muybridge's zoopraxiscope (1879) and cinematography.
A few years before the breakthrough of cinema in 1895, Charles-Émile Reynaud had much success with his Pantomimes Lumineuses. These animated films each contained 300 to 700 frames that were manipulated back and forth to last 10 to 15 minutes per film.
Piano music, song, and some dialogue were performed live, while some sound effects were synchronized with an electromagnet. From 28 October 1892 to March 1900, Reynaud gave over 12,800 shows to a total of over 500,000 visitors at the Musée Grévin in Paris
Silent era:
A few years after film became a popular medium, some manufacturers of optical toys produced many chromolithography film loops for adapted toy magic lanterns. These lanterns usually depicted images traced from live-action film footage. At a time when hardly any animations could be seen in theaters, kids would project these animation loops at home.
Some early filmmakers, including J. Stuart Blackton, Arthur Melbourne-Cooper, Segundo de Chomón and Edwin S. Porter experimented with stop-motion animation, possibly since around 1899, or, more likely, since 1906. Blackton's The Haunted Hotel (1907) was the first huge stop motion success, baffling audiences by showing objects that apparently moved by themselves. The short film inspired other filmmakers to try the technique.
J. Stuart Blackton's Humorous Phases of Funny Faces (1906) is usually regarded as the first animated film on standard picture film shown in theatres. It was partly animated on a chalkboard and partly with cut-outs.
Émile Cohl's Fantasmagorie (1908) is the oldest known example of what became known as traditional (hand-drawn) animation.
Great artistic and very influential animations were made by Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed drawn animation in films such as Little Nemo (1911) and Gertie the Dinosaur (1914). Gertie was also an early example of character development in drawn animation and featured a scene with a live-action recording of McCay interacting with Gertie in a drawn landscape.
During the 1910s, the production of animated "cartoons" became an industry. The most successful producer at the time was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process that dominated the animation industry for the rest of the century.
Italian-Argentine cartoonist Quirino Cristiani showing the cut and articulated figure of his satirical character El Peludo (based on President Yrigoyen) patented in 1916 for the realization of his films, including the world's first animated feature film El Apóstol. In 1917, Argentine director Quirino Cristiani made the first feature-length film El Apóstol (now lost), which became a critical and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, but one day after its premiere the film was confiscated by the government.
In 1919, the silent animated short Feline Follies marked the debut of Felix the Cat, becoming the first animated character in the silent film era to gain significant popularity.
After working on it for three years, Lotte Reiniger released the German feature-length silhouette animation Die Abenteuer des Prinzen Achmed in 1926, the oldest extant animated feature.
1928-1960s: Golden age of American animation:
In 1928, Steamboat Willie, featuring Mickey Mouse, popularized film with synchronized sound and put Walt Disney's studio at the forefront of the animation industry. In 1932, Disney also introduced the innovation of full color (in Flowers and Trees) as part of a three-year long exclusive deal with Technicolor.
The enormous success of Mickey Mouse is seen as the start of the golden age of American animation that would last until 1960s. The United States dominated the world market of animation with a plethora of cel-animated theatrical shorts.
Several studios would introduce characters that would become very popular and would have long lasting careers, including:
Animated features before CGI:
In 1937, Walt Disney Studios premiered their first-ever animated feature, Snow White and the Seven Dwarfs, still one of the highest-grossing traditional animation features as of June 2014. The Fleischer studios followed this example in 1939 with Gulliver's Travels with some success.
Partly due to foreign markets being cut off by the Second World War, Disney's next features Pinocchio, Fantasia (both 1940) and Fleischer Studios' second animated feature Mr. Bug Goes to Town (1941/1942) failed at the box office.
For decades afterwards Disney would be the only American studio to regularly produce animated features, until Ralph Bakshi became the first to also release more than a handful features. He produced 8 theatrically released animated features aimed at adult audiences from 1972 to 1982. Sullivan-Bluth Studios began to regularly produce animated features starting with An American Tail in 1986.
Although relatively few titles became as successful as Disney's features, other countries (further) developed their own animation industries that produced both short and feature animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques.
Russia's Soyuzmultfilm animation studio, founded in 1936, produced 20 films (including shorts) per year on average and, despite a decline afterwards, reached 1,582 titles in 2018.
Also China, Czechoslovakia / Czech Republic, Italy, France and Belgium have animation industries that more than occasionally released feature films, while Japan became a true powerhouse of animation production, with its own recognizable anime style of effective limited animation.
Animation on television:
Animation became very popular on television since the 1950s, when television sets started to become common in most wealthy countries. Cartoons were mainly programmed for children, on convenient time slots, and especially US youth spent many hours watching Saturday-morning cartoons.
Many classic cartoons found a new life on the small screen and by the end of the 1950s, production of new animated cartoons started to shift from theatrical releases to TV series. Hanna-Barbera Productions was especially prolific and had huge hit series, such as The Flintstones (1960-1966) (the first prime time animated series), Scooby-Doo (since 1969) and Belgian co-production The Smurfs (1981-1989).
The constraints of American television programming and the demand for an enormous quantity resulted in cheaper and quicker limited animation methods and much more formulaic scripts. Quality dwindled until more daring animation surfaced in the late 1980s and in the early 1990s with hit series such as The Simpsons (since 1989) as part of a "renaissance" of American animation.
While American animation also experienced international successes, many other countries produced their own child-oriented programming, often preferring stop-motion and puppetry over cel animation.
Japanese anime became very successful internationally since the 1960s, and European producers looking for affordable traditional animation relatively often started co-productions with Japanese studios, with hit series such as Barbapapa (The Netherlands/Japan/France 1973-1977), Wickie und die starken Männer/小さなバイキング ビッケ (Vicky the Viking) (Austria/Germany/Japan 1974) and Il était une fois... (Once Upon a Time...) (France/Japan 1978).
Switch from cel animation to computer animation:
Main article: History of computer animation
Computer animation was gradually developed since the 1940s. 3D wireframe animation started popping up in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller Futureworld (1976).
The Rescuers Down Under was the first feature film to be completely created digitally without a camera. It was created with the Computer Animation Production System (CAPS) developed by The Walt Disney Company in collaboration with Pixar in the late 1980s, in a style that's very similar to traditional cel animation.
The 3D style, more often associated with computer animation, has become extremely popular since Pixar's Toy Story (1995), the first computer animated feature in this style.
Most of the traditional animation film studios switched to producing mostly computer animated films around the 1990s, as it proved cheaper and more profitable. Not only the very popular 3D animation style was generated with computers, but also most of the films and series with a more traditional hand-crafted appearance.
Most of the characteristics of traditional handmade animation that were deemed charming could be emulated with software, while new digital tools helped developing new styles and effects.
In 2008, the animation market was worth US$68.4 billion. Animated feature-length films returned the highest gross margins (around 52%) of all film genres between 2004 and 2013. Animation as an art and industry continues to thrive as of the early-2020s.
Education, propaganda and commercials:
The clarity of animation makes it a powerful tool for instruction, while its total malleability also allows exaggeration that can be employed to convey strong emotions and to thwart reality. It has therefore been widely for other purposed than mere entertainment.
During World War II, animation was widely exploited for propaganda. Many American studios, including Warner Bros. and Disney, lent their talents and their cartoon characters to convey the public of certain war values.
Some countries, including China, Japan and the United Kingdom, produced their first feature-length animation for their war efforts.
Animation has been very popular in television commercials, both due to its graphic appeal, and the humour it can provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals.
The legendary animation director Tex Avery was the producer of the first Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company.
Spin-off enterprises: other media, merchandise and theme parks:
Apart from their success in movie theaters and television series, many cartoon characters would also prove extremely lucrative when licensed for all kinds of merchandise and for other media.
Animation has traditionally been very closely related to comic books. While many comic book characters found their way to the screen (which is often the case in Japan, where many manga are adapted into anime), original animated characters also commonly appear in comic books and magazines.
Somewhat similarly, characters and plots for video games (an interactive animation medium) have been derived from films and vice versa.
Some of the original content produced for the screen can be used and marketed in other media. Stories and images can easily be adapted into children's books and other printed media. Songs and music have appeared on records and as streaming media.
While very many animation companies commercially exploit their creations outside moving image media, The Walt Disney Company is the best known and most extreme example. Since first being licensed for a children's writing tablet in 1929, their Mickey Mouse mascot has been depicted on an enormous amount of products, as have many other Disney characters.
This may have influenced some pejorative use of Mickey's name, but licensed Disney products sell well, and the so-called Disneyana has many avid collectors, and even a dedicated Disneyana fanclub (since 1984).
Disneyland opened in 1955 and features many attractions that were based on Disney's cartoon characters. Its enormous success spawned several other Disney theme parks and resorts. Disney's earnings from the theme parks has relatively often been higher than those from their movies.
Criticism:
Criticism of animation has been common in media and cinema since its inception. With its popularity, a large amount of criticism has arisen, especially animated feature-length films. Many concerns of cultural representation, psychological effects on children have been brought up around the animation industry, which has remained rather politically unchanged and stagnant since its inception into mainstream culture.
Awards:
Main article: Animation studio § American studios
As with any other form of media, animation has instituted awards for excellence in the field. The original awards for animation were presented by the Academy of Motion Picture Arts and Sciences for animated shorts from the year 1932, during the 5th Academy Awards function.
The first winner of the Academy Award was the short Flowers and Trees, a production by Walt Disney Productions.
The Academy Award for a feature-length animated motion picture was only instituted for the year 2001, and awarded during the 74th Academy Awards in 2002. It was won by the film Shrek, produced by DreamWorks and Pacific Data Images. Disney/Pixar have produced the most films either to win or be nominated for the award.
Beauty and the Beast was the first animated film nominated for Best Picture. Up and Toy Story 3 also received Best Picture nominations after the Academy expanded the number of nominees from five to ten.
Several other countries have instituted an award for best-animated feature film as part of their national film awards:
The Annie Award is another award presented for excellence in the field of animation. Unlike the Academy Awards, the Annie Awards are only received for achievements in the field of animation and not for any other field of technical and artistic endeavor. They were re-organized in 1992 to create a new field for Best Animated Feature.
The 1990s winners were dominated by Walt Disney, however, newer studios, led by Pixar & DreamWorks, have now begun to consistently vie for this award. The list of awardees is as follows:
Production:
The creation of non-trivial animation works (i.e., longer than a few seconds) has developed as a form of filmmaking, with certain unique aspects. Traits common to both live-action and animated feature-length films are labor-intensity and high production costs.
The most important difference is that once a film is in the production phase, the marginal cost of one more shot is higher for animated films than live-action films. It is relatively easy for a director to ask for one more take during principal photography of a live-action film, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modern computer animation).
It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene if that scene fails to effectively advance the plot of the film.
Thus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where storyboard artists develop every single scene through storyboards, then handing the film over to the animators only after the production team is satisfied that all the scenes make sense as a whole.
While live-action films are now also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).
Another problem unique to animation is the requirement to maintain a film's consistency from start to finish, even as films have grown longer and teams have grown larger.
Animators, like all artists, necessarily have individual styles, but must subordinate their individuality in a consistent way to whatever style is employed on a particular film.
Since the early 1980s, teams of about 500 to 600 people, of whom 50 to 70 are animators, typically have created feature-length animated films. It is relatively easy for two or three artists to match their styles; synchronizing those of dozens of artists is more difficult.
This problem is usually solved by having a separate group of visual development artists develop an overall look and palette for each film before the animation begins. Character designers on the visual development team draw model sheets to show how each character should look like with different facial expressions, posed in different positions, and viewed from different angles.
On traditionally animated projects, maquettes were often sculpted to further help the animators see how characters would look from different angles.
Unlike live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film. In the early 1960s, animation studios began hiring professional screenwriters to write screenplays (while also continuing to use story departments) and screenplays had become commonplace for animated films by the late 1980s.
Techniques:
Traditional animation:
Main article: Traditional animation
Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century.
The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper.
To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings.
The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture film.
The traditional cel animation process became obsolete by the beginning of the 21st century.
Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects.
The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media with digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" (a play on the words "traditional" and "digital") to describe cel animation that uses significant computer technology.
Examples of traditionally animated feature films include:
Traditionally animated films produced with the aid of computer technology include:
Full animation
Full animation refers to the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement, having a smooth animation.
Fully animated films can be made in a variety of styles, from more realistically animated works like those produced by the Walt Disney studio (The Little Mermaid, Beauty and the Beast, Aladdin, The Lion King) to the more 'cartoon' styles of the Warner Bros. animation studio.
Many of the Disney animated features are examples of full animation, as are non-Disney works, The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007). Fully animated films are animated at 24 frames per second, with a combination of animation on ones and twos, meaning that drawings can be held for one frame out of 24 or two frames out of 24.
Limited animation:
Main article: Limited animation
Limited animation involves the use of less detailed or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation. Limited animation uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique.
Pioneered by the artists at the American studio United Productions of America, limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing-Boing (US, 1951), Yellow Submarine (UK, 1968), and certain anime produced in Japan.
Its primary use, however, has been in producing cost-effective animated content for media for television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons).
Rotoscoping:
Main article: Rotoscoping
Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are Fire and Ice (US, 1983), Heavy Metal (1981), and Aku no Hana (2013).
Live-action/animation:
Main article: Films with live action and animation
Live-action/animation is a technique combining hand-drawn characters into live action shots or live action actors into animated shots. One of the earlier uses was in Koko the Clown when Koko was drawn over live action footage.
Walt Disney and Ub Iwerks created a series of Alice comedies (1923-1927), in which a live-action girl enters an animated world. Other examples include:
Stop motion animation:
Main article: Stop motion
Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement.
There are many different types of stop-motion animation, usually named after the medium used to create the animation. Computer software is widely available to create this type of animation; traditional stop motion animation is usually less expensive but more time-consuming to produce than current computer animation.
Puppet animation typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation. The puppets generally have an armature inside of them to keep them still and steady to constrain their motion to particular joints.
Examples include:
Puppetoon, created using techniques developed by George Pal, are puppet-animated films that typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet.
Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures.
Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include
Strata-cut animation, Strata-cut animation is most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.
Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth. Examples include:
Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963), and the work of Willis H. O'Brien on films, King Kong (1933).
Go motion is a variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
Brickfilm are a sub-genre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.
Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts, and the academy award-winning Neighbours by Norman McLaren.
Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures. Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes.
Examples of clay-animated works include The Gumby Show (US, 1957–1967), Mio Mao (Italy, 1974–2005), Morph shorts (UK, 1977–2000), Wallace and Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984).
Films include Wallace & Gromit: The Curse of the Were-Rabbit, Chicken Run and The Adventures of Mark Twain.
Strata-cut animation, Strata-cut animation is most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.
Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth. Examples include:
Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963), and the work of Willis H. O'Brien on films, King Kong (1933).
Go motion is a variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
Brickfilm es a sub-genre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.
Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts, and the academy award-winning Neighbours by Norman McLaren.
Mechanical animation:
Animatronics is the use of mechatronics to create machines that seem animate rather than robotic.
Audio-Animatronics and Autonomatronics is a form of robotics animation, combined with 3-D animation, created by Walt Disney Imagineering for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or song). They are fixed to whatever supports them. They can sit and stand, and they cannot walk.
An Audio-Animatron is different from an android-type robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.
Linear Animation Generator is a form of animation by using static picture frames installed in a tunnel or a shaft. The animation illusion is created by putting the viewer in a linear motion, parallel to the installed picture frames. The concept and the technical solution were invented in 2007 by Mihai Girlovan in Romania.
Chuckimation is a type of animation created by the makers of the television series Action League Now! in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands.
The magic lantern used mechanical slides to project moving images, probably since Christiaan Huygens invented this early image projector in 1659.
Other animation styles, techniques, and approaches:
Hydrotechnics: a technique that includes lights, water, fire, fog, and lasers, with high-definition projections on mist screens.
Drawn on film animation: a technique where footage is produced by creating the images directly on film stock, for example by Norman McLaren, Len Lye and Stan Brakhage.
Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass, for example by Aleksandr Petrov.
Erasure animation: a technique using traditional 2D media, photographed over time as the artist manipulates the image. For example, William Kentridge is famous for his charcoal erasure films, and Piotr Dumała for his auteur technique of animating scratches on plaster.
Pinscreen animation: makes use of a screen filled with movable pins that can be moved in or out by pressing an object onto the screen. The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.
Sand animation: sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of the light contrast.
Flip book: a flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change.
Flip books are often illustrated books for children, they also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, they appear as an added feature in ordinary books or magazines, often in the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books.
Other:
See also:
Computer Animation
Computer animation is the process used for digitally generating animated images. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images.
Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings.
Sometimes, the target of the animation is the computer itself, but sometimes film as well.
Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations.
Computer-generated animations are more controllable than other, more physically based processes, like constructing miniatures for effects shots, or hiring extras for crowd scenes, because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props.
To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures.
For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without that virtual skeleton.
Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
For 3D animations, all frames must be rendered after the modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium, like digital video.
The frames may also be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet (e.g. Adobe Flash, X3D) often use software on the end-user's computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations.
Explanation:
To trick the eye and the brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second or faster. (A frame is one complete image.)
With rates above 75-120 frames per second, no improvement in realism or smoothness is perceivable due to the way the eye and the brain both process images.
At rates below 12 frames per second, most people can detect jerkiness associated with the drawing of new images that detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames per second in order to save on the number of drawings needed, but this is usually accepted because of the stylized nature of cartoons. To produce more realistic imagery, computer animation demands higher frame rates.
Films seen in theaters in the United States run at 24 frames per second, which is sufficient to create the illusion of continuous movement. For high resolution, adapters are used.
Click on any of the following blue hyperlinks for more about Computer Animation:
Animation is a method in which figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.
Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutouts, puppets or clay figures.
Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon and beta movement, but the exact causes are still uncertain.
Analog mechanical animation media that rely on the rapid display of sequential images include the phénakisticope, zoetrope, flip book, praxinoscope and film. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on the computer, techniques like animated GIF and Flash animation were developed.
Animation is more pervasive than many people realize. Apart from short films, feature films, television series, animated GIF's and other media dedicated to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces and visual effects.
The physical movement of image parts through simple mechanics – in for instance moving images in magic lantern shows – can also be considered animation. The mechanical manipulation of three-dimensional puppets and objects to emulate living beings has a very long history in automata. Electronic automata were popularized by Disney as animatronics.
Animators are artists who specialize in creating animation.
History:
Main article: History of animation
Before cinematography:
Although examples of sequential images can be found occasionally throughout the history of art, there is no evidence of any related technology that enabled the artists to view such series in motion before 1832. Other ways to create moving images, by manipulating figures by hand or with mechanics, can be recognized in puppetry, automata, shadow play and (since around 1659) the magic lantern.
In 1833, the phénakisticope introduced the stroboscopic principle of modern animation, which would also provide the basis for the zoetrope (1866), the flip book (1868), the praxinoscope (1877), Muybridge's zoopraxiscope (1879) and cinematography.
A few years before the breakthrough of cinema in 1895, Charles-Émile Reynaud had much success with his Pantomimes Lumineuses. These animated films each contained 300 to 700 frames that were manipulated back and forth to last 10 to 15 minutes per film.
Piano music, song, and some dialogue were performed live, while some sound effects were synchronized with an electromagnet. From 28 October 1892 to March 1900, Reynaud gave over 12,800 shows to a total of over 500,000 visitors at the Musée Grévin in Paris
Silent era:
A few years after film became a popular medium, some manufacturers of optical toys produced many chromolithography film loops for adapted toy magic lanterns. These lanterns usually depicted images traced from live-action film footage. At a time when hardly any animations could be seen in theaters, kids would project these animation loops at home.
Some early filmmakers, including J. Stuart Blackton, Arthur Melbourne-Cooper, Segundo de Chomón and Edwin S. Porter experimented with stop-motion animation, possibly since around 1899, or, more likely, since 1906. Blackton's The Haunted Hotel (1907) was the first huge stop motion success, baffling audiences by showing objects that apparently moved by themselves. The short film inspired other filmmakers to try the technique.
J. Stuart Blackton's Humorous Phases of Funny Faces (1906) is usually regarded as the first animated film on standard picture film shown in theatres. It was partly animated on a chalkboard and partly with cut-outs.
Émile Cohl's Fantasmagorie (1908) is the oldest known example of what became known as traditional (hand-drawn) animation.
Great artistic and very influential animations were made by Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed drawn animation in films such as Little Nemo (1911) and Gertie the Dinosaur (1914). Gertie was also an early example of character development in drawn animation and featured a scene with a live-action recording of McCay interacting with Gertie in a drawn landscape.
During the 1910s, the production of animated "cartoons" became an industry. The most successful producer at the time was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animation process that dominated the animation industry for the rest of the century.
Italian-Argentine cartoonist Quirino Cristiani showing the cut and articulated figure of his satirical character El Peludo (based on President Yrigoyen) patented in 1916 for the realization of his films, including the world's first animated feature film El Apóstol. In 1917, Argentine director Quirino Cristiani made the first feature-length film El Apóstol (now lost), which became a critical and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, but one day after its premiere the film was confiscated by the government.
In 1919, the silent animated short Feline Follies marked the debut of Felix the Cat, becoming the first animated character in the silent film era to gain significant popularity.
After working on it for three years, Lotte Reiniger released the German feature-length silhouette animation Die Abenteuer des Prinzen Achmed in 1926, the oldest extant animated feature.
1928-1960s: Golden age of American animation:
In 1928, Steamboat Willie, featuring Mickey Mouse, popularized film with synchronized sound and put Walt Disney's studio at the forefront of the animation industry. In 1932, Disney also introduced the innovation of full color (in Flowers and Trees) as part of a three-year long exclusive deal with Technicolor.
The enormous success of Mickey Mouse is seen as the start of the golden age of American animation that would last until 1960s. The United States dominated the world market of animation with a plethora of cel-animated theatrical shorts.
Several studios would introduce characters that would become very popular and would have long lasting careers, including:
- Walt Disney Productions' Goofy (1932) and Donald Duck (1934),
- Warner Bros. Cartoons' Looney Tunes characters like Daffy Duck (1937), Bugs Bunny (1938/1940), Tweety (1941/1942), Wile E. Coyote and Road Runner (1949),
- Fleischer Studios/Paramount Cartoon Studios' Betty Boop (1930),
- Popeye (licensed by King Feature Syndicate) (1933),
- Superman (licensed by DC Comics) (1941)
- and Casper (1945),
- MGM cartoon studio: Tom and Jerry (1940) and Droopy,
- Walter Lantz Productions/Universal Studio Cartoons's Woody Woodpecker (1940),
- Terrytoons/20th Century Fox's Mighty Mouse (1942) and United Artists' Pink Panther (1963).
Animated features before CGI:
In 1937, Walt Disney Studios premiered their first-ever animated feature, Snow White and the Seven Dwarfs, still one of the highest-grossing traditional animation features as of June 2014. The Fleischer studios followed this example in 1939 with Gulliver's Travels with some success.
Partly due to foreign markets being cut off by the Second World War, Disney's next features Pinocchio, Fantasia (both 1940) and Fleischer Studios' second animated feature Mr. Bug Goes to Town (1941/1942) failed at the box office.
For decades afterwards Disney would be the only American studio to regularly produce animated features, until Ralph Bakshi became the first to also release more than a handful features. He produced 8 theatrically released animated features aimed at adult audiences from 1972 to 1982. Sullivan-Bluth Studios began to regularly produce animated features starting with An American Tail in 1986.
Although relatively few titles became as successful as Disney's features, other countries (further) developed their own animation industries that produced both short and feature animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques.
Russia's Soyuzmultfilm animation studio, founded in 1936, produced 20 films (including shorts) per year on average and, despite a decline afterwards, reached 1,582 titles in 2018.
Also China, Czechoslovakia / Czech Republic, Italy, France and Belgium have animation industries that more than occasionally released feature films, while Japan became a true powerhouse of animation production, with its own recognizable anime style of effective limited animation.
Animation on television:
Animation became very popular on television since the 1950s, when television sets started to become common in most wealthy countries. Cartoons were mainly programmed for children, on convenient time slots, and especially US youth spent many hours watching Saturday-morning cartoons.
Many classic cartoons found a new life on the small screen and by the end of the 1950s, production of new animated cartoons started to shift from theatrical releases to TV series. Hanna-Barbera Productions was especially prolific and had huge hit series, such as The Flintstones (1960-1966) (the first prime time animated series), Scooby-Doo (since 1969) and Belgian co-production The Smurfs (1981-1989).
The constraints of American television programming and the demand for an enormous quantity resulted in cheaper and quicker limited animation methods and much more formulaic scripts. Quality dwindled until more daring animation surfaced in the late 1980s and in the early 1990s with hit series such as The Simpsons (since 1989) as part of a "renaissance" of American animation.
While American animation also experienced international successes, many other countries produced their own child-oriented programming, often preferring stop-motion and puppetry over cel animation.
Japanese anime became very successful internationally since the 1960s, and European producers looking for affordable traditional animation relatively often started co-productions with Japanese studios, with hit series such as Barbapapa (The Netherlands/Japan/France 1973-1977), Wickie und die starken Männer/小さなバイキング ビッケ (Vicky the Viking) (Austria/Germany/Japan 1974) and Il était une fois... (Once Upon a Time...) (France/Japan 1978).
Switch from cel animation to computer animation:
Main article: History of computer animation
Computer animation was gradually developed since the 1940s. 3D wireframe animation started popping up in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller Futureworld (1976).
The Rescuers Down Under was the first feature film to be completely created digitally without a camera. It was created with the Computer Animation Production System (CAPS) developed by The Walt Disney Company in collaboration with Pixar in the late 1980s, in a style that's very similar to traditional cel animation.
The 3D style, more often associated with computer animation, has become extremely popular since Pixar's Toy Story (1995), the first computer animated feature in this style.
Most of the traditional animation film studios switched to producing mostly computer animated films around the 1990s, as it proved cheaper and more profitable. Not only the very popular 3D animation style was generated with computers, but also most of the films and series with a more traditional hand-crafted appearance.
Most of the characteristics of traditional handmade animation that were deemed charming could be emulated with software, while new digital tools helped developing new styles and effects.
In 2008, the animation market was worth US$68.4 billion. Animated feature-length films returned the highest gross margins (around 52%) of all film genres between 2004 and 2013. Animation as an art and industry continues to thrive as of the early-2020s.
Education, propaganda and commercials:
The clarity of animation makes it a powerful tool for instruction, while its total malleability also allows exaggeration that can be employed to convey strong emotions and to thwart reality. It has therefore been widely for other purposed than mere entertainment.
During World War II, animation was widely exploited for propaganda. Many American studios, including Warner Bros. and Disney, lent their talents and their cartoon characters to convey the public of certain war values.
Some countries, including China, Japan and the United Kingdom, produced their first feature-length animation for their war efforts.
Animation has been very popular in television commercials, both due to its graphic appeal, and the humour it can provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals.
The legendary animation director Tex Avery was the producer of the first Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company.
Spin-off enterprises: other media, merchandise and theme parks:
Apart from their success in movie theaters and television series, many cartoon characters would also prove extremely lucrative when licensed for all kinds of merchandise and for other media.
Animation has traditionally been very closely related to comic books. While many comic book characters found their way to the screen (which is often the case in Japan, where many manga are adapted into anime), original animated characters also commonly appear in comic books and magazines.
Somewhat similarly, characters and plots for video games (an interactive animation medium) have been derived from films and vice versa.
Some of the original content produced for the screen can be used and marketed in other media. Stories and images can easily be adapted into children's books and other printed media. Songs and music have appeared on records and as streaming media.
While very many animation companies commercially exploit their creations outside moving image media, The Walt Disney Company is the best known and most extreme example. Since first being licensed for a children's writing tablet in 1929, their Mickey Mouse mascot has been depicted on an enormous amount of products, as have many other Disney characters.
This may have influenced some pejorative use of Mickey's name, but licensed Disney products sell well, and the so-called Disneyana has many avid collectors, and even a dedicated Disneyana fanclub (since 1984).
Disneyland opened in 1955 and features many attractions that were based on Disney's cartoon characters. Its enormous success spawned several other Disney theme parks and resorts. Disney's earnings from the theme parks has relatively often been higher than those from their movies.
Criticism:
Criticism of animation has been common in media and cinema since its inception. With its popularity, a large amount of criticism has arisen, especially animated feature-length films. Many concerns of cultural representation, psychological effects on children have been brought up around the animation industry, which has remained rather politically unchanged and stagnant since its inception into mainstream culture.
Awards:
Main article: Animation studio § American studios
As with any other form of media, animation has instituted awards for excellence in the field. The original awards for animation were presented by the Academy of Motion Picture Arts and Sciences for animated shorts from the year 1932, during the 5th Academy Awards function.
The first winner of the Academy Award was the short Flowers and Trees, a production by Walt Disney Productions.
The Academy Award for a feature-length animated motion picture was only instituted for the year 2001, and awarded during the 74th Academy Awards in 2002. It was won by the film Shrek, produced by DreamWorks and Pacific Data Images. Disney/Pixar have produced the most films either to win or be nominated for the award.
Beauty and the Beast was the first animated film nominated for Best Picture. Up and Toy Story 3 also received Best Picture nominations after the Academy expanded the number of nominees from five to ten.
Several other countries have instituted an award for best-animated feature film as part of their national film awards:
- Africa Movie Academy Award for Best Animation (since 2008),
- BAFTA Award for Best Animated Film (since 2006),
- César Award for Best Animated Film (since 2011),
- Golden Rooster Award for Best Animation (since 1981),
- Goya Award for Best Animated Film (since 1989),
- Japan Academy Prize for Animation of the Year (since 2007),
- National Film Award for Best Animated Film (since 2006).
- Also since 2007, the Asia Pacific Screen Award for Best Animated Feature Film has been awarded at the Asia Pacific Screen Awards.
- Since 2009, the European Film Awards have awarded the European Film Award for Best Animated Film.
The Annie Award is another award presented for excellence in the field of animation. Unlike the Academy Awards, the Annie Awards are only received for achievements in the field of animation and not for any other field of technical and artistic endeavor. They were re-organized in 1992 to create a new field for Best Animated Feature.
The 1990s winners were dominated by Walt Disney, however, newer studios, led by Pixar & DreamWorks, have now begun to consistently vie for this award. The list of awardees is as follows:
- Annie Award for Best Animated Feature
- Annie Award for Best Animated Short Subject
- Annie Award for Best Animated Television Production
Production:
The creation of non-trivial animation works (i.e., longer than a few seconds) has developed as a form of filmmaking, with certain unique aspects. Traits common to both live-action and animated feature-length films are labor-intensity and high production costs.
The most important difference is that once a film is in the production phase, the marginal cost of one more shot is higher for animated films than live-action films. It is relatively easy for a director to ask for one more take during principal photography of a live-action film, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modern computer animation).
It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene if that scene fails to effectively advance the plot of the film.
Thus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where storyboard artists develop every single scene through storyboards, then handing the film over to the animators only after the production team is satisfied that all the scenes make sense as a whole.
While live-action films are now also storyboarded, they enjoy more latitude to depart from storyboards (i.e., real-time improvisation).
Another problem unique to animation is the requirement to maintain a film's consistency from start to finish, even as films have grown longer and teams have grown larger.
Animators, like all artists, necessarily have individual styles, but must subordinate their individuality in a consistent way to whatever style is employed on a particular film.
Since the early 1980s, teams of about 500 to 600 people, of whom 50 to 70 are animators, typically have created feature-length animated films. It is relatively easy for two or three artists to match their styles; synchronizing those of dozens of artists is more difficult.
This problem is usually solved by having a separate group of visual development artists develop an overall look and palette for each film before the animation begins. Character designers on the visual development team draw model sheets to show how each character should look like with different facial expressions, posed in different positions, and viewed from different angles.
On traditionally animated projects, maquettes were often sculpted to further help the animators see how characters would look from different angles.
Unlike live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film. In the early 1960s, animation studios began hiring professional screenwriters to write screenplays (while also continuing to use story departments) and screenplays had become commonplace for animated films by the late 1980s.
Techniques:
Traditional animation:
Main article: Traditional animation
Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century.
The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper.
To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings.
The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture film.
The traditional cel animation process became obsolete by the beginning of the 21st century.
Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects.
The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media with digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" (a play on the words "traditional" and "digital") to describe cel animation that uses significant computer technology.
Examples of traditionally animated feature films include:
- Pinocchio (United States, 1940),
- Animal Farm (United Kingdom, 1954),
- Lucky and Zorba (Italy, 1998),
- and The Illusionist (British-French, 2010).
Traditionally animated films produced with the aid of computer technology include:
- The Lion King (US, 1994),
- The Prince of Egypt (US, 1998),
- Akira (Japan, 1988),
- Spirited Away (Japan, 2001),
- The Triplets of Belleville (France, 2003),
- and The Secret of Kells (Irish-French-Belgian, 2009).
Full animation
Full animation refers to the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement, having a smooth animation.
Fully animated films can be made in a variety of styles, from more realistically animated works like those produced by the Walt Disney studio (The Little Mermaid, Beauty and the Beast, Aladdin, The Lion King) to the more 'cartoon' styles of the Warner Bros. animation studio.
Many of the Disney animated features are examples of full animation, as are non-Disney works, The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007). Fully animated films are animated at 24 frames per second, with a combination of animation on ones and twos, meaning that drawings can be held for one frame out of 24 or two frames out of 24.
Limited animation:
Main article: Limited animation
Limited animation involves the use of less detailed or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation. Limited animation uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique.
Pioneered by the artists at the American studio United Productions of America, limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing-Boing (US, 1951), Yellow Submarine (UK, 1968), and certain anime produced in Japan.
Its primary use, however, has been in producing cost-effective animated content for media for television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons).
Rotoscoping:
Main article: Rotoscoping
Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are Fire and Ice (US, 1983), Heavy Metal (1981), and Aku no Hana (2013).
Live-action/animation:
Main article: Films with live action and animation
Live-action/animation is a technique combining hand-drawn characters into live action shots or live action actors into animated shots. One of the earlier uses was in Koko the Clown when Koko was drawn over live action footage.
Walt Disney and Ub Iwerks created a series of Alice comedies (1923-1927), in which a live-action girl enters an animated world. Other examples include:
- Allegro Non Troppo (Italy, 1976),
- Who Framed Roger Rabbit (US, 1988),
- Space Jam (US, 1996)
- and Osmosis Jones (US, 2001).
Stop motion animation:
Main article: Stop motion
Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement.
There are many different types of stop-motion animation, usually named after the medium used to create the animation. Computer software is widely available to create this type of animation; traditional stop motion animation is usually less expensive but more time-consuming to produce than current computer animation.
Puppet animation typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation. The puppets generally have an armature inside of them to keep them still and steady to constrain their motion to particular joints.
Examples include:
- The Tale of the Fox (France, 1937),
- The Nightmare Before Christmas (US, 1993),
- Corpse Bride (US, 2005),
- Coraline (US, 2009),
- the films of Jiří Trnka and the adult animated sketch-comedy television series Robot Chicken (US, 2005–present).
Puppetoon, created using techniques developed by George Pal, are puppet-animated films that typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet.
Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures.
Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include
- The Gumby Show (US, 1957–1967),
- Mio Mao (Italy, 1974–2005),
- Morph shorts (UK, 1977–2000),
- Wallace and Gromit shorts (UK, as of 1989),
- Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982),
- The Trap Door (UK, 1984).
Strata-cut animation, Strata-cut animation is most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.
Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth. Examples include:
- Terry Gilliam's animated sequences from Monty Python's Flying Circus (UK, 1969–1974);
- Fantastic Planet (France/Czechoslovakia, 1973) ;
- Tale of Tales (Russia, 1979),
- The pilot episode of the adult television sitcom series (and sometimes in episodes) of South Park (US, 1997)
- and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963), and the work of Willis H. O'Brien on films, King Kong (1933).
Go motion is a variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
Brickfilm are a sub-genre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.
Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts, and the academy award-winning Neighbours by Norman McLaren.
Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures. Alternatively, the figures may be made entirely of clay, in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes.
Examples of clay-animated works include The Gumby Show (US, 1957–1967), Mio Mao (Italy, 1974–2005), Morph shorts (UK, 1977–2000), Wallace and Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984).
Films include Wallace & Gromit: The Curse of the Were-Rabbit, Chicken Run and The Adventures of Mark Twain.
Strata-cut animation, Strata-cut animation is most commonly a form of clay animation in which a long bread-like "loaf" of clay, internally packed tight and loaded with varying imagery, is sliced into thin sheets, with the animation camera taking a frame of the end of the loaf for each cut, eventually revealing the movement of the internal images within.
Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material paper or cloth. Examples include:
- Terry Gilliam's animated sequences from Monty Python's Flying Circus (UK, 1969–1974);
- Fantastic Planet (France/Czechoslovakia, 1973) ;
- Tale of Tales (Russia, 1979),
- The pilot episode of the adult television sitcom series (and sometimes in episodes) of South Park (US, 1997)
- and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014).
Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films, Jason and the Argonauts (1963), and the work of Willis H. O'Brien on films, King Kong (1933).
Go motion is a variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effect scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
Brickfilm es a sub-genre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites, YouTube and the availability of cheap cameras and animation software.
Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts, and the academy award-winning Neighbours by Norman McLaren.
Mechanical animation:
Animatronics is the use of mechatronics to create machines that seem animate rather than robotic.
Audio-Animatronics and Autonomatronics is a form of robotics animation, combined with 3-D animation, created by Walt Disney Imagineering for shows and attractions at Disney theme parks move and make noise (generally a recorded speech or song). They are fixed to whatever supports them. They can sit and stand, and they cannot walk.
An Audio-Animatron is different from an android-type robot in that it uses prerecorded movements and sounds, rather than responding to external stimuli. In 2009, Disney created an interactive version of the technology called Autonomatronics.
Linear Animation Generator is a form of animation by using static picture frames installed in a tunnel or a shaft. The animation illusion is created by putting the viewer in a linear motion, parallel to the installed picture frames. The concept and the technical solution were invented in 2007 by Mihai Girlovan in Romania.
Chuckimation is a type of animation created by the makers of the television series Action League Now! in which characters/props are thrown, or chucked from off camera or wiggled around to simulate talking by unseen hands.
The magic lantern used mechanical slides to project moving images, probably since Christiaan Huygens invented this early image projector in 1659.
Other animation styles, techniques, and approaches:
Hydrotechnics: a technique that includes lights, water, fire, fog, and lasers, with high-definition projections on mist screens.
Drawn on film animation: a technique where footage is produced by creating the images directly on film stock, for example by Norman McLaren, Len Lye and Stan Brakhage.
Paint-on-glass animation: a technique for making animated films by manipulating slow drying oil paints on sheets of glass, for example by Aleksandr Petrov.
Erasure animation: a technique using traditional 2D media, photographed over time as the artist manipulates the image. For example, William Kentridge is famous for his charcoal erasure films, and Piotr Dumała for his auteur technique of animating scratches on plaster.
Pinscreen animation: makes use of a screen filled with movable pins that can be moved in or out by pressing an object onto the screen. The screen is lit from the side so that the pins cast shadows. The technique has been used to create animated films with a range of textural effects difficult to achieve with traditional cel animation.
Sand animation: sand is moved around on a back- or front-lighted piece of glass to create each frame for an animated film. This creates an interesting effect when animated because of the light contrast.
Flip book: a flip book (sometimes, especially in British English, called a flick book) is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change.
Flip books are often illustrated books for children, they also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, they appear as an added feature in ordinary books or magazines, often in the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books.
Other:
See also:
- 12 basic principles of animation
- Animated war film
- Animation department
- Animation software
- Animator
- Anime
- Architectural animation
- Avar (animation variable)
- Computer-generated imagery
- Independent animation
- International Animated Film Association
- International Tournée of Animation
- List of motion picture topics
- Model sheet
- Motion graphic design
- Society for Animation Studies
- Tradigital art
- Wire-frame model
- The making of an 8-minute cartoon short
- "Animando", a 12-minute film demonstrating 10 different animation techniques (and teaching how to use them).
- Bibliography on animation – Websiite "Histoire de la télévision"
- Animation at Curlie
Computer Animation
Computer animation is the process used for digitally generating animated images. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images.
Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings.
Sometimes, the target of the animation is the computer itself, but sometimes film as well.
Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations.
Computer-generated animations are more controllable than other, more physically based processes, like constructing miniatures for effects shots, or hiring extras for crowd scenes, because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props.
To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures.
For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without that virtual skeleton.
Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
For 3D animations, all frames must be rendered after the modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium, like digital video.
The frames may also be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet (e.g. Adobe Flash, X3D) often use software on the end-user's computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations.
Explanation:
To trick the eye and the brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second or faster. (A frame is one complete image.)
With rates above 75-120 frames per second, no improvement in realism or smoothness is perceivable due to the way the eye and the brain both process images.
At rates below 12 frames per second, most people can detect jerkiness associated with the drawing of new images that detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames per second in order to save on the number of drawings needed, but this is usually accepted because of the stylized nature of cartoons. To produce more realistic imagery, computer animation demands higher frame rates.
Films seen in theaters in the United States run at 24 frames per second, which is sufficient to create the illusion of continuous movement. For high resolution, adapters are used.
Click on any of the following blue hyperlinks for more about Computer Animation:
- History
- Animation methods
- Modeling
- Equipment
- Facial animation
- Realism
- Films
- Animation studios
- Web animations
- Detailed examples and pseudocode
- Computer-assisted vs. computer-generated
- See also:
- Animation
- Animation database
- Autodesk
- Avar (animation variable)
- Computer-generated imagery (CGI)
- New York Institute of Technology Computer Graphics Lab
- Computer representation of surfaces
- Hand-Over
- Humanoid animation
- List of animation studios
- List of computer-animated films
- List of computer-animated television series
- Medical animation
- Morph target animation
- Machinima (recording video from games and virtual worlds)
- Motion capture
- Procedural animation
- Ray tracing
- Rich Representation Language
- Skeletal animation
- Timeline of computer animation in film and television
- Virtual artifact
- Wire-frame model
- Twelve basic principles of animation
- Media related to Computer animations at Wikimedia Commons
- Galería 3D, Half a century of 3D Computer Animations (1962-2002).
Amateur Astronomy (as a Hobby)
- YouTube Video: Astronomy for Beginners - Getting Started Stargazing!
- YouTube Video: "Choosing Your First Telescope" with J. Kelly Beatty
- YouTube Video: Planet Kojima-1 Confirmed - Amateur Astronomer Discovery
* -- See above 4 images:
NASA:
Long before the term "citizen science" was coined, the field of astronomy has benefited from countless men and women who study the sky in their spare time.
