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IELTS Academic Reading Practice Test 94

Part 1 · Read the text and answer questions 1–13

You should spend about 20 minutes on Questions 1–13, which are based on Reading Passage 1 below.

Bringing Drawings to Life: A Short History of Animation

Animation is the process of creating the impression of movement by presenting a rapid series of slightly different still images. When these images are shown at a suitable speed, the human visual system fuses them into continuous action. For much of the twentieth century this effect was popularly attributed to 'persistence of vision', the idea that the retina briefly retains an image after it has gone. Modern researchers, however, regard that explanation as incomplete, because motion perception arises from several interacting brain processes rather than from a single retinal delay. In practice, a sequence of about twenty-four frames per second is generally enough to produce smooth movement.

The earliest moving-image devices were mechanical toys built in the nineteenth century. The phenakistoscope used a spinning disc with a sequence of drawings around its edge; when the disc was held in front of a mirror and spun, the figures appeared to move. The zoetrope placed a strip of drawings inside a slotted drum, so that a viewer looking through the moving slots saw each picture in turn.

Before either of these, the simple thaumatrope had shown that two images, one on each side of a card, could be made to merge by spinning the card rapidly. Later, the praxinoscope replaced the slots with an inner ring of mirrors, producing a brighter and steadier image. These devices all depended on the same principle that would later drive cinema and television: a quick succession of still pictures.

The photographic analysis of motion provided a further foundation. In the late 1870s, the English-born photographer Eadweard Muybridge settled a long-running debate by using a row of cameras to photograph a horse as it ran, showing that at certain moments all four hooves left the ground. The cameras were triggered automatically as the horse passed, and the resulting stop-action photographs were published and studied widely. Such sequences encouraged artists and inventors to think of movement as a series of separate phases that could be recorded and then reproduced.

By the early twentieth century, filmmakers had begun to make drawings move on screen. The American J. Stuart Blackton produced short films in which faces and objects drawn on a blackboard changed from frame to frame, while in France Émile Cohl's Fantasmagorie, released in 1908, is often described as the first fully animated film. Such films were painstaking to make: every second of action required many drawings, each photographed individually by a camera that stopped between exposures. The labour was immense, but these early works showed that moving drawings could tell stories and hold an audience.

As animation became an industry, studios developed techniques to make production manageable. A film was planned as a storyboard, after which key drawings defined the main poses of each movement. Assistants then produced inbetween drawings to connect these extremes, creating smooth action. To avoid redrawing static parts, characters were drawn on transparent celluloid sheets, or cels, which could be laid over painted backgrounds. This division of labour allowed teams of artists to produce longer and more elaborate films, though at considerable cost, and it remained the standard method for most hand-drawn animation for decades.

Character animation soon became the centre of the form. Winsor McCay astonished audiences in 1914 with Gertie the Dinosaur, a performing dinosaur that seemed to have its own personality. In the 1920s characters such as Felix the Cat, created independently of the major studios, became internationally popular. Walt Disney's studio then transformed the medium: Steamboat Willie (1928) was among the first cartoons to synchronise sound with movement, and Snow White and the Seven Dwarfs (1937) demonstrated that audiences would watch a feature-length animated film. The success of these films encouraged other studios to invest heavily in animation.

Drawn animation was not the only approach. In stop-motion, animators moved physical models a fraction at a time and photographed each position. This method was used for spectacular creatures in early fantasy films and was later refined by artists such as Ray Harryhausen, whose model dinosaurs and skeletons appeared in adventure movies. Other techniques included cutting shapes from paper, moving sand or paint on glass, and pinscreen animation, all of which offered distinctive textures and movements. Some animators also experimented with drawing directly onto film stock, producing abstract works.

Television created new economic pressures. Studios producing weekly cartoons could not afford the detailed full animation of cinema, so they adopted limited animation: characters' bodies were reused from a small library of poses, and only selected features moved. Hanna-Barbera, for example, built successful television series on this system. Japanese studios similarly developed a distinctive style in which strong storylines and dynamic camera angles compensated for fewer drawings, forming the basis of the anime tradition. These approaches showed that economic constraints could inspire artistic innovation.

The most far-reaching change came from computers. Early digital animation involved wire-frame models, but by the 1980s images generated or enhanced by computers were appearing in feature films. Toy Story, released in 1995, was the first feature made entirely with computer animation. Since then, most studios have shifted to digital methods, using software to model characters, simulate cloth and water, and even capture the movements of human actors. What began with spinning discs has become a central medium of popular culture, with animated features regularly among the highest-grossing films.

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Questions 1–7◎ Practise this set only

Do the following statements agree with the information given in Reading Passage 1? Choose TRUE if the statement agrees with the information, FALSE if the statement contradicts the information, or NOT GIVEN if there is no information on this.

The effect of animation depends only on the retina retaining images after they disappear.
The phenakistoscope required the viewer to look through slots in a rotating drum.
Muybridge arranged cameras to take photographs as a horse moved past them.
The early animated films were quick and inexpensive to produce.
The use of transparent sheets allowed artists to avoid drawing a background for every frame.
Felix the Cat became popular in many countries during the 1920s.
Ray Harryhausen's stop-motion creatures mainly appeared in television series.

Questions 8–13◎ Practise this set only

Answer the questions below. Choose NO MORE THAN TWO WORDS AND/OR A NUMBER from the passage for each answer.

Write NO MORE THAN TWO WORDS AND/OR A NUMBER for each answer.

What were the drawings that defined the main poses of each movement called?
What was the name of the dinosaur animated by Winsor McCay?
Which 1928 Disney cartoon synchronised sound with movement?
What method involves moving physical models a fraction at a time and photographing each position?
Which television production system reused characters' bodies from a small library of poses?
Which 1995 film was the first feature made entirely with computer animation?

About this reading test

A full IELTS Academic Reading practice test with 40 questions on three original passages: the history of animation, how the human sense of smell works, and problems with the peer review system. Includes a timer, band estimate and explanations.

PartPassageQuestionsQuestion typesTopicsWords
1Bringing Drawings to Life: A Short History of Animation1–13True / False / Not Given, Short-answer questionsArts & Culture, Inventions880
2What the Nose Knows14–26Matching information, Multiple choice (choose more than one), Summary completionScience, Psychology843
3The Trouble with Peer Review27–40Multiple choice, Yes / No / Not Given, Sentence completionScience, Education886

How to use this practice test

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  • For gap-fill questions, keep to the word limit; an answer over the limit is marked wrong, as in the real exam.

All passages and questions on Sprechify are written by our own team in the official IELTS format. They are not taken from Cambridge IELTS books or any other published test. Band scores are estimates based on the conversion commonly used for practice tests.

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