These amateur astronomers devote hours exploring the cosmos through a variety of telescopes that they acquire, maintain, and improve on their own. Some of these amateur astronomers specialize in capturing what is seen through their telescopes in images and are astrophotographers.
What happens when the work of amateur astronomers and astrophotographers is combined with the data from some of the world's most sophisticated space telescopes?
Collaborations between professional and amateur astronomers reveal the possibilities and are intended to raise interest and awareness among the community of the wealth of data publicly available in NASA's various mission archives. This effort is particularly appropriate for this month because April marks Global Astronomy Month, the world's largest global celebration of astronomy.
The images in this quartet of galaxies represent a sample of composites created with X-ray data from NASA's Chandra X-ray Observatory, infrared data from the Spitzer Space Telescope, and optical data collected by an amateur astronomer.
In these images, the X-rays from Chandra are shown in pink, infrared emission from Spitzer is red, and the optical data are in red, green, and blue.
The two astrophotographers who donated their images for these four images -- Detlef Hartmann and Rolf Olsen -- used their personal telescopes of 17.5 inches and 10 inches in diameter respectively. More details on how these images were made can be found in this blog post.
Starting in the upper left and moving clockwise in the above picture, the galaxies are M101 (the "Pinwheel Galaxy"), M81, Centaurus A, and M51 (the "Whirlpool Galaxy"):
For many amateur astronomers and astrophotographers, a main goal of their efforts is to observe and share the wonders of the Universe. However, the long exposures of these objects may help to reveal phenomena that may otherwise be missed in the relatively short snapshots taken by major telescopes, which are tightly scheduled and often oversubscribed by professional astronomers.
Therefore, projects like this Astro Pro-Am collaboration might prove useful not only for producing spectacular images, but also contributing to the knowledge of what is happening in each of these cosmic vistas.
NASA's Marshall Space Flight Center in Huntsville, Ala., manages the Chandra program for NASA's Science Mission Directorate in Washington.
The Smithsonian Astrophysical Observatory in Cambridge, Mass., controls Chandra's science and flight operations.
Image credit: X-ray: NASA/CXC/SAO; Optical: Detlef Hartmann; Infrared: NASA/JPL-Caltech
___________________________________________________________________________
Amateur astronomy is a hobby where participants enjoy observing or imaging celestial objects in the sky using the unaided eye, binoculars, or telescopes. Even though scientific research may not be their primary goal, some amateur astronomers make contributions in doing citizen science, such as by monitoring variable stars, double stars, sunspots, or occultations of stars by the Moon or asteroids, or by discovering transient astronomical events, such as comets galactic novae or supernovae in other galaxies.
Amateur astronomers do not use the field of astronomy as their primary source of income or support, and usually have no professional degree in astrophysics or advanced academic training in the subject. Most amateurs are hobbyists, while others have a high degree of experience in astronomy and may often assist and work alongside professional astronomers.
Many astronomers have studied the sky throughout history in an amateur framework; however, since the beginning of the twentieth century, professional astronomy has become an activity clearly distinguished from amateur astronomy and associated activities.
Amateur astronomers typically view the sky at night, when most celestial objects and astronomical events are visible, but others observe during the daytime by viewing the Sun and solar eclipses. Some just look at the sky using nothing more than their eyes or binoculars, but more dedicated amateurs often use portable telescopes or telescopes situated in their private or club observatories.
Amateurs can also join as members of amateur astronomical societies, which can advise, educate or guide them towards ways of finding and observing celestial objects. They can also promote the science of astronomy among the general public.
Objectives:
Collectively, amateur astronomers observe a variety of celestial objects and phenomena.
Common targets of amateur astronomers include the Sun, the Moon, planets, stars, comets, meteor showers, and a variety of deep sky objects such as star clusters, galaxies, and nebulae.
Many amateurs like to specialize in observing particular objects, types of objects, or types of events which interest them. One branch of amateur astronomy, amateur astrophotography, involves the taking of photos of the night sky. Astrophotography has become more popular with the introduction of far easier to use equipment including, digital cameras, DSLR cameras and relatively sophisticated purpose built high quality CCD cameras.
Most amateur astronomers work at visible wavelengths, but a small minority experiment with wavelengths outside the visible spectrum. An early pioneer of radio astronomy was Grote Reber, an amateur astronomer who constructed the first purpose built radio telescope in the late 1930s to follow up on the discovery of radio wavelength emissions from space by Karl Jansky.
Non-visual amateur astronomy includes the use of infrared filters on conventional telescopes, and also the use of radio telescopes. Some amateur astronomers use home-made radio telescopes, while others use radio telescopes that were originally built for astronomical research but have since been made available for use by amateurs. The One-Mile Telescope is one such example.
Click on any of the following blue hyperlinks for more about Amateur Astronomy:
NASA:
Long before the term "citizen science" was coined, the field of astronomy has benefited from countless men and women who study the sky in their spare time.
These amateur astronomers devote hours exploring the cosmos through a variety of telescopes that they acquire, maintain, and improve on their own. Some of these amateur astronomers specialize in capturing what is seen through their telescopes in images and are astrophotographers.
What happens when the work of amateur astronomers and astrophotographers is combined with the data from some of the world's most sophisticated space telescopes?
Collaborations between professional and amateur astronomers reveal the possibilities and are intended to raise interest and awareness among the community of the wealth of data publicly available in NASA's various mission archives. This effort is particularly appropriate for this month because April marks Global Astronomy Month, the world's largest global celebration of astronomy.
The images in this quartet of galaxies represent a sample of composites created with X-ray data from NASA's Chandra X-ray Observatory, infrared data from the Spitzer Space Telescope, and optical data collected by an amateur astronomer.
In these images, the X-rays from Chandra are shown in pink, infrared emission from Spitzer is red, and the optical data are in red, green, and blue.
The two astrophotographers who donated their images for these four images -- Detlef Hartmann and Rolf Olsen -- used their personal telescopes of 17.5 inches and 10 inches in diameter respectively. More details on how these images were made can be found in this blog post.
Starting in the upper left and moving clockwise in the above picture, the galaxies are M101 (the "Pinwheel Galaxy"), M81, Centaurus A, and M51 (the "Whirlpool Galaxy"):
- M101 is a spiral galaxy like our Milky Way, but about 70% bigger. It is located about 21 million light years from Earth.
- M81 is a spiral galaxy about 12 million light years away that is both relatively large in the sky and bright, making it a frequent target for both amateur and professional astronomers.
- Centaurus A is the fifth brightest galaxy in the sky -- making it an ideal target for amateur astronomers -- and is famous for the dust lane across its middle and a giant jet blasting away from the supermassive black hole at its center.
- Finally, M51 is another spiral galaxy, about 30 million light years away, that is in the process of merging with a smaller galaxy seen to its upper left.
For many amateur astronomers and astrophotographers, a main goal of their efforts is to observe and share the wonders of the Universe. However, the long exposures of these objects may help to reveal phenomena that may otherwise be missed in the relatively short snapshots taken by major telescopes, which are tightly scheduled and often oversubscribed by professional astronomers.
Therefore, projects like this Astro Pro-Am collaboration might prove useful not only for producing spectacular images, but also contributing to the knowledge of what is happening in each of these cosmic vistas.
NASA's Marshall Space Flight Center in Huntsville, Ala., manages the Chandra program for NASA's Science Mission Directorate in Washington.
The Smithsonian Astrophysical Observatory in Cambridge, Mass., controls Chandra's science and flight operations.
Image credit: X-ray: NASA/CXC/SAO; Optical: Detlef Hartmann; Infrared: NASA/JPL-Caltech
___________________________________________________________________________
Amateur astronomy is a hobby where participants enjoy observing or imaging celestial objects in the sky using the unaided eye, binoculars, or telescopes. Even though scientific research may not be their primary goal, some amateur astronomers make contributions in doing citizen science, such as by monitoring variable stars, double stars, sunspots, or occultations of stars by the Moon or asteroids, or by discovering transient astronomical events, such as comets galactic novae or supernovae in other galaxies.
Amateur astronomers do not use the field of astronomy as their primary source of income or support, and usually have no professional degree in astrophysics or advanced academic training in the subject. Most amateurs are hobbyists, while others have a high degree of experience in astronomy and may often assist and work alongside professional astronomers.
Many astronomers have studied the sky throughout history in an amateur framework; however, since the beginning of the twentieth century, professional astronomy has become an activity clearly distinguished from amateur astronomy and associated activities.
Amateur astronomers typically view the sky at night, when most celestial objects and astronomical events are visible, but others observe during the daytime by viewing the Sun and solar eclipses. Some just look at the sky using nothing more than their eyes or binoculars, but more dedicated amateurs often use portable telescopes or telescopes situated in their private or club observatories.
Amateurs can also join as members of amateur astronomical societies, which can advise, educate or guide them towards ways of finding and observing celestial objects. They can also promote the science of astronomy among the general public.
Objectives:
Collectively, amateur astronomers observe a variety of celestial objects and phenomena.
Common targets of amateur astronomers include the Sun, the Moon, planets, stars, comets, meteor showers, and a variety of deep sky objects such as star clusters, galaxies, and nebulae.
Many amateurs like to specialize in observing particular objects, types of objects, or types of events which interest them. One branch of amateur astronomy, amateur astrophotography, involves the taking of photos of the night sky. Astrophotography has become more popular with the introduction of far easier to use equipment including, digital cameras, DSLR cameras and relatively sophisticated purpose built high quality CCD cameras.
Most amateur astronomers work at visible wavelengths, but a small minority experiment with wavelengths outside the visible spectrum. An early pioneer of radio astronomy was Grote Reber, an amateur astronomer who constructed the first purpose built radio telescope in the late 1930s to follow up on the discovery of radio wavelength emissions from space by Karl Jansky.
Non-visual amateur astronomy includes the use of infrared filters on conventional telescopes, and also the use of radio telescopes. Some amateur astronomers use home-made radio telescopes, while others use radio telescopes that were originally built for astronomical research but have since been made available for use by amateurs. The One-Mile Telescope is one such example.
Click on any of the following blue hyperlinks for more about Amateur Astronomy:
- Common tools
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- See also:
- Astronomical object
- Caldwell catalogue A list of astronomical objects for observation by amateur astronomers compiled by Sir Patrick Caldwell-Moore.
- Clear Sky Chart Weather forecasts designed for amateur astronomers.
- List of astronomical societies
- List of telescope parts and construction
- Messier catalogue A set of astronomical objects catalogued by the French astronomer Charles Messier in 1771, which is still used by many amateurs as an observing list.
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Aquariums, Whether Freshwater or Saltwater Pictured: the two large aquariums that my wife and I had over our life together, and which bring such fond memories: TOP: 1st, a Freshwater tank during the 1970s; BOTTOM: then a Marine Aquarium in the 1980s and 1990s: Aquariums require a lot of maintenance, but the sheer time Ev and I spent watching them was worth it!
Aquarium is a popular hobby, practiced by aquarists, concerned with keeping fish in a home aquarium or garden pond. There is also a piscicultural fish-keeping industry, as a branch of agriculture.
Origins of Aquariums:
Fish have been raised as food in pools and ponds for thousands of years. Brightly colored or tame specimens of fish in these pools have sometimes been valued as pets rather than food.
Many cultures, ancient and modern, have kept fish for both functional and decorative purposes.
Ancient Sumerians kept wild-caught fish in ponds, before preparing them for meals.
Depictions of the sacred fish of Oxyrhynchus kept in captivity in rectangular temple pools have been found in ancient Egyptian art.
Similarly, Asia has experienced a long history of stocking rice paddies with freshwater fish suitable for eating, including various types of catfish and cyprinid. Selective breeding of carp into today's popular and completely domesticated koi and goldfish began over 2,000 years ago in Japan and China, respectively.
The Chinese brought goldfish indoors during the Song Dynasty to enjoy them in large ceramic vessels.
In Medieval Europe, carp pools were a standard feature of estates and monasteries, providing an alternative to meat on feast days when meat could not be eaten for religious reasons.
Marine fish have been similarly valued for centuries. Wealthy Romans kept lampreys and other fish in salt water pools. Tertullian reports that Asinius Celer paid 8000 sesterces for a particularly fine mullet. Cicero reports that the advocate Quintus Hortensius wept when a favored specimen died. Rather cynically, he referred to these ancient fishkeepers as the Piscinarii, the "fish-pond owners" or "fish breeders", for example when saying that ...the rich (I mean your friends the fish-breeders) did not disguise their jealousy of me.
The first person to breed a tropical fish in Europe was Pierre Carbonnier, who founded one of the oldest public aquaria in Paris in 1850, and bred the first imported Macropods (Paradise fish) in 1869, and later more species. A pioneer of tropical fish breeding, Carbonnier was awarded the Gold Medal of the Imperial French Acclimatization Society in 1875 for research and breeding of exotic freshwater aquarium fish, and for his success in introducing exotic fish species to France.
Types of Aquariums:
Freshwater:
Freshwater fishkeeping is by far the most popular branch of the hobby, with even small pet stores often selling a variety of freshwater fish, such as goldfish, guppies, and angelfish.
While most freshwater aquaria are community tanks containing a variety of compatible species, single-species breeding aquaria are also popular. Livebearing fish such as mollies and guppies are among those most easily raised in captivity, but aquarists also regularly breed many types of cichlid, catfish, characins, cyprinids, and killifish.
Many fishkeepers create freshwater aquascapes where the focus is on aquatic plants as well as fish. These aquaria include "Dutch Aquaria" that mass contrasting stem plants, named for European aquarists who first designed them. In recent years, one of the most active advocates of the heavily planted aquarium was the Japanese aquarist Takashi Amano.
Garden ponds are in some ways similar to freshwater aquaria, but are usually much larger and exposed to ambient weather. In the tropics, tropical fish can be kept in garden ponds. In the temperate zone, species such as goldfish, koi, and orfe work better.
Saltwater:
Marine aquaria have more specific needs and requirements to maintain, and the livestock is generally more expensive. As a result, this branch tends to attract more experienced fishkeepers. Marine aquaria can be exceedingly beautiful, due to the attractive colors and shapes of the corals and the coral reef fish they host. Temperate zone marine fish are not as commonly kept in home aquaria, primarily because they do not thrive at room temperature.
Coldwater aquaria must provide cooler temperature via a cool room (such as an unheated basement) or using a refrigeration device known as a 'chiller'.
Marine aquarists often attempt to recreate a coral reef in their aquaria using large quantities of living rock, porous calcareous rocks encrusted with coralline algae, sponges, worms, and other small marine organisms. Larger corals, as well as shrimps, crabs, echinoderms, and mollusks are added later on, once the aquarium has matured, as well as a variety of small fish. Such aquaria are sometimes called reef tanks.
Brackish water:
Brackish water aquaria combine elements of the other types, with salinity that must stay between that of freshwater and seawater. Brackish water fish come from habitats with varying salinity, such as mangroves and estuaries, and do not thrive if kept permanently in freshwater. Although brackish water aquaria are not necessarily familiar to inexperienced aquarists, many species prefer brackish water, including some mollies, many gobies, some pufferfish, monos, and scats.
Aquarium Maintenance:
Ideal aquarium ecology reproduces the balance found in nature in the closed system of an aquarium. In practice, it is virtually impossible to maintain a perfect balance. As an example, a balanced predator-prey relationship is nearly impossible to maintain in even the largest aquaria. Typically, an aquarium keeper must actively maintain balance in the small ecosystems that aquaria provide.
Balance is facilitated by larger volumes of water which dilute the effects of a systemic shock. For example, the death of the only fish in a 10-litre (2.2 imp gal; 2.6 US gal) tank causes dramatic changes in the system, while the death of that same fish in a 400-litre (88 imp gal; 110 US gal) tank that holds many fish may create only a minor imbalance. For this reason, hobbyists often favor larger tanks whenever possible, as they require less intensive attention.
This same concept extends to the filtration system as well, external (outside of the tank) systems in particular. Generally speaking, the larger the filtration system depending on its configuration, the more capable it will be of properly maintaining an aquatic environment.
External filtration systems provide the added benefit of increasing the overall volume of water and its dilution effect. For example, a 190-litre (42 imp gal; 50 US gal) aquarium with an external filter that holds 40 litres (8.8 imp gal; 11 US gal) creates a 230-litre (51 imp gal; 61 US gal) aquatic system, and increase of over twenty percent.
A variety of nutrient cycles is important in the aquarium. Dissolved oxygen enters at the surface water-air interface through agitation or what would be observed as waves in a natural environment, and Carbon dioxide escapes into the air.
The phosphate cycle is an important, although often overlooked, nutrient cycle. Sulfur, iron, and micronutrients enter the system as food and exit as waste. Appropriate handling of the nitrogen cycle, along with a balanced food supply and consideration of biological loading, is usually enough to keep these nutrient cycles in adequate equilibrium.
Water conditions:
The solute content of water is perhaps the most important aspect of water conditions, as total dissolved solids and other constituents can dramatically impact basic water chemistry, and therefore how organisms interact with their environment.
Salt content, or salinity, is the most basic classification of water conditions. An aquarium may have freshwater (salinity below 0.5 PPT), simulating a lake or river environment; brackish water (a salt level of 0.5 to 30 PPT), simulating environments lying between fresh and salt, such as estuaries; and salt water or seawater (a salt level of 30 to 40 PPT), simulating an ocean or sea environment.
Even higher salt concentrations are maintained in specialized tanks for raising brine organisms.
Several other water characteristics result from dissolved materials in the water and are important to the proper simulation of natural environments. Saltwater is typically alkaline, while the pH of fresh water varies. "Hardness" measures overall dissolved mineral content; hard or soft water may be preferred. Hard water is usually alkaline, while soft water is usually neutral to acidic. Dissolved organic content and dissolved gases content are also important factors.
Home aquarists typically use modified tap water supplied through their local water supply network. Because of the chlorine used to disinfect drinking water supplies for human consumption, tap water cannot be immediately used. In the past, it was possible to "condition" the water by simply letting the water stand for a day or two, which allows the chlorine to dissipate.
However, monochloramine became popular in water treatment because it stays longer in the water. Additives are available to remove chlorine or chloramine and suffice to make the water ready. Brackish or saltwater aquaria require the addition of a mixture of salts and other minerals.
More sophisticated aquarists may modify the water's alkalinity, hardness, or dissolved content of organics and gases. This can be accomplished by additives such as sodium bicarbonate to raise pH.
Some aquarists filter or purify their water using one of two processes: deionization or reverse osmosis. In contrast, public aquaria with large water needs often locate themselves near a natural water source (such as a river, lake, or ocean) in order to have easy access to water that requires only minimal treatment.
Water temperature forms the basis of one of the two most basic aquarium classifications: tropical vs. cold water. Most fish and plant species tolerate only a limited range of water temperatures: Tropical or warm water aquaria maintain an average temperature of about 25 °C (77 °F) are much more common, and tropical fish are among the most popular aquarium denizens.
Cold water aquaria maintain temperatures below the room temperature. More important than the range is temperature consistency; most organisms are not accustomed to sudden changes in temperatures, which can cause shock and lead to disease Water temperature can be regulated with a combined thermometer and heating or cooling unit.
Water movement can also be important in accurately simulating a natural ecosystem. Fish may prefer anything from nearly still water up to swift, simulated currents. Water movement can be controlled through the use of aeration from air pumps, powerhead pumps, and careful design of water flow (such as the location of filtration system points of inflow and outflow).
Nitrogen cycle:
Fish are animals and generate waste as they metabolize food, which aquarists must manage.
Fish, invertebrates, fungi, and some bacteria excrete nitrogen in the form of ammonia (which converts to ammonium in acidic water) and must then pass through the nitrogen cycle.
Ammonia is also produced through the decomposition of plant and animal matter, including fecal matter and other detritus. Nitrogen waste products become toxic to fish and other aquarium inhabitants above a certain concentration.
The process:
A well-balanced tank contains organisms that metabolize the waste products of other inhabitants. Nitrogen waste is metabolized in aquaria by a type of bacteria known as nitrifiers (genus Nitrosomonas). Nitrifying bacteria metabolize ammonia into nitrite.
Nitrite is also highly toxic to fish in low concentrations. Another type of bacteria, genus Nitrospira, on–converts nitrite into less–toxic nitrate. (Nitrobacter bacteria were previously believed to fill this role, and appear in "jump start" kits.
While biologically they could theoretically fill the same niche as Nitrospira, it has recently been found that Nitrobacter are not present in detectable levels in established aquaria, while Nitrospira is plentiful.) This process is known in the aquarium hobby as the nitrogen cycle.
In a planted aquarium, aquatic plants also metabolize ammonium and nitrate as nutrients, removing them from the water column primarily through leaf surfaces. Plants remove some nutrients through their roots, either in or at the substrate level or via aerial roots floating in the water.
Additional nitrogen and other nutrients are also made available for root uptake by decomposing organic matter in the substrate as well as the breakdown of mulm. While very small amounts of rotting foliage may be allowed to decompose and cycle nitrogen back into a planted aquarium, in practice aquarists will prune and remove substantial amounts of plant litter.
Maintaining the nitrogen cycle:
Although called the nitrogen "cycle" by hobbyists, in aquaria the cycle is not complete: nitrogen must be added (usually indirectly through food) and nitrates must be removed at the end. Nitrogen bound up in plant matter is removed when the plant grows too large.
Hobbyist aquaria typically do not have the requisite bacteria needed to detoxify nitrogen waste. This problem is most often addressed through filtration. Activated carbon filters absorb nitrogen compounds and other toxins from the water.
Biological filters provide a medium specially designed for colonization by the desired nitrifying bacteria. Activated carbon and other substances, such as ammonia absorbing resins, stop working when their pores fill, so these components have to be replaced with fresh stocks periodically.
New aquaria often have problems associated with the nitrogen cycle due to insufficient beneficial bacteria, which is known as "New Tank Syndrome". Therefore, new tanks have to mature before stocking them with fish. There are three basic approaches to this: the fishless cycle, the silent cycle, and slow growth.
Adding too many fish too quickly or failing to allow enough time for the bacteria colony to establish itself in the filter media can lead to ammonia stress. This is not always fatal but can result in the death of aquarium fish. A few days after adding hardy fish for the cycling process, it is essential to look out for the key signs of ammonia stress. These include a lack of movement and appetite, inflammation and redness of the gills, fins, and body, and occasionally gasping for air at the water's surface.
The latter can also be attributed to poor aeration, which can be negated by the inclusion of an air pump or spray bar in the setup.
The largest bacterial populations inhabit the filter; efficient filtration is vital. Sometimes, simply cleaning the filter is enough to seriously disturb the aquarium's balance. Best practice is to flush mechanical filters using compatible water to dislodge organic materials while preserving bacteria populations. Another safe practice involves cleaning only one-half of the filter media every time the filter or filters are serviced to allow the remaining bacteria to repopulate the cleaned half.
Tank capacity:
Biological loading is a measure of the burden placed on the aquarium ecosystem by its living inhabitants. Higher biological loading represents a more complicated ecology, which makes equilibrium easier to imbalance. The surface area of water exposed to air limits dissolved oxygen. The population of nitrifying bacteria is limited by the available physical space which includes all surfaces in the aquarium such as the inner facing sides and the surface of rock substrate and any objects such as large rocks or pieces of wood.
Tank size:
Fish capacity is a function of aquarium size. Limiting factors include the availability of oxygen in the water and the rate at which the filter can process waste. Aquarists apply rules of thumb estimating appropriate population size; the examples below are for small freshwater fish. Larger freshwater fish and most marine fishes need much more generous allowances. Some aquarists claim that increasing water depth beyond some relatively shallow minimum does not affect capacity.
Experienced aquarists warn against mechanically applying these rules because they do not consider other important issues such as growth rate, activity level, social behavior, and such.
Once the tank nears capacity, the best practice is to add the remaining fish over a period of time while monitoring water quality.
The capacity can be improved by surface movement and water circulation such as through aeration, which not only improves oxygen exchange but also the decomposition of waste materials. Capacity can also be increased with the addition of external filtration which increases the total volume of water in the aquatic system.
Other factors:
Other variables affect tank capacity. Smaller fish consume more oxygen per unit of body weight than larger fish. Labyrinth fish can breathe atmospheric oxygen and need less surface area (however, some are territorial, and do not tolerate crowding). Barbs require more surface area than tetras of comparable size The presence of waste materials presents itself as a variable as well. Decomposition consumes oxygen, reducing the amount available for fish.
Oxygen dissolves less readily in warmer water, while warmer water temperature increase fish activity levels, which in turn consume more oxygen.
Fishkeeping industry:
Worldwide, the fish-keeping hobby is a multibillion-dollar industry. The United States is the largest market, followed by Europe and Japan. In 1993 the United States Census Bureau found that 10.6% of U.S. households owned ornamental freshwater or saltwater fish, with an average of 8.8 fish per household. In 2002, census data indicated that aquarium products and fishing accounted for US$684 million.
Aquatic suppliers:
From 1989 to 1992, almost 79% of all U.S. ornamental fish imports came from Southeast Asia and Japan. Singapore, Thailand, the Philippines, Hong Kong, and Indonesia were the top five exporting nations. South America was the second largest exporting region, accounting for 14% of the total annual value. Colombia, Brazil, and Peru were the major suppliers.
Approximately 200 million fish worth $44.7 million were imported into the United States in 1992. These fish comprised 1,539 different species; 730 freshwater species, and 809 saltwater species. Freshwater fish accounted for approximately 96% of the total volume and 80% of the total import value. Only 32 species had import values over $10,000. The top species were freshwater and accounted for 58% of the total imported value. The top imported species are the:
Given 91.9 million total US households in 1990, 9.7 million are fishkeepers. 8.8 fish per household implies a total aquarium fish population of approximately 85.7 million, suggesting that the US aquarium fish population turns over more than 2.3 times per year, counting only imported fish.
Historically, fish and plants for the first modern aquaria were gathered from the wild and transported (usually by ship) to Europea and America. During the early 20th century many species of small colorful tropical fish were exported from Manaus, Brazil; Bangkok, Thailand; Jakarta, Indonesia; the Netherlands Antilles; Kolkata, India; and other tropical countries.
Import of wild fish, plants, and invertebrates for aquaria continues today around the world.
Many species have not been successfully bred in captivity. In many developing countries, locals survive by collecting specimens for the aquarium trade and continue to introduce new species to the market.
Animal welfare:
Fish are sometimes maintained in inadequate conditions by inexperienced aquarists who often keep too many fish in one tank, or add fish too quickly into an immature aquarium, killing many of them. This has given the hobby a bad reputation among some animal welfare groups, such as PETA, who accuse aquarists of treating aquarium fish as cheap toys to be replaced when they die.
Goldfish and bettas, in particular, have often been kept in small bowls or aquaria that are too small for their needs. In some cases, fish have been installed in all sorts of inappropriate objects such as the "AquaBabies Micro Aquaria", "Bubble Gear Bubble Bag", and "Betta in a Vase", all of which house live fish in unfiltered and insufficient water. The latter is sometimes marketed as a complete ecosystem because a plant is included in the neck of the vase.
Some sellers claim the fish eat the plant roots. However, bettas are carnivorous and need live food or pellet foods. They cannot survive on plant roots. Another problem is that the plant sometimes blocks the betta's passage to the water surface. They are labyrinth fish and need to breathe at the surface to avoid suffocation.
Such products are aimed at people looking for a novelty gift. Aquarists actively condemn them. Similarly, the awarding of goldfish as prizes at funfairs is traditional in many parts of the world but has been criticized by aquarists and activists as cruel and irresponsible.
The United Kingdom outlawed live-animal prizes such as goldfish in 2004.
The use of live prey to feed carnivorous fish such as piranhas also draws criticism.
Fish modification:
Modifying fish to make them more attractive as pets is increasingly controversial. Historically, artificially dyeing fish was common. Glassfish, in particular, were often injected with fluorescent dyes.
The British fishkeeping magazine, Practical Fishkeeping, has campaigned to remove these fish from the market by educating retailers and aquarists to the cruelty and health risks involved.
In 2006, Practical Fishkeeping published an article exposing the techniques for performing cosmetic surgery on aquarium fish, without anesthesia, as described by Singaporean fishkeeping magazine Fish Love Magazine. The tail is cut off and dye is injected into the body.
The piece also included the first documented evidence to demonstrate that parrot cichlids are injected with coloured dye. Hong Kong suppliers were offering a service in which fish could be tattooed with company logos or messages using a dye laser; such fishes have been sold in the UK under the name of Kaleidoscope gourami and Striped parrot cichlid. Some people give their fish body piercings.
Hybrid fish such as flowerhorn cichlids and blood parrot cichlids are controversial. Blood parrot cichlids in particular have a very unnatural shape that prevents them from swimming properly and makes it difficult for them to engage in normal feeding and social behaviors.
The biggest concern with hybrids is that they may be bred with native species, making it difficult for hobbyists to identify and breed particular species. This is especially important to hobbyists who shelter species that are rare or extinct in the wild. Extreme mutations have been selected for by some breeders; some fancy goldfish varieties in particular have features that prevent the fish from swimming, seeing, or feeding properly.
Genetically modified fish such as the GloFish are likely to become increasingly available, particularly in the United States and Asia. Although GloFish are unharmed by their genetic modifications, they remain illegal in many places, including the European Union, though at least some have been smuggled into the EU, most likely from Taiwan, via the Czech Republic.
Fish breeding:
Fish breeding is a challenge that attracts many aquarists. While some species reproduce freely in community tanks, most require special conditions, known as spawning triggers before they will breed. The majority of fish lay eggs, known as spawning, and the juvenile fish that emerge are very small and need tiny live food or substitutes to survive. A fair number of popular aquarium fish are livebearers which produce a small number of relatively large offspring. These usually take ground flake food straight away.
Conservation:
The two main sources of fish for aquaria are from capture in the wild or captive breeding.
United Nations studies show that more than 90% of freshwater aquarium fish are captive–bred, while virtually all marine fish and invertebrates are wild-caught. The few marine species bred in captivity supplement but rarely replace the trade in wild-caught specimens. Wild-caught animals provide valuable income for people in regions lacking other high-value exports.
Marine fish are typically less resilient during transport than freshwater fish with relatively large numbers of them dying before they reach the aquarist. Although the aquarium trade is viewed as a minor threat to coral reefs compared to habitat destruction, fishing for food, and climate change, it is a booming trade and may be a serious problem in specific locations such as the Philippines and Indonesia where most collecting is done.
Catching fish in the wild can reduce their population sizes, placing them in danger of extinction in collecting areas, as has been observed with the dragonet Synchiropus splendidus.
Many aquarium hobbyist organizations such as the CARES (Conservation, Awareness, Recognition, Encouragement, and Support) preservation program encourages serious hobbyists to keep the most endangered, and in some cases, already extinct freshwater fish to ensure their continued survival. The importance of such programs for fish conservation is that some of the species they focus on have little to no commercial value in the fish trade and emphasize those that are overlooked by many conservation programs.
For example, fish of the family Goodeidae, are largely threatened, with endangered and some species already extinct in the wild, such as the Golden skiffia (Skiffia francesae), are largely kept alive due to dedicated aquarium hobbyist associated with CARES. They can also be a valuable resource, since aquarium hobbyists often pay more attention to the conservation status of particular fish groups and possess more detailed descriptions of undescribed species than the scientific community.
Out of the nearly 600 species of freshwater fish in the CARES priority list, over 80 species are currently undescribed by the IUCN. CARES also includes over 30 species that they consider already extinct in the wild, even though more than a third of those were classified as not threatened by the IUCN. This vast disconnect of information exemplifies the importance of hobbyist organizations as a valuable resource to help fill in scientific knowledge gaps and fish conservation.
Collecting:
In theory, reef fish should be a good example of a renewable resource that encourages fishermen to maintain the integrity and diversity of the natural habitat: more and better fish can be exported from pristine habitats than those that have been polluted or over-harvested.
However, this has not been the case in similar industries such as fur trapping, logging, or fishing that experience the tragedy of the commons.
Fish are caught by net, trap, or cyanide. Collecting expeditions can be lengthy and costly, and are not always successful. Fish can also be injured during collection and/or shipping; mortality rates during shipping are high. Many others are weakened by stress and become diseased.
Other problems include the poisoning of coral reefs and non-target species, the depletion of rare species from their natural habitat, and ecosystem degradation from large scale removal of key species. Additionally, destructive fishing techniques concern environmentalists and hobbyists alike. There has been a concerted movement to captive breeding and certification programs for wild-caught fish.
Two thirds of American marine aquarists surveyed in 1997 preferred farmed coral and over 80% think that only sustainably caught or farmed fish should be traded.
Annually, 30 million fish from over 1,400 species are traded, with approximately 16 million imported into the United States. This trade has an estimated global value of over $800 million in 2002.
Cyanide:
Cyanide is a poison that stuns and immobilizes fish. Fishers put cyanide in the ocean, to ease the process of netting them. It can irreversibly damage or kill the target fish, as well as other fish, mammals, reptiles or invertebrates that are left behind. Some wholesalers advertise that they avoid cyanide-caught animals. In the Philippines, overfishing and cyanide caused a drastic decline in aquarium fish, leading the country away from cyanide and towards netting healthy animals.
Captive breeding and aquaculture:
Since the Siamese fighting fish (Betta splendens) was first successfully bred in France in 1893, captive spawning and brooding techniques used in aquaculture have slowly improved. Captive breeding for aquaria is concentrated in southern Florida, Singapore, Hong Kong and Bangkok, with smaller industries in Hawaii and Sri Lanka.
Captive breeding of marine organisms has been in development since the mid-1990s. Breeding for freshwater species is more advanced than for saltwater species. Currently, only a few captive-bred marine species are in the trade, including clownfish, damselfish, and dwarf angelfish.
Aquaculture can help in lessening the impacts on wild stocks, either by using cultivated organisms for sale or by releasing them to replenish wild stocks. Breeding programs help preserve species that have become rare or extinct in the wild, most notably the Lake Victoria cichlids.
Some species have also become important as laboratory animals. Cichlids and poecilids are especially important for studies on learning, mating, and social behavior. Hobbyists also keep and observe many fishes not otherwise studied, and thereby provide valuable ecological and behavioral data.
Captive breeding has reduced prices for hobbyists, but cultured animals remain more expensive. Selective breeding has also led to wider intra–species variation, creating more diverse commercial stocks.
Invasive species:
Serious problems can occur when fish originally raised in ponds or aquaria are released into the wild. While tropical fish do not survive in temperate climates, they can thrive in waters that are similar to their native habitat. Non–native species that become established are called exotic species.
Freshwater examples include various cichlids in Florida, goldfish in temperate waters, and South American suckermouth catfishes in warm waters around the world. Invasive species can seriously disrupt their new homes by preying on, or competing with, native species. Many marine fish have also been introduced into non-native waters, disrupting the local habitat.
Humane treatment:
In January 2011 the Maui County Council passed a measure requiring aquarium fisheries to adopt humane practices for preparing fish for transport to market. The regulations control harvesting and shipping practices, including prohibiting clipping the fins on fish to protect the plastic shipping bags, outlawing puncturing swim bladders that fish use to regulate their buoyancy, which enabled divers to rapidly surface and prohibiting "starving" the fish which permitted smaller shipping bags without killing the fish with their own waste. The measure also requires that shippers file mortality reports on the animals they ship.
See also:
Origins of Aquariums:
Fish have been raised as food in pools and ponds for thousands of years. Brightly colored or tame specimens of fish in these pools have sometimes been valued as pets rather than food.
Many cultures, ancient and modern, have kept fish for both functional and decorative purposes.
Ancient Sumerians kept wild-caught fish in ponds, before preparing them for meals.
Depictions of the sacred fish of Oxyrhynchus kept in captivity in rectangular temple pools have been found in ancient Egyptian art.
Similarly, Asia has experienced a long history of stocking rice paddies with freshwater fish suitable for eating, including various types of catfish and cyprinid. Selective breeding of carp into today's popular and completely domesticated koi and goldfish began over 2,000 years ago in Japan and China, respectively.
The Chinese brought goldfish indoors during the Song Dynasty to enjoy them in large ceramic vessels.
In Medieval Europe, carp pools were a standard feature of estates and monasteries, providing an alternative to meat on feast days when meat could not be eaten for religious reasons.
Marine fish have been similarly valued for centuries. Wealthy Romans kept lampreys and other fish in salt water pools. Tertullian reports that Asinius Celer paid 8000 sesterces for a particularly fine mullet. Cicero reports that the advocate Quintus Hortensius wept when a favored specimen died. Rather cynically, he referred to these ancient fishkeepers as the Piscinarii, the "fish-pond owners" or "fish breeders", for example when saying that ...the rich (I mean your friends the fish-breeders) did not disguise their jealousy of me.
The first person to breed a tropical fish in Europe was Pierre Carbonnier, who founded one of the oldest public aquaria in Paris in 1850, and bred the first imported Macropods (Paradise fish) in 1869, and later more species. A pioneer of tropical fish breeding, Carbonnier was awarded the Gold Medal of the Imperial French Acclimatization Society in 1875 for research and breeding of exotic freshwater aquarium fish, and for his success in introducing exotic fish species to France.
Types of Aquariums:
Freshwater:
Freshwater fishkeeping is by far the most popular branch of the hobby, with even small pet stores often selling a variety of freshwater fish, such as goldfish, guppies, and angelfish.
While most freshwater aquaria are community tanks containing a variety of compatible species, single-species breeding aquaria are also popular. Livebearing fish such as mollies and guppies are among those most easily raised in captivity, but aquarists also regularly breed many types of cichlid, catfish, characins, cyprinids, and killifish.
Many fishkeepers create freshwater aquascapes where the focus is on aquatic plants as well as fish. These aquaria include "Dutch Aquaria" that mass contrasting stem plants, named for European aquarists who first designed them. In recent years, one of the most active advocates of the heavily planted aquarium was the Japanese aquarist Takashi Amano.
Garden ponds are in some ways similar to freshwater aquaria, but are usually much larger and exposed to ambient weather. In the tropics, tropical fish can be kept in garden ponds. In the temperate zone, species such as goldfish, koi, and orfe work better.
Saltwater:
Marine aquaria have more specific needs and requirements to maintain, and the livestock is generally more expensive. As a result, this branch tends to attract more experienced fishkeepers. Marine aquaria can be exceedingly beautiful, due to the attractive colors and shapes of the corals and the coral reef fish they host. Temperate zone marine fish are not as commonly kept in home aquaria, primarily because they do not thrive at room temperature.
Coldwater aquaria must provide cooler temperature via a cool room (such as an unheated basement) or using a refrigeration device known as a 'chiller'.
Marine aquarists often attempt to recreate a coral reef in their aquaria using large quantities of living rock, porous calcareous rocks encrusted with coralline algae, sponges, worms, and other small marine organisms. Larger corals, as well as shrimps, crabs, echinoderms, and mollusks are added later on, once the aquarium has matured, as well as a variety of small fish. Such aquaria are sometimes called reef tanks.
Brackish water:
Brackish water aquaria combine elements of the other types, with salinity that must stay between that of freshwater and seawater. Brackish water fish come from habitats with varying salinity, such as mangroves and estuaries, and do not thrive if kept permanently in freshwater. Although brackish water aquaria are not necessarily familiar to inexperienced aquarists, many species prefer brackish water, including some mollies, many gobies, some pufferfish, monos, and scats.
Aquarium Maintenance:
Ideal aquarium ecology reproduces the balance found in nature in the closed system of an aquarium. In practice, it is virtually impossible to maintain a perfect balance. As an example, a balanced predator-prey relationship is nearly impossible to maintain in even the largest aquaria. Typically, an aquarium keeper must actively maintain balance in the small ecosystems that aquaria provide.
Balance is facilitated by larger volumes of water which dilute the effects of a systemic shock. For example, the death of the only fish in a 10-litre (2.2 imp gal; 2.6 US gal) tank causes dramatic changes in the system, while the death of that same fish in a 400-litre (88 imp gal; 110 US gal) tank that holds many fish may create only a minor imbalance. For this reason, hobbyists often favor larger tanks whenever possible, as they require less intensive attention.
This same concept extends to the filtration system as well, external (outside of the tank) systems in particular. Generally speaking, the larger the filtration system depending on its configuration, the more capable it will be of properly maintaining an aquatic environment.
External filtration systems provide the added benefit of increasing the overall volume of water and its dilution effect. For example, a 190-litre (42 imp gal; 50 US gal) aquarium with an external filter that holds 40 litres (8.8 imp gal; 11 US gal) creates a 230-litre (51 imp gal; 61 US gal) aquatic system, and increase of over twenty percent.
A variety of nutrient cycles is important in the aquarium. Dissolved oxygen enters at the surface water-air interface through agitation or what would be observed as waves in a natural environment, and Carbon dioxide escapes into the air.
The phosphate cycle is an important, although often overlooked, nutrient cycle. Sulfur, iron, and micronutrients enter the system as food and exit as waste. Appropriate handling of the nitrogen cycle, along with a balanced food supply and consideration of biological loading, is usually enough to keep these nutrient cycles in adequate equilibrium.
Water conditions:
The solute content of water is perhaps the most important aspect of water conditions, as total dissolved solids and other constituents can dramatically impact basic water chemistry, and therefore how organisms interact with their environment.
Salt content, or salinity, is the most basic classification of water conditions. An aquarium may have freshwater (salinity below 0.5 PPT), simulating a lake or river environment; brackish water (a salt level of 0.5 to 30 PPT), simulating environments lying between fresh and salt, such as estuaries; and salt water or seawater (a salt level of 30 to 40 PPT), simulating an ocean or sea environment.
Even higher salt concentrations are maintained in specialized tanks for raising brine organisms.
Several other water characteristics result from dissolved materials in the water and are important to the proper simulation of natural environments. Saltwater is typically alkaline, while the pH of fresh water varies. "Hardness" measures overall dissolved mineral content; hard or soft water may be preferred. Hard water is usually alkaline, while soft water is usually neutral to acidic. Dissolved organic content and dissolved gases content are also important factors.
Home aquarists typically use modified tap water supplied through their local water supply network. Because of the chlorine used to disinfect drinking water supplies for human consumption, tap water cannot be immediately used. In the past, it was possible to "condition" the water by simply letting the water stand for a day or two, which allows the chlorine to dissipate.
However, monochloramine became popular in water treatment because it stays longer in the water. Additives are available to remove chlorine or chloramine and suffice to make the water ready. Brackish or saltwater aquaria require the addition of a mixture of salts and other minerals.
More sophisticated aquarists may modify the water's alkalinity, hardness, or dissolved content of organics and gases. This can be accomplished by additives such as sodium bicarbonate to raise pH.
Some aquarists filter or purify their water using one of two processes: deionization or reverse osmosis. In contrast, public aquaria with large water needs often locate themselves near a natural water source (such as a river, lake, or ocean) in order to have easy access to water that requires only minimal treatment.
Water temperature forms the basis of one of the two most basic aquarium classifications: tropical vs. cold water. Most fish and plant species tolerate only a limited range of water temperatures: Tropical or warm water aquaria maintain an average temperature of about 25 °C (77 °F) are much more common, and tropical fish are among the most popular aquarium denizens.
Cold water aquaria maintain temperatures below the room temperature. More important than the range is temperature consistency; most organisms are not accustomed to sudden changes in temperatures, which can cause shock and lead to disease Water temperature can be regulated with a combined thermometer and heating or cooling unit.
Water movement can also be important in accurately simulating a natural ecosystem. Fish may prefer anything from nearly still water up to swift, simulated currents. Water movement can be controlled through the use of aeration from air pumps, powerhead pumps, and careful design of water flow (such as the location of filtration system points of inflow and outflow).
Nitrogen cycle:
Fish are animals and generate waste as they metabolize food, which aquarists must manage.
Fish, invertebrates, fungi, and some bacteria excrete nitrogen in the form of ammonia (which converts to ammonium in acidic water) and must then pass through the nitrogen cycle.
Ammonia is also produced through the decomposition of plant and animal matter, including fecal matter and other detritus. Nitrogen waste products become toxic to fish and other aquarium inhabitants above a certain concentration.
The process:
A well-balanced tank contains organisms that metabolize the waste products of other inhabitants. Nitrogen waste is metabolized in aquaria by a type of bacteria known as nitrifiers (genus Nitrosomonas). Nitrifying bacteria metabolize ammonia into nitrite.
Nitrite is also highly toxic to fish in low concentrations. Another type of bacteria, genus Nitrospira, on–converts nitrite into less–toxic nitrate. (Nitrobacter bacteria were previously believed to fill this role, and appear in "jump start" kits.
While biologically they could theoretically fill the same niche as Nitrospira, it has recently been found that Nitrobacter are not present in detectable levels in established aquaria, while Nitrospira is plentiful.) This process is known in the aquarium hobby as the nitrogen cycle.
In a planted aquarium, aquatic plants also metabolize ammonium and nitrate as nutrients, removing them from the water column primarily through leaf surfaces. Plants remove some nutrients through their roots, either in or at the substrate level or via aerial roots floating in the water.
Additional nitrogen and other nutrients are also made available for root uptake by decomposing organic matter in the substrate as well as the breakdown of mulm. While very small amounts of rotting foliage may be allowed to decompose and cycle nitrogen back into a planted aquarium, in practice aquarists will prune and remove substantial amounts of plant litter.
Maintaining the nitrogen cycle:
Although called the nitrogen "cycle" by hobbyists, in aquaria the cycle is not complete: nitrogen must be added (usually indirectly through food) and nitrates must be removed at the end. Nitrogen bound up in plant matter is removed when the plant grows too large.
Hobbyist aquaria typically do not have the requisite bacteria needed to detoxify nitrogen waste. This problem is most often addressed through filtration. Activated carbon filters absorb nitrogen compounds and other toxins from the water.
Biological filters provide a medium specially designed for colonization by the desired nitrifying bacteria. Activated carbon and other substances, such as ammonia absorbing resins, stop working when their pores fill, so these components have to be replaced with fresh stocks periodically.
New aquaria often have problems associated with the nitrogen cycle due to insufficient beneficial bacteria, which is known as "New Tank Syndrome". Therefore, new tanks have to mature before stocking them with fish. There are three basic approaches to this: the fishless cycle, the silent cycle, and slow growth.
- Tanks undergoing a "fishless cycle" have no fish. Instead, the keeper adds ammonia to feed the bacteria. During this process, ammonia, nitrite, and nitrate levels measure progress.
- The "silent cycle" involves adding fast-growing plants and relying on them to consume the nitrogen, filling in for the bacteria work until their number increases. Anecdotal reports indicate that such plants can consume nitrogenous waste so efficiently that the ammonia and nitrite spikes that occur in more traditional cycling methods are greatly reduced or undetectable.
- "Slow growth" entails slowly increasing the fish population over 6 to 8 weeks, giving bacteria time to grow and reach a balance with the increasing waste production.
Adding too many fish too quickly or failing to allow enough time for the bacteria colony to establish itself in the filter media can lead to ammonia stress. This is not always fatal but can result in the death of aquarium fish. A few days after adding hardy fish for the cycling process, it is essential to look out for the key signs of ammonia stress. These include a lack of movement and appetite, inflammation and redness of the gills, fins, and body, and occasionally gasping for air at the water's surface.
The latter can also be attributed to poor aeration, which can be negated by the inclusion of an air pump or spray bar in the setup.
The largest bacterial populations inhabit the filter; efficient filtration is vital. Sometimes, simply cleaning the filter is enough to seriously disturb the aquarium's balance. Best practice is to flush mechanical filters using compatible water to dislodge organic materials while preserving bacteria populations. Another safe practice involves cleaning only one-half of the filter media every time the filter or filters are serviced to allow the remaining bacteria to repopulate the cleaned half.
Tank capacity:
Biological loading is a measure of the burden placed on the aquarium ecosystem by its living inhabitants. Higher biological loading represents a more complicated ecology, which makes equilibrium easier to imbalance. The surface area of water exposed to air limits dissolved oxygen. The population of nitrifying bacteria is limited by the available physical space which includes all surfaces in the aquarium such as the inner facing sides and the surface of rock substrate and any objects such as large rocks or pieces of wood.
Tank size:
Fish capacity is a function of aquarium size. Limiting factors include the availability of oxygen in the water and the rate at which the filter can process waste. Aquarists apply rules of thumb estimating appropriate population size; the examples below are for small freshwater fish. Larger freshwater fish and most marine fishes need much more generous allowances. Some aquarists claim that increasing water depth beyond some relatively shallow minimum does not affect capacity.
- 1.5 litres of water for each centimetre of fish length (1 US gallon per inch).[11]
- 30 square centimetres of surface area per centimetre of fish length (12 square inches per inch).
Experienced aquarists warn against mechanically applying these rules because they do not consider other important issues such as growth rate, activity level, social behavior, and such.
Once the tank nears capacity, the best practice is to add the remaining fish over a period of time while monitoring water quality.
The capacity can be improved by surface movement and water circulation such as through aeration, which not only improves oxygen exchange but also the decomposition of waste materials. Capacity can also be increased with the addition of external filtration which increases the total volume of water in the aquatic system.
Other factors:
Other variables affect tank capacity. Smaller fish consume more oxygen per unit of body weight than larger fish. Labyrinth fish can breathe atmospheric oxygen and need less surface area (however, some are territorial, and do not tolerate crowding). Barbs require more surface area than tetras of comparable size The presence of waste materials presents itself as a variable as well. Decomposition consumes oxygen, reducing the amount available for fish.
Oxygen dissolves less readily in warmer water, while warmer water temperature increase fish activity levels, which in turn consume more oxygen.
Fishkeeping industry:
Worldwide, the fish-keeping hobby is a multibillion-dollar industry. The United States is the largest market, followed by Europe and Japan. In 1993 the United States Census Bureau found that 10.6% of U.S. households owned ornamental freshwater or saltwater fish, with an average of 8.8 fish per household. In 2002, census data indicated that aquarium products and fishing accounted for US$684 million.
Aquatic suppliers:
From 1989 to 1992, almost 79% of all U.S. ornamental fish imports came from Southeast Asia and Japan. Singapore, Thailand, the Philippines, Hong Kong, and Indonesia were the top five exporting nations. South America was the second largest exporting region, accounting for 14% of the total annual value. Colombia, Brazil, and Peru were the major suppliers.
Approximately 200 million fish worth $44.7 million were imported into the United States in 1992. These fish comprised 1,539 different species; 730 freshwater species, and 809 saltwater species. Freshwater fish accounted for approximately 96% of the total volume and 80% of the total import value. Only 32 species had import values over $10,000. The top species were freshwater and accounted for 58% of the total imported value. The top imported species are the:
- guppy,
- neon tetra,
- platy, betta, Chinese algae eater,
- and goldfish.
Given 91.9 million total US households in 1990, 9.7 million are fishkeepers. 8.8 fish per household implies a total aquarium fish population of approximately 85.7 million, suggesting that the US aquarium fish population turns over more than 2.3 times per year, counting only imported fish.
Historically, fish and plants for the first modern aquaria were gathered from the wild and transported (usually by ship) to Europea and America. During the early 20th century many species of small colorful tropical fish were exported from Manaus, Brazil; Bangkok, Thailand; Jakarta, Indonesia; the Netherlands Antilles; Kolkata, India; and other tropical countries.
Import of wild fish, plants, and invertebrates for aquaria continues today around the world.
Many species have not been successfully bred in captivity. In many developing countries, locals survive by collecting specimens for the aquarium trade and continue to introduce new species to the market.
Animal welfare:
Fish are sometimes maintained in inadequate conditions by inexperienced aquarists who often keep too many fish in one tank, or add fish too quickly into an immature aquarium, killing many of them. This has given the hobby a bad reputation among some animal welfare groups, such as PETA, who accuse aquarists of treating aquarium fish as cheap toys to be replaced when they die.
Goldfish and bettas, in particular, have often been kept in small bowls or aquaria that are too small for their needs. In some cases, fish have been installed in all sorts of inappropriate objects such as the "AquaBabies Micro Aquaria", "Bubble Gear Bubble Bag", and "Betta in a Vase", all of which house live fish in unfiltered and insufficient water. The latter is sometimes marketed as a complete ecosystem because a plant is included in the neck of the vase.
Some sellers claim the fish eat the plant roots. However, bettas are carnivorous and need live food or pellet foods. They cannot survive on plant roots. Another problem is that the plant sometimes blocks the betta's passage to the water surface. They are labyrinth fish and need to breathe at the surface to avoid suffocation.
Such products are aimed at people looking for a novelty gift. Aquarists actively condemn them. Similarly, the awarding of goldfish as prizes at funfairs is traditional in many parts of the world but has been criticized by aquarists and activists as cruel and irresponsible.
The United Kingdom outlawed live-animal prizes such as goldfish in 2004.
The use of live prey to feed carnivorous fish such as piranhas also draws criticism.
Fish modification:
Modifying fish to make them more attractive as pets is increasingly controversial. Historically, artificially dyeing fish was common. Glassfish, in particular, were often injected with fluorescent dyes.
The British fishkeeping magazine, Practical Fishkeeping, has campaigned to remove these fish from the market by educating retailers and aquarists to the cruelty and health risks involved.
In 2006, Practical Fishkeeping published an article exposing the techniques for performing cosmetic surgery on aquarium fish, without anesthesia, as described by Singaporean fishkeeping magazine Fish Love Magazine. The tail is cut off and dye is injected into the body.
The piece also included the first documented evidence to demonstrate that parrot cichlids are injected with coloured dye. Hong Kong suppliers were offering a service in which fish could be tattooed with company logos or messages using a dye laser; such fishes have been sold in the UK under the name of Kaleidoscope gourami and Striped parrot cichlid. Some people give their fish body piercings.
Hybrid fish such as flowerhorn cichlids and blood parrot cichlids are controversial. Blood parrot cichlids in particular have a very unnatural shape that prevents them from swimming properly and makes it difficult for them to engage in normal feeding and social behaviors.
The biggest concern with hybrids is that they may be bred with native species, making it difficult for hobbyists to identify and breed particular species. This is especially important to hobbyists who shelter species that are rare or extinct in the wild. Extreme mutations have been selected for by some breeders; some fancy goldfish varieties in particular have features that prevent the fish from swimming, seeing, or feeding properly.
Genetically modified fish such as the GloFish are likely to become increasingly available, particularly in the United States and Asia. Although GloFish are unharmed by their genetic modifications, they remain illegal in many places, including the European Union, though at least some have been smuggled into the EU, most likely from Taiwan, via the Czech Republic.
Fish breeding:
Fish breeding is a challenge that attracts many aquarists. While some species reproduce freely in community tanks, most require special conditions, known as spawning triggers before they will breed. The majority of fish lay eggs, known as spawning, and the juvenile fish that emerge are very small and need tiny live food or substitutes to survive. A fair number of popular aquarium fish are livebearers which produce a small number of relatively large offspring. These usually take ground flake food straight away.
Conservation:
The two main sources of fish for aquaria are from capture in the wild or captive breeding.
United Nations studies show that more than 90% of freshwater aquarium fish are captive–bred, while virtually all marine fish and invertebrates are wild-caught. The few marine species bred in captivity supplement but rarely replace the trade in wild-caught specimens. Wild-caught animals provide valuable income for people in regions lacking other high-value exports.
Marine fish are typically less resilient during transport than freshwater fish with relatively large numbers of them dying before they reach the aquarist. Although the aquarium trade is viewed as a minor threat to coral reefs compared to habitat destruction, fishing for food, and climate change, it is a booming trade and may be a serious problem in specific locations such as the Philippines and Indonesia where most collecting is done.
Catching fish in the wild can reduce their population sizes, placing them in danger of extinction in collecting areas, as has been observed with the dragonet Synchiropus splendidus.
Many aquarium hobbyist organizations such as the CARES (Conservation, Awareness, Recognition, Encouragement, and Support) preservation program encourages serious hobbyists to keep the most endangered, and in some cases, already extinct freshwater fish to ensure their continued survival. The importance of such programs for fish conservation is that some of the species they focus on have little to no commercial value in the fish trade and emphasize those that are overlooked by many conservation programs.
For example, fish of the family Goodeidae, are largely threatened, with endangered and some species already extinct in the wild, such as the Golden skiffia (Skiffia francesae), are largely kept alive due to dedicated aquarium hobbyist associated with CARES. They can also be a valuable resource, since aquarium hobbyists often pay more attention to the conservation status of particular fish groups and possess more detailed descriptions of undescribed species than the scientific community.
Out of the nearly 600 species of freshwater fish in the CARES priority list, over 80 species are currently undescribed by the IUCN. CARES also includes over 30 species that they consider already extinct in the wild, even though more than a third of those were classified as not threatened by the IUCN. This vast disconnect of information exemplifies the importance of hobbyist organizations as a valuable resource to help fill in scientific knowledge gaps and fish conservation.
Collecting:
In theory, reef fish should be a good example of a renewable resource that encourages fishermen to maintain the integrity and diversity of the natural habitat: more and better fish can be exported from pristine habitats than those that have been polluted or over-harvested.
However, this has not been the case in similar industries such as fur trapping, logging, or fishing that experience the tragedy of the commons.
Fish are caught by net, trap, or cyanide. Collecting expeditions can be lengthy and costly, and are not always successful. Fish can also be injured during collection and/or shipping; mortality rates during shipping are high. Many others are weakened by stress and become diseased.
Other problems include the poisoning of coral reefs and non-target species, the depletion of rare species from their natural habitat, and ecosystem degradation from large scale removal of key species. Additionally, destructive fishing techniques concern environmentalists and hobbyists alike. There has been a concerted movement to captive breeding and certification programs for wild-caught fish.
Two thirds of American marine aquarists surveyed in 1997 preferred farmed coral and over 80% think that only sustainably caught or farmed fish should be traded.
Annually, 30 million fish from over 1,400 species are traded, with approximately 16 million imported into the United States. This trade has an estimated global value of over $800 million in 2002.
Cyanide:
Cyanide is a poison that stuns and immobilizes fish. Fishers put cyanide in the ocean, to ease the process of netting them. It can irreversibly damage or kill the target fish, as well as other fish, mammals, reptiles or invertebrates that are left behind. Some wholesalers advertise that they avoid cyanide-caught animals. In the Philippines, overfishing and cyanide caused a drastic decline in aquarium fish, leading the country away from cyanide and towards netting healthy animals.
Captive breeding and aquaculture:
Since the Siamese fighting fish (Betta splendens) was first successfully bred in France in 1893, captive spawning and brooding techniques used in aquaculture have slowly improved. Captive breeding for aquaria is concentrated in southern Florida, Singapore, Hong Kong and Bangkok, with smaller industries in Hawaii and Sri Lanka.
Captive breeding of marine organisms has been in development since the mid-1990s. Breeding for freshwater species is more advanced than for saltwater species. Currently, only a few captive-bred marine species are in the trade, including clownfish, damselfish, and dwarf angelfish.
Aquaculture can help in lessening the impacts on wild stocks, either by using cultivated organisms for sale or by releasing them to replenish wild stocks. Breeding programs help preserve species that have become rare or extinct in the wild, most notably the Lake Victoria cichlids.
Some species have also become important as laboratory animals. Cichlids and poecilids are especially important for studies on learning, mating, and social behavior. Hobbyists also keep and observe many fishes not otherwise studied, and thereby provide valuable ecological and behavioral data.
Captive breeding has reduced prices for hobbyists, but cultured animals remain more expensive. Selective breeding has also led to wider intra–species variation, creating more diverse commercial stocks.
Invasive species:
Serious problems can occur when fish originally raised in ponds or aquaria are released into the wild. While tropical fish do not survive in temperate climates, they can thrive in waters that are similar to their native habitat. Non–native species that become established are called exotic species.
Freshwater examples include various cichlids in Florida, goldfish in temperate waters, and South American suckermouth catfishes in warm waters around the world. Invasive species can seriously disrupt their new homes by preying on, or competing with, native species. Many marine fish have also been introduced into non-native waters, disrupting the local habitat.
Humane treatment:
In January 2011 the Maui County Council passed a measure requiring aquarium fisheries to adopt humane practices for preparing fish for transport to market. The regulations control harvesting and shipping practices, including prohibiting clipping the fins on fish to protect the plastic shipping bags, outlawing puncturing swim bladders that fish use to regulate their buoyancy, which enabled divers to rapidly surface and prohibiting "starving" the fish which permitted smaller shipping bags without killing the fish with their own waste. The measure also requires that shippers file mortality reports on the animals they ship.
See also:
Recreational Sailing, including a Glossary of Sailing Terms Pictured below, by Row and L-R: see descriptions within images
[Your WebHost: the accompanying pictures are my own. My wife and I were fortunate for being able to sail for 18 years while living in California. California daysails were out of Channel Islands, including around the remarkable Anacapa Island (bottom photo above).
For two weeks in 1993, we also sailed the British Virgin Islands. In all cases we chartered single mast sloops, up to 45 feet (our regular boat was 35 feet: in both cases we were able to sleep overnight on the boat!]
Sailing employs the wind—acting on sails, wingsails or kites—to propel a craft on the surface of the water (sailing ship, sailboat, windsurfer, or kitesurfer), on ice (iceboat) or on land (land yacht) over a chosen course, which is often part of a larger plan of navigation.
A course defined with respect to the true wind direction is called a point of sail.
Conventional sailing craft cannot derive power from sails on a point of sail that is too close into the wind. On a given point of sail, the sailor adjusts the alignment of each sail with respect to the apparent wind direction (as perceived on the craft) to mobilize the power of the wind.
The forces transmitted via the sails are resisted by forces from the hull, keel, and rudder of a sailing craft, by forces from skate runners of an iceboat, or by forces from wheels of a land sailing craft to allow steering the course.
In the 21st century, most sailing represents a form of recreation or sport. Recreational sailing or yachting can be divided into racing and cruising. Cruising can include extended offshore and ocean-crossing trips, coastal sailing within sight of land, and daysailing.
Until the middle of the 19th century, sailing ships were the primary means for marine commerce, this period is known as Age of Sail.
Click on any of the following blue hyperlinks for more about Sailing:
For two weeks in 1993, we also sailed the British Virgin Islands. In all cases we chartered single mast sloops, up to 45 feet (our regular boat was 35 feet: in both cases we were able to sleep overnight on the boat!]
Sailing employs the wind—acting on sails, wingsails or kites—to propel a craft on the surface of the water (sailing ship, sailboat, windsurfer, or kitesurfer), on ice (iceboat) or on land (land yacht) over a chosen course, which is often part of a larger plan of navigation.
A course defined with respect to the true wind direction is called a point of sail.
Conventional sailing craft cannot derive power from sails on a point of sail that is too close into the wind. On a given point of sail, the sailor adjusts the alignment of each sail with respect to the apparent wind direction (as perceived on the craft) to mobilize the power of the wind.
The forces transmitted via the sails are resisted by forces from the hull, keel, and rudder of a sailing craft, by forces from skate runners of an iceboat, or by forces from wheels of a land sailing craft to allow steering the course.
In the 21st century, most sailing represents a form of recreation or sport. Recreational sailing or yachting can be divided into racing and cruising. Cruising can include extended offshore and ocean-crossing trips, coastal sailing within sight of land, and daysailing.
Until the middle of the 19th century, sailing ships were the primary means for marine commerce, this period is known as Age of Sail.
Click on any of the following blue hyperlinks for more about Sailing:
- History
- Physics
- Point of sail
- Course under sail
- Sail trimming
- Hull trim
- Terminology
- Knots and line handling
- Rules and regulations
- Licensing
- Competition
- Recreational sailing
- Passagemaking
- See also:
- Main article: Outline of sailing
- American Sail Training Association
- Boat building
- Canadian Yachting Association
- Catboat and Sloop
- Day sailer
- Dinghy racing
- Glossary of nautical terms
- High-performance sailing
- Iceboat
- Land sailing
- Marina
- Planing (boat)
- Puddle Duck Racer
- Racing Rules of Sailing
- Royal Yachting Association
- Sailing at the Summer Olympics
- Single-handed sailing
- Sportsboat
- Tacking (sailing)
- Trailer sailer
- Turtling (sailing)
- U.S. intercollegiate sailing champions
- US Sailing
Horse-back Riding
YouTube Video: How to Ride a Horse
YouTube Video: How to make a horse a friend. One cowboy's partnership with horses
YouTube Video: Problem Horses - Spooking
Pictured below: How Horseback Riding Can Improve Your Health
YouTube Video: How to Ride a Horse
YouTube Video: How to make a horse a friend. One cowboy's partnership with horses
YouTube Video: Problem Horses - Spooking
Pictured below: How Horseback Riding Can Improve Your Health
[Your WebHost spent most days of his youth riding horses that my dad kept on a 50+ acre "ranch" out in the country. Dad enjoyed it as it gave him an outlet for dealing with the pressure of making farmers into pressmen for the local printing plant of a major printer.
Mostly, it was a good experience. BUT, there were accidents, the worst of which was when my horse rared up and fell over backwards on me. The problem is that Dad rode the horses too fast, causing them to become out of control. Still, it was a great way to get dates as the girls loved horseback riding!]
Equestrianism (commonly known as horse riding (British English) or horseback riding (American English), includes the disciplines of riding, driving, or vaulting with horses. This broad description includes the use of horses for practical working purposes, transportation, recreational activities, artistic or cultural exercises, and competitive sport.
Overview of equestrian activities:
Horses are trained and ridden for practical working purposes, such as in police work or for controlling herd animals on a ranch.
They are also used in competitive sports including dressage, endurance riding, eventing, reining, show jumping, tent pegging, vaulting, polo, horse racing, driving, and rodeo (see additional equestrian sports listed later in this article for more examples).
Some popular forms of competition are grouped together at horse shows where horses perform in a wide variety of disciplines. Horses (and other equids such as mules) are used for non-competitive recreational riding such as fox hunting, trail riding, or hacking. There is public access to horse trails in almost every part of the world; many parks, ranches, and public stables offer both guided and independent riding.
Horses are also used for therapeutic purposes both in specialized para-equestrian competition as well as non-competitive riding to improve human health and emotional development.
Horses are also driven in harness racing, at horse shows, and in other types of exhibition such as historical reenactment or ceremony, often pulling carriages. In some parts of the world, they are still used for practical purposes such as farming.
Horses continue to be used in public service, in traditional ceremonies (parades, funerals), police and volunteer mounted patrols and for mounted search and rescue.
Riding halls enable the training of horse and rider in all weathers as well as indoor competition riding.
History of horse use:
Main articles: Domestication of the horse
and Horses in warfare
Though there is controversy over the exact date horses were domesticated and when they were first ridden, the best estimate is that horses first were ridden approximately 3500 BC.
Indirect evidence suggests that horses were ridden long before they were driven. There is some evidence that about 3,000 BC, near the Dnieper River and the Don River, people were using bits on horses, as a stallion that was buried there shows teeth wear consistent with using a bit.
However, the most unequivocal early archaeological evidence of equines put to working use was of horses being driven. Chariot burials about 2500 BC present the most direct hard evidence of horses used as working animals. In ancient times chariot warfare was followed by the use of war horses as light and heavy cavalry.
The horse played an important role throughout human history all over the world, both in warfare and in peaceful pursuits such as transportation, trade and agriculture. Horses lived in North America, but died out at the end of the Ice Age. Horses were brought back to North America by European explorers, beginning with the second voyage of Columbus in 1493 Equestrianism was introduced in the 1900 Summer Olympics as an Olympic sport with jumping events.
Horse racing:
Main articles: Horse racing, Harness racing, and Parimutuel gambling
Humans appear to have long expressed a desire to know which horse or horses were the fastest, and horse racing has ancient roots. Gambling on horse races appears to go hand-in hand with racing and has a long history as well. Thoroughbreds have the pre-eminent reputation as a racing breed, but other breeds also race.
Types of horse racing:
Under saddle:
International and Olympic disciplines:
Main articles: Equestrian at the Olympics and International Federation for Equestrian Sports
Equestrian events were first included in the modern Olympic Games in 1900. By 1912, all three Olympic disciplines still seen today were part of the games. The following forms of competition are recognized worldwide and are a part of the equestrian events at the Olympics. They are governed by the rules of the International Federation for Equestrian Sports (FEI).
The additional internationally sanctioned but non-Olympic disciplines governed by the FEI are: combined driving; endurance; reining; and vaulting. These disciplines are part of the FEI World Equestrian Games every four years and may hold their own individual World Championships in other years. The FEI also recognizes horseball and tent pegging as its two regional disciplines.
Para-equestrian disciplines:
Para-equestrian competition at the international level, including the Paralympics, are also governed by the FEI and offer the following competition events:
Haute École:
Main article: Classical dressage
The haute école (F. "high school"), an advanced component of Classical dressage, is a highly refined set of skills seldom used in competition but often seen in demonstration performances.
The world's leading Classical dressage programs include:
Other major classical teams include the South African Lipizzaners and the Hollandsche Manege of the Netherlands.
Horse shows:
Main article: Horse show
Horse shows are held throughout the world with a tremendous variety of possible events, equipment, attire and judging standards used. However, most forms of horse show competition can be broken into the following broad categories:
"English" riding:
Main article: English riding
In addition to the classical Olympic events, the following forms of competition are seen.
In North America they are referred to as "English riding" in contrast with western riding; elsewhere in the world, if a distinction is necessary, they are usually described as "classic riding":
"Western" riding:
Main article: Western riding
See also: Reining, Western pleasure, Rodeo, and Cutting (sport)
Western riding evolved from the cattle-working and warfare traditions brought to the Americas by the Spanish Conquistadors, and both equipment and riding style evolved to meet the working needs of the cowboy on ranches in the American West.
Though the differences between English and Western riding appear dramatic, there are many similarities. Both styles require riders to have a solid seat, with the hips and shoulders balanced over the feet, with hands independent of the seat so as to avoid disturbing the balance of the horse and interfering with its performance.
The most noticeable feature of western style riding is in the saddle, which has a substantial saddle tree that provides support to horse and rider when working long hours in the saddle.
The western saddle features a prominent pommel topped by a horn (a knob used for dallying a lariat after roping an animal), a deep seat and a high cantle. The stirrups are wider and the saddle has rings and ties that allow objects to be attached to the saddle.
Western horses are asked to perform with a loose rein, controlled by one hand. The standard western bridle lacks a noseband and usually consists of a single set of reins attached to a curb bit that has somewhat longer and looser shanks than the curb of an English Weymouth bridle or a pelham bit.
Two styles of Western reins developed: The long split reins of the Texas tradition, which are completely separated, or the closed-end "Romal" reins of the California tradition, which have a long single attachment on the ends that can be used as a quirt.
Modern rodeo competitors in timed events sometimes use a closed rein without a romal.
Western riders wear a long-sleeved shirt, denim jeans, boots, and a wide-brimmed cowboy hat. Cowboy boots, which have pointed toes and higher heels than a traditional riding boot, are designed to prevent the rider's foot from slipping through the stirrup during a fall, preventing the rider from being dragged—most western saddles have no safety bars for the leathers or automatic stirrup release mechanism.
A rider may wear protective leather leggings called chaps. Clean, well-fitting work clothing is the usual outfit seen in rodeo, cutting and reining competitions, especially for men, though sometimes both men and women wear brighter colors or finer fabrics for competition than for work.
Show events such as Western pleasure use much flashier equipment, unlike the English traditions where clothing and tack is quiet and unobtrusive. Saddles, bits and bridles are ornamented with substantial amounts of silver. The rider may add a jacket or vest. Women's show clothing may feature vivid colors and even rhinestones or sequins.
Western horses are asked to have a brisk, ground-covering walk, but a slow, relaxed jog trot that allows the rider to sit the saddle and not post. The Western version of the canter is called a lope and while collected and balanced, is expected to be slow and relaxed.
Working western horses seldom use a sustained hand gallop, but must be able to accelerate quickly to high speed when chasing cattle or competing in reining events, must be able to stop quickly from a dead run and "turn on a dime."
Harness:
Main article: Driving (horse)
Horses, mules and donkeys are driven in harness in many different ways. For working purposes, they can pull a plow or other farm equipment designed to be pulled by animals. In many parts of the world they still pull wagons for basic hauling and transportation. They may draw carriages at ceremonies, in parades or for tourist rides.
As noted in "horse racing" above, horses can race in harness, pulling a very lightweight cart known as a sulky. At the other end of the spectrum, some draft horses compete in horse pulling competitions, where single or teams of horses and their drivers vie to determine who can pull the most weight for a short distance.
In horse show competition, the following general categories of competition are seen:
Rodeo:
Main article: Rodeo
Rodeo events include the following forms of competition:
Timed events:
Roping:
Roping includes a number of timed events that are based on the real-life tasks of a working cowboy, who often had to capture calves and adult cattle for branding, medical treatment and other purposes. A lasso or lariat is thrown over the head of a calf or the horns of adult cattle, and the animal is secured in a fashion dictated by its size and age.
"Rough Stock" competition:
In spite of popular myth, most modern "broncs" are not in fact wild horses, but are more commonly spoiled riding horses or horses bred specifically as bucking stock.
International rodeo:
Other equestrian activities:
There are many other forms of equestrian activity and sports seen worldwide. There are both competitive events and pleasure riding disciplines available.
Arena sports:
Horse sports that use cattle:
Defined area sports:
Cross-country sports:
Health issues:
Handling, riding and driving horses have inherent risks. Horses are large prey animals with a well-developed flight or fight instinct able to move quickly and unexpectedly. When mounted, the rider's head may be up to 4 m (13 ft) from the ground, and the horse may travel at a speed of up to 65 km/h (40 mph). The injuries observed range from very minor injuries to fatalities.
A study in Germany reported that the relative risk of injury from riding a horse, compared to riding a bicycle, was 9 times higher for adolescents and 5.6 times higher for younger children, but that riding a horse was less risky than riding a moped.
In Victoria, Australia, a search of state records found that equestrian sports had the third highest incidence of serious injury, after motor sports and power boating. In Greece, an analysis of a national registry estimated the incidence of equestrian injury to be 21 per 100,000 person-years for farming and equestrian sports combined, and 160 times higher for horse racing personnel. Other findings noted that helmets likely prevent traumatic brain injuries.
In the United States each year an estimated 30 million people ride horses, resulting in 50,000 emergency department visits (1 visit per 600 riders per year). A survey of 679 equestrians in Oregon, Washington and Idaho estimated that at some time in their equestrian career one in five will be seriously injured, resulting in hospitalization, surgery or long-term disability.
Among survey respondents, novice equestrians had an incidence of any injury that was threefold over intermediates, five-fold over advanced equestrians, and nearly eight-fold over professionals. Approximately 100 hours of experience are required to achieve a substantial decline in the risk of injury. The survey authors conclude that efforts to prevent equestrian injury should focus on novice equestrians.
Mechanisms of injury:
The most common injury is falling from the horse, followed by being kicked, trampled and bitten. About 3 out of 4 injuries are due to falling, broadly defined. A broad definition of falling often includes being crushed and being thrown from the horse, but when reported separately each of these mechanisms may be more common than being kicked.
Types and severity of injury:
In Canada, a 10-year study of trauma center patients injured while riding reported that although 48% had suffered head injuries, only 9% of these riders had been wearing helmets at the time of their accident. Other injuries involved the chest (54%), abdomen (22%) and extremities (17%).
A German study reported that injuries in horse riding are rare compared to other sports, but when they occur they are severe. Specifically, they found that 40% of horse riding injuries were fractures, and only 15% were sprains. Furthermore, the study noted that in Germany, one quarter of all sport related fatalities are caused by horse riding.
Most horse related injuries are a result of falling from a horse, which is the cause of 60–80% of all such reported injuries. Another common cause of injury is being kicked by a horse, which may cause skull fractures or severe trauma to the internal organs.
Some possible injuries resulting from horse riding, with the percent indicating the amounts in relation to all injuries as reported by a New Zealand study, include:
Among 36 members and employees of the Hong Kong Jockey Club who were seen in a trauma center during a period of 5 years, 24 fell from horses and 11 were kicked by the horse. Injuries comprised: 18 torso; 11 head, face or neck; and 11 limb.
The authors of this study recommend that helmets, face shields and body protectors be worn when riding or handling horses.
In New South Wales, Australia, a study of equestrians seen at one hospital over a 6-year period found that 81% were wearing a helmet at the time of injury, and that helmet use both increased over time and was correlated with a lower rate of admission. In the second half of the study period, of the equestrians seen at a hospital, only 14% were admitted. In contrast, a study of child equestrians seen at a hospital emergency department in Adelaide reported that 60% were admitted.
In the United States, an analysis of National Electronic Injury Surveillance System (NEISS) data performed by the Equestrian Medical Safety Association studied 78,279 horse-related injuries in 2007:
"The most common injuries included fractures (28.5%); contusions/abrasions (28.3%); strain/sprain (14.5%); internal injury (8.1%); lacerations (5.7%); concussions (4.6%); dislocations (1.9%); and hematomas (1.2%).
Most frequent injury sites are the lower trunk (19.6%); head (15.0%); upper trunk (13.4%); shoulder (8.2%); and wrist (6.8%). Within this study patients were treated and released (86.2%), were hospitalized (8.7%), were transferred (3.6%), left without being treated (0.8%), remained for observation (0.6%) and arrived at the hospital deceased (0.1%)."
Head injuries:
Horseback riding is one of the most dangerous sports, especially in relation to head injury.
Statistics from the United States, for example, indicate that about 30 million people ride horses annually. On average, about 67,000 people are admitted to the hospital each year from injuries sustained while working with horses. 15,000 of those admittances are from traumatic brain injuries. Of those, about 60 die each year from their brain injuries.
Studies have found horseback riding to be more dangerous than several sports, including skiing, auto racing and football. Horseback riding has a higher hospital admittance rate per hours of riding than motorcycle racing, at 0.49 per thousand hours of riding and 0.14 accidents per thousand hours, respectively.
Head injuries are especially traumatic in horseback riding. About two-thirds of all riders requiring hospitalization after a fall have sustained a traumatic brain injury. Falling from a horse without wearing a helmet is comparable to being struck by a car. Most falling deaths are caused by head injury.
The use of riding helmets substantially decreases the likelihood and severity of head injuries. When a rider falls with a helmet, he or she is five times less likely to experience a traumatic brain injury than a rider who falls without a helmet.
Helmets work by crushing on impact and extending the length of time it takes the head to stop moving. Despite this, helmet usage rates in North America are estimated to be between eight and twenty percent.
Once a helmet has sustained an impact from falling, that part of the helmet is structurally weakened, even if no visible damage is present. Helmet manufacturers recommend that a helmet that has undergone impact from a fall be replaced immediately. In addition, helmets should be replaced every three to five years; specific recommendations vary by manufacturer.
Rules on helmet use in competition:
Many organizations mandate helmet use in competition or on show grounds, and rules have continually moved in the direction of requiring helmet use. In 2011, the United States Equestrian Federation passed a rule making helmet use mandatory while mounted on competition grounds at U.S. nationally rated event competitions.
Also in 2011, the United States Dressage Federation made helmet use in competition mandatory for all riders under 18 and all riders who are riding any test at Fourth Level and below. If a rider competing at Prix St. Georges and above is also riding a test at Fourth Level or below, he or she must also wear a helmet at all times while mounted.
Riding astride:
The idea that riding a horse astride could injure a woman's sex organs is a historic, but sometimes popular even today, misunderstanding or misconception, particularly that riding astride can damage the hymen. Evidence of injury to any female sex organs is scant. In female high-level athletes, trauma to the perineum is rare and is associated with certain sports (see Pelvic floor#Clinical significance).
The type of trauma associated with equestrian sports has been termed "horse riders' perineum". A case series of 4 female mountain bike riders and 2 female horse riders found both patient-reported perineal pain and evidence of sub-clinical changes in the clitoris; the relevance of these findings to horse riding is unknown.
In men, sports-related injuries are among the major causes of testicular trauma. In a small controlled but unblinded study of 52 men, varicocele was significantly more common in equestrians than in non-equestrians.
The difference between these two groups was small, however, compared to differences reported between extreme mountain bike riders and non-riders, and also between mountain bike riders and on-road bicycle riders.
Horse-riding injuries to the scrotum (contusions) and testes (blunt trauma) were well known to surgeons in the 19th century and early 20th century. Injuries from collision with the pommel of a saddle are mentioned specifically.
Criticism of horses in sport:
See also: Horse racing and Rodeo
Organized welfare groups, such as the Humane Society of the United States, and animal rights groups such as People for the Ethical Treatment of Animals, have been known to criticize some horse sports with claims of animal cruelty.
Horse racing is a popular equestrian sport which is practiced in many nations around the world. It is inextricably associated with gambling, where in certain events, stakes can become very high.
Despite its illegality in most competitions, these conditions of extreme competitiveness can lead to the use of performing-enhancing drugs and extreme training techniques, which can result in negative side effects for the horses' well-being. The races themselves have also proved dangerous to the horses – especially steeplechasing, which requires the horse to jump hurdles whilst galloping at full speed. This can result in injury or death to the horse, as well as the jockey.
A study by animal welfare group Animal Aid revealed that approximately 375 racehorses die yearly, with 30% of these either during or as a result of injuries from a race. The report also highlighted the increasing frequency of race-related illnesses, including bleeding lungs (exercise-induced pulmonary hemorrhage) and gastric ulcers.
Animal rights groups are also primarily concerned that certain sports or training exercises may cause unnecessary pain or injuries to horse athletes. Some specific training or showing practices are so widely condemned that they have been made illegal at the national level and violations can incur criminal penalties. The most well-known is soring, a practice of applying a caustic ointment just above the hooves of a Tennessee Walking Horse to make it pick up its feet higher.
However, in spite of a federal law in the United States prohibiting this practice and routine inspections of horse shows by inspectors from the United States Department of Agriculture, soring is still widespread and difficult to eliminate. Some events themselves are also considered so abusive that they are banned in many countries. Among these are horse-tripping, a sport where riders chase and rope a loose-running horse by its front legs, throwing it to the ground.
Secondary effects of racing have also recently been uncovered. A 2006 investigation by The Observer in the UK found that each year 6,000–10,000 horses are slaughtered for consumption abroad, a significant proportion of which are horses bred for racing. A boom in the number of foals bred has meant that there is not adequate resources to care for unwanted horses.
Demand has increased for this massive breeding program to be scaled back. Despite over 1000 foals being produced annually by the Thoroughbred horse industry, 66% of those bred for such a purpose were never entered into a race, and despite a life expectancy of 30 years, many are killed before their fifth birthday.
Horse riding on coinage:
Horse riding events have been selected as a main motif in numerous collectors' coins. One of the recent samples is the €10 Greek Horse Riding commemorative coin, minted in 2003 to commemorate the 2004 Summer Olympics. On the composition of the obverse of this coin, the modern horseman is pictured as he jumps over an obstacle, while in the background the ancient horseman is inspired by a representation on a black-figure vase of the 5th century BC. For the 2012 Olympics, the Royal Mint has produced a 50p coin showing a horse jumping a fence.
See also:
Mostly, it was a good experience. BUT, there were accidents, the worst of which was when my horse rared up and fell over backwards on me. The problem is that Dad rode the horses too fast, causing them to become out of control. Still, it was a great way to get dates as the girls loved horseback riding!]
Equestrianism (commonly known as horse riding (British English) or horseback riding (American English), includes the disciplines of riding, driving, or vaulting with horses. This broad description includes the use of horses for practical working purposes, transportation, recreational activities, artistic or cultural exercises, and competitive sport.
Overview of equestrian activities:
Horses are trained and ridden for practical working purposes, such as in police work or for controlling herd animals on a ranch.
They are also used in competitive sports including dressage, endurance riding, eventing, reining, show jumping, tent pegging, vaulting, polo, horse racing, driving, and rodeo (see additional equestrian sports listed later in this article for more examples).
Some popular forms of competition are grouped together at horse shows where horses perform in a wide variety of disciplines. Horses (and other equids such as mules) are used for non-competitive recreational riding such as fox hunting, trail riding, or hacking. There is public access to horse trails in almost every part of the world; many parks, ranches, and public stables offer both guided and independent riding.
Horses are also used for therapeutic purposes both in specialized para-equestrian competition as well as non-competitive riding to improve human health and emotional development.
Horses are also driven in harness racing, at horse shows, and in other types of exhibition such as historical reenactment or ceremony, often pulling carriages. In some parts of the world, they are still used for practical purposes such as farming.
Horses continue to be used in public service, in traditional ceremonies (parades, funerals), police and volunteer mounted patrols and for mounted search and rescue.
Riding halls enable the training of horse and rider in all weathers as well as indoor competition riding.
History of horse use:
Main articles: Domestication of the horse
and Horses in warfare
Though there is controversy over the exact date horses were domesticated and when they were first ridden, the best estimate is that horses first were ridden approximately 3500 BC.
Indirect evidence suggests that horses were ridden long before they were driven. There is some evidence that about 3,000 BC, near the Dnieper River and the Don River, people were using bits on horses, as a stallion that was buried there shows teeth wear consistent with using a bit.
However, the most unequivocal early archaeological evidence of equines put to working use was of horses being driven. Chariot burials about 2500 BC present the most direct hard evidence of horses used as working animals. In ancient times chariot warfare was followed by the use of war horses as light and heavy cavalry.
The horse played an important role throughout human history all over the world, both in warfare and in peaceful pursuits such as transportation, trade and agriculture. Horses lived in North America, but died out at the end of the Ice Age. Horses were brought back to North America by European explorers, beginning with the second voyage of Columbus in 1493 Equestrianism was introduced in the 1900 Summer Olympics as an Olympic sport with jumping events.
Horse racing:
Main articles: Horse racing, Harness racing, and Parimutuel gambling
Humans appear to have long expressed a desire to know which horse or horses were the fastest, and horse racing has ancient roots. Gambling on horse races appears to go hand-in hand with racing and has a long history as well. Thoroughbreds have the pre-eminent reputation as a racing breed, but other breeds also race.
Types of horse racing:
Under saddle:
- Thoroughbred horse racing is the most popular form worldwide. In the UK, it is known as flat racing and is governed by the Jockey Club in the United Kingdom. In the US, horse racing is governed by The Jockey Club. other light breeds are also raced worldwide.
- Steeplechasing involves racing on a track where the horses also jump over obstacles. It is most common in the UK, where it is also called National Hunt racing.
- Both light and heavy breeds as well as ponies are raced in harness with a sulky or racing bike. The Standardbred dominates the sport in both trotting and pacing varieties.
- The United States Trotting Association organizes harness racing in the United States.
- Harness racing is also found throughout Europe, New Zealand and Australia.
- Endurance riding, takes place over a given, measured distance and the horses have an even start. Top level races are usually 50 to 100 miles (80 to 161 km), over mountainous or other natural terrain, with scheduled stops to take the horses' vital signs, check soundness and verify that the horse is fit to continue. The first horse to finish and be confirmed by the veterinarian as fit to continue is the winner. Limited distance rides of about 25–20 miles (40–32 km) are offered to newcomers. Variants include Ride and Tie and various forms of long riding.
International and Olympic disciplines:
Main articles: Equestrian at the Olympics and International Federation for Equestrian Sports
Equestrian events were first included in the modern Olympic Games in 1900. By 1912, all three Olympic disciplines still seen today were part of the games. The following forms of competition are recognized worldwide and are a part of the equestrian events at the Olympics. They are governed by the rules of the International Federation for Equestrian Sports (FEI).
- Dressage ("training" in French) involves the progressive training of the horse to a high level of impulsion, collection and obedience. Competitive dressage has the goal of showing the horse carrying out, on request, the natural movements that it performs without thinking while running loose.
- Show jumping comprises a timed event judged on the ability of the horse and rider to jump over a series of obstacles, in a given order and with the fewest refusals or knockdowns of portions of the obstacles.
- Eventing, also called combined training, horse trials, the three-day event, the Military or the complete test, puts together the obedience of dressage with the athletic ability of show jumping, the fitness demands the cross-country jumping phase. In the last-named, the horses jump over fixed obstacles, such as logs, stone walls, banks, ditches and water, trying to finish the course under the "optimum time." There was also the 'Steeple Chase' Phase, which is now excluded from most major competitions to bring them in line with the Olympic standard.
The additional internationally sanctioned but non-Olympic disciplines governed by the FEI are: combined driving; endurance; reining; and vaulting. These disciplines are part of the FEI World Equestrian Games every four years and may hold their own individual World Championships in other years. The FEI also recognizes horseball and tent pegging as its two regional disciplines.
Para-equestrian disciplines:
Para-equestrian competition at the international level, including the Paralympics, are also governed by the FEI and offer the following competition events:
- Para-Equestrian Dressage is conducted under the same rules as conventional Dressage, but with riders divided into different competition grades based on their functional abilities.
- Para-Equestrian Driving places competitors in grades based on their skill.
Haute École:
Main article: Classical dressage
The haute école (F. "high school"), an advanced component of Classical dressage, is a highly refined set of skills seldom used in competition but often seen in demonstration performances.
The world's leading Classical dressage programs include:
- The Cadre Noir in Saumur, France.
- The Spanish Riding School in Vienna, Austria.
- The Portuguese School of Equestrian Art at Queluz National Palace, Portugal.
- The Royal Andalusian School of Equestrian Art in Jerez de la Frontera, Spain.
Other major classical teams include the South African Lipizzaners and the Hollandsche Manege of the Netherlands.
Horse shows:
Main article: Horse show
Horse shows are held throughout the world with a tremendous variety of possible events, equipment, attire and judging standards used. However, most forms of horse show competition can be broken into the following broad categories:
- Equitation, sometimes called seat and hands or horsemanship, refers to events where the rider is judged on form, style and ability.
- Pleasure, flat or under saddle classes feature horses who are ridden on the flat (not jumped) and judged on manners, performance, movement, style and quality.
- Halter, in-hand breeding or conformation classes, where the horse is led by a handler on the ground and judged on conformation and suitability as a breeding animal.
- Harness classes, where the horse is driven rather than ridden, but still judged on manners, performance and quality.
- Jumping or Over Fences refers broadly to both show jumping and show hunter, where horses and riders must jump obstacles.
"English" riding:
Main article: English riding
In addition to the classical Olympic events, the following forms of competition are seen.
In North America they are referred to as "English riding" in contrast with western riding; elsewhere in the world, if a distinction is necessary, they are usually described as "classic riding":
- Hunt seat or Hunter classes judge the movement and the form of horses suitable for work over fences. A typical show hunter division would include classes over fences as well as "Hunter under Saddle" or "flat" classes (sometimes called "hack" classes), in which the horse is judged on its performance, manners and movement without having to jump. Hunters have a long, flat-kneed trot, sometimes called "daisy cutter" movement, a phrase suggesting a good hunter could slice daisies in a field when it reaches its stride out. The over fences classes in show hunter competition are judged on the form of the horse, its manners and the smoothness of the course. A horse with good jumping form snaps its knees up and jumps with a good bascule. It should also be able to canter or gallop with control while having a stride long enough to make a proper number of strides over a given distance between fences. Hunter classes differ from jumper classes, in which they are not timed, and equitation classes, in which the rider's performance is the focus. Hunter style is based on fox hunting, so jumps in the hunter division are usually more natural colors than the jumps in a jumper division.
- Eventing, show jumping and dressage, described under "Olympic disciplines," above are all "English" riding disciplines that in North America sometimes are loosely classified within the "hunt seat" category.
- Saddle seat, is a primarily American discipline, though has recently become somewhat popular in South Africa, was created to show to best advantage the animated movement of high-stepping and gaited breeds such as the American Saddlebred and the Tennessee Walker. Arabians and Morgans may also be shown saddle seat in the United States. There are usually three basic divisions. Park divisions are for the horses with the highest action. Pleasure divisions still emphasis animated action, but to a lesser degree, with manners ranking over animation. Plantation or Country divisions have the least amount of animation (in some breeds, the horses are flat-shod) and the greatest emphasis on manners.
- Show hack is a competition seen primarily in the United Kingdom, Australia and other nations influenced by British traditions, featuring horses of elegant appearance, with excellent way of going and self-carriage. A related event is riding horse.
"Western" riding:
Main article: Western riding
See also: Reining, Western pleasure, Rodeo, and Cutting (sport)
Western riding evolved from the cattle-working and warfare traditions brought to the Americas by the Spanish Conquistadors, and both equipment and riding style evolved to meet the working needs of the cowboy on ranches in the American West.
Though the differences between English and Western riding appear dramatic, there are many similarities. Both styles require riders to have a solid seat, with the hips and shoulders balanced over the feet, with hands independent of the seat so as to avoid disturbing the balance of the horse and interfering with its performance.
The most noticeable feature of western style riding is in the saddle, which has a substantial saddle tree that provides support to horse and rider when working long hours in the saddle.
The western saddle features a prominent pommel topped by a horn (a knob used for dallying a lariat after roping an animal), a deep seat and a high cantle. The stirrups are wider and the saddle has rings and ties that allow objects to be attached to the saddle.
Western horses are asked to perform with a loose rein, controlled by one hand. The standard western bridle lacks a noseband and usually consists of a single set of reins attached to a curb bit that has somewhat longer and looser shanks than the curb of an English Weymouth bridle or a pelham bit.
Two styles of Western reins developed: The long split reins of the Texas tradition, which are completely separated, or the closed-end "Romal" reins of the California tradition, which have a long single attachment on the ends that can be used as a quirt.
Modern rodeo competitors in timed events sometimes use a closed rein without a romal.
Western riders wear a long-sleeved shirt, denim jeans, boots, and a wide-brimmed cowboy hat. Cowboy boots, which have pointed toes and higher heels than a traditional riding boot, are designed to prevent the rider's foot from slipping through the stirrup during a fall, preventing the rider from being dragged—most western saddles have no safety bars for the leathers or automatic stirrup release mechanism.
A rider may wear protective leather leggings called chaps. Clean, well-fitting work clothing is the usual outfit seen in rodeo, cutting and reining competitions, especially for men, though sometimes both men and women wear brighter colors or finer fabrics for competition than for work.
Show events such as Western pleasure use much flashier equipment, unlike the English traditions where clothing and tack is quiet and unobtrusive. Saddles, bits and bridles are ornamented with substantial amounts of silver. The rider may add a jacket or vest. Women's show clothing may feature vivid colors and even rhinestones or sequins.
Western horses are asked to have a brisk, ground-covering walk, but a slow, relaxed jog trot that allows the rider to sit the saddle and not post. The Western version of the canter is called a lope and while collected and balanced, is expected to be slow and relaxed.
Working western horses seldom use a sustained hand gallop, but must be able to accelerate quickly to high speed when chasing cattle or competing in reining events, must be able to stop quickly from a dead run and "turn on a dime."
Harness:
Main article: Driving (horse)
Horses, mules and donkeys are driven in harness in many different ways. For working purposes, they can pull a plow or other farm equipment designed to be pulled by animals. In many parts of the world they still pull wagons for basic hauling and transportation. They may draw carriages at ceremonies, in parades or for tourist rides.
As noted in "horse racing" above, horses can race in harness, pulling a very lightweight cart known as a sulky. At the other end of the spectrum, some draft horses compete in horse pulling competitions, where single or teams of horses and their drivers vie to determine who can pull the most weight for a short distance.
In horse show competition, the following general categories of competition are seen:
- Combined driving, an internationally recognized competition where horses perform an arena-based "dressage" class where precision and control are emphasized, a cross-country "marathon" section that emphasizes fitness and endurance, and a "stadium" or "cones" obstacle course.
- Draft horse showing: Most draft horse performance competition is done in harness.
- Pleasure driving: Horses and ponies are usually hitched to a light cart shown at a walk and two speeds of trot, with an emphasis on manners.
- Fine harness: Also called "Formal driving," Horses are hitched to a light four-wheeled cart and shown in a manner that emphasizes flashy action and dramatic performance.
- Roadster: A horse show competition where exhibitors wear racing silks and ride in a sulky in a style akin to harness racing, only without actually racing, but rather focusing on manners and performance.
- Carriage driving, using somewhat larger two or four wheeled carriages, often restored antiques, judged on the turnout/neatness or suitability of horse and carriage.
Rodeo:
Main article: Rodeo
Rodeo events include the following forms of competition:
Timed events:
- Barrel racing and pole bending – the timed speed and agility events seen in rodeo as well as gymkhana or O-Mok-See competition. Both men and women compete in speed events at gymkhanas or O-Mok-Sees; however, at most professional, sanctioned rodeos, barrel racing is an exclusively women's sport. In a barrel race, horse and rider gallop around a cloverleaf pattern of barrels, making agile turns without knocking the barrels over. In pole bending, horse and rider run the length of a line of six upright poles, turn sharply and weave through the poles, turn again and weave back, then return to the start.
- Steer wrestling – Also known as "Bulldogging," this is a rodeo event where the rider jumps off his horse onto a steer and 'wrestles' it to the ground by grabbing it by the horns. This is probably the single most physically dangerous event in rodeo for the cowboy, who runs a high risk of jumping off a running horse head first and missing the steer or of having the thrown steer land on top of him, sometimes horns first.
- Goat tying – usually an event for women or pre-teen girls and boys, a goat is staked out while a mounted rider runs to the goat, dismounts, grabs the goat, throws it to the ground and ties it in the same manner as a calf. This event was designed to teach smaller or younger riders the basics of calf roping without the more complex need to also lasso the animal.
Roping:
Roping includes a number of timed events that are based on the real-life tasks of a working cowboy, who often had to capture calves and adult cattle for branding, medical treatment and other purposes. A lasso or lariat is thrown over the head of a calf or the horns of adult cattle, and the animal is secured in a fashion dictated by its size and age.
- Calf roping, also called "tie-down roping," is an event where a calf is roped around the neck by a lariat, the horse stops and sets back on the rope while the cowboy dismounts, runs to the calf, throws it to the ground and ties three feet together. (If the horse throws the calf, the cowboy must lose time waiting for the calf to get back to its feet so that the cowboy can do the work. The job of the horse is to hold the calf steady on the rope) This activity is still practiced on modern working ranches for branding, medical treatment, and so on.
- Team roping, also called "heading and heeling," is the only rodeo event where men and women riders may compete together. Two people capture and restrain a full-grown steer. One horse and rider, the "header," lassos a running steer's horns, while the other horse and rider, the "heeler," lassos the steer's two hind legs. Once the animal is captured, the riders face each other and lightly pull the steer between them, so that it loses its balance, thus in the real world allowing restraint for treatment.
- Breakaway roping – an easier form of calf roping where a very short lariat is used, tied lightly to the saddle horn with string and a flag. When the calf is roped, the horse stops, allowing the calf to run on, flagging the end of time when the string and flag breaks from the saddle. In the United States, this event is primarily for women of all ages and boys under 12, while in some nations where traditional calf roping is frowned upon, riders of both genders compete.
"Rough Stock" competition:
In spite of popular myth, most modern "broncs" are not in fact wild horses, but are more commonly spoiled riding horses or horses bred specifically as bucking stock.
- Bronc riding – there are two divisions in rodeo, bareback bronc riding, where the rider rides a bucking horse holding onto a leather surcingle or rigging with only one hand, and saddle bronc riding, where the rider rides a modified western saddle without a horn (for safety) while holding onto a braided lead rope attached to the horse's halter.
- Bull Riding – though technically not an equestrian event, as the cowboys ride full-grown bulls instead of horses, skills similar to bareback bronc riding are required.
International rodeo:
Other equestrian activities:
There are many other forms of equestrian activity and sports seen worldwide. There are both competitive events and pleasure riding disciplines available.
Arena sports:
- Arena polo and Cowboy polo
- Pato (Argentina's national sport)
- Equestrian vaulting: In vaulting, a surcingle with two hoops at the top is attached around a horse's barrel. The horse also wears a bridle with side reins. The vaulter is longed on the horse, and performs gymnastic movements while the horse walks, trots, and canters.
- Gymkhana, competition of timed pattern games, also known as O-Mok-See in the western United States.
Horse sports that use cattle:
- Bullfighting (rejoneo)
- Campdrafting, a type of cattle-working competition popular in Australia
- Cutting
- Team penning
- Working cow horse
Defined area sports:
- Buzkashi, a sport originating on the steppes of central Asia, now the national sport of Afghanistan and Kyrgyzstan.
- Cowboy mounted shooting
- Horseball
- Jousting and Skill at Arms, events involving use of lances, swords and completion of obstacles. There are stand-alone competitions and also are often seen at historical reenactments, Renaissance Fairs and Society for Creative Anachronism events.
- Mounted archery
- Mounted Games, a sport where games are played in a relay-style with two to five members per team at very high speed
- Polo, a team game played on horses, involves riders using a long-handled mallet to drive a ball on the ground into the opposing team's goal while the opposing team defends their goal
- Polocrosse
- Tent pegging
Cross-country sports:
- Competitive Mounted Orienteering, a form of orienteering on horses (but unrelated to orienteering) – consists of three stages: following a precise route marked on a map, negotiation of obstacles and control of paces.
- Le Trec, which comprises three phases – trail riding, with jumping and correct basic flatwork. Le Trec, which is very popular in Europe, tests the partnership's ability to cope with an all-day ride across varied terrain, route finding, negotiating natural obstacles and hazards, while considering the welfare of the horse, respecting the countryside and enjoying all it has to offer.
- Competitive trail riding, a pace race held across terrain similar to endurance riding, but shorter in length (25 – 35 miles (56 km), depending on class). Being a form of pace race, the objective is not to finish in the least time. Instead, as in other forms of judged trail riding, each competitor is graded on everything including physical condition, campsite and horse management. Horsemanship also is considered, including how the rider handles the trail and how horse is handled and presented to the judge and vet throughout the ride. The horse is graded on performance, manners, etc. "Pulse and respiration" stops check the horse's recovery ability. The judges also set up obstacles along the trail and the horse and rider are graded on how well they perform as a team. The whole point is the partnership between the horse and rider.
- Cross Country Jumping, a jumping course that contains logs and natural obstacles mostly. The common clothes worn are usually brighter colors and less conservative.
- Endurance riding, a competition usually of 50 to 100 miles (160 km) or more, over mountainous or other natural terrain, with scheduled stops to take the horses' vital signs, check soundness and verify that the horse is fit to continue. The first horse to finish and be confirmed by the veterinarian as fit to continue is the winner. Additional awards are usually given to the best-conditioned horses who finish in the top 10.
- Fox hunting
- Hacking, or pleasure riding.
- Hunter Pacing is a sport where a horse and rider team travel a trail at speeds based the ideal conditions for the horse, with competitors seeking to ride closest to that perfect time. Hunter paces are usually held in a series. Hunter paces are usually a few miles long and covered mostly at a canter or gallop. The horsemanship and management skills of the rider are also considered in the scoring, and periodic stops are required for veterinarians to check the vital signs and overall soundness of the horses.
- Ride and Tie is a form of endurance riding in which teams of 3 (two humans and one horse) alternate running and riding.
- Steeplechase, a distance horse race with diverse fence and ditch obstacles.
- Trail Riding, pleasure riding any breed horse, any style across the land.
Health issues:
Handling, riding and driving horses have inherent risks. Horses are large prey animals with a well-developed flight or fight instinct able to move quickly and unexpectedly. When mounted, the rider's head may be up to 4 m (13 ft) from the ground, and the horse may travel at a speed of up to 65 km/h (40 mph). The injuries observed range from very minor injuries to fatalities.
A study in Germany reported that the relative risk of injury from riding a horse, compared to riding a bicycle, was 9 times higher for adolescents and 5.6 times higher for younger children, but that riding a horse was less risky than riding a moped.
In Victoria, Australia, a search of state records found that equestrian sports had the third highest incidence of serious injury, after motor sports and power boating. In Greece, an analysis of a national registry estimated the incidence of equestrian injury to be 21 per 100,000 person-years for farming and equestrian sports combined, and 160 times higher for horse racing personnel. Other findings noted that helmets likely prevent traumatic brain injuries.
In the United States each year an estimated 30 million people ride horses, resulting in 50,000 emergency department visits (1 visit per 600 riders per year). A survey of 679 equestrians in Oregon, Washington and Idaho estimated that at some time in their equestrian career one in five will be seriously injured, resulting in hospitalization, surgery or long-term disability.
Among survey respondents, novice equestrians had an incidence of any injury that was threefold over intermediates, five-fold over advanced equestrians, and nearly eight-fold over professionals. Approximately 100 hours of experience are required to achieve a substantial decline in the risk of injury. The survey authors conclude that efforts to prevent equestrian injury should focus on novice equestrians.
Mechanisms of injury:
The most common injury is falling from the horse, followed by being kicked, trampled and bitten. About 3 out of 4 injuries are due to falling, broadly defined. A broad definition of falling often includes being crushed and being thrown from the horse, but when reported separately each of these mechanisms may be more common than being kicked.
Types and severity of injury:
In Canada, a 10-year study of trauma center patients injured while riding reported that although 48% had suffered head injuries, only 9% of these riders had been wearing helmets at the time of their accident. Other injuries involved the chest (54%), abdomen (22%) and extremities (17%).
A German study reported that injuries in horse riding are rare compared to other sports, but when they occur they are severe. Specifically, they found that 40% of horse riding injuries were fractures, and only 15% were sprains. Furthermore, the study noted that in Germany, one quarter of all sport related fatalities are caused by horse riding.
Most horse related injuries are a result of falling from a horse, which is the cause of 60–80% of all such reported injuries. Another common cause of injury is being kicked by a horse, which may cause skull fractures or severe trauma to the internal organs.
Some possible injuries resulting from horse riding, with the percent indicating the amounts in relation to all injuries as reported by a New Zealand study, include:
- Arm fracture or dislocation (31%)
- Head injury (21%)
- Leg fracture or dislocation (15%)
- Chest injury (33%)
Among 36 members and employees of the Hong Kong Jockey Club who were seen in a trauma center during a period of 5 years, 24 fell from horses and 11 were kicked by the horse. Injuries comprised: 18 torso; 11 head, face or neck; and 11 limb.
The authors of this study recommend that helmets, face shields and body protectors be worn when riding or handling horses.
In New South Wales, Australia, a study of equestrians seen at one hospital over a 6-year period found that 81% were wearing a helmet at the time of injury, and that helmet use both increased over time and was correlated with a lower rate of admission. In the second half of the study period, of the equestrians seen at a hospital, only 14% were admitted. In contrast, a study of child equestrians seen at a hospital emergency department in Adelaide reported that 60% were admitted.
In the United States, an analysis of National Electronic Injury Surveillance System (NEISS) data performed by the Equestrian Medical Safety Association studied 78,279 horse-related injuries in 2007:
"The most common injuries included fractures (28.5%); contusions/abrasions (28.3%); strain/sprain (14.5%); internal injury (8.1%); lacerations (5.7%); concussions (4.6%); dislocations (1.9%); and hematomas (1.2%).
Most frequent injury sites are the lower trunk (19.6%); head (15.0%); upper trunk (13.4%); shoulder (8.2%); and wrist (6.8%). Within this study patients were treated and released (86.2%), were hospitalized (8.7%), were transferred (3.6%), left without being treated (0.8%), remained for observation (0.6%) and arrived at the hospital deceased (0.1%)."
Head injuries:
Horseback riding is one of the most dangerous sports, especially in relation to head injury.
Statistics from the United States, for example, indicate that about 30 million people ride horses annually. On average, about 67,000 people are admitted to the hospital each year from injuries sustained while working with horses. 15,000 of those admittances are from traumatic brain injuries. Of those, about 60 die each year from their brain injuries.
Studies have found horseback riding to be more dangerous than several sports, including skiing, auto racing and football. Horseback riding has a higher hospital admittance rate per hours of riding than motorcycle racing, at 0.49 per thousand hours of riding and 0.14 accidents per thousand hours, respectively.
Head injuries are especially traumatic in horseback riding. About two-thirds of all riders requiring hospitalization after a fall have sustained a traumatic brain injury. Falling from a horse without wearing a helmet is comparable to being struck by a car. Most falling deaths are caused by head injury.
The use of riding helmets substantially decreases the likelihood and severity of head injuries. When a rider falls with a helmet, he or she is five times less likely to experience a traumatic brain injury than a rider who falls without a helmet.
Helmets work by crushing on impact and extending the length of time it takes the head to stop moving. Despite this, helmet usage rates in North America are estimated to be between eight and twenty percent.
Once a helmet has sustained an impact from falling, that part of the helmet is structurally weakened, even if no visible damage is present. Helmet manufacturers recommend that a helmet that has undergone impact from a fall be replaced immediately. In addition, helmets should be replaced every three to five years; specific recommendations vary by manufacturer.
Rules on helmet use in competition:
Many organizations mandate helmet use in competition or on show grounds, and rules have continually moved in the direction of requiring helmet use. In 2011, the United States Equestrian Federation passed a rule making helmet use mandatory while mounted on competition grounds at U.S. nationally rated event competitions.
Also in 2011, the United States Dressage Federation made helmet use in competition mandatory for all riders under 18 and all riders who are riding any test at Fourth Level and below. If a rider competing at Prix St. Georges and above is also riding a test at Fourth Level or below, he or she must also wear a helmet at all times while mounted.
Riding astride:
The idea that riding a horse astride could injure a woman's sex organs is a historic, but sometimes popular even today, misunderstanding or misconception, particularly that riding astride can damage the hymen. Evidence of injury to any female sex organs is scant. In female high-level athletes, trauma to the perineum is rare and is associated with certain sports (see Pelvic floor#Clinical significance).
The type of trauma associated with equestrian sports has been termed "horse riders' perineum". A case series of 4 female mountain bike riders and 2 female horse riders found both patient-reported perineal pain and evidence of sub-clinical changes in the clitoris; the relevance of these findings to horse riding is unknown.
In men, sports-related injuries are among the major causes of testicular trauma. In a small controlled but unblinded study of 52 men, varicocele was significantly more common in equestrians than in non-equestrians.
The difference between these two groups was small, however, compared to differences reported between extreme mountain bike riders and non-riders, and also between mountain bike riders and on-road bicycle riders.
Horse-riding injuries to the scrotum (contusions) and testes (blunt trauma) were well known to surgeons in the 19th century and early 20th century. Injuries from collision with the pommel of a saddle are mentioned specifically.
Criticism of horses in sport:
See also: Horse racing and Rodeo
Organized welfare groups, such as the Humane Society of the United States, and animal rights groups such as People for the Ethical Treatment of Animals, have been known to criticize some horse sports with claims of animal cruelty.
Horse racing is a popular equestrian sport which is practiced in many nations around the world. It is inextricably associated with gambling, where in certain events, stakes can become very high.
Despite its illegality in most competitions, these conditions of extreme competitiveness can lead to the use of performing-enhancing drugs and extreme training techniques, which can result in negative side effects for the horses' well-being. The races themselves have also proved dangerous to the horses – especially steeplechasing, which requires the horse to jump hurdles whilst galloping at full speed. This can result in injury or death to the horse, as well as the jockey.
A study by animal welfare group Animal Aid revealed that approximately 375 racehorses die yearly, with 30% of these either during or as a result of injuries from a race. The report also highlighted the increasing frequency of race-related illnesses, including bleeding lungs (exercise-induced pulmonary hemorrhage) and gastric ulcers.
Animal rights groups are also primarily concerned that certain sports or training exercises may cause unnecessary pain or injuries to horse athletes. Some specific training or showing practices are so widely condemned that they have been made illegal at the national level and violations can incur criminal penalties. The most well-known is soring, a practice of applying a caustic ointment just above the hooves of a Tennessee Walking Horse to make it pick up its feet higher.
However, in spite of a federal law in the United States prohibiting this practice and routine inspections of horse shows by inspectors from the United States Department of Agriculture, soring is still widespread and difficult to eliminate. Some events themselves are also considered so abusive that they are banned in many countries. Among these are horse-tripping, a sport where riders chase and rope a loose-running horse by its front legs, throwing it to the ground.
Secondary effects of racing have also recently been uncovered. A 2006 investigation by The Observer in the UK found that each year 6,000–10,000 horses are slaughtered for consumption abroad, a significant proportion of which are horses bred for racing. A boom in the number of foals bred has meant that there is not adequate resources to care for unwanted horses.
Demand has increased for this massive breeding program to be scaled back. Despite over 1000 foals being produced annually by the Thoroughbred horse industry, 66% of those bred for such a purpose were never entered into a race, and despite a life expectancy of 30 years, many are killed before their fifth birthday.
Horse riding on coinage:
Horse riding events have been selected as a main motif in numerous collectors' coins. One of the recent samples is the €10 Greek Horse Riding commemorative coin, minted in 2003 to commemorate the 2004 Summer Olympics. On the composition of the obverse of this coin, the modern horseman is pictured as he jumps over an obstacle, while in the background the ancient horseman is inspired by a representation on a black-figure vase of the 5th century BC. For the 2012 Olympics, the Royal Mint has produced a 50p coin showing a horse jumping a fence.
See also:
- Glossary of equestrian terms
- List of Equestrian Sports
- Sidesaddle
- Classical dressage
- Equestrian use of roadways
- Equestrian at the Summer Olympics
- List of horse accidents
- United States Equestrian Federation
- International Federation for Equestrian Sports
- Equestrian helmet
- Mounting block
- Cowboy Mounted Shooting
- Fletcher Street Urban Riding Club for a description of urban riding traditions
- Riding hall
- Jinba ittai
- International Federation for Equestrian Sports FEI official homepage
- United States Equestrian Federation USEF Official web site
- Equestrian Federation of Australia Equestrian Federation of Australia web site
- Equestrian Federation of Ireland – EFI web site
- Equestrian Federation of Kazakhstan Russian – Equestrian Federation of Kazakhstan English
- United States Dressage Federation
- American Endurance Ride Conference
- The North American Trail Ride Conference – Competitive Trail Riding
- UK Endurance Horse Riding
- Ride and Tie Association
- The American Vaulting Association – Equestrian Vaulting
- National Cutting Horse Association
Card Games including a Glossary of Card Game Terms
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- YouTube Video: How to Play Solitaire
Click Here for a Glossary of card game terms
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific.
Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
Games using playing cards exploit the fact that cards are individually identifiable from one side only, so that each player knows only the cards they hold and not those held by anyone else. For this reason card games are often characterized as games of chance or “imperfect information”—as distinct from games of strategy or “perfect information,” where the current position is fully visible to all players throughout the game.
Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay.
Some games that are placed in the card game genre involve a board. The distinction is that the gameplay of a card game chiefly depends on the use of the cards by players (the board is simply a guide for scorekeeping or for card placement), while board games (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose.
For more about Card Games, click on any of the following blue hyperlinks:
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific.
Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
Games using playing cards exploit the fact that cards are individually identifiable from one side only, so that each player knows only the cards they hold and not those held by anyone else. For this reason card games are often characterized as games of chance or “imperfect information”—as distinct from games of strategy or “perfect information,” where the current position is fully visible to all players throughout the game.
Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay.
Some games that are placed in the card game genre involve a board. The distinction is that the gameplay of a card game chiefly depends on the use of the cards by players (the board is simply a guide for scorekeeping or for card placement), while board games (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose.
For more about Card Games, click on any of the following blue hyperlinks:
- Types of Card Games
- Typical structure of card games
- Rules
- Playing cards
- See also:
- International Playing Card Society
- Rules for historic card games
- Collection of rules to many card games
- Game of chance
- Game of skill
- Henry Jones (writer) who wrote under the pseudonym "Cavendish"
- John Scarne
Arts and Crafts
- YouTube Video All About Glass Blowing (Introductory Class)
- YouTube Video: How to Knit a Scarf for Beginners Step By Step
- YouTube Video: Barbara & Alan record Chainsaw Wood Sculptures at Woodfest Wales
Arts and crafts describes a wide variety of activities involving making things with one's own hands. Arts and crafts is usually a hobby. Some crafts (art skills) have been practised for centuries, others are more recent inventions. William Morris, John Ruskin and others promoted an "arts and crafts" movement in the late 19th century, which popularized the phrase.
Both children and adults enjoy arts and crafts. Children in schools may learn skills such as woodworking, wood carving, sewing, or making things with all sorts of material. Many community centers and schools have evening or day classes and workshops where one can learn arts and craft skills.
Crafts involving textiles:
Both children and adults enjoy arts and crafts. Children in schools may learn skills such as woodworking, wood carving, sewing, or making things with all sorts of material. Many community centers and schools have evening or day classes and workshops where one can learn arts and craft skills.
Crafts involving textiles:
- Banner-making
- Calligraphy
- Cross-stitch
- Crocheting
- Embroidery
- Felting
- Knitting
- Lace-making
- Macramé
- Millinery
- Needlepoint
- Patchwork
- Quilting
- Rug making
- Sewing
- Shoemaking
- Spinning (textiles)
- String art
- Tapestry
- Weaving
- T-shirt art
- Metalworking
- Jewelry
- Pottery
- Sculpture
- Woodworking
- Cabinet making
- Marquetry
- Lacquerware
- Wood burning
- Wood turning
- Bookbinding
- Calligraphy
- Cardmaking
- Card Modelling
- Collage
- Decoupage
- Embossing
- Iris Folding
- Marbling
- Origami
- Papercraft
- Papier-mâché
- Parchment craft
- Quilling or Paper Filigree
- Scrapbooking
- Stamping (with a rubber stamp)
- Sketching
- Balloon animal
- Beadwork
- Doll making
- Dollhouse construction and furnishing
- Egg decorating
- Etching
- Glassblowing
- Lapidary
- Mosaics
- Stained glass
- Toy making
- Polymer clay
Collecting, Collectables and a List of Collectables
- YouTube Video: How To Make Money Buying And Selling Antiques and Collectibles!
- YouTube Video: Tips on how to become a Collector
- YouTube Video: Antique Furniture : How to Start an Antique Business
The hobby of collecting includes seeking, locating, acquiring, organizing, cataloging, displaying, storing, and maintaining items that are of interest to an individual collector.
Collections differ in a wide variety of respects, most obviously in the nature and scope of the objects contained, but also in purpose, presentation, and so forth. The range of possible subjects for a collection is practically unlimited, and collectors have realised a vast number of these possibilities in practice, although some are much more popular than others.
In collections of manufactured items, the objects may be antique or simply collectable. Antiques are collectable items at least 100 years old, while other collectables are arbitrarily recent. The word vintage describes relatively old collectables that are not yet antiques.
Collecting is a childhood hobby for some people, but for others a lifelong pursuit or something started in adulthood. Collectors who begin early in life often modify their aims when they get older.
Some novice collectors start purchasing items that appeal to them then slowly work at learning how to build a collection, while others prefer to develop some background in the field before starting to buy items. The emergence of the internet as a global forum for different collectors has resulted in many isolated enthusiasts finding each other.
Click on any of the following blue hyperlinks for more about the Hobby of Collecting:
A collectable (collectible or collector's item) is any object regarded as being of value or interest to a collector. Collectable items are not necessarily monetarily valuable or uncommon. There are numerous types of collectables and terms to denote those types.
An antique is a collectable that is old. A curio is a small, usually fascinating or unusual item sought by collectors. A manufactured collectable is an item made specifically for people to collect.
The business of collectables:
Created to be collected:
A "manufactured" collectable (often referred to as a contemporary collectable) is an item made specifically for people to collect. Examples of items commonly sold as collectables include plates, figurines, bells, graphics, steins, and dolls. Some companies that produce manufactured collectables are members of The Gift and Collectibles Guild.
Special editions, limited editions and variants on these terms fall under the category of manufactured collectables and are used as a marketing incentive for various types of product.
They were originally applied to products related to the arts—such as books, prints or recorded music and films—but are now used for cars, fine wine and many other collectables. A special edition typically includes extra material of some kind. A limited edition is restricted in the number of copies produced, although the number may be arbitrarily high.
Collectables in commerce:
Manufacturers and retailers have used collectables in a number of ways to increase sales.
One use is in the form of licensed collectables based on intellectual properties, such as images, characters and logos from literature, music, movies, radio, television, and video games. A large subsection of licensing includes advertising, brand name, and character collectibles.
Another use of collectables in retail is in the form of prizes (items of nominal value packaged with or included in the price of a retail product at no additional cost) and premiums (items that can be "purchased" by redeeming coupons, boxtops, or proofs of purchase from the product along with a small fee to cover shipping and handling). Also, collectables have played an important role in tourism, in the form of souvenirs.
Another important field of collecting that is also big business is memorabilia, which includes collectables related to a person, organization, event or media, including T-shirts, posters, and numerous other collectables marketed to fans; but also includes ephemera from historical, media, or entertainment events, items that were meant to be thrown away but were saved by fans and accumulated by collectors.
Collectables as investments:
Collectables are items of limited supply that are sought for a variety of reasons including a possible increase in value. In a financial sense, collectables can be viewed as a hedge against inflation. Over time, their value can also increase as they become more rare due to loss, damage or destruction. One drawback to investing in collectables is the potential lack of liquidity, particularly for very obscure items. There is also a risk for fraud.
The 1960s through the early 1990s were major years for the manufacturing of contemporary collectables. While some individuals purchased contemporary collectables to enjoy and use, many purchased them as investments.
Speculative markets developed for many of these pieces. Because so many people bought for investment purposes, duplicates are common. And although many collectables were labeled as "limited editions", the actual number of items produced was very large. Consequently, there is very little demand for many (but not all) items produced during this time period, and their market values are often low.
History:
The urge to collect unusual and fascinating objects is primeval and not limited to humans (bowerbird, pack rat).
The Renaissance Cabinet of Curiosities was an antecedent both of modern museums and modern collecting.
The earliest manufactured collectables were included as incentives with other products, such as cigarette cards in packs of cigarettes. Popular items developed a secondary market and sometimes became the subject of "collectable crazes". Eventually many collectable items came to be sold separately, instead of being used as marketing tools to increase the appeal of other products.
To encourage collecting, manufacturers often create an entire series of a given collectable, with each item differentiated in some fashion. Examples include sports cards depicting individual players, or different designs of Beanie Babies. Enthusiasts will often try to assemble a complete set of the available variations.
Collector editions are another way of supporting collectables. They typically are produced in limited amount and contain additional content that can be valuable for a collector. This practice is mostly popular in video games.
Early versions of a product, manufactured in smaller quantities before its popularity as a collectable developed, sometimes command exorbitant premiums on the secondary market.
Dolls and other toys made during an adult collector's childhood can command such premiums. Unless extremely rare or made as a one-of-a-kind, in a mature market, collectables rarely prove to be a spectacular investment.
See also: ___________________________________________________________________________
List of Collectables:
This is a List of Popular Collectables.
Click on any of the following blue hyperlinks for more about each Collectable List:
Collections differ in a wide variety of respects, most obviously in the nature and scope of the objects contained, but also in purpose, presentation, and so forth. The range of possible subjects for a collection is practically unlimited, and collectors have realised a vast number of these possibilities in practice, although some are much more popular than others.
In collections of manufactured items, the objects may be antique or simply collectable. Antiques are collectable items at least 100 years old, while other collectables are arbitrarily recent. The word vintage describes relatively old collectables that are not yet antiques.
Collecting is a childhood hobby for some people, but for others a lifelong pursuit or something started in adulthood. Collectors who begin early in life often modify their aims when they get older.
Some novice collectors start purchasing items that appeal to them then slowly work at learning how to build a collection, while others prefer to develop some background in the field before starting to buy items. The emergence of the internet as a global forum for different collectors has resulted in many isolated enthusiasts finding each other.
Click on any of the following blue hyperlinks for more about the Hobby of Collecting:
- Types of collection
- Value of collected items
- Psychological aspects
- History
- Notable collectors
- See also:
- Ephemera
- Hoarding
- Category: Collectors
- Journal of the History of Collections
- Center for the History of Collecting at the Frick Collection. (Art collecting.)
- "Amass Appeal" Essay by Richard Rubin, AARP Magazine, March/April 2008.
A collectable (collectible or collector's item) is any object regarded as being of value or interest to a collector. Collectable items are not necessarily monetarily valuable or uncommon. There are numerous types of collectables and terms to denote those types.
An antique is a collectable that is old. A curio is a small, usually fascinating or unusual item sought by collectors. A manufactured collectable is an item made specifically for people to collect.
The business of collectables:
Created to be collected:
A "manufactured" collectable (often referred to as a contemporary collectable) is an item made specifically for people to collect. Examples of items commonly sold as collectables include plates, figurines, bells, graphics, steins, and dolls. Some companies that produce manufactured collectables are members of The Gift and Collectibles Guild.
Special editions, limited editions and variants on these terms fall under the category of manufactured collectables and are used as a marketing incentive for various types of product.
They were originally applied to products related to the arts—such as books, prints or recorded music and films—but are now used for cars, fine wine and many other collectables. A special edition typically includes extra material of some kind. A limited edition is restricted in the number of copies produced, although the number may be arbitrarily high.
Collectables in commerce:
Manufacturers and retailers have used collectables in a number of ways to increase sales.
One use is in the form of licensed collectables based on intellectual properties, such as images, characters and logos from literature, music, movies, radio, television, and video games. A large subsection of licensing includes advertising, brand name, and character collectibles.
Another use of collectables in retail is in the form of prizes (items of nominal value packaged with or included in the price of a retail product at no additional cost) and premiums (items that can be "purchased" by redeeming coupons, boxtops, or proofs of purchase from the product along with a small fee to cover shipping and handling). Also, collectables have played an important role in tourism, in the form of souvenirs.
Another important field of collecting that is also big business is memorabilia, which includes collectables related to a person, organization, event or media, including T-shirts, posters, and numerous other collectables marketed to fans; but also includes ephemera from historical, media, or entertainment events, items that were meant to be thrown away but were saved by fans and accumulated by collectors.
Collectables as investments:
Collectables are items of limited supply that are sought for a variety of reasons including a possible increase in value. In a financial sense, collectables can be viewed as a hedge against inflation. Over time, their value can also increase as they become more rare due to loss, damage or destruction. One drawback to investing in collectables is the potential lack of liquidity, particularly for very obscure items. There is also a risk for fraud.
The 1960s through the early 1990s were major years for the manufacturing of contemporary collectables. While some individuals purchased contemporary collectables to enjoy and use, many purchased them as investments.
Speculative markets developed for many of these pieces. Because so many people bought for investment purposes, duplicates are common. And although many collectables were labeled as "limited editions", the actual number of items produced was very large. Consequently, there is very little demand for many (but not all) items produced during this time period, and their market values are often low.
History:
The urge to collect unusual and fascinating objects is primeval and not limited to humans (bowerbird, pack rat).
The Renaissance Cabinet of Curiosities was an antecedent both of modern museums and modern collecting.
The earliest manufactured collectables were included as incentives with other products, such as cigarette cards in packs of cigarettes. Popular items developed a secondary market and sometimes became the subject of "collectable crazes". Eventually many collectable items came to be sold separately, instead of being used as marketing tools to increase the appeal of other products.
To encourage collecting, manufacturers often create an entire series of a given collectable, with each item differentiated in some fashion. Examples include sports cards depicting individual players, or different designs of Beanie Babies. Enthusiasts will often try to assemble a complete set of the available variations.
Collector editions are another way of supporting collectables. They typically are produced in limited amount and contain additional content that can be valuable for a collector. This practice is mostly popular in video games.
Early versions of a product, manufactured in smaller quantities before its popularity as a collectable developed, sometimes command exorbitant premiums on the secondary market.
Dolls and other toys made during an adult collector's childhood can command such premiums. Unless extremely rare or made as a one-of-a-kind, in a mature market, collectables rarely prove to be a spectacular investment.
See also: ___________________________________________________________________________
List of Collectables:
This is a List of Popular Collectables.
Click on any of the following blue hyperlinks for more about each Collectable List:
- Advertising collectables
- Brand name products
- Books and periodicals
- Cards
- Ephemera
- Clothing and accessories, fabric and textiles
- Coins, currency, and stamps
- Film and television
- Sports
- Organization memorabilia
- Music
- Nature
- Transportation
- Historical
- Toys, games, and dolls
- Other
Craft as a Hobby
- YouTube Video: POTTERY BASICS - A beginner's guide to the stages of CLAY!
- YouTube Video: Knitting vs. Crochet: Which Is Better?
- YouTube Video: Our Holiday Craft Fairs | 2019
[Your WebHost Note: keep in mind that his topic should be viewed in the context of Crafts as a form of Hobby, rather than employment, although it is possible that a person's employment can also extend into being a personal hobby, e.g., making pottery.]
A craft or trade is a hobby or an occupation that requires particular skills and knowledge of skilled work. In a historical sense, particularly the Middle Ages and earlier, the term is usually applied to people occupied in small-scale production of goods, or their maintenance, for example by tinkers. The traditional term craftsman is nowadays often replaced by artisan and by craftsperson (craftspeople).
Historically, the more specialized crafts with high value products tended to concentrate in urban centers and formed guilds. The skill required by their professions and the need to be permanently involved in the exchange of goods often demanded a generally higher level of education, and craftsmen were usually in a more privileged position than the peasantry in societal hierarchy.
The households of craftsmen were not as self-sufficient as those of people engaged in agricultural work and therefore had to rely on the exchange of goods. Some crafts, especially in areas such as pottery, woodworking, and the various stages of textile production, could be practiced on a part-time basis by those also working in agriculture, and often formed part of village life.
Once an apprentice of a craft had finished his apprenticeship, he would become a journeyman searching for a place to set up his own shop and make a living. After he set up his own shop, he could then call himself a master of his craft.
This system of a stepwise approach to mastery of a craft, which includes the obtainment of a certain amount of education and the learning of skills, has survived in some countries of the world until today. But crafts have undergone deep structural changes since and during the era of the Industrial Revolution.
The mass production of goods by large-scale industry has limited crafts to market segments in which industry's modes of functioning or its mass-produced goods would not or cannot satisfy the preferences of potential buyers. Moreover, as an outcome of these changes, craftspeople today increasingly make use of semi-finished components or materials and adapt these to their customers' requirements or demands and, if necessary, to the environments of their customers.
Thus, they participate in a certain division of labor between industry and craft.
Click on any of the following blue hyperlinks below for more about the Craft Hobby:
A craft or trade is a hobby or an occupation that requires particular skills and knowledge of skilled work. In a historical sense, particularly the Middle Ages and earlier, the term is usually applied to people occupied in small-scale production of goods, or their maintenance, for example by tinkers. The traditional term craftsman is nowadays often replaced by artisan and by craftsperson (craftspeople).
Historically, the more specialized crafts with high value products tended to concentrate in urban centers and formed guilds. The skill required by their professions and the need to be permanently involved in the exchange of goods often demanded a generally higher level of education, and craftsmen were usually in a more privileged position than the peasantry in societal hierarchy.
The households of craftsmen were not as self-sufficient as those of people engaged in agricultural work and therefore had to rely on the exchange of goods. Some crafts, especially in areas such as pottery, woodworking, and the various stages of textile production, could be practiced on a part-time basis by those also working in agriculture, and often formed part of village life.
Once an apprentice of a craft had finished his apprenticeship, he would become a journeyman searching for a place to set up his own shop and make a living. After he set up his own shop, he could then call himself a master of his craft.
This system of a stepwise approach to mastery of a craft, which includes the obtainment of a certain amount of education and the learning of skills, has survived in some countries of the world until today. But crafts have undergone deep structural changes since and during the era of the Industrial Revolution.
The mass production of goods by large-scale industry has limited crafts to market segments in which industry's modes of functioning or its mass-produced goods would not or cannot satisfy the preferences of potential buyers. Moreover, as an outcome of these changes, craftspeople today increasingly make use of semi-finished components or materials and adapt these to their customers' requirements or demands and, if necessary, to the environments of their customers.
Thus, they participate in a certain division of labor between industry and craft.
Click on any of the following blue hyperlinks below for more about the Craft Hobby:
- Classification
- See also:
Winemaking as a Hobby including 5 Best Wine Making Kits (2020) - Essential Buyer's Guide
- YouTube Video: Discover the Art of Making Wine
- YouTube Video: Starting a Backyard Vineyard
- YouTube Video: I LOVE LUCY STOMPING GRAPES
5 Best Wine Making Kits (2020) - Essential Buyer's Guide
by -- HomeBrewAdvice
You made the exciting decision that you would like to make your own wine at home — now comes the daunting decision of choosing your first wine kit.
The hundreds of wine kits on the market can seem overwhelming; this is especially true for the person looking to get started on their wine-making journey by buying their first wine kit.
Don't lose hope, though. We are here to help.
For the person purchasing their first wine kit, the key to success is starting off with a simplistic one. Starting off with a simplistic wine kit will allow you to thoroughly understand the wine making process before upgrading to a more complex kit.
In this previous post we compared the best wine making kits for beginners, but today we will compare only the very best.
Before diving more deeply into the topic, I’m gonna share a table with our final findings.
Read Also: Finding the Best Wine Coolers
Top 5 Wine Making Kits Compared
The following table shows our top picks with the estimated price range and our final rating. There is also a link placed on each option so it will be easier for you to find the product (Amazon links).
The table is ranked from the most affordable product first to the most premium choice at the bottom.
Left->Right: Name Price Range/Homebrew Rating
1. Master Vintner Fresh Harvest One Gallon Small Batch Fruit Wine Making Kit: $4/5
2. Wild Grapes, Premium Wine Making Kits. Pinot Grigio: $$4/5
3. Craft a Brew Home Chardonnay Making Kit: $$4/5
4. Man Crates Winemaking Kit Cabernet Savignon: $$4/5
5. Master Vintner Wine Making Equipment Kit: $$$4,5/5
My #1 Pick: Master Vintner Wine Making Equipment Kit Best option if you don't have any equipment. Complete kit, quality material and ingredients.
___________________________________________________________________________
Winemaking or vinification is the production of wine, starting with the selection of the fruit, its fermentation into alcohol, and the bottling of the finished liquid. The history of wine-making stretches over millennia.
The science of wine and winemaking is known as oenology. A winemaker may also be called a vintner. The growing of grapes is viticulture and there are many varieties of grapes.
Winemaking can be divided into two general categories: still wine production (without carbonation) and sparkling wine production (with carbonation – natural or injected). Red wine, white wine, and rosé are the other main categories. Although most wine is made from grapes, it may also be made from other plants. (See fruit wine.)
Other similar light alcoholic drinks (as opposed to beer or spirits) include mead, made by fermenting honey and water, and kumis, made of fermented mare's milk.
Process:
There are five basic stages to the wine making process which begins with harvesting or picking. After the harvest, the grapes are taken into a winery and prepared for primary ferment.
At this stage red wine making diverges from white wine making. Red wine is made from the must (pulp) of red or black grapes and fermentation occurs together with the grape skins, which give the wine its color. White wine is made by fermenting juice which is made by pressing crushed grapes to extract a juice; the skins are removed and play no further role.
Occasionally white wine is made from red grapes; this is done by extracting their juice with minimal contact with the grapes' skins. Rosé wines are either made from red grapes where the juice is allowed to stay in contact with the dark skins long enough to pick up a pinkish color (maceration or saignée), or (less commonly) by blending red wine with white wine.
White and rosé wines extract little of the tannins contained in the skins.
To start primary fermentation yeast may be added to the must for red wine or may occur naturally as ambient yeast on the grapes or in the air. Yeast may be added to the juice for white wine. During this fermentation, which often takes between one and two weeks, the yeast converts most of the sugars in the grape juice into ethanol (alcohol) and carbon dioxide. The carbon dioxide evaporates into the atmosphere.
After the primary fermentation of red grapes the free run wine is pumped off into tanks and the skins are pressed to extract the remaining juice and wine. The press wine is blended with the free run wine at the winemaker's discretion. The wine is kept warm and the remaining sugars are converted into alcohol and carbon dioxide.
The next process in the making of red wine is malo-lactic conversion. This is a bacterial process which converts "crisp, green apple" malic acid to "soft, creamy" lactic acid softening the taste of the wine.
Red wine is sometimes transferred to oak barrels to mature for a period of weeks or months; this practice imparts oak aromas and some tannin to the wine. The wine must be settled or clarified and adjustments made prior to bottling.
The time from harvest to drinking can vary from a few months for Beaujolais nouveau wines to over twenty years for wine of good structure with high levels of acid, tannin or sugar.
However, only about 10% of all red and 5% of white wine will taste better after five years than it will after just one year. Depending on the quality of grape and the target wine style, some of these steps may be combined or omitted to achieve the particular goals of the winemaker.
Many wines of comparable quality are produced using similar but distinctly different approaches to their production; quality is dictated by the attributes of the starting material and not necessarily the steps taken during vinification.
Variations on the above procedure exist. With sparkling wines such as Champagne and Methodé Champenoise (sparkling wine that is fermented in the style of champagne but is not from the Champagne region of France) an additional, "secondary" fermentation takes place inside the bottle, dissolving trapped carbon dioxide in the wine and creating the characteristic bubbles.
Additionally, bottles then spend 6 months on a riddling rack before being disgorged to remove any sediment that has accrued. Other sparkling wines, such as prosecco, are fermented using force-carbonation- a faster process that involves using machinery to manually add CO2 and create bubbles.
Sweet wines or off-dry wines are made by arresting fermentation before all sugar has been converted into ethanol and allowing some residual sugar to remain. This can be done by chilling the wine and adding sulphur and other allowable additives to inhibit yeast activity or sterile filtering the wine to remove all yeast and bacteria.
In the case of sweet wines, initial sugar concentrations are increased by harvesting late (late harvest wine), freezing the grapes to concentrate the sugar (ice wine), allowing or encouraging botrytis cinerea fungus to dehydrate the grapes or allowing the grapes to raisin either on the vine or on racks or straw mats. Often in these high sugar wines, the fermentation stops naturally as the high concentration of sugar and rising concentration of ethanol retard the yeast activity.
Similarly in fortified wines, such as port wine, high proof neutral grape spirit (brandy) is added to arrest the ferment and adjust the alcohol content when the desired sugar level has been reached. In other cases the winemaker may choose to hold back some of the sweet grape juice and add it to the wine after the fermentation is done, a technique known in Germany as süssreserve.
The process produces wastewater, pomace, and lees that require collection, treatment, and disposal or beneficial use.
Synthetic wines, engineered wines or fake wines, are a product that do not use grapes at all and start with water and ethanol and then adds acids, amino acids, sugars, and organic compounds.
The grapes:
The quality of the grapes determines the quality of the wine more than any other factor. Grape quality is affected by variety as well as weather during the growing season, soil minerals and acidity, time of harvest, and pruning method. The combination of these effects is often referred to as the grape's terroir. Given the sensitivity of grapes to weather patterns, winemaking is affected by climate change.
Grapes are usually harvested from the vineyard from early September until early November in the northern hemisphere, and mid February until early March in the southern hemisphere.
In some cool areas in the southern hemisphere, for example Tasmania, harvesting extends into May.
The most common species of wine grape is Vitis vinifera, which includes nearly all varieties of European origin.
Harvesting and destemming:
Main article: Harvest (wine)
See also: Ripeness in viticulture
Harvest is the picking of the grapes and in many ways the first step in wine production. Grapes are either harvested mechanically or by hand. The decision to harvest grapes is typically made by the winemaker and informed by the level of sugar (called °Brix), acid (TA or Titratable Acidity as expressed by tartaric acid equivalents) and pH of the grapes.
Othere considerations include phenological ripeness, berry flavor, tannin development (seed color and taste). Overall disposition of the grapevine and weather forecasts are taken into account.
Mechanical harvesters are large tractors that straddle grapevine trellises and, using firm plastic or rubber rods, strike the fruiting zone of the grapevine to dislodge the grapes from the rachis. Mechanical harvesters have the advantage of being able to cover a large area of vineyard land in a relatively short period of time, and with a minimum investment of manpower per harvested ton.
A disadvantage of mechanical harvesting is the indiscriminate inclusion of foreign non-grape material in the product, especially leaf stems and leaves, but also, depending on the trellis system and grapevine canopy management, may include moldy grapes, canes, metal debris, rocks and even small animals and bird nests.
Some winemakers remove leaves and loose debris from the grapevine before mechanical harvesting to avoid such material being included in the harvested fruit. In the United States mechanical harvesting is seldom used for premium winemaking because of the indiscriminate picking and increased oxidation of the grape juice. In other countries (such as Australia and New Zealand), mechanical harvesting of premium wine grapes is more common because of general labor shortages.
Manual harvesting is the hand-picking of grape clusters from the grapevines. In the United States, some grapes are picked into one- or two-ton bins for transport back to the winery. Manual harvesting has the advantage of using knowledgeable labor to not only pick the ripe clusters but also to leave behind the clusters that are not ripe or contain bunch rot or other defects. This can be an effective first line of defense to prevent inferior quality fruit from contaminating a lot or tank of wine.
Crushing and primary (alcoholic) fermentation:
Main article: Fermentation (wine)
Crushing is the process when gently squeezing the berries and breaking the skins to start to liberate the contents of the berries. Destemming is the process of removing the grapes from the rachis (the stem which holds the grapes).
In traditional and smaller-scale wine making, the harvested grapes are sometimes crushed by trampling them barefoot or by the use of inexpensive small scale crushers. These can also destem at the same time. However, in larger wineries, a mechanical crusher/de-stemmer is used. The decision about destemming is different for red and white wine making.
Generally when making white wine the fruit is only crushed, the stems are then placed in the press with the berries. The presence of stems in the mix facilitates pressing by allowing juice to flow past flattened skins. These accumulate at the edge of the press.
For red winemaking, stems of the grapes are usually removed before fermentation since the stems have a relatively high tannin content; in addition to tannin they can also give the wine a vegetal aroma (due to extraction of 3-isobutyl-2-methoxypyrazine which has an aroma reminiscent of green bell peppers.)
On occasion, the winemaker may decide to leave them in if the grapes themselves contain less tannin than desired. This is more acceptable if the stems have 'ripened' and started to turn brown. If increased skin extraction is desired, a winemaker might choose to crush the grapes after destemming.
Removal of stems first means no stem tannin can be extracted. In these cases the grapes pass between two rollers which squeeze the grapes enough to separate the skin and pulp, but not so much as to cause excessive shearing or tearing of the skin tissues. In some cases, notably with "delicate" red varietals such as Pinot noir or Syrah, all or part of the grapes might be left uncrushed (called "whole berry") to encourage the retention of fruity aromas through partial carbonic maceration.
Most red wines derive their color from grape skins (the exception being varieties or hybrids of non-vinifera vines which contain juice pigmented with the dark Malvidin 3,5-diglucoside anthocyanin) and therefore contact between the juice and skins is essential for color extraction.
Red wines are produced by destemming and crushing the grapes into a tank and leaving the skins in contact with the juice throughout the fermentation (maceration). It is possible to produce white (colorless) wines from red grapes by the fastidious pressing of uncrushed fruit. This minimizes contact between grape juice and skins (as in the making of Blanc de noirs sparkling wine, which is derived from Pinot noir, a red vinifera grape.)
Most white wines are processed without destemming or crushing and are transferred from picking bins directly to the press. This is to avoid any extraction of tannin from either the skins or grapeseeds, as well as maintaining proper juice flow through a matrix of grape clusters rather than loose berries.
In some circumstances winemakers choose to crush white grapes for a short period of skin contact, usually for three to 24 hours. This serves to extract flavor and tannin from the skins (the tannin being extracted to encourage protein precipitation without excessive Bentonite addition) as well as potassium ions, which participate in bitartrate precipitation (cream of tartar). It also results in an increase in the pH of the juice which may be desirable for overly acidic grapes. This was a practice more common in the 1970s than today, though still practiced by some Sauvignon blanc and Chardonnay producers in California.
In the case of rosé wines, the fruit is crushed and the dark skins are left in contact with the juice just long enough to extract the color that the winemaker desires. The must is then pressed, and fermentation continues as if the winemaker was making a white wine.
Yeast is normally already present on the grapes, often visible as a powdery appearance of the grapes. The primary, or alcoholic fermentation can be done with this natural yeast, but since this can give unpredictable results depending on the exact types of yeast that are present, cultured yeast is often added to the must.
One of the main problems with the use of wild ferments is the failure for the fermentation to go to completion, that is some sugar remains unfermented. This can make the wine sweet when a dry wine is desired. Frequently wild ferments lead to the production of unpleasant acetic acid (vinegar) production as a by product.
During the primary fermentation, the yeast cells feed on the sugars in the must and multiply, producing carbon dioxide gas and alcohol. The temperature during the fermentation affects both the taste of the end product, as well as the speed of the fermentation.
For red wines, the temperature is typically 22 to 25 °C, and for white wines 15 to 18 °C. For every gram of sugar that is converted, about half a gram of alcohol is produced, so to achieve a 12% alcohol concentration, the must should contain about 24% sugars.
The sugar percentage of the must is calculated from the measured density, the must weight, with the help of a specialized type of hydrometer called a saccharometer. If the sugar content of the grapes is too low to obtain the desired alcohol percentage, sugar can be added (chaptalization).
In commercial winemaking, chaptalization is subject to local regulations.
Alcohol of more than 12% can be achieved by using yeast that can withstand high alcohol. Some yeasts can produce 18% alcohol in the wine however extra sugar is added to produce a high alcohol content.
During or after the alcoholic fermentation, a secondary, or malolactic fermentation can also take place, during which specific strains of bacteria (lactobacter) convert malic acid into the milder lactic acid. This fermentation is often initiated by inoculation with desired bacteria.
Pressing:
Pressing is the act of applying pressure to grapes or pomace in order to separate juice or wine from grapes and grape skins. Pressing is not always a necessary act in winemaking; if grapes are crushed there is a considerable amount of juice immediately liberated (called free-run juice) that can be used for vinification. Typically this free-run juice is of a higher quality than the press juice.
Pressed juice is typically lesser in quality due to the release and increase of total phenolic compounds, as well as browning index and the C6-alcohol levels. These compounds are responsible for the herb-like taste perceived in wine with pressed grapes. However, most wineries do use presses in order to increase their production (gallons) per ton, as pressed juice can represent between 15%-30% of the total juice volume from the grape.
Presses act by positioning the grape skins or whole grape clusters between a rigid surface and a movable surface and slowly decrease the volume between the two surfaces. Modern presses dictate the duration and pressure at each press cycle, usually ramping from 0 Bar to 2.0 Bar.
Sometimes winemakers choose pressures which separate the streams of pressed juice, called making "press cuts." As the pressure increases the amount of tannin extracted from the skins into the juice increases, often rendering the pressed juice excessively tannic or harsh.
Because of the location of grape juice constituents in the berry (water and acid are found primarily in the mesocarp or pulp, whereas tannins are found primarily in the exocarp, or skin, and seeds), pressed juice or wine tends to be lower in acidity with a higher pH than the free-run juice.
Before the advent of modern winemaking, most presses were basket presses made of wood and operated manually. Basket presses are composed of a cylinder of wooden slats on top of a fixed plate, with a moveable plate that can be forced downward (usually by a central ratcheting threaded screw.)
The press operator would load the grapes or pomace into the wooden cylinder, put the top plate in place and lower it until juice flowed from the wooden slats. As the juice flow decreased, the plate was ratcheted down again. This process continued until the press operator determined that the quality of the pressed juice or wine was below standard, or all liquids had been pressed.
Since the early 1990s, modern mechanical basket presses have been revived through higher-end producers seeking to replicate the gentle pressing of the historical basket presses. Because basket presses have a relatively compact design, the press cake offers a relatively longer pathway for the juice to travel before leaving the press. It is believed by advocates of basket presses that this relatively long pathway through the grape or pomace cake serves as a filter to solids that would otherwise affect the quality of the press juice.
With red wines, the must is pressed after primary fermentation, which separates the skins and other solid matter from the liquid. With white wine, the liquid is separated from the must before fermentation . With rose, the skins may be kept in contact for a shorter period to give color to the wine, in that case the must may be pressed as well.
After a period in which the wine stands or ages, the wine is separated from the dead yeast and any solids that remained (called lees), and transferred to a new container where any additional fermentation may take place.
Pigeage:
Main article: Maceration (wine)
Pigeage is a French term for the management of acidity and secondary pressing of grapes in fermentation tanks. To make certain types of wine, grapes are put through a crusher and then poured into open fermentation tanks.
Once fermentation begins, the grape skins are pushed to the surface by carbon dioxide gases released in the fermentation process. This layer of skins and other solids is known as the cap. As the skins are the source of the tannins, the cap needs to be mixed through the liquid each day, or "punched," which traditionally is done by stomping through the vat.
Cold stabilization:
See also: Clarification and stabilization of wine
Cold stabilization is a process used in winemaking to reduce tartrate crystals (generally potassium bitartrate) in wine. These tartrate crystals look like grains of clear sand, and are also known as "wine crystals" or "wine diamonds". They are formed by the union of tartaric acid and potassium, and may appear to be [sediment] in the wine, though they are not.
During the cold stabilizing process after fermentation, the temperature of the wine is dropped to close to freezing for 1–2 weeks. This will cause the crystals to separate from the wine and stick to the sides of the holding vessel. When the wine is drained from the vessels, the tartrates are left behind. They may also form in wine bottles that have been stored under very cold conditions.
Secondary (malolactic) fermentation and bulk aging:
During the secondary fermentation and aging process, which takes three to six months, the fermentation continues very slowly. The wine is kept under an airlock to protect the wine from oxidation.
Proteins from the grape are broken down and the remaining yeast cells and other fine particles from the grapes are allowed to settle. Potassium bitartrate will also precipitate, a process which can be enhanced by cold stabilization to prevent the appearance of (harmless) tartrate crystals after bottling. The result of these processes is that the originally cloudy wine becomes clear. The wine can be racked during this process to remove the lees.
The secondary fermentation usually takes place in large stainless steel vessels with a volume of several cubic meters, oak barrels or glass demijohns (also referred to as carboys), depending on the goals of the winemakers.
Unoaked wine is fermented in a barrel made of stainless steel or other material having no influence on the final taste of the wine. Depending on the desired taste, it could be fermented mainly in stainless steel to be briefly put in oak, or have the complete fermentation done in stainless steel. Oak could be added as chips used with a non-wooden barrel instead of a fully wooden barrel. This process is mainly used in cheaper wine.
Amateur winemakers often use glass carboys in the production of their wine; these vessels (sometimes called demijohns) have a capacity of 4.5–54 litres (0.99–11.88 imp gal; 1.2–14.3 US gal). The kind of vessel used depends on the amount of wine that is being made, the grapes being used, and the intentions of the winemaker.
Malolactic fermentation:
Malolactic fermentation occurs when lactic acid bacteria metabolize malic acid and produce lactic acid and carbon dioxide. This is carried out either as an intentional procedure in which specially cultivated strains of such bacteria are introduced into the maturing wine, or it can happen by chance if uncultivated lactic acid bacteria are present.
Malolactic fermentation can improve the taste of wine that has high levels of malic acid, because malic acid, in higher concentration, generally causes an unpleasant harsh and bitter taste sensation, whereas lactic acid is more gentle and less sour. Lactic acid is an acid found in dairy products.
Malolactic fermentation usually results in a reduction in the amount of total acidity of the wine. This is because malic acid has two acid radicals (-COOH) while lactic acid has only one. However, the pH should be monitored and not allowed to rise above a pH of 3.55 for whites or a pH of 3.80 for reds. pH can be reduced roughly at a rate of 0.1 units per 1 gram/litre of tartaric acid addition.
The use of lactic acid bacteria is the reason why some chardonnays can taste "buttery" due to the production of diacetyl by the bacteria. Most red wines go through complete malolactic fermentation, both to lessen the acid of the wine and to remove the possibility that malolactic fermentation will occur in the bottle.
White wines vary in the use of malolactic fermentation during their making. Lighter aromatic wines such as Riesling, generally do not go through malolactic fermentation. The fuller white wines, such as barrel-fermented chardonnay, are more commonly put through malolactic fermentation. Sometimes a partial fermentation, for example, somewhere less than 50% might be employed.
Laboratory tests:
Whether the wine is aging in tanks or barrels, tests are run periodically in a laboratory to check the status of the wine. Common tests include:
Additional tests include those for the crystallization of cream of tartar (potassium hydrogen tartrate) and the precipitation of heat unstable protein; this last test is limited to white wines. These tests may be performed throughout the making of the wine as well as prior to bottling.
In response to the results of these tests, a winemaker can decide on appropriate remedial action, for example the addition of more sulfur dioxide. Sensory tests will also be performed and again in response to these a winemaker may take remedial action such as the addition of a protein to soften the taste of the wine.
Brix (°Bx) is one measure of the soluble solids in the grape juice and represents not only the sugars but also includes many other soluble substances such as salts, acids and tannins, sometimes called total dissolved solids (TDS).
Because sugar is the dominant compound in grape juice, these units are effectively a measure of sugar level. The level of sugar in the grapes determines the final alcohol content of the wine as well as indirect index of grape maturity. °Bx is measured in grams per hundred grams of solution, so 20 °Bx means that 100 grams of juice contains 20gm of dissolved compounds.
There are other common measures of sugar content of grapes: specific gravity, Oechsle (Germany) and Baumé (France). °Bx is usually measured with a refractometer while the other methods use a hydrometer which measures specific gravity.
Generally, hydrometers are a cheaper alternative. In the French Baumé (Be° or Bé° for short) one Be° corresponds approximately to one percent alcohol. One Be° is equal to 1.8 °Bx, that is 1.8 grams of sugar per one hundred grams. Therefore, to achieve one percent alcohol the winemaker adds sugar at a rate of 1.8 grams per 100 ml (18 grams per liter) – a practice known as chaptalization, which is illegal in some countries and in California.
Volatile acidity test verifies if there is any steam distillable acids in the wine. Mainly present is acetic acid (the dominant component of vinegar), but lactic, butyric, propionic, and formic acid can also be found. Usually the test checks for these acids in a cash still, but there are other methods available such as HPLC, gas chromatography and enzymatic methods.
The amount of volatile acidity found in sound grapes is negligible, because it is a by-product of microbial metabolism. Because acetic acid bacteria require oxygen to grow, eliminating any air in wine containers as well as addition of sulfur dioxide (SO2) will limit their growth.
Rejecting moldy grapes also prevents possible problems associated with acetic acid bacteria. Use of sulfur dioxide and inoculation with a low-V.A. producing strain of Saccharomyces may deter acetic acid producing yeast. A relatively new method for removal of volatile acidity from a wine is reverse osmosis. Blending may also help – a wine with high V.A. can be filtered (to remove the microbe responsible) and blended with a low V.A. wine, so that the acetic acid level is below the sensory threshold.
Sulphur dioxide can be readily measured with relatively simple laboratory equipment. There are several methods available; a typical test involves acidification of a sample with phosphoric acid, distillation of the liberated SO2, and capture by hydrogen peroxide solution.
The SO2 and peroxide react to form sulphuric acid, which is then titrated with NaOH to an end point with an indicator, and the volume of NaOH required is used to calculate the SO2 level.
This method has inaccuracies associated with red wine, inefficient condensers, and excessive aspiration rate, although the results are reproducible, having an accuracy with just a 2.5–5% error, which is sufficient to control the level of sulphur dioxide in wine.
Blending and fining:
Different batches of wine can be mixed before bottling in order to achieve the desired taste. The winemaker can correct perceived inadequacies by mixing wines from different grapes and batches that were produced under different conditions. These adjustments can be as simple as adjusting acid or tannin levels, to as complex as blending different varieties or vintages to achieve a consistent taste.
Fining agents are used during winemaking to remove tannins, reduce astringency and remove microscopic particles that could cloud the wines. The winemakers decide on which fining agents are used and these may vary from product to product and even batch to batch (usually depending on the grapes of that particular year).
Gelatin [gelatine] has been used in winemaking for centuries and is recognized as a traditional method for wine fining, or clarifying. It is also the most commonly used agent to reduce the tannin content. Generally no gelatin remains in the wine because it reacts with the wine components, as it clarifies, and forms a sediment which is removed by filtration prior to bottling.
Besides gelatin, other fining agents for wine are often derived from animal products, such as micronized potassium caseinate (casein is milk protein), egg whites, egg albumin, bone char, bull's blood, isinglass (Sturgeon bladder), PVPP (a synthetic compound), lysozyme, and skim milk powder.
Some aromatized wines contain honey or egg-yolk extract.
Non-animal-based filtering agents are also often used, such as bentonite (a volcanic clay-based filter), diatomaceous earth, cellulose pads, paper filters and membrane filters (thin films of plastic polymer material having uniformly sized holes).
Preservatives:
The most common preservative used in winemaking is sulfur dioxide (SO2), normally added in one of the following forms: liquid sulfur dioxide, sodium or potassium metabisulphite. Another useful preservative is potassium sorbate.
Sulfur dioxide has two primary actions, firstly it is an anti microbial agent and secondly an antioxidant. In the making of white wine it can be added prior to fermentation and immediately after alcoholic fermentation is complete.
If added after alcoholic fermentation it will have the effect of preventing or stopping malolactic fermentation, bacterial spoilage and help protect against the damaging effects of oxygen. Additions of up to 100 mg per liter (of sulfur dioxide) can be added, but the available or free sulfur dioxide should be measured by the aspiration method and adjusted to 30 mg per liter. Available sulfur dioxide should be maintained at this level until bottling.
For rose wines smaller additions should be made and the available level should be no more than 30 mg per liter.
In the making of red wine, sulfur dioxide may be used at high levels (100 mg per liter) prior to ferment to assist in color stabilization. Otherwise, it is used at the end of malolactic ferment and performs the same functions as in white wine.
However, small additions (say, 20 milligrams per litre (7.2×10−7 lb/cu in)) should be used to avoid bleaching red pigments and the maintenance level should be about 20 mg/L.
Furthermore, small additions (say 20 mg per liter) may be made to red wine after alcoholic ferment and before malolactic ferment to overcome minor oxidation and prevent the growth of acetic acid bacteria.
Without the use of sulfur dioxide, wines can readily suffer bacterial spoilage no matter how hygienic the winemaking practice.
Potassium sorbate is effective for the control of fungal growth, including yeast, especially for sweet wines in bottle. However, one potential hazard is the metabolism of sorbate to geraniol which is a potent and unpleasant by-product. The production of geraniol occurs only if sorbic acid is present during malo-lactic fermentation.
To avoid this, either the wine must be sterile bottled or contain enough sulfur dioxide to inhibit the growth of bacteria. Sterile bottling includes the use of filtration.
Some winemakers practice natural wine making where no preservative is added. Once the wine is bottled and corked, the bottles are put into refrigeration with temperatures near 5 °C (41 °F).
Filtration:
Filtration in winemaking is used to accomplish two objectives, clarification and microbial stabilization. In clarification, large particles that affect the visual appearance of the wine are removed. In microbial stabilization, organisms that affect the stability of the wine are removed therefore reducing the likelihood of re-fermentation or spoilage.
The process of clarification is concerned with the removal of particles; those larger than 5–10 millimetres (0.20–0.39 in) for coarse polishing, particles larger than 1–4 micrometers for clarifying or polishing. Microbial stabilization requires a filtration of at least 0.65 micrometers for yeast retention and 0.45 µm for bacteria retention.
However, filtration at this level may lighten a wine's color and body. Microbial stabilization does not imply sterility, i.e. eliminating (removing) or killing (deactivating) of all forms of life and other biological agents. It simply means that a significant amount of yeast and bacteria has been removed to a harmless level for the wine stability.
Clarification of the wine can take place naturally by putting the wine into refrigeration at 35 °F (2 °C). The wine takes about a month to settle and it is clear. No chemicals are needed.
Bottling:
A final dose of sulfite is added to help preserve the wine and prevent unwanted fermentation in the bottle. The wine bottles then are traditionally sealed with a cork, although alternative wine closures such as synthetic corks and screwcaps, which are less subject to cork taint, are becoming increasingly popular.
The final step is adding a capsule to the top of the bottle which is then heated for a tight seal.
Regulation:
In the European Union, each member state is required by Article 146 of Regulation 1308/2013 - Establishing a common organization of the markets in agricultural products and repealing Council Regulations (EEC) No 922/72, (EEC) No 234/79, (EC) No 1037/2001 and (EC) No 1234/2007 - to appoint one or more "competent national authorities" responsible for ensuring compliance with EU rules in the wine sector. A list of these authorities is maintained by the EU.
Click on any of the following blue hyperlinks for more about Winemaking:
by -- HomeBrewAdvice
You made the exciting decision that you would like to make your own wine at home — now comes the daunting decision of choosing your first wine kit.
The hundreds of wine kits on the market can seem overwhelming; this is especially true for the person looking to get started on their wine-making journey by buying their first wine kit.
Don't lose hope, though. We are here to help.
For the person purchasing their first wine kit, the key to success is starting off with a simplistic one. Starting off with a simplistic wine kit will allow you to thoroughly understand the wine making process before upgrading to a more complex kit.
In this previous post we compared the best wine making kits for beginners, but today we will compare only the very best.
Before diving more deeply into the topic, I’m gonna share a table with our final findings.
Read Also: Finding the Best Wine Coolers
Top 5 Wine Making Kits Compared
The following table shows our top picks with the estimated price range and our final rating. There is also a link placed on each option so it will be easier for you to find the product (Amazon links).
The table is ranked from the most affordable product first to the most premium choice at the bottom.
Left->Right: Name Price Range/Homebrew Rating
1. Master Vintner Fresh Harvest One Gallon Small Batch Fruit Wine Making Kit: $4/5
2. Wild Grapes, Premium Wine Making Kits. Pinot Grigio: $$4/5
3. Craft a Brew Home Chardonnay Making Kit: $$4/5
4. Man Crates Winemaking Kit Cabernet Savignon: $$4/5
5. Master Vintner Wine Making Equipment Kit: $$$4,5/5
My #1 Pick: Master Vintner Wine Making Equipment Kit Best option if you don't have any equipment. Complete kit, quality material and ingredients.
___________________________________________________________________________
Winemaking or vinification is the production of wine, starting with the selection of the fruit, its fermentation into alcohol, and the bottling of the finished liquid. The history of wine-making stretches over millennia.
The science of wine and winemaking is known as oenology. A winemaker may also be called a vintner. The growing of grapes is viticulture and there are many varieties of grapes.
Winemaking can be divided into two general categories: still wine production (without carbonation) and sparkling wine production (with carbonation – natural or injected). Red wine, white wine, and rosé are the other main categories. Although most wine is made from grapes, it may also be made from other plants. (See fruit wine.)
Other similar light alcoholic drinks (as opposed to beer or spirits) include mead, made by fermenting honey and water, and kumis, made of fermented mare's milk.
Process:
There are five basic stages to the wine making process which begins with harvesting or picking. After the harvest, the grapes are taken into a winery and prepared for primary ferment.
At this stage red wine making diverges from white wine making. Red wine is made from the must (pulp) of red or black grapes and fermentation occurs together with the grape skins, which give the wine its color. White wine is made by fermenting juice which is made by pressing crushed grapes to extract a juice; the skins are removed and play no further role.
Occasionally white wine is made from red grapes; this is done by extracting their juice with minimal contact with the grapes' skins. Rosé wines are either made from red grapes where the juice is allowed to stay in contact with the dark skins long enough to pick up a pinkish color (maceration or saignée), or (less commonly) by blending red wine with white wine.
White and rosé wines extract little of the tannins contained in the skins.
To start primary fermentation yeast may be added to the must for red wine or may occur naturally as ambient yeast on the grapes or in the air. Yeast may be added to the juice for white wine. During this fermentation, which often takes between one and two weeks, the yeast converts most of the sugars in the grape juice into ethanol (alcohol) and carbon dioxide. The carbon dioxide evaporates into the atmosphere.
After the primary fermentation of red grapes the free run wine is pumped off into tanks and the skins are pressed to extract the remaining juice and wine. The press wine is blended with the free run wine at the winemaker's discretion. The wine is kept warm and the remaining sugars are converted into alcohol and carbon dioxide.
The next process in the making of red wine is malo-lactic conversion. This is a bacterial process which converts "crisp, green apple" malic acid to "soft, creamy" lactic acid softening the taste of the wine.
Red wine is sometimes transferred to oak barrels to mature for a period of weeks or months; this practice imparts oak aromas and some tannin to the wine. The wine must be settled or clarified and adjustments made prior to bottling.
The time from harvest to drinking can vary from a few months for Beaujolais nouveau wines to over twenty years for wine of good structure with high levels of acid, tannin or sugar.
However, only about 10% of all red and 5% of white wine will taste better after five years than it will after just one year. Depending on the quality of grape and the target wine style, some of these steps may be combined or omitted to achieve the particular goals of the winemaker.
Many wines of comparable quality are produced using similar but distinctly different approaches to their production; quality is dictated by the attributes of the starting material and not necessarily the steps taken during vinification.
Variations on the above procedure exist. With sparkling wines such as Champagne and Methodé Champenoise (sparkling wine that is fermented in the style of champagne but is not from the Champagne region of France) an additional, "secondary" fermentation takes place inside the bottle, dissolving trapped carbon dioxide in the wine and creating the characteristic bubbles.
Additionally, bottles then spend 6 months on a riddling rack before being disgorged to remove any sediment that has accrued. Other sparkling wines, such as prosecco, are fermented using force-carbonation- a faster process that involves using machinery to manually add CO2 and create bubbles.
Sweet wines or off-dry wines are made by arresting fermentation before all sugar has been converted into ethanol and allowing some residual sugar to remain. This can be done by chilling the wine and adding sulphur and other allowable additives to inhibit yeast activity or sterile filtering the wine to remove all yeast and bacteria.
In the case of sweet wines, initial sugar concentrations are increased by harvesting late (late harvest wine), freezing the grapes to concentrate the sugar (ice wine), allowing or encouraging botrytis cinerea fungus to dehydrate the grapes or allowing the grapes to raisin either on the vine or on racks or straw mats. Often in these high sugar wines, the fermentation stops naturally as the high concentration of sugar and rising concentration of ethanol retard the yeast activity.
Similarly in fortified wines, such as port wine, high proof neutral grape spirit (brandy) is added to arrest the ferment and adjust the alcohol content when the desired sugar level has been reached. In other cases the winemaker may choose to hold back some of the sweet grape juice and add it to the wine after the fermentation is done, a technique known in Germany as süssreserve.
The process produces wastewater, pomace, and lees that require collection, treatment, and disposal or beneficial use.
Synthetic wines, engineered wines or fake wines, are a product that do not use grapes at all and start with water and ethanol and then adds acids, amino acids, sugars, and organic compounds.
The grapes:
The quality of the grapes determines the quality of the wine more than any other factor. Grape quality is affected by variety as well as weather during the growing season, soil minerals and acidity, time of harvest, and pruning method. The combination of these effects is often referred to as the grape's terroir. Given the sensitivity of grapes to weather patterns, winemaking is affected by climate change.
Grapes are usually harvested from the vineyard from early September until early November in the northern hemisphere, and mid February until early March in the southern hemisphere.
In some cool areas in the southern hemisphere, for example Tasmania, harvesting extends into May.
The most common species of wine grape is Vitis vinifera, which includes nearly all varieties of European origin.
Harvesting and destemming:
Main article: Harvest (wine)
See also: Ripeness in viticulture
Harvest is the picking of the grapes and in many ways the first step in wine production. Grapes are either harvested mechanically or by hand. The decision to harvest grapes is typically made by the winemaker and informed by the level of sugar (called °Brix), acid (TA or Titratable Acidity as expressed by tartaric acid equivalents) and pH of the grapes.
Othere considerations include phenological ripeness, berry flavor, tannin development (seed color and taste). Overall disposition of the grapevine and weather forecasts are taken into account.
Mechanical harvesters are large tractors that straddle grapevine trellises and, using firm plastic or rubber rods, strike the fruiting zone of the grapevine to dislodge the grapes from the rachis. Mechanical harvesters have the advantage of being able to cover a large area of vineyard land in a relatively short period of time, and with a minimum investment of manpower per harvested ton.
A disadvantage of mechanical harvesting is the indiscriminate inclusion of foreign non-grape material in the product, especially leaf stems and leaves, but also, depending on the trellis system and grapevine canopy management, may include moldy grapes, canes, metal debris, rocks and even small animals and bird nests.
Some winemakers remove leaves and loose debris from the grapevine before mechanical harvesting to avoid such material being included in the harvested fruit. In the United States mechanical harvesting is seldom used for premium winemaking because of the indiscriminate picking and increased oxidation of the grape juice. In other countries (such as Australia and New Zealand), mechanical harvesting of premium wine grapes is more common because of general labor shortages.
Manual harvesting is the hand-picking of grape clusters from the grapevines. In the United States, some grapes are picked into one- or two-ton bins for transport back to the winery. Manual harvesting has the advantage of using knowledgeable labor to not only pick the ripe clusters but also to leave behind the clusters that are not ripe or contain bunch rot or other defects. This can be an effective first line of defense to prevent inferior quality fruit from contaminating a lot or tank of wine.
Crushing and primary (alcoholic) fermentation:
Main article: Fermentation (wine)
Crushing is the process when gently squeezing the berries and breaking the skins to start to liberate the contents of the berries. Destemming is the process of removing the grapes from the rachis (the stem which holds the grapes).
In traditional and smaller-scale wine making, the harvested grapes are sometimes crushed by trampling them barefoot or by the use of inexpensive small scale crushers. These can also destem at the same time. However, in larger wineries, a mechanical crusher/de-stemmer is used. The decision about destemming is different for red and white wine making.
Generally when making white wine the fruit is only crushed, the stems are then placed in the press with the berries. The presence of stems in the mix facilitates pressing by allowing juice to flow past flattened skins. These accumulate at the edge of the press.
For red winemaking, stems of the grapes are usually removed before fermentation since the stems have a relatively high tannin content; in addition to tannin they can also give the wine a vegetal aroma (due to extraction of 3-isobutyl-2-methoxypyrazine which has an aroma reminiscent of green bell peppers.)
On occasion, the winemaker may decide to leave them in if the grapes themselves contain less tannin than desired. This is more acceptable if the stems have 'ripened' and started to turn brown. If increased skin extraction is desired, a winemaker might choose to crush the grapes after destemming.
Removal of stems first means no stem tannin can be extracted. In these cases the grapes pass between two rollers which squeeze the grapes enough to separate the skin and pulp, but not so much as to cause excessive shearing or tearing of the skin tissues. In some cases, notably with "delicate" red varietals such as Pinot noir or Syrah, all or part of the grapes might be left uncrushed (called "whole berry") to encourage the retention of fruity aromas through partial carbonic maceration.
Most red wines derive their color from grape skins (the exception being varieties or hybrids of non-vinifera vines which contain juice pigmented with the dark Malvidin 3,5-diglucoside anthocyanin) and therefore contact between the juice and skins is essential for color extraction.
Red wines are produced by destemming and crushing the grapes into a tank and leaving the skins in contact with the juice throughout the fermentation (maceration). It is possible to produce white (colorless) wines from red grapes by the fastidious pressing of uncrushed fruit. This minimizes contact between grape juice and skins (as in the making of Blanc de noirs sparkling wine, which is derived from Pinot noir, a red vinifera grape.)
Most white wines are processed without destemming or crushing and are transferred from picking bins directly to the press. This is to avoid any extraction of tannin from either the skins or grapeseeds, as well as maintaining proper juice flow through a matrix of grape clusters rather than loose berries.
In some circumstances winemakers choose to crush white grapes for a short period of skin contact, usually for three to 24 hours. This serves to extract flavor and tannin from the skins (the tannin being extracted to encourage protein precipitation without excessive Bentonite addition) as well as potassium ions, which participate in bitartrate precipitation (cream of tartar). It also results in an increase in the pH of the juice which may be desirable for overly acidic grapes. This was a practice more common in the 1970s than today, though still practiced by some Sauvignon blanc and Chardonnay producers in California.
In the case of rosé wines, the fruit is crushed and the dark skins are left in contact with the juice just long enough to extract the color that the winemaker desires. The must is then pressed, and fermentation continues as if the winemaker was making a white wine.
Yeast is normally already present on the grapes, often visible as a powdery appearance of the grapes. The primary, or alcoholic fermentation can be done with this natural yeast, but since this can give unpredictable results depending on the exact types of yeast that are present, cultured yeast is often added to the must.
One of the main problems with the use of wild ferments is the failure for the fermentation to go to completion, that is some sugar remains unfermented. This can make the wine sweet when a dry wine is desired. Frequently wild ferments lead to the production of unpleasant acetic acid (vinegar) production as a by product.
During the primary fermentation, the yeast cells feed on the sugars in the must and multiply, producing carbon dioxide gas and alcohol. The temperature during the fermentation affects both the taste of the end product, as well as the speed of the fermentation.
For red wines, the temperature is typically 22 to 25 °C, and for white wines 15 to 18 °C. For every gram of sugar that is converted, about half a gram of alcohol is produced, so to achieve a 12% alcohol concentration, the must should contain about 24% sugars.
The sugar percentage of the must is calculated from the measured density, the must weight, with the help of a specialized type of hydrometer called a saccharometer. If the sugar content of the grapes is too low to obtain the desired alcohol percentage, sugar can be added (chaptalization).
In commercial winemaking, chaptalization is subject to local regulations.
Alcohol of more than 12% can be achieved by using yeast that can withstand high alcohol. Some yeasts can produce 18% alcohol in the wine however extra sugar is added to produce a high alcohol content.
During or after the alcoholic fermentation, a secondary, or malolactic fermentation can also take place, during which specific strains of bacteria (lactobacter) convert malic acid into the milder lactic acid. This fermentation is often initiated by inoculation with desired bacteria.
Pressing:
Pressing is the act of applying pressure to grapes or pomace in order to separate juice or wine from grapes and grape skins. Pressing is not always a necessary act in winemaking; if grapes are crushed there is a considerable amount of juice immediately liberated (called free-run juice) that can be used for vinification. Typically this free-run juice is of a higher quality than the press juice.
Pressed juice is typically lesser in quality due to the release and increase of total phenolic compounds, as well as browning index and the C6-alcohol levels. These compounds are responsible for the herb-like taste perceived in wine with pressed grapes. However, most wineries do use presses in order to increase their production (gallons) per ton, as pressed juice can represent between 15%-30% of the total juice volume from the grape.
Presses act by positioning the grape skins or whole grape clusters between a rigid surface and a movable surface and slowly decrease the volume between the two surfaces. Modern presses dictate the duration and pressure at each press cycle, usually ramping from 0 Bar to 2.0 Bar.
Sometimes winemakers choose pressures which separate the streams of pressed juice, called making "press cuts." As the pressure increases the amount of tannin extracted from the skins into the juice increases, often rendering the pressed juice excessively tannic or harsh.
Because of the location of grape juice constituents in the berry (water and acid are found primarily in the mesocarp or pulp, whereas tannins are found primarily in the exocarp, or skin, and seeds), pressed juice or wine tends to be lower in acidity with a higher pH than the free-run juice.
Before the advent of modern winemaking, most presses were basket presses made of wood and operated manually. Basket presses are composed of a cylinder of wooden slats on top of a fixed plate, with a moveable plate that can be forced downward (usually by a central ratcheting threaded screw.)
The press operator would load the grapes or pomace into the wooden cylinder, put the top plate in place and lower it until juice flowed from the wooden slats. As the juice flow decreased, the plate was ratcheted down again. This process continued until the press operator determined that the quality of the pressed juice or wine was below standard, or all liquids had been pressed.
Since the early 1990s, modern mechanical basket presses have been revived through higher-end producers seeking to replicate the gentle pressing of the historical basket presses. Because basket presses have a relatively compact design, the press cake offers a relatively longer pathway for the juice to travel before leaving the press. It is believed by advocates of basket presses that this relatively long pathway through the grape or pomace cake serves as a filter to solids that would otherwise affect the quality of the press juice.
With red wines, the must is pressed after primary fermentation, which separates the skins and other solid matter from the liquid. With white wine, the liquid is separated from the must before fermentation . With rose, the skins may be kept in contact for a shorter period to give color to the wine, in that case the must may be pressed as well.
After a period in which the wine stands or ages, the wine is separated from the dead yeast and any solids that remained (called lees), and transferred to a new container where any additional fermentation may take place.
Pigeage:
Main article: Maceration (wine)
Pigeage is a French term for the management of acidity and secondary pressing of grapes in fermentation tanks. To make certain types of wine, grapes are put through a crusher and then poured into open fermentation tanks.
Once fermentation begins, the grape skins are pushed to the surface by carbon dioxide gases released in the fermentation process. This layer of skins and other solids is known as the cap. As the skins are the source of the tannins, the cap needs to be mixed through the liquid each day, or "punched," which traditionally is done by stomping through the vat.
Cold stabilization:
See also: Clarification and stabilization of wine
Cold stabilization is a process used in winemaking to reduce tartrate crystals (generally potassium bitartrate) in wine. These tartrate crystals look like grains of clear sand, and are also known as "wine crystals" or "wine diamonds". They are formed by the union of tartaric acid and potassium, and may appear to be [sediment] in the wine, though they are not.
During the cold stabilizing process after fermentation, the temperature of the wine is dropped to close to freezing for 1–2 weeks. This will cause the crystals to separate from the wine and stick to the sides of the holding vessel. When the wine is drained from the vessels, the tartrates are left behind. They may also form in wine bottles that have been stored under very cold conditions.
Secondary (malolactic) fermentation and bulk aging:
During the secondary fermentation and aging process, which takes three to six months, the fermentation continues very slowly. The wine is kept under an airlock to protect the wine from oxidation.
Proteins from the grape are broken down and the remaining yeast cells and other fine particles from the grapes are allowed to settle. Potassium bitartrate will also precipitate, a process which can be enhanced by cold stabilization to prevent the appearance of (harmless) tartrate crystals after bottling. The result of these processes is that the originally cloudy wine becomes clear. The wine can be racked during this process to remove the lees.
The secondary fermentation usually takes place in large stainless steel vessels with a volume of several cubic meters, oak barrels or glass demijohns (also referred to as carboys), depending on the goals of the winemakers.
Unoaked wine is fermented in a barrel made of stainless steel or other material having no influence on the final taste of the wine. Depending on the desired taste, it could be fermented mainly in stainless steel to be briefly put in oak, or have the complete fermentation done in stainless steel. Oak could be added as chips used with a non-wooden barrel instead of a fully wooden barrel. This process is mainly used in cheaper wine.
Amateur winemakers often use glass carboys in the production of their wine; these vessels (sometimes called demijohns) have a capacity of 4.5–54 litres (0.99–11.88 imp gal; 1.2–14.3 US gal). The kind of vessel used depends on the amount of wine that is being made, the grapes being used, and the intentions of the winemaker.
Malolactic fermentation:
Malolactic fermentation occurs when lactic acid bacteria metabolize malic acid and produce lactic acid and carbon dioxide. This is carried out either as an intentional procedure in which specially cultivated strains of such bacteria are introduced into the maturing wine, or it can happen by chance if uncultivated lactic acid bacteria are present.
Malolactic fermentation can improve the taste of wine that has high levels of malic acid, because malic acid, in higher concentration, generally causes an unpleasant harsh and bitter taste sensation, whereas lactic acid is more gentle and less sour. Lactic acid is an acid found in dairy products.
Malolactic fermentation usually results in a reduction in the amount of total acidity of the wine. This is because malic acid has two acid radicals (-COOH) while lactic acid has only one. However, the pH should be monitored and not allowed to rise above a pH of 3.55 for whites or a pH of 3.80 for reds. pH can be reduced roughly at a rate of 0.1 units per 1 gram/litre of tartaric acid addition.
The use of lactic acid bacteria is the reason why some chardonnays can taste "buttery" due to the production of diacetyl by the bacteria. Most red wines go through complete malolactic fermentation, both to lessen the acid of the wine and to remove the possibility that malolactic fermentation will occur in the bottle.
White wines vary in the use of malolactic fermentation during their making. Lighter aromatic wines such as Riesling, generally do not go through malolactic fermentation. The fuller white wines, such as barrel-fermented chardonnay, are more commonly put through malolactic fermentation. Sometimes a partial fermentation, for example, somewhere less than 50% might be employed.
Laboratory tests:
Whether the wine is aging in tanks or barrels, tests are run periodically in a laboratory to check the status of the wine. Common tests include:
- Brix,
- pH,
- titratable acidity,
- residual sugar,
- free or available sulfur,
- total sulfur,
- volatile acidity
- and percent alcohol.
Additional tests include those for the crystallization of cream of tartar (potassium hydrogen tartrate) and the precipitation of heat unstable protein; this last test is limited to white wines. These tests may be performed throughout the making of the wine as well as prior to bottling.
In response to the results of these tests, a winemaker can decide on appropriate remedial action, for example the addition of more sulfur dioxide. Sensory tests will also be performed and again in response to these a winemaker may take remedial action such as the addition of a protein to soften the taste of the wine.
Brix (°Bx) is one measure of the soluble solids in the grape juice and represents not only the sugars but also includes many other soluble substances such as salts, acids and tannins, sometimes called total dissolved solids (TDS).
Because sugar is the dominant compound in grape juice, these units are effectively a measure of sugar level. The level of sugar in the grapes determines the final alcohol content of the wine as well as indirect index of grape maturity. °Bx is measured in grams per hundred grams of solution, so 20 °Bx means that 100 grams of juice contains 20gm of dissolved compounds.
There are other common measures of sugar content of grapes: specific gravity, Oechsle (Germany) and Baumé (France). °Bx is usually measured with a refractometer while the other methods use a hydrometer which measures specific gravity.
Generally, hydrometers are a cheaper alternative. In the French Baumé (Be° or Bé° for short) one Be° corresponds approximately to one percent alcohol. One Be° is equal to 1.8 °Bx, that is 1.8 grams of sugar per one hundred grams. Therefore, to achieve one percent alcohol the winemaker adds sugar at a rate of 1.8 grams per 100 ml (18 grams per liter) – a practice known as chaptalization, which is illegal in some countries and in California.
Volatile acidity test verifies if there is any steam distillable acids in the wine. Mainly present is acetic acid (the dominant component of vinegar), but lactic, butyric, propionic, and formic acid can also be found. Usually the test checks for these acids in a cash still, but there are other methods available such as HPLC, gas chromatography and enzymatic methods.
The amount of volatile acidity found in sound grapes is negligible, because it is a by-product of microbial metabolism. Because acetic acid bacteria require oxygen to grow, eliminating any air in wine containers as well as addition of sulfur dioxide (SO2) will limit their growth.
Rejecting moldy grapes also prevents possible problems associated with acetic acid bacteria. Use of sulfur dioxide and inoculation with a low-V.A. producing strain of Saccharomyces may deter acetic acid producing yeast. A relatively new method for removal of volatile acidity from a wine is reverse osmosis. Blending may also help – a wine with high V.A. can be filtered (to remove the microbe responsible) and blended with a low V.A. wine, so that the acetic acid level is below the sensory threshold.
Sulphur dioxide can be readily measured with relatively simple laboratory equipment. There are several methods available; a typical test involves acidification of a sample with phosphoric acid, distillation of the liberated SO2, and capture by hydrogen peroxide solution.
The SO2 and peroxide react to form sulphuric acid, which is then titrated with NaOH to an end point with an indicator, and the volume of NaOH required is used to calculate the SO2 level.
This method has inaccuracies associated with red wine, inefficient condensers, and excessive aspiration rate, although the results are reproducible, having an accuracy with just a 2.5–5% error, which is sufficient to control the level of sulphur dioxide in wine.
Blending and fining:
Different batches of wine can be mixed before bottling in order to achieve the desired taste. The winemaker can correct perceived inadequacies by mixing wines from different grapes and batches that were produced under different conditions. These adjustments can be as simple as adjusting acid or tannin levels, to as complex as blending different varieties or vintages to achieve a consistent taste.
Fining agents are used during winemaking to remove tannins, reduce astringency and remove microscopic particles that could cloud the wines. The winemakers decide on which fining agents are used and these may vary from product to product and even batch to batch (usually depending on the grapes of that particular year).
Gelatin [gelatine] has been used in winemaking for centuries and is recognized as a traditional method for wine fining, or clarifying. It is also the most commonly used agent to reduce the tannin content. Generally no gelatin remains in the wine because it reacts with the wine components, as it clarifies, and forms a sediment which is removed by filtration prior to bottling.
Besides gelatin, other fining agents for wine are often derived from animal products, such as micronized potassium caseinate (casein is milk protein), egg whites, egg albumin, bone char, bull's blood, isinglass (Sturgeon bladder), PVPP (a synthetic compound), lysozyme, and skim milk powder.
Some aromatized wines contain honey or egg-yolk extract.
Non-animal-based filtering agents are also often used, such as bentonite (a volcanic clay-based filter), diatomaceous earth, cellulose pads, paper filters and membrane filters (thin films of plastic polymer material having uniformly sized holes).
Preservatives:
The most common preservative used in winemaking is sulfur dioxide (SO2), normally added in one of the following forms: liquid sulfur dioxide, sodium or potassium metabisulphite. Another useful preservative is potassium sorbate.
Sulfur dioxide has two primary actions, firstly it is an anti microbial agent and secondly an antioxidant. In the making of white wine it can be added prior to fermentation and immediately after alcoholic fermentation is complete.
If added after alcoholic fermentation it will have the effect of preventing or stopping malolactic fermentation, bacterial spoilage and help protect against the damaging effects of oxygen. Additions of up to 100 mg per liter (of sulfur dioxide) can be added, but the available or free sulfur dioxide should be measured by the aspiration method and adjusted to 30 mg per liter. Available sulfur dioxide should be maintained at this level until bottling.
For rose wines smaller additions should be made and the available level should be no more than 30 mg per liter.
In the making of red wine, sulfur dioxide may be used at high levels (100 mg per liter) prior to ferment to assist in color stabilization. Otherwise, it is used at the end of malolactic ferment and performs the same functions as in white wine.
However, small additions (say, 20 milligrams per litre (7.2×10−7 lb/cu in)) should be used to avoid bleaching red pigments and the maintenance level should be about 20 mg/L.
Furthermore, small additions (say 20 mg per liter) may be made to red wine after alcoholic ferment and before malolactic ferment to overcome minor oxidation and prevent the growth of acetic acid bacteria.
Without the use of sulfur dioxide, wines can readily suffer bacterial spoilage no matter how hygienic the winemaking practice.
Potassium sorbate is effective for the control of fungal growth, including yeast, especially for sweet wines in bottle. However, one potential hazard is the metabolism of sorbate to geraniol which is a potent and unpleasant by-product. The production of geraniol occurs only if sorbic acid is present during malo-lactic fermentation.
To avoid this, either the wine must be sterile bottled or contain enough sulfur dioxide to inhibit the growth of bacteria. Sterile bottling includes the use of filtration.
Some winemakers practice natural wine making where no preservative is added. Once the wine is bottled and corked, the bottles are put into refrigeration with temperatures near 5 °C (41 °F).
Filtration:
Filtration in winemaking is used to accomplish two objectives, clarification and microbial stabilization. In clarification, large particles that affect the visual appearance of the wine are removed. In microbial stabilization, organisms that affect the stability of the wine are removed therefore reducing the likelihood of re-fermentation or spoilage.
The process of clarification is concerned with the removal of particles; those larger than 5–10 millimetres (0.20–0.39 in) for coarse polishing, particles larger than 1–4 micrometers for clarifying or polishing. Microbial stabilization requires a filtration of at least 0.65 micrometers for yeast retention and 0.45 µm for bacteria retention.
However, filtration at this level may lighten a wine's color and body. Microbial stabilization does not imply sterility, i.e. eliminating (removing) or killing (deactivating) of all forms of life and other biological agents. It simply means that a significant amount of yeast and bacteria has been removed to a harmless level for the wine stability.
Clarification of the wine can take place naturally by putting the wine into refrigeration at 35 °F (2 °C). The wine takes about a month to settle and it is clear. No chemicals are needed.
Bottling:
A final dose of sulfite is added to help preserve the wine and prevent unwanted fermentation in the bottle. The wine bottles then are traditionally sealed with a cork, although alternative wine closures such as synthetic corks and screwcaps, which are less subject to cork taint, are becoming increasingly popular.
The final step is adding a capsule to the top of the bottle which is then heated for a tight seal.
Regulation:
In the European Union, each member state is required by Article 146 of Regulation 1308/2013 - Establishing a common organization of the markets in agricultural products and repealing Council Regulations (EEC) No 922/72, (EEC) No 234/79, (EC) No 1037/2001 and (EC) No 1234/2007 - to appoint one or more "competent national authorities" responsible for ensuring compliance with EU rules in the wine sector. A list of these authorities is maintained by the EU.
Click on any of the following blue hyperlinks for more about Winemaking:
- Winemakers by Country
- See also:
- Winery
- Acids in wine
- Glossary of wine terms
- Governo
- History of wine
- Homebrewing
- List of wine-producing countries
- Sugars in wine
- The dictionary definition of enology at Wiktionary
- Media related to Wine production at Wikimedia Commons
- Winemaking at Curlie
Model Building
- YouTube Video: Architecture Scale Model Making Hacks
- YouTube Video: Incredible Collection of Scale Model Ships
- YouTube Video: INTERNATIONAL MODEL BOAT SHOW---Warwickshire Leamington Spa, 2015
Model building is a hobby that involves the creation of physical models either from kits or from materials and components acquired by the builder. The kits contain several pieces that need to be assembled in order to make a final model.
Most model-building categories have a range of common scales that make them manageable for the average person both to complete and display. A model is generally considered physical representations of an object and maintains accurate relationships between all of its aspects.
The model building kits can be classified according to skill levels that represent the degree of difficulty for the hobbyist. These include:
Model building is not exclusively a hobbyist pursuit. The complexity of assembling representations of actual objects has become a career for several people. There are, for instance, those who build models to commemorate historic events, employed to construct models using past events as a basis to predict future events of high commercial interest.
The categories of modelling include:
See also:
Most model-building categories have a range of common scales that make them manageable for the average person both to complete and display. A model is generally considered physical representations of an object and maintains accurate relationships between all of its aspects.
The model building kits can be classified according to skill levels that represent the degree of difficulty for the hobbyist. These include:
- skill level 1 with snap-together pieces that do not require glue or paint;
- skill level 2, which requires glue and paint;
- and, skill level 3 kits that include smaller and more detailed parts.
- Advanced skill levels 4 and 5 kits ship with components that have extra-fine details.
- Particularly, level 5 requires expert-level skills.
Model building is not exclusively a hobbyist pursuit. The complexity of assembling representations of actual objects has become a career for several people. There are, for instance, those who build models to commemorate historic events, employed to construct models using past events as a basis to predict future events of high commercial interest.
The categories of modelling include:
- Scale model building
- Live steam models
- Model engineering
- Matchstick models
- Military models
- Model aircraft
- Model cars
- Model commercial vehicles
- Model construction vehicles
- Building models
- Architectural models
- Model figures
- Model military vehicles
- Rail transport modelling
- Model rockets
- Ship models
- Freelance model
- Cardboard engineering
- Firearm models (such as Airsoft guns)
- Gundam models
See also:
The Art of Painting
- YouTube Video: Oil Painting for Beginners - Basic Techniques + Step by Step Demonstration
- YouTube Video: Digital Painting Basics - Simple Forms to Complex Paintings
- YouTube Video: How to paint an easy surreal landscape in acrylics - speed painting w/ Lachri
Painting is the practice of applying paint, pigment, color or other medium to a solid surface (called the "matrix" or "support"). The medium is commonly applied to the base with a brush, but other implements, such as knives, sponges, and airbrushes, can be used.
In art, the term painting describes both the act and the result of the action (the final work is called "a painting"). The support for paintings includes such surfaces as:
The painting may even incorporate multiple other materials, including sand, clay, paper, plaster, gold leaf, and even whole objects.
Painting is an important form in the visual arts, bringing in elements such as drawing, composition, gesture (as in gestural painting), narration (as in narrative art), and abstraction (as in abstract art).
Paintings can be naturalistic and representational (as in still life and landscape painting), photographic, abstract, narrative, symbolistic (as in Symbolist art), emotive (as in Expressionism) or political in nature (as in Artivism).
A portion of the history of painting in both Eastern and Western art is dominated by religious art. Examples of this kind of painting range from artwork depicting mythological figures on pottery, to Biblical scenes on the Sistine Chapel ceiling, to scenes from the life of Buddha (or other images of Eastern religious origin)
Click on any of the following blue hyperlinks for more about Painting Art:
In art, the term painting describes both the act and the result of the action (the final work is called "a painting"). The support for paintings includes such surfaces as:
The painting may even incorporate multiple other materials, including sand, clay, paper, plaster, gold leaf, and even whole objects.
Painting is an important form in the visual arts, bringing in elements such as drawing, composition, gesture (as in gestural painting), narration (as in narrative art), and abstraction (as in abstract art).
Paintings can be naturalistic and representational (as in still life and landscape painting), photographic, abstract, narrative, symbolistic (as in Symbolist art), emotive (as in Expressionism) or political in nature (as in Artivism).
A portion of the history of painting in both Eastern and Western art is dominated by religious art. Examples of this kind of painting range from artwork depicting mythological figures on pottery, to Biblical scenes on the Sistine Chapel ceiling, to scenes from the life of Buddha (or other images of Eastern religious origin)
Click on any of the following blue hyperlinks for more about Painting Art:
- Elements of painting
- History
- Aesthetics and theory
- Painting media
- Painting styles
- Types of painting
- See also:
Photography as a Hobby
- YouTube Video: Why smartphones are killing compact cameras
- YouTube Video: WILDLIFE PHOTOGRAPHY For BEGINNERS - Tips & Tricks
- YouTube Video: Macro photography ideas to shoot at home
*-- The 6 Essential Things Every Amateur Photographer Needs to Get Started
by By Devin Maestro Hall | March 2, 2016 | 4:00pm
TECH LISTS
Let’s say you’re ready to move on from taking all your pictures on your phone and step up to owning a digital camera. In the studio, and on vacation, you want to be ready to take a professional looking shot. Starting with a camera and adding on the right lenses, lights, and other accessories will turn your camera into a versatile rig capable of shooting anywhere you want.
With a little guidance, you should be able to assemble the necessary gear for all purpose photography without breaking the bank. Here is a short list of what you need for a DSLR camera in most situations.
1. Basic DSLR
There’s a lot of bells and whistles on modern DSLRs, but entry level and prosumer models make it easy to start. Beginning in auto mode will handle most shots, but taking the training wheels off and experimenting is the first step to learning correct lighting and focus.
With time, you’ll experiment with things like “aperture” and “ISO” to tweak the look and exposure of your shots, and nearly every model today has the tools to transition to manual mode at your own pace. You can find a year old model with most of the common features present such as the Nikon D5300 or the Canon Rebel T5. The Rebel T5 starts at only $399 on Amazon, while the Nikon D5300 will cost you $599
2. Lenses
Most camera bodies come with a 18-55mm zoom lens, but for more specialized purposes, a fixed lens and bigger zoom are must haves. The 35mm or 50mm is perfect for portrait work or “bokeh”-the fancy term for those timeless blurry background photos. A 55-200mm for greater zoom effects intending to capture far subjects. As with most parts, be sure a lens is the proper format and fit for the camera you bought, or certain features like auto focus won’t work, or worse-it may not fit.
As with many things, going either Nikon or Canon is safe here. The 50mm will run you around $215, while a 55-200mm lens will run around $350.
3. Tripod
Image stabilization has come along way, but nothing beats having a sturdy tripod for group photos or long exposures. Most DSLRs have a universal screw mount on the bottom for tripods. Make sure to by a steady enough setup, with enough weight and support for your camera. Combine with a wireless remote and you’ll never have to run for the timer again.
A good place to start is the Ravelli Tripod, which can be picked up on Amazon for $14.99.
4. Batteries
For longer trips and extended shooting, at least one extra battery should be in tow. Always make sure the battery you buy is compatible, as different models have different batteries. A portable charger and a back up battery can be life savers during vacations and other long uses.
A Canon or Nikon battery will cost you around $50.
5. Onboard Flash
The tops of most DSLR cameras have an accessory slot that can accommodate extra gadgets like remote controls and flashes. While the built in flash in most digital cameras is fine for a little extra lighting in dark situations, an overhead flash can help with both darker shots and fast paced subjects like action sports. While a little bulkier, a camera equipped with a flash will be ready for anything from prom photos to skate sessions.We’d recommend the Neewer VK750 Flash, which will run you around $50.
6. Carriage and other accessories
You want to make sure your camera and lenses gets transported safely to and from shoots. A two lens and body bag will suffice for most cases, but once your collection begins to grow, a hard case with foam inserts may be necessary. For travel and other lighter situations, a basic hip holster bag will be easier to tote.
A good place to start is this Tamrac Bag, which will cost you around $20 on Amazon.
[End of Article]
___________________________________________________________________________
Wikipedia on:
Photography
Photography is the art, application, and practice of creating durable images by recording light, either electronically by means of an image sensor, or chemically by means of a light-sensitive material such as photographic film. It is employed in many fields of science, manufacturing (e.g., photolithography), and business, as well as its more direct uses for art, film and video production, recreational purposes, hobby, and mass communication.
Typically, a lens is used to focus the light reflected or emitted from objects into a real image on the light-sensitive surface inside a camera during a timed exposure.
With an electronic image sensor, this produces an electrical charge at each pixel, which is electronically processed and stored in a digital image file for subsequent display or processing.
The result with photographic emulsion is an invisible latent image, which is later chemically "developed" into a visible image, either negative or positive depending on the purpose of the photographic material and the method of processing. A negative image on film is traditionally used to photographically create a positive image on a paper base, known as a print, either by using an enlarger or by contact printing.
Click on any of the following blue hyperlinks for more about Photography:
by By Devin Maestro Hall | March 2, 2016 | 4:00pm
TECH LISTS
Let’s say you’re ready to move on from taking all your pictures on your phone and step up to owning a digital camera. In the studio, and on vacation, you want to be ready to take a professional looking shot. Starting with a camera and adding on the right lenses, lights, and other accessories will turn your camera into a versatile rig capable of shooting anywhere you want.
With a little guidance, you should be able to assemble the necessary gear for all purpose photography without breaking the bank. Here is a short list of what you need for a DSLR camera in most situations.
1. Basic DSLR
There’s a lot of bells and whistles on modern DSLRs, but entry level and prosumer models make it easy to start. Beginning in auto mode will handle most shots, but taking the training wheels off and experimenting is the first step to learning correct lighting and focus.
With time, you’ll experiment with things like “aperture” and “ISO” to tweak the look and exposure of your shots, and nearly every model today has the tools to transition to manual mode at your own pace. You can find a year old model with most of the common features present such as the Nikon D5300 or the Canon Rebel T5. The Rebel T5 starts at only $399 on Amazon, while the Nikon D5300 will cost you $599
2. Lenses
Most camera bodies come with a 18-55mm zoom lens, but for more specialized purposes, a fixed lens and bigger zoom are must haves. The 35mm or 50mm is perfect for portrait work or “bokeh”-the fancy term for those timeless blurry background photos. A 55-200mm for greater zoom effects intending to capture far subjects. As with most parts, be sure a lens is the proper format and fit for the camera you bought, or certain features like auto focus won’t work, or worse-it may not fit.
As with many things, going either Nikon or Canon is safe here. The 50mm will run you around $215, while a 55-200mm lens will run around $350.
3. Tripod
Image stabilization has come along way, but nothing beats having a sturdy tripod for group photos or long exposures. Most DSLRs have a universal screw mount on the bottom for tripods. Make sure to by a steady enough setup, with enough weight and support for your camera. Combine with a wireless remote and you’ll never have to run for the timer again.
A good place to start is the Ravelli Tripod, which can be picked up on Amazon for $14.99.
4. Batteries
For longer trips and extended shooting, at least one extra battery should be in tow. Always make sure the battery you buy is compatible, as different models have different batteries. A portable charger and a back up battery can be life savers during vacations and other long uses.
A Canon or Nikon battery will cost you around $50.
5. Onboard Flash
The tops of most DSLR cameras have an accessory slot that can accommodate extra gadgets like remote controls and flashes. While the built in flash in most digital cameras is fine for a little extra lighting in dark situations, an overhead flash can help with both darker shots and fast paced subjects like action sports. While a little bulkier, a camera equipped with a flash will be ready for anything from prom photos to skate sessions.We’d recommend the Neewer VK750 Flash, which will run you around $50.
6. Carriage and other accessories
You want to make sure your camera and lenses gets transported safely to and from shoots. A two lens and body bag will suffice for most cases, but once your collection begins to grow, a hard case with foam inserts may be necessary. For travel and other lighter situations, a basic hip holster bag will be easier to tote.
A good place to start is this Tamrac Bag, which will cost you around $20 on Amazon.
[End of Article]
___________________________________________________________________________
Wikipedia on:
Photography
Photography is the art, application, and practice of creating durable images by recording light, either electronically by means of an image sensor, or chemically by means of a light-sensitive material such as photographic film. It is employed in many fields of science, manufacturing (e.g., photolithography), and business, as well as its more direct uses for art, film and video production, recreational purposes, hobby, and mass communication.
Typically, a lens is used to focus the light reflected or emitted from objects into a real image on the light-sensitive surface inside a camera during a timed exposure.
With an electronic image sensor, this produces an electrical charge at each pixel, which is electronically processed and stored in a digital image file for subsequent display or processing.
The result with photographic emulsion is an invisible latent image, which is later chemically "developed" into a visible image, either negative or positive depending on the purpose of the photographic material and the method of processing. A negative image on film is traditionally used to photographically create a positive image on a paper base, known as a print, either by using an enlarger or by contact printing.
Click on any of the following blue hyperlinks for more about Photography:
- Etymology
- History
- Techniques
- Social and cultural implications
- Law
- See also:
- Outline of photography
- Science of photography
- List of photographers
- List of photography awards
- Astrophotography
- Image editing
- Imaging
- Photolab and minilab
- Visual arts
- World History of Photography From The History of Art.
- Daguerreotype to Digital: A Brief History of the Photographic Process From the State Library & Archives of Florida.
Building and Launching Model Rockets
- YouTube Video: How To Build A Rocket (From Scratch)
- YouTube Video: DIY Rocket Engines - Easy and Cheap!
- YouTube Video: Rocketry: How Model Rockets Work
A model rocket is a small rocket designed to reach low altitudes (e.g., 100–500 m (330–1,640 ft) for 30 g (1.1 oz) model) and be recovered by a variety of means.
According to the United States National Association of Rocketry (nar) Safety Code, model rockets are constructed of paper, wood, plastic and other lightweight materials. The code also provides guidelines for motor use, launch site selection, launch methods, launcher placement, recovery system design and deployment and more.
Since the early 1960s, a copy of the Model Rocket Safety Code has been provided with most model rocket kits and motors. Despite its inherent association with extremely flammable substances and objects with a pointed tip traveling at high speeds, model rocketry historically has proven to be a very safe hobby and has been credited as a significant source of inspiration for children who eventually become scientists and engineers.
Precautions and safety:
Model rocketry is a safe and widespread hobby. Individuals such as G. Harry Stine and Vernon Estes helped to ensure this by developing and publishing the NAR Model Rocket Safety Codes and by commercially producing safe, professionally designed and manufactured model rocket motors. The safety code is a list of guidelines and is only mandatory for National Association of Rocketry members.
A primary motivation for the development of the hobby in the 1950s and 1960s was to enable young people to make flying rocket models without having to construct the dangerous motor units or directly handle explosive propellants.
The NAR and the TRA successfully sued the US Bureau of Alcohol, Tobacco, Firearms and Explosives (BATFE) over the classification of Ammonium Perchlorate Composite Propellant (APCP), the most commonly used propellant in high-power rocket motors, as an explosive. The March 13, 2009 decision by DC District court judge Reggie Walton removed APCP from the list of regulated explosives, essentially eliminating BATFE regulation of hobby rocketry.
Click on any of the following blue hyperlinks for more about the hobby Model Rockets:
According to the United States National Association of Rocketry (nar) Safety Code, model rockets are constructed of paper, wood, plastic and other lightweight materials. The code also provides guidelines for motor use, launch site selection, launch methods, launcher placement, recovery system design and deployment and more.
Since the early 1960s, a copy of the Model Rocket Safety Code has been provided with most model rocket kits and motors. Despite its inherent association with extremely flammable substances and objects with a pointed tip traveling at high speeds, model rocketry historically has proven to be a very safe hobby and has been credited as a significant source of inspiration for children who eventually become scientists and engineers.
Precautions and safety:
Model rocketry is a safe and widespread hobby. Individuals such as G. Harry Stine and Vernon Estes helped to ensure this by developing and publishing the NAR Model Rocket Safety Codes and by commercially producing safe, professionally designed and manufactured model rocket motors. The safety code is a list of guidelines and is only mandatory for National Association of Rocketry members.
A primary motivation for the development of the hobby in the 1950s and 1960s was to enable young people to make flying rocket models without having to construct the dangerous motor units or directly handle explosive propellants.
The NAR and the TRA successfully sued the US Bureau of Alcohol, Tobacco, Firearms and Explosives (BATFE) over the classification of Ammonium Perchlorate Composite Propellant (APCP), the most commonly used propellant in high-power rocket motors, as an explosive. The March 13, 2009 decision by DC District court judge Reggie Walton removed APCP from the list of regulated explosives, essentially eliminating BATFE regulation of hobby rocketry.
Click on any of the following blue hyperlinks for more about the hobby Model Rockets:
- History of model rocketry
- Model rocket motors
- Performance
- Motor nomenclature
- Model rocket recovery methods
- Instrumentation
- High-power rocketry
- Illustrated 3D Model Rocket
- FAA launch regulations for the US
- Amateur rocketry
- Model Rocketry magazine
- Rocket Festival
- Thermalite
- Water rocket
- CO2 rocket
Drone Racing
- YouTube Video about Drone Racing: First-person view (FPV)
- YouTube Video: Meet the dazzling flying machines of the future | Raffaello D'Andrea
- YouTube Video: How to build the FASTEST FPV RACING DRONE IN 2019! FULL BUILD GUIDE + Giveaway
- TOP: T-Mobile teaming with Drone Racing League to help emerging sport develop 5G-enabled tech (pictured: Professional drone pilots in the Drone Racing League. (Joe Lemke Photo)
- BOTTOM: With Sports On Hold, The Drone Racing League Is Flying High With Marketing Partners And A Broadcast Deal (pictured: Professional drone racing is a sport for our socially distanced world.)
FPV drone racing (where FPV stands for first-person view or first person video) is a sport type where participants control "drones" (typically small radio-controlled aircraft or quadcopters), equipped with cameras while wearing head-mounted displays showing the live stream camera feed from the drones.
Similar to full size air racing, the goal is to complete a set course as quickly as possible. Drone racing began in Germany in 2011 with a number of amateur pilots getting together for semi-organized races in Karlsruhe.
Technology:
FPV (first person view) flying means that pilots only see what the drone sees. This is accomplished by live streaming footage from a camera mounted on the nose of the drone.
The image is transmitted via radio (typically 2.4 GHz or 5.8 GHz frequency, 1.3 GHz for distant transmission) to goggles or monitor worn by the pilot. The remote control, drone, and goggles are all connected via radio and must transmit with sufficient speed and reliability to allow effective control.
FPV goggles on the market range from $40 to $800, with the more expensive goggles offering more and better features. Some of these features include a wide field of view (FOV), receiver diversity, digital HD video, head tracking, multiple frequency settings, band settings and DVR (digital video recorder) recording functionality.
While the pilot always requires goggles, some drone racing organizations insist they should also be used among spectators alike by simply switching the frequency to the channel of the racer one wants to watch.
Any drone could be used to race, however competitive FPV racing leagues require drones to meet certain standards.
MultiGP, defines community produced specifications and allows participants to supply their own drones increasing competitiveness and innovation. For competition, aircraft are typically separated into classes, separating winged craft from rotorcraft; and also categorizing by size and power.
The Drone Racing League (DRL) makes all of the drones used in its events in house; pilots are supplied with drones, backup drones, and parts by the league itself, not independently.
DR1 Racing, utilizes an open spec class format that relies on each team in the series to supply their own drones, goggles and gear.
Recently they added the Pro Class racing drone, which is currently the largest competitive drone racing format in the world.
Racing drones are designed for speed and agility, as opposed to a photography/video drone which is focused more on hovering. A photography quadcopter design will typically have four motors configured in an X-pattern, all equally spaced apart.
A racing model will typically have its four motors configured in an H-pattern configured to thrust the drone forward, not up. Another specific characteristic of drone racing is the number of propeller’s blades. 3-blade or 4-blade (instead of 2-blade) propellers have a shorter diameter allowing for a smaller frame with increased acceleration and maneuverability capabilities.
Because of their light weight and electric motors with large amounts of torque, drones can accelerate and maneuver with great speed and agility. This makes for very sensitive controls and requires a pilot with quick reaction times and a steady hand.
BMW held the Drone Racing League’s 2018 Semi Finals race at their automobile museum, the BMW Welt, in Munich, Germany and sold out the event with 3,000 fans.
Course design:
MultiGP provides community standards for their chapters to safely design their own courses and also generates individual pilot competition through their Universal Time Trial Track program which ranks pilots worldwide on standard measured courses.
DRL creates complex, three-dimensional racecourses in locations internationally. The Sci-Fi inspired tracks stretch around a mile-long.
DR1 Racing’s Champions Series is an outdoor racing circuit, flying in iconic locations around the world. Each location or race uses a mixture of environmental and manmade elements to create the course.
The courses for the 2017 season include:
Others such as the U.S. National Drone Racing Championship tend to conduct their races in open areas with less catastrophic obstacles (flags and cones vs. walls and tunnels).
Organizations:
FPV racing organizations create regulations and rules to offer a fair race among its pilots.
Past major events:
Events and venues:
United States:
The U.S. National Drone Racing Championship took place at the 2015 California State Fair. It was a 2-day event with a $25,000 cash prize that attracted over 120 competitors. This was the first event like this in the US, however other countries such as France, Australia and the UK had previously held similar events.
In 2016, the annual MultiGP Championship was held at the Academy of Model Aeronautics' headquarters in Muncie, Indiana where over 120 pilots competed by qualifying through the MultiGP Regional Series which consists of qualifying events and regional finals in 15 regions across the United States.
MultiGP is a global, professional, drone racing league with over 1000 chapters internationally including locations such as Australia, Asia, South Africa and Europe. There are no other drone racing leagues with the amount of registered pilots found within our community.
United Kingdom:
The British Drone Racing League (BDRL) has recently setup and will operate a number of professional events. These events are currently being organized and will follow compliance from the CAA.
Funding:
DRL is the only league so far that has established major outside sources of funding. DRL has raised more than $30mm in venture capital backing from entities across the sports, technology and media space.
Some notable investors include: Sky, Liberty Media (also owners of Formula 1), MGM, CAA, Hearst, WWE, Lux Capital, and RSE Ventures.
In addition, DRL has a number of high-profile sponsors, including Allianz, BMW, the US Air Force, and Swatch. It also has other lines of business, including a licensing deal with Toy State, a toy manufacturing company best known for their Nikko remote control car line.
Finally, DRL has content licensing deals with networks around the world including ESPN and Disney XD in the United States, Sky Sports in the UK, OSN in the middle east, and the Fox Sports in Asia. This funding has been crucial to the development of the league, and allows them to advertise and hold their races in better venues that will attract larger crowds.
Other smaller and less established leagues have found it difficult to find funding. At events like the one held at the California State Fair, funding comes from the state and from ticket sales at the event. Along with the difficulties of finding funding, it creates problems of finding good venues that create a challenge for the pilots and also have key turns and straightaways adding to the exhilaration of these events.
US Army veteran Brett Velicovich has been involved in the launch of drone racing at the Dew Tour. Outside of DRL, and DR1 which has Mountain Dew as a sponsor, most smaller events are sponsored by FPV manufacturers such as Fat Shark, ImmersionRC and HobbyKing, DYS,T-Motor, EMAX, Team Black Sheep (TBS)
Simulators:
Main article: RC flight simulator
Drone racing can be also simulated on computers via drone flight simulators such as Velocidrone, Liftoff, neXt, DRL Simulator, etc.
Publications:
Magazines:
Podcasts:
Similar to full size air racing, the goal is to complete a set course as quickly as possible. Drone racing began in Germany in 2011 with a number of amateur pilots getting together for semi-organized races in Karlsruhe.
Technology:
FPV (first person view) flying means that pilots only see what the drone sees. This is accomplished by live streaming footage from a camera mounted on the nose of the drone.
The image is transmitted via radio (typically 2.4 GHz or 5.8 GHz frequency, 1.3 GHz for distant transmission) to goggles or monitor worn by the pilot. The remote control, drone, and goggles are all connected via radio and must transmit with sufficient speed and reliability to allow effective control.
FPV goggles on the market range from $40 to $800, with the more expensive goggles offering more and better features. Some of these features include a wide field of view (FOV), receiver diversity, digital HD video, head tracking, multiple frequency settings, band settings and DVR (digital video recorder) recording functionality.
While the pilot always requires goggles, some drone racing organizations insist they should also be used among spectators alike by simply switching the frequency to the channel of the racer one wants to watch.
Any drone could be used to race, however competitive FPV racing leagues require drones to meet certain standards.
MultiGP, defines community produced specifications and allows participants to supply their own drones increasing competitiveness and innovation. For competition, aircraft are typically separated into classes, separating winged craft from rotorcraft; and also categorizing by size and power.
The Drone Racing League (DRL) makes all of the drones used in its events in house; pilots are supplied with drones, backup drones, and parts by the league itself, not independently.
DR1 Racing, utilizes an open spec class format that relies on each team in the series to supply their own drones, goggles and gear.
Recently they added the Pro Class racing drone, which is currently the largest competitive drone racing format in the world.
Racing drones are designed for speed and agility, as opposed to a photography/video drone which is focused more on hovering. A photography quadcopter design will typically have four motors configured in an X-pattern, all equally spaced apart.
A racing model will typically have its four motors configured in an H-pattern configured to thrust the drone forward, not up. Another specific characteristic of drone racing is the number of propeller’s blades. 3-blade or 4-blade (instead of 2-blade) propellers have a shorter diameter allowing for a smaller frame with increased acceleration and maneuverability capabilities.
Because of their light weight and electric motors with large amounts of torque, drones can accelerate and maneuver with great speed and agility. This makes for very sensitive controls and requires a pilot with quick reaction times and a steady hand.
BMW held the Drone Racing League’s 2018 Semi Finals race at their automobile museum, the BMW Welt, in Munich, Germany and sold out the event with 3,000 fans.
Course design:
MultiGP provides community standards for their chapters to safely design their own courses and also generates individual pilot competition through their Universal Time Trial Track program which ranks pilots worldwide on standard measured courses.
DRL creates complex, three-dimensional racecourses in locations internationally. The Sci-Fi inspired tracks stretch around a mile-long.
DR1 Racing’s Champions Series is an outdoor racing circuit, flying in iconic locations around the world. Each location or race uses a mixture of environmental and manmade elements to create the course.
The courses for the 2017 season include:
- the Trona Pinnacles,
- the Mojave Boneyard at the Mojave Air and Space Port,
- the DHL Bonn Post Tower,
- Bunowen Castle in Ireland,
- Spike Island,
- and Isle of Man TT.
- DR1’s Micro Series uses indoor locations, with thematic elements.
Others such as the U.S. National Drone Racing Championship tend to conduct their races in open areas with less catastrophic obstacles (flags and cones vs. walls and tunnels).
Organizations:
FPV racing organizations create regulations and rules to offer a fair race among its pilots.
- MultiGP - MultiGP is the only organization with chapters all around the world. MultiGP governs and sanctions drone racing events internationally. Official Special Interest Group of the Academy of Model Aeronautics for first person view racing. The organization is a drone racing league which hosts frequent competition-based tournaments, free-fly gatherings and casual events.
- Drone Racing League (or DRL) (For Profit) is a television program where invited pilots are filmed competing in drone races. Pilots are invited to participate in several races as part of the DRL's global racing circuit. The races are filmed and edited into hour-long episodes that air on ESPN, SKY Sports and others. DRL is viewable in over 75 countries across the world and was set to broadcast their third season in 2018.
- IUDRO (For Profit) is the world's first drone racing league that globally regulates and organizes inter-university drone racing events, with renowned teams including the likes of the UK's University of Cambridge. The drones are engineered from scratch to set specifications set by the organization, and pilots from all degree disciplines partake.
- IDRF - Indonesia Drone Racing Federation - Indonesian based drone racing association with almost 37 Club and 200racers. IDRF race event working based on FAI and FASI regulation and tasked with promoting and developing the sport of FPV racing in Indonesia. The bigest event is IDRWC 2017 (Indonesia Drone Racing World Championship) at Bali sanction by FAI with 90 racers from Swiss, Korea, Thailand, Australia, Brunei, Malaysia, Singapore and Indonesia.
- Airspeeder is the world's first racing series for manned electric flying cars. Alauda will provide teams with identical craft, known as ‘Speeders’. Teams will then be given the freedom to set drivers and create strategy. Races will take place in remote locations across the globe. The speeders are manned racing electric quadcopters that can fly at speeds of up to 200km/h. DHL is the series’ global logistics partner and EQUALS is Airpseeder’s FX partner.
- DR1 Racing (For Profit) is a televised racing series where pilots must maintain their own gear, similar to battlebots, with various races and formats airing on television. The six episode inaugural season had episodes viewable at various times on Eurosport, CBS, Fox Sports, Discovery Channel, beIN, and Twitch.tv.
- RotorMatch League (or RML) - French organizer with streaming, timekeeping & managing solution through RotorMatch
- FPVR - First Person View Racing is the Australian and New Zealand grassroots drone racing league. The participating chapters offer regular race meetings and a unified leaderboard and season progression. This leads to pathway opportunities to compete internationally as part of team FPVR.
- Australian FPV Racing Association Inc. (AFPVRA) - Australian based drone racing association. Recognised as the “National Special Interest Group” by the Model Aeronautical Association of Australia (MAAA) and tasked with promoting and developing the sport of FPV racing in Australia.
- The Australian FPV Association Inc. (AUFPV) - Special interest group for FPV within Australia. Sanctioned by the Model Aeronautical Association of Australia (MAAA).
- British FPV Racing Association (BFPVRA) UK based drone racing association. Recognized as a “Specialist Body” by the British Model Flying Association (BMFA) and tasked with promoting and developing the sport of FPV racing in the UK.
- European Rotor Sports Association (ERSA) a Europe-based FPV Racing organizer.
- X Class Drone Racing - North America's giant drone racing league, hosting races and special events for drones 800mm to 1200mm.
- Freespace Drone Racing (Previously known as Freedom Class) - is the world's first giant drone racing league. The aircraft are the largest and most powerful racing drones ever built, designed specifically as a spectator sport. With successful tests occurring throughout 2016 and 2017, the first international series is set to take place in late 2020. Freespace also operates the FS500, a mid size (500mm) racing drone, geared for live spectators and live broadcast, as a stepping stone for professional pilots getting into giant drone racing The FAI partnered with Freespace Drone Racing in 2017 to professionalize the drone racing industry, across multiple international events, including the 2018 Barcelona Drone Racing World Cup.
- Fédération Aéronautique Internationale (FAI) - World governing body for air sports. Recognized by the International Olympic Committee. The Federation coordinates the organization of the FAI Drone Racing World Cup and the FAI World Drone Racing Championship.
- Drone Sports Association (DSA) (For Profit) - The Drone Sports Association (Formerly RotorSports) was the oldest drone racing and drone sports organization worldwide.
- International Drone Racing Association (IDRA) (For Profit) - The International Drone Racing Association is a professional racing organization that sanctions and governs multiple drone racing events
- Hong Kong FPV Racers (For Profit) - Hong Kong based drone racing organisation that holds regular event, international races, lias with AFA, ASFC, FAI for setting out the standard for drone racing. It have a web site, facebook page and group for the public access. HKFPVR had used online board casting system for their event.
- FPV Racing Organisation (FPVR) (For Profit) - Australian based drone racing organisation that holds many regular events, making drone races accessible to anyone and everyone.
- TOS FPV Racing Club (For Profit) - China based drone racing organization that holds many regular events, making drone races accessible to anyone and everyone. In 2016, TOS Asia Cup Shanghai and China Drone National was the largest FPV Drone Racing in Asia over 140 registered pilots.
- Canadian Federation for Drone Racing (CFDR) (Non Profit) - The official governing body, safety influence and national voice for organized multi-rotor and FPV activities in Canada.
- FPV Canada (For Profit) - Began as FPV Montreal in late 2014 and is now Canada’s largest, multi-group racing league with franchise locations in most major cities in Canada. Organizers of the Montreal Drone Expo (2016), Canadian Drone Nationals (2016/17) and Vancouver Drone Expo (2017).
- FPV Finland ry (Non Profit) - The Finnish association of drone racing and FPV flying. Established 2017. Organised Jämi FPV open 2017 and 2018, the national drone racing cup and several other races.
- Rotorcross (ROX) (Non Profit) - Began as an FPV drone racing group in late 2014 and is now one of Australia's largest clubs, with club pilot representation at the Australian Australian FPV Racing Association Inc. Drone Nationals (2016, 2017), DSA Worlds held in Hawaii (2016) and FPVR Aussie Open (2017). A dedicated training ground in Perth Australia with 3 fields it holds weekly racing, training and casual events for all skill levels.
- World Drone Prix
- Drone League Venezuela (DRLV) - Venezuela based drone racing organization that holds regular events, making drone races more accessible to anyone and everyone.
- Drone Champions League (DCL) (For Profit) - Seven permanent teams with at least four pilots fly in the DCL. The teams at the races are complemented by local wild card teams. 2018 is the 3rd season of the DCL and so far three races have been held, two more will follow. The DCL is sponsored by Breitling as official timekeeper, Red Bull and Trilux. The Drone Champions League races are broadcast live.
- DRCL (Drone Racing Chile) (Non Profit) Group that unites the Chilean groups of Drone Racing, founded in 2019, brings together more than 100 pilots, several of whom are regional and world leaders.
Past major events:
- 2018 FAI 1st Drone Racing World Championship, held in Shenzhen, China. This event was broadcast live across multiple channels, including the Olympic Channel. The race was won by a 17 year old Australian, over 128 competitors from 34 countries.
- 2017 DR1 Racing’s DHL Champions Series Fueled by Mountain Dew. This team based drone racing series consisted of 6 races in locations around the world. The Finals of this racing series were held on the Isle of Man TT, and aired on CBS and Eurosport. The broadcast of the Series Finals on CBS drew the largest audience ever for a professional drone race on network television, grabbing a 0.4 share and 559,000 viewers.
- 26]2016 World Drone Prix, Dubai - World's biggest and most lucrative drone race, with a total prize fund of US$1 million.
- 2016 U.S. National Drone Racing Championships Presented by GoPro New York - The second annual event was held August 7 on New York City's Governor's Island. 145 pilots competed in the event for a total prize purse of $57,000.
- 2016 MultiGP National Championships, Indiana - The second annual event was held at the Academy of Model Aeronautics (AMA) headquarters in Muncie Indiana on September 4, 2016. Over 140 pilots arrived on-site to battle for this Championship event and a chance at the $15,000 prize purse.
- 2016 World Drone Racing Championships took place October 20–22 in Kualoa Ranch, Island of Oahu, Hawaii, USA
- In 2016, TOS Asia Cup Shanghai and China Drone National was the largest FPV Drone Racing in Asia over 140 registered pilots and 15 countries participated the event.
- The 2016 DR1 Invitational was the most watched drone racing event of the year, airing on Discovery Channel and Eurosport broadcasting in over 70 countries around the world. The race was held in Sepulveda Dam where pilots navigated through the dam’s opening as well as various gates on the course.
- 2015 US Fat Shark National Drone Racing Championships, California - The first annual U.S. National Drone Racing Championships were held in 2015. This event was held in a stadium at the California State Fair. The prize for winning the competition was $25,000 and was competed for by over 100 competitors. Chad Nowak, an Australian, won all three events including the individual time trial, was on the winning team trial squad, and won the freestyle trick event. This gave him the title of 2015 Drone Racing National Champion.
Events and venues:
United States:
The U.S. National Drone Racing Championship took place at the 2015 California State Fair. It was a 2-day event with a $25,000 cash prize that attracted over 120 competitors. This was the first event like this in the US, however other countries such as France, Australia and the UK had previously held similar events.
In 2016, the annual MultiGP Championship was held at the Academy of Model Aeronautics' headquarters in Muncie, Indiana where over 120 pilots competed by qualifying through the MultiGP Regional Series which consists of qualifying events and regional finals in 15 regions across the United States.
MultiGP is a global, professional, drone racing league with over 1000 chapters internationally including locations such as Australia, Asia, South Africa and Europe. There are no other drone racing leagues with the amount of registered pilots found within our community.
United Kingdom:
The British Drone Racing League (BDRL) has recently setup and will operate a number of professional events. These events are currently being organized and will follow compliance from the CAA.
Funding:
DRL is the only league so far that has established major outside sources of funding. DRL has raised more than $30mm in venture capital backing from entities across the sports, technology and media space.
Some notable investors include: Sky, Liberty Media (also owners of Formula 1), MGM, CAA, Hearst, WWE, Lux Capital, and RSE Ventures.
In addition, DRL has a number of high-profile sponsors, including Allianz, BMW, the US Air Force, and Swatch. It also has other lines of business, including a licensing deal with Toy State, a toy manufacturing company best known for their Nikko remote control car line.
Finally, DRL has content licensing deals with networks around the world including ESPN and Disney XD in the United States, Sky Sports in the UK, OSN in the middle east, and the Fox Sports in Asia. This funding has been crucial to the development of the league, and allows them to advertise and hold their races in better venues that will attract larger crowds.
Other smaller and less established leagues have found it difficult to find funding. At events like the one held at the California State Fair, funding comes from the state and from ticket sales at the event. Along with the difficulties of finding funding, it creates problems of finding good venues that create a challenge for the pilots and also have key turns and straightaways adding to the exhilaration of these events.
US Army veteran Brett Velicovich has been involved in the launch of drone racing at the Dew Tour. Outside of DRL, and DR1 which has Mountain Dew as a sponsor, most smaller events are sponsored by FPV manufacturers such as Fat Shark, ImmersionRC and HobbyKing, DYS,T-Motor, EMAX, Team Black Sheep (TBS)
Simulators:
Main article: RC flight simulator
Drone racing can be also simulated on computers via drone flight simulators such as Velocidrone, Liftoff, neXt, DRL Simulator, etc.
Publications:
Magazines:
- RotorDrone Pro Magazine.
Podcasts:
- Failsafe Weekly Podcast - podcast run by the following FPV pilots: Sweepings, Konasty, and Mr Steele.
Graphic Design, e.g., Canva
- YouTube Video: All Graphic Design Jobs Explained | Design Insights
- YouTube Video: Graphic Design Basics | FREE COURSE
- YouTube Video: Canva Tutorial: How To Use Canva for Beginners
Graphic Design
Graphic design is a profession, academic discipline and applied art whose activity consists in projecting visual communications intended to transmit specific messages to social groups, with specific objectives.
Graphic design is an interdisciplinary branch of design and of the fine arts. Its practice involves creativity, innovation and lateral thinking using manual or digital tools, where it is usual to use text and graphics to communicate visually.
The role of the graphic designer in the communication process is that of the encoder or interpreter of the message. They work on the interpretation, ordering, and presentation of visual messages.
Usually, graphic design uses the aesthetics of typography and the compositional arrangement of the text, ornamentation, and imagery to convey ideas, feelings, and attitudes beyond what language alone expresses.
The design work can be based on a customer's demand, a demand that ends up being established linguistically, either orally or in writing, that is, that graphic design transforms a linguistic message into a graphic manifestation
Graphic design has, as a field of application, different areas of knowledge focused on any visual communication system. For example, it can be applied in advertising strategies, or it can also be applied in the aviation world or space exploration.
In this sense, in some countries graphic design is related as only associated with the production of sketches and drawings, this is incorrect, since visual communication is a small part of a huge range of types and classes where it can be applied.
With origins in Antiquity and the Middle Ages, graphic design as applied art was initially linked to the boom of the rise of printing in Europe in the 15th century and the growth of consumer culture in the Industrial Revolution.
From there it emerged as a distinct profession in the West, closely associated with advertising in the 19th century and its evolution allowed its consolidation in the 20th century.
Given the rapid and massive growth in information exchange today, the demand for experienced designers is greater than ever, particularly because of the development of new technologies and the need to pay attention to human factors beyond the competence of the engineers who develop them.
Terminology:
William Addison Dwiggins is often credited with first using the term "graphic design" in a 1922 article, although it appears in a 4 July 1908 issue (volume 9, number 27) of Organized Labor, a publication of the Labor Unions of San Francisco, in an article about technical education for printers:
An Enterprising Trades Union:
… The admittedly high standard of intelligence which prevails among printers is an assurance that with the elemental principles of design at their finger ends many of them will grow in knowledge and develop into specialists in graphic design and decorating.
A decade later, the 1917–1918 course catalog of the California School of Arts & Crafts advertised a course titled Graphic Design and Lettering, which replaced one called Advanced Design and Lettering. Both classes were taught by Frederick Meyer.
History
Main article: History of graphic design
In both its lengthy history and in the relatively recent explosion of visual communication in the 20th and 21st centuries, the distinction between advertising, art, graphic design and fine art has disappeared. They share many elements, theories, principles, practices, languages and sometimes the same benefactor or client.
In advertising, the ultimate objective is the sale of goods and services. In graphic design, "the essence is to give order to information, form to ideas, expression, and feeling to artifacts that document the human experience.
The definition of the graphic designer profession is relatively recent concerning its preparation, activity, and objectives. Although there is no consensus on an exact date when graphic design emerged, some date it back to the Interwar period. Others understand that it began to be identified as such by the late 19th century.
It can be argued that graphic communications with specific purposes have their origins in Paleolithic cave paintings and the birth of written language in the third millennium BCE.
However, the differences in working methods, auxiliary sciences, and required training are such that it is not possible to clearly identify the current graphic designer with prehistoric man, the 15th-century xylographer, or the lithographer of 1890.
The diversity of opinions stems from some considering any graphic manifestation as a product of graphic design, while others only recognize those that arise as a result of the application of an industrial production model—visual manifestations that have been "projected" to address various needs: productive, symbolic, ergonomic, contextual, among others.
Nevertheless, the evolution of graphic design as a practice and profession has been closely linked to technological innovations, social needs, and the visual imagination of professionals.
Graphic design has been practiced in various forms throughout history; in fact, good examples of graphic design date back to manuscripts from ancient China, Egypt, and Greece.
As printing and book production developed in the 15th century, advances in graphic design continued over the subsequent centuries, with composers or typographers often designing pages according to established type.
By the late 19th century, graphic design emerged as a distinct profession in the West, partly due to the process of labor specialization that occurred there and partly due to the new technologies and business possibilities brought about by the Industrial Revolution.
New production methods led to the separation of the design of a communication medium (such as a poster) from its actual production. Increasingly, throughout the 19th and early 20th centuries, advertising agencies, book publishers, and magazines hired art directors who organized all visual elements of communication and integrated them into a harmonious whole, creating an expression appropriate to the content. In 1922, typographer William A. Dwiggins coined the term graphic design to identify the emerging field.
Throughout the 20th century, the technology available to designers continued to advance rapidly, as did the artistic and commercial possibilities of design. The profession expanded greatly, and graphic designers created, among other things:
By the early 21st century, graphic design had become a global profession as advanced technology and industry spread worldwide.
Historical background:
Main article: History of printing
In China, during the Tang dynasty (618–907) wood blocks were cut to print on textiles and later to reproduce Buddhist texts. A Buddhist scripture printed in 868 is the earliest known printed book.
Beginning in the 11th century in China, longer scrolls and books were produced using movable type printing, making books widely available during the Song dynasty (960–1279).
In the mid-15th century in Mainz, Germany, Johannes Gutenberg developed a way to reproduce printed pages at a faster pace using movable type made with a new metal alloy that created a revolution in the dissemination of information.
Nineteenth century:
In 1849, Henry Cole became one of the major forces in design education in Great Britain, informing the government of the importance of design in his Journal of Design and Manufactures. He organized the Great Exhibition as a celebration of modern industrial technology and Victorian design.
From 1891 to 1896, William Morris' Kelmscott Press was a leader in graphic design associated with the Arts and Crafts movement, creating hand-made books in medieval and Renaissance era style, in addition to wallpaper and textile designs. Morris' work, along with the rest of the Private Press movement, directly influenced Art Nouveau.
Will H. Bradley became one of the notable graphic designers in the late nineteenth-century due to creating art pieces in various Art Nouveau styles. Bradley created a number of designs as promotions for a literary magazine titled The Chap-Book.
Twentieth century
In 1917, Frederick H. Meyer, director and instructor at the California School of Arts and Crafts, taught a class entitled "Graphic Design and Lettering". Raffe's Graphic Design, published in 1927, was the first book to use "Graphic Design" in its title. In 1936, author and graphic designer Leon Friend published his book titled "Graphic Design" and it is known to be the first piece of literature to cover the topic extensively.
The signage in the London Underground is a classic design example of the modern era. Although he lacked artistic training, Frank Pick led the Underground Group design and publicity movement.
The first Underground station signs were introduced in 1908 with a design of a solid red disk with a blue bar in the center and the name of the station. The station name was in white sans-serif letters.
It was in 1916 when Pick used the expertise of Edward Johnston to design a new typeface for the Underground. Johnston redesigned the Underground sign and logo to include his typeface on the blue bar in the center of a red circle.
In the 1920s, Soviet constructivism applied 'intellectual production' in different spheres of production. The movement saw individualistic art as useless in revolutionary Russia and thus moved towards creating objects for utilitarian purposes. They designed:
Jan Tschichold codified the principles of modern typography in his 1928 book, New Typography. He later repudiated the philosophy he espoused in this book as fascistic, but it remained influential. Tschichold, Bauhaus typographers such as Herbert Bayer and László Moholy-Nagy and El Lissitzky greatly influenced graphic design.
They pioneered production techniques and stylistic devices used throughout the twentieth century. The following years saw graphic design in the modern style gain widespread acceptance and application.
The professional graphic design industry grew in parallel with consumerism. This raised concerns and criticisms, notably from within the graphic design community with the First Things First manifesto.
First launched by Ken Garland in 1964, it was re-published as the First Things First 2000 manifesto in 1999 in the magazine Emigre 51 stating:
"We propose a reversal of priorities in favor of more useful, lasting and democratic forms of communication – a mindshift away from product marketing and toward the exploration and production of a new kind of meaning.
The scope of debate is shrinking; it must expand. Consumerism is running uncontested; it must be challenged by other perspectives expressed, in part, through the visual languages and resources of design."
Applications
Graphic design can have many applications, from road signs to technical schematics and reference manuals. It is often used in branding products and elements of company identity such as logos, colors, packaging, labelling and text.
From scientific journals to news reporting, the presentation of opinions and facts is often improved with graphics and thoughtful compositions of visual information – known as information design.
With the advent of the web, information designers with experience in interactive tools are increasingly used to illustrate the background to news stories. Information design can include Data and information visualization, which involves using programs to interpret and form data into a visually compelling presentation, and can be tied in with information graphics.
Skills:
A graphic design project may involve the creative presentation of existing text, ornament, and images.
The "process school" is concerned with communication; it highlights the channels and media through which messages are transmitted and by which senders and receivers encode and decode these messages. The semiotic school treats a message as a construction of signs which through interaction with receivers, produces meaning; communication as an agent.
Typography
Main article: Typography
Typography includes type design, modifying type glyphs and arranging type. Type glyphs (characters) are created and modified using illustration techniques. Type arrangement is the selection of typefaces, point size, tracking (the space between all characters used), kerning (the space between two specific characters) and leading (line spacing).
Typography is performed by typesetters, compositors, typographers, graphic artists, art directors, and clerical workers. Until the digital age, typography was a specialized occupation.
Certain fonts communicate or resemble stereotypical notions. For example, the 1942 Report is a font which types text akin to a typewriter or a vintage report
Page layout
Further information: Grid (graphic design)
Page layout deals with the arrangement of elements (content) on a page, such as image placement, text layout and style. Page design has always been a consideration in printed material and more recently extended to displays such as web pages.
Elements typically consist of type (text), images (pictures), and (with print media) occasionally place-holder graphics such as a dieline for elements that are not printed with ink such as die/laser cutting, foil stamping or blind embossing.
Grids:
A grid serves as a method of arranging both space and information, allowing the reader to easily comprehend the overall project. Furthermore, a grid functions as a container for information and a means of establishing and maintaining order.
Despite grids being utilized for centuries, many graphic designers associate them with Swiss design. The desire for order in the 1940s resulted in a highly systematic approach to visualizing information.
However, grids were later regarded as tedious and uninteresting, earning the label of "designersaur." Today, grids are once again considered crucial tools for professionals, whether they are novices or veterans.
Tools:
In the mid-1980s desktop publishing and graphic art software applications introduced computer image manipulation and creation capabilities that had previously been manually executed. Computers enabled designers to instantly see the effects of layout or typographic changes, and to simulate the effects of traditional media.
Traditional tools such as pencils can be useful even when computers are used for finalization; a designer or art director may sketch numerous concepts as part of the creative process. Styluses can be used with tablet computers to capture hand drawings digitally.
Computers and software:
Designers disagree whether computers enhance the creative process. Some designers argue that computers allow them to explore multiple ideas quickly and in more detail than can be achieved by hand-rendering or paste-up.
While other designers find the limitless choices from digital design can lead to paralysis or endless iterations with no clear outcome.
Most designers use a hybrid process that combines traditional and computer-based technologies. First, hand-rendered layouts are used to get approval to execute an idea, then the polished visual product is produced on a computer.
Graphic designers are expected to be proficient in software programs for image-making, typography and layout.
Nearly all of the popular and "industry standard" software programs used by graphic designers since the early 1990s are products of Adobe Inc.
CorelDraw, a vector graphics editing software developed and marketed by Corel Corporation, is also used worldwide.
Designers often use pre-designed raster images and vector graphics in their work from online design databases. Raster images may be edited in Adobe Photoshop, vector logos and illustrations in Adobe Illustrator and CorelDraw, and the final product assembled in one of the major page layout programs, such as:
Many free and open-source programs are also used by both professionals and casual graphic designers. Inkscape uses Scalable Vector Graphics (SVG) as its primary file format and allows importing and exporting other formats.
Other open-source programs used include:
Related design fields:
Interface design
Main article: User interface design
Since the advent of personal computers, many graphic designers have become involved in interface design, in an environment commonly referred to as a Graphical user interface (GUI).
This has included web design and software design when end user-interactivity is a design consideration of the layout or interface.
Combining visual communication skills with an understanding of user interaction and online branding, graphic designers often work with software developers and web developers to create the look and feel of a web site or software application. An important aspect of interface design is icon design.
User experience design
Main article: User experience design
User experience design (UX) is the study, analysis, and development of creating products that provide meaningful and relevant experiences to users. This involves the creation of the entire process of acquiring and integrating the product, including aspects of branding, design, usability, and function.
UX design involves creating the interface and interactions for a website or application, and is considered both an act and an art. This profession requires a combination of skills, including:
Experiential graphic design:
Experiential graphic design is the application of communication skills to the built environment. This area of graphic design requires practitioners to understand physical installations that have to be manufactured and withstand the same environmental conditions as buildings. As such, it is a cross-disciplinary collaborative process involving:
Experiential graphic designers try to solve problems that people encounter while interacting with buildings and space (also called environmental graphic design). Examples of practice areas for environmental graphic designers are:
Occupations
Main article: Graphic design occupations
Graphic design career paths cover all parts of the creative spectrum and often overlap. Workers perform specialized tasks, such as design services, publishing, advertising and public relations.
As of 2023, median pay was $50,710 per year. The main job titles within the industry are often country specific. They can include:
Depending on the industry served, the responsibilities may have different titles such as "DTP associate" or "Graphic Artist". The responsibilities may involve specialized skills such as:
Employment in design of online projects was expected to increase by 35% by 2026, while employment in traditional media, such as newspaper and book design, expect to go down by 22%.
Graphic designers will be expected to constantly learn new techniques, programs, and methods.
Graphic designers can work within companies devoted specifically to the industry, such as design consultancies or branding agencies, others may work within publishing, marketing or other communications companies. Especially since the introduction of personal computers, many graphic designers work as in-house designers in non-design oriented organizations.
Graphic designers may also work freelance, working on their own terms, prices, ideas, etc.
A graphic designer typically reports to the art director, creative director or senior media creative. As a designer becomes more senior, they spend less time designing and more time leading and directing other designers on broader creative activities, such as brand development and corporate identity development. They are often expected to interact more directly with clients, for example taking and interpreting briefs.
Crowdsourcing in graphic design
Main article: Crowdsourcing creative work
Jeff Howe of Wired Magazine first used the term "crowdsourcing" in his 2006 article, "The Rise of Crowdsourcing." It spans such creative domains as graphic design, architecture, apparel design, writing, illustration, and others.
Tasks may be assigned to individuals or a group and may be categorized as convergent or divergent. An example of a divergent task is generating alternative designs for a poster. An example of a convergent task is selecting one poster design.
Companies, startups, small businesses and entrepreneurs have all benefitted from design crowdsourcing since it helps them source great graphic designs at a fraction of the budget they used to spend before. Getting a logo design through crowdsourcing being one of the most common.
Major companies that operate in the design crowdsourcing space are generally referred to as design contest sites.
Role of graphic design:
Graphic design is essential for advertising, branding, and marketing, influencing how people act. Good graphic design builds strong, recognizable brands, communicates messages clearly, and shapes how consumers see and react to things.
One way that graphic design influences consumer behavior is through the use of visual elements, such as color, typography, and imagery. Studies have shown that certain colors can evoke specific emotions and behaviors in consumers, and that typography can influence how information is perceived and remembered.
For example, serif fonts are often associated with tradition and elegance, while sans-serif fonts are seen as modern and minimalistic. These factors can all impact the way consumers perceive a brand and its messaging.
Another way that graphic design impacts consumer behavior is through its ability to communicate complex information in a clear and accessible way. For example, infographics and data visualizations can help to distill complex information into a format that is easy to understand and engaging for consumers. This can help to build trust and credibility with consumers, and encourage them to take action.
Ethical consideration in graphic design:
Ethics are an important consideration in graphicdesign, particularly when it comes to accurately representing information and avoiding harmful stereotypes. Graphic designers have a responsibility to ensure that their work is truthful, accurate, and free from any misleading or deceptive elements. This requires a commitment to honesty, integrity, and transparency in all aspects of the design process.
One of the key ethical considerations in graphic design is the responsibility to accurately represent information. This means ensuring that any claims or statements made in advertising or marketing materials are true and supported by evidence.
For example, a company should not use misleading statistics to promote their product or service, or make false claims about its benefits. Graphic designers must take care to accurately represent information in all visual elements, such as graphs, charts, and images, and avoid distorting or misrepresenting data.
Another important ethical consideration in graphic design is the need to avoid harmful stereotypes. This means avoiding any images or messaging that perpetuate negative or harmful stereotypes based on race, gender, religion, or other characteristics. Graphic designers should strive to create designs that are inclusive and respectful of all individuals and communities, and avoid reinforcing negative attitudes or biases.
Future of graphic design:
The future of graphic design is likely to be heavily influenced by emerging technologies and social trends. Advancements in areas such as artificial intelligence, virtual and augmented reality, and automation are likely to transform the way that graphic designers work and create designs.
Social trends, such as a greater focus on sustainability and inclusivity, are also likely to impact the future of graphic design.
One area where emerging technologies are likely to have a significant impact on graphic design is in the automation of certain tasks. Machine learning algorithms, for example, can analyze large datasets and create designs based on patterns and trends, freeing up designers to focus on more complex and creative tasks.
Virtual and augmented reality technologies may also allow designers to create immersive and interactive experiences for users, blurring the lines between the digital and physical worlds.
Social trends are also likely to shape the future of graphic design. As consumers become more conscious of environmental issues, for example, there may be a greater demand for designs that prioritize sustainability and minimize waste.
Similarly, there is likely to be a growing focus on inclusivity and diversity in design, with designers seeking to create designs that are accessible and representative of a wide range of individuals and communities.
See also:
Related areas
Related topics
___________________________________________________________________________
Canva:
Pictured below: What do designers think of Canva?
If you dabble in Social Media for a small business or work in a Marketing department, chances are you’ve used - or at least heard of - Canva. But what is Canva? How do you use it? And crucially, what do designers think of it?
What is it?
Canva is browser-based graphic design software. It’s very user-friendly and can be used for a multitude of business and marketing purposes. There are templates for social media tiles, business cards, presentations, posters, brochures, mugs(!). You name it. Basically, if you’re in need of some form of design for marketing purposes, Canva’s got something ‘off the shelf’ for you.
It’s a freemium software, so you use it for free but can then upgrade for better features. Canva Pro, like most other freemium resources, really parades its premium features around in front of you to show you what you’re missing. (See all the little crown icons?!)
But, that upper level offers better tools and assets for achieving and maintaining brand consistency across your designs. Things like pre-set custom brand colours, secondary palettes and fonts.
Also, because you have access to a much bigger media library with Canva Pro, you’re also less likely to end up with designs that look generically “Canva-esque”.
How are people using it?It’s a popular tool, with over 2 billion designs having been made on the platform. In 2019, Canva ranked #97 in the top 100 global internet engagement by Amazon Alexa. 133 pieces of content are uploaded every second from users all across the globe, of which 55% use Canva in a language other than English.
These figures begin to give us an idea of just how user-friendly and functional it is - clearly Canva is doing something right.
Sounds great - but, what do our designers think of Canva? For those who can’t justify expensive design software like Illustrator or Photoshop (and wouldn’t feel confident using it even if they did)
Canva is great for tending to basic design needs. That said, my advice would be to not solely rely on it. Professional designers can provide unique and personalised work, specific to businesses' needs to help them showcase their individuality.
Also, because Canva is so accessible, it does run the risk of giving you designs that look similar to other brands.
It wouldn’t be cost effective to pay a designer or branding agency every time you want to post something on social media! This is where templates are great.
The best of both worlds - collaborating with professional designers for something bespoke that follows your brand guidelines.
Some examples of when we’ve done thisWe’ve created fool-proof templates in Canva for our clients. It’s been really effective, especially for things like announcements, awards and brand testimonials. Clients then have a bank of designs that can be repurposed for different things - often just by changing the text or an image.
We can do this for anything; Instagram, LinkedIn, banners etc. Sharing content can be a lot less daunting using this sort of hybrid approach. And more time and cost effective for them. It’s a win win really.
We used this exact process for Working Wardrobe.
Making the most of CanvaI would recommend investing in a Pro account to get the most out of the platform, allowing access to additional resources and flexibility within your design.
Know your brand and have your assets at the ready.
As proven with client work, the more we were able to provide with brand kits and style guides the more effective outcomes could be for sharing content. This means your colour palette and hex codes, graphics, imagery, typography, font and of course the copy! Showcase what is different about your brand and why it stands out from the crowd.
A bit of hand-holding from designersReally speaking, either of the above would be the ideal setup. A bit of hand-holding can go a long way. That way you get the best of both worlds; autonomy and freedom over your own creative AND the nod of approval from a qualified designer.
Need help with design for digital marketing? We’d love to talk!
Graphic design is a profession, academic discipline and applied art whose activity consists in projecting visual communications intended to transmit specific messages to social groups, with specific objectives.
Graphic design is an interdisciplinary branch of design and of the fine arts. Its practice involves creativity, innovation and lateral thinking using manual or digital tools, where it is usual to use text and graphics to communicate visually.
The role of the graphic designer in the communication process is that of the encoder or interpreter of the message. They work on the interpretation, ordering, and presentation of visual messages.
Usually, graphic design uses the aesthetics of typography and the compositional arrangement of the text, ornamentation, and imagery to convey ideas, feelings, and attitudes beyond what language alone expresses.
The design work can be based on a customer's demand, a demand that ends up being established linguistically, either orally or in writing, that is, that graphic design transforms a linguistic message into a graphic manifestation
Graphic design has, as a field of application, different areas of knowledge focused on any visual communication system. For example, it can be applied in advertising strategies, or it can also be applied in the aviation world or space exploration.
In this sense, in some countries graphic design is related as only associated with the production of sketches and drawings, this is incorrect, since visual communication is a small part of a huge range of types and classes where it can be applied.
With origins in Antiquity and the Middle Ages, graphic design as applied art was initially linked to the boom of the rise of printing in Europe in the 15th century and the growth of consumer culture in the Industrial Revolution.
From there it emerged as a distinct profession in the West, closely associated with advertising in the 19th century and its evolution allowed its consolidation in the 20th century.
Given the rapid and massive growth in information exchange today, the demand for experienced designers is greater than ever, particularly because of the development of new technologies and the need to pay attention to human factors beyond the competence of the engineers who develop them.
Terminology:
William Addison Dwiggins is often credited with first using the term "graphic design" in a 1922 article, although it appears in a 4 July 1908 issue (volume 9, number 27) of Organized Labor, a publication of the Labor Unions of San Francisco, in an article about technical education for printers:
An Enterprising Trades Union:
… The admittedly high standard of intelligence which prevails among printers is an assurance that with the elemental principles of design at their finger ends many of them will grow in knowledge and develop into specialists in graphic design and decorating.
A decade later, the 1917–1918 course catalog of the California School of Arts & Crafts advertised a course titled Graphic Design and Lettering, which replaced one called Advanced Design and Lettering. Both classes were taught by Frederick Meyer.
History
Main article: History of graphic design
In both its lengthy history and in the relatively recent explosion of visual communication in the 20th and 21st centuries, the distinction between advertising, art, graphic design and fine art has disappeared. They share many elements, theories, principles, practices, languages and sometimes the same benefactor or client.
In advertising, the ultimate objective is the sale of goods and services. In graphic design, "the essence is to give order to information, form to ideas, expression, and feeling to artifacts that document the human experience.
The definition of the graphic designer profession is relatively recent concerning its preparation, activity, and objectives. Although there is no consensus on an exact date when graphic design emerged, some date it back to the Interwar period. Others understand that it began to be identified as such by the late 19th century.
It can be argued that graphic communications with specific purposes have their origins in Paleolithic cave paintings and the birth of written language in the third millennium BCE.
However, the differences in working methods, auxiliary sciences, and required training are such that it is not possible to clearly identify the current graphic designer with prehistoric man, the 15th-century xylographer, or the lithographer of 1890.
The diversity of opinions stems from some considering any graphic manifestation as a product of graphic design, while others only recognize those that arise as a result of the application of an industrial production model—visual manifestations that have been "projected" to address various needs: productive, symbolic, ergonomic, contextual, among others.
Nevertheless, the evolution of graphic design as a practice and profession has been closely linked to technological innovations, social needs, and the visual imagination of professionals.
Graphic design has been practiced in various forms throughout history; in fact, good examples of graphic design date back to manuscripts from ancient China, Egypt, and Greece.
As printing and book production developed in the 15th century, advances in graphic design continued over the subsequent centuries, with composers or typographers often designing pages according to established type.
By the late 19th century, graphic design emerged as a distinct profession in the West, partly due to the process of labor specialization that occurred there and partly due to the new technologies and business possibilities brought about by the Industrial Revolution.
New production methods led to the separation of the design of a communication medium (such as a poster) from its actual production. Increasingly, throughout the 19th and early 20th centuries, advertising agencies, book publishers, and magazines hired art directors who organized all visual elements of communication and integrated them into a harmonious whole, creating an expression appropriate to the content. In 1922, typographer William A. Dwiggins coined the term graphic design to identify the emerging field.
Throughout the 20th century, the technology available to designers continued to advance rapidly, as did the artistic and commercial possibilities of design. The profession expanded greatly, and graphic designers created, among other things:
- magazine pages,
- book covers,
- posters,
- CD covers,
- postage stamps,
- packaging,
- brands,
- signs,
- advertisements,
- kinetic titles for TV programs and movies,
- and websites.
By the early 21st century, graphic design had become a global profession as advanced technology and industry spread worldwide.
Historical background:
Main article: History of printing
In China, during the Tang dynasty (618–907) wood blocks were cut to print on textiles and later to reproduce Buddhist texts. A Buddhist scripture printed in 868 is the earliest known printed book.
Beginning in the 11th century in China, longer scrolls and books were produced using movable type printing, making books widely available during the Song dynasty (960–1279).
In the mid-15th century in Mainz, Germany, Johannes Gutenberg developed a way to reproduce printed pages at a faster pace using movable type made with a new metal alloy that created a revolution in the dissemination of information.
Nineteenth century:
In 1849, Henry Cole became one of the major forces in design education in Great Britain, informing the government of the importance of design in his Journal of Design and Manufactures. He organized the Great Exhibition as a celebration of modern industrial technology and Victorian design.
From 1891 to 1896, William Morris' Kelmscott Press was a leader in graphic design associated with the Arts and Crafts movement, creating hand-made books in medieval and Renaissance era style, in addition to wallpaper and textile designs. Morris' work, along with the rest of the Private Press movement, directly influenced Art Nouveau.
Will H. Bradley became one of the notable graphic designers in the late nineteenth-century due to creating art pieces in various Art Nouveau styles. Bradley created a number of designs as promotions for a literary magazine titled The Chap-Book.
Twentieth century
In 1917, Frederick H. Meyer, director and instructor at the California School of Arts and Crafts, taught a class entitled "Graphic Design and Lettering". Raffe's Graphic Design, published in 1927, was the first book to use "Graphic Design" in its title. In 1936, author and graphic designer Leon Friend published his book titled "Graphic Design" and it is known to be the first piece of literature to cover the topic extensively.
The signage in the London Underground is a classic design example of the modern era. Although he lacked artistic training, Frank Pick led the Underground Group design and publicity movement.
The first Underground station signs were introduced in 1908 with a design of a solid red disk with a blue bar in the center and the name of the station. The station name was in white sans-serif letters.
It was in 1916 when Pick used the expertise of Edward Johnston to design a new typeface for the Underground. Johnston redesigned the Underground sign and logo to include his typeface on the blue bar in the center of a red circle.
In the 1920s, Soviet constructivism applied 'intellectual production' in different spheres of production. The movement saw individualistic art as useless in revolutionary Russia and thus moved towards creating objects for utilitarian purposes. They designed:
- buildings,
- film and theater sets,
- posters,
- fabrics,
- clothing,
- furniture,
- logos,
- menus
- etc.
Jan Tschichold codified the principles of modern typography in his 1928 book, New Typography. He later repudiated the philosophy he espoused in this book as fascistic, but it remained influential. Tschichold, Bauhaus typographers such as Herbert Bayer and László Moholy-Nagy and El Lissitzky greatly influenced graphic design.
They pioneered production techniques and stylistic devices used throughout the twentieth century. The following years saw graphic design in the modern style gain widespread acceptance and application.
The professional graphic design industry grew in parallel with consumerism. This raised concerns and criticisms, notably from within the graphic design community with the First Things First manifesto.
First launched by Ken Garland in 1964, it was re-published as the First Things First 2000 manifesto in 1999 in the magazine Emigre 51 stating:
"We propose a reversal of priorities in favor of more useful, lasting and democratic forms of communication – a mindshift away from product marketing and toward the exploration and production of a new kind of meaning.
The scope of debate is shrinking; it must expand. Consumerism is running uncontested; it must be challenged by other perspectives expressed, in part, through the visual languages and resources of design."
Applications
Graphic design can have many applications, from road signs to technical schematics and reference manuals. It is often used in branding products and elements of company identity such as logos, colors, packaging, labelling and text.
From scientific journals to news reporting, the presentation of opinions and facts is often improved with graphics and thoughtful compositions of visual information – known as information design.
With the advent of the web, information designers with experience in interactive tools are increasingly used to illustrate the background to news stories. Information design can include Data and information visualization, which involves using programs to interpret and form data into a visually compelling presentation, and can be tied in with information graphics.
Skills:
A graphic design project may involve the creative presentation of existing text, ornament, and images.
The "process school" is concerned with communication; it highlights the channels and media through which messages are transmitted and by which senders and receivers encode and decode these messages. The semiotic school treats a message as a construction of signs which through interaction with receivers, produces meaning; communication as an agent.
Typography
Main article: Typography
Typography includes type design, modifying type glyphs and arranging type. Type glyphs (characters) are created and modified using illustration techniques. Type arrangement is the selection of typefaces, point size, tracking (the space between all characters used), kerning (the space between two specific characters) and leading (line spacing).
Typography is performed by typesetters, compositors, typographers, graphic artists, art directors, and clerical workers. Until the digital age, typography was a specialized occupation.
Certain fonts communicate or resemble stereotypical notions. For example, the 1942 Report is a font which types text akin to a typewriter or a vintage report
Page layout
Further information: Grid (graphic design)
Page layout deals with the arrangement of elements (content) on a page, such as image placement, text layout and style. Page design has always been a consideration in printed material and more recently extended to displays such as web pages.
Elements typically consist of type (text), images (pictures), and (with print media) occasionally place-holder graphics such as a dieline for elements that are not printed with ink such as die/laser cutting, foil stamping or blind embossing.
Grids:
A grid serves as a method of arranging both space and information, allowing the reader to easily comprehend the overall project. Furthermore, a grid functions as a container for information and a means of establishing and maintaining order.
Despite grids being utilized for centuries, many graphic designers associate them with Swiss design. The desire for order in the 1940s resulted in a highly systematic approach to visualizing information.
However, grids were later regarded as tedious and uninteresting, earning the label of "designersaur." Today, grids are once again considered crucial tools for professionals, whether they are novices or veterans.
Tools:
In the mid-1980s desktop publishing and graphic art software applications introduced computer image manipulation and creation capabilities that had previously been manually executed. Computers enabled designers to instantly see the effects of layout or typographic changes, and to simulate the effects of traditional media.
Traditional tools such as pencils can be useful even when computers are used for finalization; a designer or art director may sketch numerous concepts as part of the creative process. Styluses can be used with tablet computers to capture hand drawings digitally.
Computers and software:
Designers disagree whether computers enhance the creative process. Some designers argue that computers allow them to explore multiple ideas quickly and in more detail than can be achieved by hand-rendering or paste-up.
While other designers find the limitless choices from digital design can lead to paralysis or endless iterations with no clear outcome.
Most designers use a hybrid process that combines traditional and computer-based technologies. First, hand-rendered layouts are used to get approval to execute an idea, then the polished visual product is produced on a computer.
Graphic designers are expected to be proficient in software programs for image-making, typography and layout.
Nearly all of the popular and "industry standard" software programs used by graphic designers since the early 1990s are products of Adobe Inc.
- Adobe Photoshop (a raster-based program for photo editing)
- and Adobe Illustrator (a vector-based program for drawing) are often used in the final stage.
CorelDraw, a vector graphics editing software developed and marketed by Corel Corporation, is also used worldwide.
Designers often use pre-designed raster images and vector graphics in their work from online design databases. Raster images may be edited in Adobe Photoshop, vector logos and illustrations in Adobe Illustrator and CorelDraw, and the final product assembled in one of the major page layout programs, such as:
Many free and open-source programs are also used by both professionals and casual graphic designers. Inkscape uses Scalable Vector Graphics (SVG) as its primary file format and allows importing and exporting other formats.
Other open-source programs used include:
- GIMP for photo-editing and image manipulation,
- Krita for digital painting, and Scribus for page layout.
Related design fields:
Interface design
Main article: User interface design
Since the advent of personal computers, many graphic designers have become involved in interface design, in an environment commonly referred to as a Graphical user interface (GUI).
This has included web design and software design when end user-interactivity is a design consideration of the layout or interface.
Combining visual communication skills with an understanding of user interaction and online branding, graphic designers often work with software developers and web developers to create the look and feel of a web site or software application. An important aspect of interface design is icon design.
User experience design
Main article: User experience design
User experience design (UX) is the study, analysis, and development of creating products that provide meaningful and relevant experiences to users. This involves the creation of the entire process of acquiring and integrating the product, including aspects of branding, design, usability, and function.
UX design involves creating the interface and interactions for a website or application, and is considered both an act and an art. This profession requires a combination of skills, including:
- visual design,
- social psychology,
- development,
- project management,
- and most importantly, empathy towards the end-users.
Experiential graphic design:
Experiential graphic design is the application of communication skills to the built environment. This area of graphic design requires practitioners to understand physical installations that have to be manufactured and withstand the same environmental conditions as buildings. As such, it is a cross-disciplinary collaborative process involving:
- designers,
- fabricators,
- city planners,
- architects,
- manufacturers
- and construction teams.
Experiential graphic designers try to solve problems that people encounter while interacting with buildings and space (also called environmental graphic design). Examples of practice areas for environmental graphic designers are:
- wayfinding,
- placemaking, branded environments,
- exhibitions and museum displays,
- public installations
- and digital environments.
Occupations
Main article: Graphic design occupations
Graphic design career paths cover all parts of the creative spectrum and often overlap. Workers perform specialized tasks, such as design services, publishing, advertising and public relations.
As of 2023, median pay was $50,710 per year. The main job titles within the industry are often country specific. They can include:
- graphic designer,
- art director,
- creative director,
- animator
- and entry level production artist.
Depending on the industry served, the responsibilities may have different titles such as "DTP associate" or "Graphic Artist". The responsibilities may involve specialized skills such as:
- illustration,
- photography,
- animation,
- visual effects
- or interactive design.
Employment in design of online projects was expected to increase by 35% by 2026, while employment in traditional media, such as newspaper and book design, expect to go down by 22%.
Graphic designers will be expected to constantly learn new techniques, programs, and methods.
Graphic designers can work within companies devoted specifically to the industry, such as design consultancies or branding agencies, others may work within publishing, marketing or other communications companies. Especially since the introduction of personal computers, many graphic designers work as in-house designers in non-design oriented organizations.
Graphic designers may also work freelance, working on their own terms, prices, ideas, etc.
A graphic designer typically reports to the art director, creative director or senior media creative. As a designer becomes more senior, they spend less time designing and more time leading and directing other designers on broader creative activities, such as brand development and corporate identity development. They are often expected to interact more directly with clients, for example taking and interpreting briefs.
Crowdsourcing in graphic design
Main article: Crowdsourcing creative work
Jeff Howe of Wired Magazine first used the term "crowdsourcing" in his 2006 article, "The Rise of Crowdsourcing." It spans such creative domains as graphic design, architecture, apparel design, writing, illustration, and others.
Tasks may be assigned to individuals or a group and may be categorized as convergent or divergent. An example of a divergent task is generating alternative designs for a poster. An example of a convergent task is selecting one poster design.
Companies, startups, small businesses and entrepreneurs have all benefitted from design crowdsourcing since it helps them source great graphic designs at a fraction of the budget they used to spend before. Getting a logo design through crowdsourcing being one of the most common.
Major companies that operate in the design crowdsourcing space are generally referred to as design contest sites.
Role of graphic design:
Graphic design is essential for advertising, branding, and marketing, influencing how people act. Good graphic design builds strong, recognizable brands, communicates messages clearly, and shapes how consumers see and react to things.
One way that graphic design influences consumer behavior is through the use of visual elements, such as color, typography, and imagery. Studies have shown that certain colors can evoke specific emotions and behaviors in consumers, and that typography can influence how information is perceived and remembered.
For example, serif fonts are often associated with tradition and elegance, while sans-serif fonts are seen as modern and minimalistic. These factors can all impact the way consumers perceive a brand and its messaging.
Another way that graphic design impacts consumer behavior is through its ability to communicate complex information in a clear and accessible way. For example, infographics and data visualizations can help to distill complex information into a format that is easy to understand and engaging for consumers. This can help to build trust and credibility with consumers, and encourage them to take action.
Ethical consideration in graphic design:
Ethics are an important consideration in graphicdesign, particularly when it comes to accurately representing information and avoiding harmful stereotypes. Graphic designers have a responsibility to ensure that their work is truthful, accurate, and free from any misleading or deceptive elements. This requires a commitment to honesty, integrity, and transparency in all aspects of the design process.
One of the key ethical considerations in graphic design is the responsibility to accurately represent information. This means ensuring that any claims or statements made in advertising or marketing materials are true and supported by evidence.
For example, a company should not use misleading statistics to promote their product or service, or make false claims about its benefits. Graphic designers must take care to accurately represent information in all visual elements, such as graphs, charts, and images, and avoid distorting or misrepresenting data.
Another important ethical consideration in graphic design is the need to avoid harmful stereotypes. This means avoiding any images or messaging that perpetuate negative or harmful stereotypes based on race, gender, religion, or other characteristics. Graphic designers should strive to create designs that are inclusive and respectful of all individuals and communities, and avoid reinforcing negative attitudes or biases.
Future of graphic design:
The future of graphic design is likely to be heavily influenced by emerging technologies and social trends. Advancements in areas such as artificial intelligence, virtual and augmented reality, and automation are likely to transform the way that graphic designers work and create designs.
Social trends, such as a greater focus on sustainability and inclusivity, are also likely to impact the future of graphic design.
One area where emerging technologies are likely to have a significant impact on graphic design is in the automation of certain tasks. Machine learning algorithms, for example, can analyze large datasets and create designs based on patterns and trends, freeing up designers to focus on more complex and creative tasks.
Virtual and augmented reality technologies may also allow designers to create immersive and interactive experiences for users, blurring the lines between the digital and physical worlds.
Social trends are also likely to shape the future of graphic design. As consumers become more conscious of environmental issues, for example, there may be a greater demand for designs that prioritize sustainability and minimize waste.
Similarly, there is likely to be a growing focus on inclusivity and diversity in design, with designers seeking to create designs that are accessible and representative of a wide range of individuals and communities.
See also:
Related areas
- Concept art
- Copywriting
- Digital illustration
- Illustration
- Instructional design
- Landscape architecture
- Marketing communications
- Motion graphic design
- New media
- Technical illustration
- Technical writing
- User Experience Design
- User Interface Design
- Visual communication
- Communication design
- Visual culture
Related topics
- Aesthetics
- Color theory
- Design principles and elements
- European Design Award
- "First Things First 2000"
- Infographic
- List of graphic design institutions
- List of notable graphic designers
- Logotype
- Material culture
- Style guide
- Value
- Visualization (computer graphics)
- International Typographic Style
- Swiss Style (design)
- Media related to Graphic design at Wikimedia Commons
- The Universal Arts of Graphic Design – Documentary produced by Off Book
- Graphic Designers, entry in the Occupational Outlook Handbook of the Bureau of Labor Statistics of the United States Department of Labor
___________________________________________________________________________
Canva:
Pictured below: What do designers think of Canva?
If you dabble in Social Media for a small business or work in a Marketing department, chances are you’ve used - or at least heard of - Canva. But what is Canva? How do you use it? And crucially, what do designers think of it?
What is it?
Canva is browser-based graphic design software. It’s very user-friendly and can be used for a multitude of business and marketing purposes. There are templates for social media tiles, business cards, presentations, posters, brochures, mugs(!). You name it. Basically, if you’re in need of some form of design for marketing purposes, Canva’s got something ‘off the shelf’ for you.
It’s a freemium software, so you use it for free but can then upgrade for better features. Canva Pro, like most other freemium resources, really parades its premium features around in front of you to show you what you’re missing. (See all the little crown icons?!)
But, that upper level offers better tools and assets for achieving and maintaining brand consistency across your designs. Things like pre-set custom brand colours, secondary palettes and fonts.
Also, because you have access to a much bigger media library with Canva Pro, you’re also less likely to end up with designs that look generically “Canva-esque”.
How are people using it?It’s a popular tool, with over 2 billion designs having been made on the platform. In 2019, Canva ranked #97 in the top 100 global internet engagement by Amazon Alexa. 133 pieces of content are uploaded every second from users all across the globe, of which 55% use Canva in a language other than English.
These figures begin to give us an idea of just how user-friendly and functional it is - clearly Canva is doing something right.
Sounds great - but, what do our designers think of Canva? For those who can’t justify expensive design software like Illustrator or Photoshop (and wouldn’t feel confident using it even if they did)
Canva is great for tending to basic design needs. That said, my advice would be to not solely rely on it. Professional designers can provide unique and personalised work, specific to businesses' needs to help them showcase their individuality.
Also, because Canva is so accessible, it does run the risk of giving you designs that look similar to other brands.
It wouldn’t be cost effective to pay a designer or branding agency every time you want to post something on social media! This is where templates are great.
The best of both worlds - collaborating with professional designers for something bespoke that follows your brand guidelines.
Some examples of when we’ve done thisWe’ve created fool-proof templates in Canva for our clients. It’s been really effective, especially for things like announcements, awards and brand testimonials. Clients then have a bank of designs that can be repurposed for different things - often just by changing the text or an image.
We can do this for anything; Instagram, LinkedIn, banners etc. Sharing content can be a lot less daunting using this sort of hybrid approach. And more time and cost effective for them. It’s a win win really.
We used this exact process for Working Wardrobe.
Making the most of CanvaI would recommend investing in a Pro account to get the most out of the platform, allowing access to additional resources and flexibility within your design.
Know your brand and have your assets at the ready.
As proven with client work, the more we were able to provide with brand kits and style guides the more effective outcomes could be for sharing content. This means your colour palette and hex codes, graphics, imagery, typography, font and of course the copy! Showcase what is different about your brand and why it stands out from the crowd.
A bit of hand-holding from designersReally speaking, either of the above would be the ideal setup. A bit of hand-holding can go a long way. That way you get the best of both worlds; autonomy and freedom over your own creative AND the nod of approval from a qualified designer.
Need help with design for digital marketing? We’d love to talk!
Canva is a graphic design platform that provides tools for creating the following:
Launched in Australia in 2013, the service offers design tools for individuals and companies. Its offerings include templates for presentations, posters, and social media content, as well as functionalities for photo and video editing.
The platform uses a drag-and-drop interface intended to simplify the design process. Canva operates on a freemium model and has expanded its services over the years to include features like a print product platform and a video editing tool.
History:
2013 - 2020:
Canva was founded in Perth, Australia, by Melanie Perkins, Cliff Obrecht and Cameron Adams on 1 January 2013. In its first year, Canva had more than 750,000 users.
In April 2014, social media and technology expert Guy Kawasaki joined the company as its chief evangelist (brand promoter). In 2015, Canva for Work was launched, focusing on marketing materials.
During the 2016-17 financial year, Canva's revenue increased from A$6.8 million to A$23.5 million, with a loss of A$3.3 million. In 2017, the company reached profitability and had 294,000 paying customers.
In January 2018, Perkins announced that the company had raised A$40 million from Sequoia Capital, Blackbird Ventures, and Felicis Ventures, and the company was valued at A$1 billion. Australian superannuation funds Hostplus and Aware Super are known to be investors.
In May 2019, the company raised another round of funding of A$70 million from General Catalyst and Bond and its existing investors Blackbird Ventures and Felicis Ventures, valuing Canva at A$2.5 billion.
In October of that year, Canva announced that it had raised an additional A$85 million at a valuation of A$3.2 billion and launched an enterprise product.
In December 2019, Canva announced Canva for Education, a free product for schools and other educational institutions intended to facilitate collaboration between students and teachers.
2020 - 2024:
In June 2020, Canva announced a partnership with FedEx Office and with Office Depot the following month.
As of June 2020, Canva's valuation had risen to A$6 billion, rising to A$40 billion by September 2021. In September 2021, Canva raised US$200 million, with its value peaking that year at US$40 billion.
By September 2022, the valuation of the company had leveled at US$26 billion. While its value had fallen significantly, perhaps as much as 35% from its 2021 high to mid 2022, it was still known as a "darling" of the Australian tech sector, along with Atlassian.
In March 2022, Canva had over 75 million monthly active users.
Co-founders Perkins and Obrecht have already disclosed their plan to give away much of their fortune to numerous philanthropic causes. In 2023, the pair were named in the Australian Financial Review's AFR Rich List as among the 10 most wealthy people in Australia.
On December 7, 2022, Canva launched Magic Write, which is the platform’s AI-powered copywriting assistant. On March 22, 2023, Canva announced its new Assistant tool, which makes recommendations on graphics and styles that match the user's existing design.
On January 11, 2024, Canva launched its own GPT in OpenAI's GPT Store.
In March 2024, Canva finalised a share sale at a flat valuation of US$26 billion ($39.4 billion) for the company, with buyers wanting US$2.4 billion ($3.6 billion) in shares but purchasing about US$1.6 billion ($2.4 billion) in that tranche.
The company has announced it intends to compete with Google and Microsoft in the office software category with website and whiteboard products.
In May 2024, the company announced the launch of Canva Enterprise, a plan designed for large organizations, alongside new tools including Work Kits, Courses and AI capabilities. In 2024, they announced a co-funded solar energy project to enhance its sustainability efforts.
Data breach:
In May 2019, Canva experienced a data breach in which the data of roughly 139 million users was hacked] The exposed data included real names of users, usernames, email addresses, geographical information, even password hashes for some users!
Later in January 2020, approximately 4 million user passwords were decrypted and shared online. Canva responded by resetting the passwords of every user who had not changed their password since the initial breach.
Acquisitions:
In 2018, the company acquired presentations startup Zeetings for an undisclosed amount, as part of its expansion into the presentations space.
In May 2019, the company announced the acquisitions of Pixabay and Pexels, two free stock photography sites based in Germany, which enabled Canva users to access their photos for designs.
In February 2021, Canva acquired Austrian startup Kaleido.ai and the Czech-based Smartmockups.
In March 2024, Canva acquired UK-based Serif, the developers of the Affinity suite of graphic design software, for approximately $380 million.
In August 2024, Canva acquired AI image generation platform and startup, Leonardo, for an undisclosed amount.
See also:
- social media graphics,
- presentations,
- promotional merchandise
- and websites.
Launched in Australia in 2013, the service offers design tools for individuals and companies. Its offerings include templates for presentations, posters, and social media content, as well as functionalities for photo and video editing.
The platform uses a drag-and-drop interface intended to simplify the design process. Canva operates on a freemium model and has expanded its services over the years to include features like a print product platform and a video editing tool.
History:
2013 - 2020:
Canva was founded in Perth, Australia, by Melanie Perkins, Cliff Obrecht and Cameron Adams on 1 January 2013. In its first year, Canva had more than 750,000 users.
In April 2014, social media and technology expert Guy Kawasaki joined the company as its chief evangelist (brand promoter). In 2015, Canva for Work was launched, focusing on marketing materials.
During the 2016-17 financial year, Canva's revenue increased from A$6.8 million to A$23.5 million, with a loss of A$3.3 million. In 2017, the company reached profitability and had 294,000 paying customers.
In January 2018, Perkins announced that the company had raised A$40 million from Sequoia Capital, Blackbird Ventures, and Felicis Ventures, and the company was valued at A$1 billion. Australian superannuation funds Hostplus and Aware Super are known to be investors.
In May 2019, the company raised another round of funding of A$70 million from General Catalyst and Bond and its existing investors Blackbird Ventures and Felicis Ventures, valuing Canva at A$2.5 billion.
In October of that year, Canva announced that it had raised an additional A$85 million at a valuation of A$3.2 billion and launched an enterprise product.
In December 2019, Canva announced Canva for Education, a free product for schools and other educational institutions intended to facilitate collaboration between students and teachers.
2020 - 2024:
In June 2020, Canva announced a partnership with FedEx Office and with Office Depot the following month.
As of June 2020, Canva's valuation had risen to A$6 billion, rising to A$40 billion by September 2021. In September 2021, Canva raised US$200 million, with its value peaking that year at US$40 billion.
By September 2022, the valuation of the company had leveled at US$26 billion. While its value had fallen significantly, perhaps as much as 35% from its 2021 high to mid 2022, it was still known as a "darling" of the Australian tech sector, along with Atlassian.
In March 2022, Canva had over 75 million monthly active users.
Co-founders Perkins and Obrecht have already disclosed their plan to give away much of their fortune to numerous philanthropic causes. In 2023, the pair were named in the Australian Financial Review's AFR Rich List as among the 10 most wealthy people in Australia.
On December 7, 2022, Canva launched Magic Write, which is the platform’s AI-powered copywriting assistant. On March 22, 2023, Canva announced its new Assistant tool, which makes recommendations on graphics and styles that match the user's existing design.
On January 11, 2024, Canva launched its own GPT in OpenAI's GPT Store.
In March 2024, Canva finalised a share sale at a flat valuation of US$26 billion ($39.4 billion) for the company, with buyers wanting US$2.4 billion ($3.6 billion) in shares but purchasing about US$1.6 billion ($2.4 billion) in that tranche.
The company has announced it intends to compete with Google and Microsoft in the office software category with website and whiteboard products.
In May 2024, the company announced the launch of Canva Enterprise, a plan designed for large organizations, alongside new tools including Work Kits, Courses and AI capabilities. In 2024, they announced a co-funded solar energy project to enhance its sustainability efforts.
Data breach:
In May 2019, Canva experienced a data breach in which the data of roughly 139 million users was hacked] The exposed data included real names of users, usernames, email addresses, geographical information, even password hashes for some users!
Later in January 2020, approximately 4 million user passwords were decrypted and shared online. Canva responded by resetting the passwords of every user who had not changed their password since the initial breach.
Acquisitions:
In 2018, the company acquired presentations startup Zeetings for an undisclosed amount, as part of its expansion into the presentations space.
In May 2019, the company announced the acquisitions of Pixabay and Pexels, two free stock photography sites based in Germany, which enabled Canva users to access their photos for designs.
In February 2021, Canva acquired Austrian startup Kaleido.ai and the Czech-based Smartmockups.
In March 2024, Canva acquired UK-based Serif, the developers of the Affinity suite of graphic design software, for approximately $380 million.
In August 2024, Canva acquired AI image generation platform and startup, Leonardo, for an undisclosed amount.
See also:
Hobby, including a List of Hobbies
YouTube Videos below:
YouTube Videos below:
- Absolute Super Beginner Guitar Lesson Your First Guitar Lesson - Want to Learn Guitar- Acoustic-
- How to Set Up an Aquarium
- Setting Up Your Model Railroad Train Set
A hobby is a regular activity done for enjoyment, typically during one's leisure time, not professionally and not for pay. Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements.
Participation in hobbies encourages acquiring substantial skills and knowledge in that area.
A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy.
Hobbies tend to follow trends in society, for example stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication, while video games are more popular nowadays following technological advances.
The advancing production and technology of the nineteenth century provided workers with more availability in leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.
Hobbyists may be identified under three sub-categories:
Hobbyists:
Hobbyists are a part of a wider group of people engaged in leisure pursuits where the boundaries of each group overlap to some extent. The Serious Leisure Perspective groups hobbyists with amateurs and volunteers and identifies three broad groups of leisure activity with hobbies being found mainly in the Serious leisure category.
Casual leisure is intrinsically rewarding, short-lived, pleasurable activity requiring little or no preparation. Serious leisure is the systematic pursuit of an amateur, hobbyist, or volunteer that is substantial, rewarding and results in a sense of accomplishment. Finally, project-based leisure is a short-term often a one-off project that is rewarding.
The terms amateur and hobbyist are often used interchangeably. Stebbins has a framework which distinguishes the terms in a useful categorization of leisure in which casual leisure is separated from serious Leisure. He describes serious leisure as undertaken by amateurs, hobbyists and volunteers. Amateurs engage in pursuits that have a professional counterpart, such as playing an instrument or astronomy.
Hobbyists engage in five broad types of activity:
Volunteers commit to organisations where they work as guides, counsellors, gardeners and so on. The separation of the amateur from the hobbyist is because the amateur has the ethos of the professional practitioner as a guide to practice. An amateur clarinetist is conscious of the role and procedures of a professional clarinetist.
A large proportion of hobbies are mainly solitary in nature. However, individual pursuit of a hobby often includes club memberships, organised sharing of products and regular communication between participants. For many hobbies there is an important role in being in touch with fellow hobbyists. Some hobbies are of communal nature, like choral singing and volunteering.
People who engage in hobbies have an interest in and time to pursue them. Children have been an important group of hobbyists because they are enthusiastic for collecting, making and exploring, in addition to this they have the leisure time that allows them to pursue those hobbies.
The growth in hobbies occurred during industrialization which gave workers set time for leisure. During the Depression there was an increase in the participation in hobbies because the unemployed had the time and a desire to be purposefully occupied. Hobbies are often pursued with an increased interest by retired people because they have the time and seek the intellectual and physical stimulation a hobby provides.
Types of hobbies:
For a more comprehensive list, see List of hobbies.
Hobbies are a diverse set of activities and it is difficult to categorize them in a logical manner. The following categorization of hobbies was developed by Stebbins.
Collecting:
Main article: Collecting
Collecting includes seeking, locating, acquiring, organizing, cataloging, displaying and storing. Collecting is appealing to many people due to their interest in a particular subject and a desire to categorise and make order out of complexity.
Some collectors are generalists, accumulating items from countries of the world. Others focus on a subtopic within their area of interest, perhaps 19th century postage stamps, milk bottle labels from Sussex, or Mongolian harnesses and tack, Firearms (both modern and vintage).
Collecting is an ancient hobby, with the list of coin collectors showing Caesar Augustus as one. Sometimes collectors have turned their hobby into a business, becoming commercial dealers that trade in the items being collected.
An alternative to collecting physical objects is collecting records of events of a particular kind. Examples include train spotting, bird-watching, aircraft spotting, railfans, and any other form of systematic recording a particular phenomenon. The recording form can be written, photographic, online, etc.
Making and tinkering:
Making and tinkering includes working on self-motivated projects for fulfillment. These projects may be progressive, irregular tasks performed over a long period of time. Making and Tinkering hobbies include higher-end projects, such as building or restoring a car or building a computer from individual parts, like CPUs and SSDs.
For computer savvy do-it-yourself hobbyists, CNC (Computer Numerical Control) machining may also popular. A CNC machine can be assembled and programmed to make different parts from wood or metal.
Tinkering is 'dabbling' with the making process, often applied to the hobby of tinkering with car repairs, and various kinds of restoration: of furniture, antique cars, etc. It also applies to household tinkering: repairing a wall, laying a pathway, etc. Examples of Making and Tinkering hobbies include:
Scale modeling is making a replica of a real-life object in a smaller scale and dates back to prehistoric times with small clay "dolls" and other children's toys that have been found near known populated areas. The Persians, Greeks, and Romans took the form to a greater depth during their years of domination of the Western World, using scale replicas of enemy fortifications, coastal defense lines, and other geographic fixtures to plan battles.
At the turn of the Industrial Age and through the 1920s, some families could afford things such as electric trains, wind-up toys (typically boats or cars) and the increasingly valuable tin toy soldiers. Scale modeling as we know it today became popular shortly after World War II.
Before 1946, children as well as adults were content in carving and shaping wooden replicas from block wood kits, often depicting enemy aircraft to help with identification in case of an invasion.
With the advent of modern plastics, the amount of skill required to get the basic shape accurately shown for any given subject was lessened, making it easier for people of all ages to begin assembling replicas in varying scales.
Superheroes, aeroplanes, boats, cars, tanks, artillery, and even figures of soldiers became quite popular subjects to build, paint and display. Although almost any subject can be found in almost any scale, there are common scales for such miniatures which remain constant today.
Model engineering refers to building functioning machinery in metal, such as internal combustion motors and live steam models or locomotives. This is a demanding hobby that requires a multitude of large and expensive tools, such as lathes and mills. This hobby originated in the United Kingdom in the late 19th century, later spreading and flourishing in the mid-20th century. Due to the expense and space required, it is becoming rare.
3D Printing is a relatively new technology and already a major hobby as the cost of printers has fallen sharply. It is a good example of how hobbyists quickly engage with new technologies, communicate with one another and become producers related to their former hobby. 3D modeling is the process of making mathematical representations of three dimensional items and is an aspect of 3D printing.
Dressmaking has been a major hobby up until the late 20th century, in order to make cheap clothes, but also as a creative design and craft challenge. It has been reduced by the low cost of manufactured clothes.
Cooking is for some people an interest, a hobby, a challenge and a source of significant satisfaction. For many other people it is a job, a chore, a duty, like cleaning. In the early 21st century the importance of cooking as a hobby was demonstrated by the high popularity of competitive television cooking programs.
Activity participation:
Activity participation includes partaking in "non-competitive, rule-based pursuits."
Outdoor pursuits are the group of activities which occur outdoors. These hobbies include:
One large subset of outdoor pursuits is gardening. Residential gardening most often takes place in or about one's own residence, in a space referred to as the garden. Although a garden typically is located on the land near a residence, it may also be located on a roof, in an atrium, on a balcony, in a windowbox, or on a patio or vivarium.
Gardening also takes place in non-residential green areas, such as parks, public or semi-public gardens (botanical gardens or zoological gardens), amusement and theme parks, along transportation corridors, and around tourist attractions and hotels. In these situations, a staff of gardeners or groundskeepers maintains the gardens.
Indoor gardening is concerned with growing houseplants within a residence or building, in a conservatory, or in a greenhouse. Indoor gardens are sometimes incorporated into air conditioning or heating systems.
Water gardening is concerned with growing plants that have adapted to pools and ponds. Bog gardens are also considered a type of water garden. A simple water garden may consist solely of a tub containing the water and plant(s).
Container gardening is concerned with growing plants in containers that are placed above the ground.
Liberal arts pursuits:
Main article: Liberal arts education
Main article: The arts
Many hobbies involve performances by the hobbyist, such as singing, acting, juggling, magic, dancing, playing a musical instrument, martial arts, and other performing arts.
Some hobbies may result in an end product. Examples of this would be:
Many of these fall under the category visual arts.
Reading, whether books, ebooks, magazines, comics, or newspapers, along with browsing the internet is a common hobby, and one that can trace its origins back hundreds of years. A love of literature, later in life, may be sparked by an interest in reading children's literature as a child.
Many of these fall under the category literary arts.
Sports and games:
Main article: Sport
Main article: Game
Stebbins distinguishes an amateur sports person and a hobbyist by suggesting a hobbyist plays in less formal sports, or games that are rule bound and have no professional equivalent.
While an amateur sports individual plays a sport with a professional equivalent, such as football or tennis. Amateur sport may range from informal play to highly competitive practice, such as deck tennis or long distance trekking.
The Department for Culture, Media, and Support in England suggests that playing sports benefits physical and mental health. A positive relationship appeared between engaging in sports and improving overall health.
Psychological role:
During the 20th century there was extensive research into the important role that play has in human development. While most evident in childhood, play continues throughout life for many adults in the form of games, hobbies, and sport. Moreover, studies of ageing and society support the value of hobbies in healthy ageing.
Significant achievements:
There have been many instances where hobbyists and amateurs have achieved significant discoveries and developments. These are a small sample:
See also:
Participation in hobbies encourages acquiring substantial skills and knowledge in that area.
A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy.
Hobbies tend to follow trends in society, for example stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication, while video games are more popular nowadays following technological advances.
The advancing production and technology of the nineteenth century provided workers with more availability in leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.
Hobbyists may be identified under three sub-categories:
- casual leisure which is intrinsically rewarding, short-lived, pleasurable activity requiring little or no preparation,
- serious leisure which is the systematic pursuit of an amateur, hobbyist, or volunteer that is substantial, rewarding and results in a sense of accomplishment,
- and finally project-based leisure which is a short-term often a one-off project that is rewarding.
Hobbyists:
Hobbyists are a part of a wider group of people engaged in leisure pursuits where the boundaries of each group overlap to some extent. The Serious Leisure Perspective groups hobbyists with amateurs and volunteers and identifies three broad groups of leisure activity with hobbies being found mainly in the Serious leisure category.
Casual leisure is intrinsically rewarding, short-lived, pleasurable activity requiring little or no preparation. Serious leisure is the systematic pursuit of an amateur, hobbyist, or volunteer that is substantial, rewarding and results in a sense of accomplishment. Finally, project-based leisure is a short-term often a one-off project that is rewarding.
The terms amateur and hobbyist are often used interchangeably. Stebbins has a framework which distinguishes the terms in a useful categorization of leisure in which casual leisure is separated from serious Leisure. He describes serious leisure as undertaken by amateurs, hobbyists and volunteers. Amateurs engage in pursuits that have a professional counterpart, such as playing an instrument or astronomy.
Hobbyists engage in five broad types of activity:
- collecting,
- making and tinkering (like embroidery and car restoration),
- activity participation (like fishing and singing),
- sports and games,
- and liberal-arts hobbies (like languages, cuisine, literature).
Volunteers commit to organisations where they work as guides, counsellors, gardeners and so on. The separation of the amateur from the hobbyist is because the amateur has the ethos of the professional practitioner as a guide to practice. An amateur clarinetist is conscious of the role and procedures of a professional clarinetist.
A large proportion of hobbies are mainly solitary in nature. However, individual pursuit of a hobby often includes club memberships, organised sharing of products and regular communication between participants. For many hobbies there is an important role in being in touch with fellow hobbyists. Some hobbies are of communal nature, like choral singing and volunteering.
People who engage in hobbies have an interest in and time to pursue them. Children have been an important group of hobbyists because they are enthusiastic for collecting, making and exploring, in addition to this they have the leisure time that allows them to pursue those hobbies.
The growth in hobbies occurred during industrialization which gave workers set time for leisure. During the Depression there was an increase in the participation in hobbies because the unemployed had the time and a desire to be purposefully occupied. Hobbies are often pursued with an increased interest by retired people because they have the time and seek the intellectual and physical stimulation a hobby provides.
Types of hobbies:
For a more comprehensive list, see List of hobbies.
Hobbies are a diverse set of activities and it is difficult to categorize them in a logical manner. The following categorization of hobbies was developed by Stebbins.
Collecting:
Main article: Collecting
Collecting includes seeking, locating, acquiring, organizing, cataloging, displaying and storing. Collecting is appealing to many people due to their interest in a particular subject and a desire to categorise and make order out of complexity.
Some collectors are generalists, accumulating items from countries of the world. Others focus on a subtopic within their area of interest, perhaps 19th century postage stamps, milk bottle labels from Sussex, or Mongolian harnesses and tack, Firearms (both modern and vintage).
Collecting is an ancient hobby, with the list of coin collectors showing Caesar Augustus as one. Sometimes collectors have turned their hobby into a business, becoming commercial dealers that trade in the items being collected.
An alternative to collecting physical objects is collecting records of events of a particular kind. Examples include train spotting, bird-watching, aircraft spotting, railfans, and any other form of systematic recording a particular phenomenon. The recording form can be written, photographic, online, etc.
Making and tinkering:
Making and tinkering includes working on self-motivated projects for fulfillment. These projects may be progressive, irregular tasks performed over a long period of time. Making and Tinkering hobbies include higher-end projects, such as building or restoring a car or building a computer from individual parts, like CPUs and SSDs.
For computer savvy do-it-yourself hobbyists, CNC (Computer Numerical Control) machining may also popular. A CNC machine can be assembled and programmed to make different parts from wood or metal.
Tinkering is 'dabbling' with the making process, often applied to the hobby of tinkering with car repairs, and various kinds of restoration: of furniture, antique cars, etc. It also applies to household tinkering: repairing a wall, laying a pathway, etc. Examples of Making and Tinkering hobbies include:
Scale modeling is making a replica of a real-life object in a smaller scale and dates back to prehistoric times with small clay "dolls" and other children's toys that have been found near known populated areas. The Persians, Greeks, and Romans took the form to a greater depth during their years of domination of the Western World, using scale replicas of enemy fortifications, coastal defense lines, and other geographic fixtures to plan battles.
At the turn of the Industrial Age and through the 1920s, some families could afford things such as electric trains, wind-up toys (typically boats or cars) and the increasingly valuable tin toy soldiers. Scale modeling as we know it today became popular shortly after World War II.
Before 1946, children as well as adults were content in carving and shaping wooden replicas from block wood kits, often depicting enemy aircraft to help with identification in case of an invasion.
With the advent of modern plastics, the amount of skill required to get the basic shape accurately shown for any given subject was lessened, making it easier for people of all ages to begin assembling replicas in varying scales.
Superheroes, aeroplanes, boats, cars, tanks, artillery, and even figures of soldiers became quite popular subjects to build, paint and display. Although almost any subject can be found in almost any scale, there are common scales for such miniatures which remain constant today.
Model engineering refers to building functioning machinery in metal, such as internal combustion motors and live steam models or locomotives. This is a demanding hobby that requires a multitude of large and expensive tools, such as lathes and mills. This hobby originated in the United Kingdom in the late 19th century, later spreading and flourishing in the mid-20th century. Due to the expense and space required, it is becoming rare.
3D Printing is a relatively new technology and already a major hobby as the cost of printers has fallen sharply. It is a good example of how hobbyists quickly engage with new technologies, communicate with one another and become producers related to their former hobby. 3D modeling is the process of making mathematical representations of three dimensional items and is an aspect of 3D printing.
Dressmaking has been a major hobby up until the late 20th century, in order to make cheap clothes, but also as a creative design and craft challenge. It has been reduced by the low cost of manufactured clothes.
Cooking is for some people an interest, a hobby, a challenge and a source of significant satisfaction. For many other people it is a job, a chore, a duty, like cleaning. In the early 21st century the importance of cooking as a hobby was demonstrated by the high popularity of competitive television cooking programs.
Activity participation:
Activity participation includes partaking in "non-competitive, rule-based pursuits."
Outdoor pursuits are the group of activities which occur outdoors. These hobbies include:
- gardening,
- hill walking,
- hiking,
- backpacking,
- cycling,
- canoeing,
- climbing,
- caving,
- fishing,
- hunting,
- target shooting (informal or formal),
- wildlife viewing (e.g., birdwatching)
- and engaging in watersports and snowsports.
One large subset of outdoor pursuits is gardening. Residential gardening most often takes place in or about one's own residence, in a space referred to as the garden. Although a garden typically is located on the land near a residence, it may also be located on a roof, in an atrium, on a balcony, in a windowbox, or on a patio or vivarium.
Gardening also takes place in non-residential green areas, such as parks, public or semi-public gardens (botanical gardens or zoological gardens), amusement and theme parks, along transportation corridors, and around tourist attractions and hotels. In these situations, a staff of gardeners or groundskeepers maintains the gardens.
Indoor gardening is concerned with growing houseplants within a residence or building, in a conservatory, or in a greenhouse. Indoor gardens are sometimes incorporated into air conditioning or heating systems.
Water gardening is concerned with growing plants that have adapted to pools and ponds. Bog gardens are also considered a type of water garden. A simple water garden may consist solely of a tub containing the water and plant(s).
Container gardening is concerned with growing plants in containers that are placed above the ground.
Liberal arts pursuits:
Main article: Liberal arts education
Main article: The arts
Many hobbies involve performances by the hobbyist, such as singing, acting, juggling, magic, dancing, playing a musical instrument, martial arts, and other performing arts.
Some hobbies may result in an end product. Examples of this would be:
- woodworking,
- photography,
- moviemaking,
- jewelry making,
- software projects such as Photoshopping and home music or video production,
- making bracelets,
- artistic projects such as drawing, painting, writing...,
- Cosplay (design, creation, and wearing a costume based on an already existing creative property),
- creating models out of card stock or paper – called papercraft.
Many of these fall under the category visual arts.
Reading, whether books, ebooks, magazines, comics, or newspapers, along with browsing the internet is a common hobby, and one that can trace its origins back hundreds of years. A love of literature, later in life, may be sparked by an interest in reading children's literature as a child.
Many of these fall under the category literary arts.
Sports and games:
Main article: Sport
Main article: Game
Stebbins distinguishes an amateur sports person and a hobbyist by suggesting a hobbyist plays in less formal sports, or games that are rule bound and have no professional equivalent.
While an amateur sports individual plays a sport with a professional equivalent, such as football or tennis. Amateur sport may range from informal play to highly competitive practice, such as deck tennis or long distance trekking.
The Department for Culture, Media, and Support in England suggests that playing sports benefits physical and mental health. A positive relationship appeared between engaging in sports and improving overall health.
Psychological role:
During the 20th century there was extensive research into the important role that play has in human development. While most evident in childhood, play continues throughout life for many adults in the form of games, hobbies, and sport. Moreover, studies of ageing and society support the value of hobbies in healthy ageing.
Significant achievements:
There have been many instances where hobbyists and amateurs have achieved significant discoveries and developments. These are a small sample:
- Amateur astronomers have explored the skies for centuries and there is a long list of Notable amateur astronomers who have made major discoveries.
- A substantial amount of early scientific research came from the amateur activities of the wealthy, such as Antoine Lavoisier's contributions to the science of chemistry. At that time there were few professional scientists and little formal study in the area. Another example is the experimentation in electricity that Benjamin Franklin undertook that resulted in his invention of the lightning rod.
- Open source is a development model using the internet to cooperate on projects. It is most notable in the development of software and widely used software, which has been developed and maintained by large numbers of people, including many home-based amateurs with high level expertise.
- While the general public was not aware of nature observatlon which was formally conducted as field research, during the 1930s, practitioners of the hobby went on to become the pioneers of the conservation movement that flourished in the UK from 1965 onwards.
See also: