Editorial

IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION Animation-An Interdisciplinary Journal Pub Date : 2020-11-01 DOI:10.1177/1746847720976498
Suzanne H. Buchan
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Abstract

Deep archival research is the basis for the first article in this issue, ‘From Songfilms to Telecomics: Vallée Video and the New Market for Postwar Animation’, that reveals the complex interworkings of labour, commerce, production and distribution in a key period for broadcast television. Shawn VanCour and Chloe Patton trace the shift of animation workers, freelance and from other studios, whom Rudy Vallée’s company employed, from theatrical film productions made for cinemas to television. They observe how this shift was also informed by others in visual aesthetics and in production styles. Their research pulls together a vast US West Coast archipelago of studios, artists and producers into a coherent interconnected whole that is revealed as a conceptual pipeline responding to changes in economics and platforms for these forms of popular culture. The generous and comprehensive references list is a lodestone for future research. Changes in technologies of moving image platforms that have developed since broadcast television also affect economics and production today and, in the next article, this effect is shown to be one of suppression, mainly of freelance animators, as a result of a digital conglomerate’s monetization strategy. In ‘Is the YouTube Animation Algorithm-Friendly? How YouTube’s Algorithm Influences the Evolution of Animation Production on the Internet’, Xavier Ribes Guàrdia undertakes a quantitative and qualitative data analysis of thousands of mostly independent animation films – from Minecraft and machinima to low-quality amateur content – published on a set of YouTube channels. With a clearly outlined data collection approach and provision of these data as open source for other researchers, the findings also inform an evaluation of YouTube’s visual interface and relation to its monetization strategy. It is an informative uncovering of the deep workings of the influence of streaming networks that Ribes Guàrdia likens to censorship, and of counterstrategies employed by animation ‘streampunks’. The urban staging of technology in a possible future is the subject of ‘Batman and the World of Tomorrow: Yesterday’s Technological Future in the Animated Film Batman: Mask of the Phantasm.’ With a distinct focus on early and mid-20th-century amusement spaces, parks and fairs, and a detailed analysis of analogous connections between the urban spaces of New York and its 1939 World’s Fair Futurama, and the fictional Gotham City and its World’s Fair Futureama, AnnaSophie Jürgens analyses modernist and utopian architectural elements in these exhibitions, proposing the technical and stylistic possibilities inherent in the animated form and how the animated spaces become dramatic agents. She also convincingly unfolds the relations and influences between the real-world stylized stagings of designer Norman Bel Geddes and the theatre designs of Edward Gordon Craig, aligning these to the emergent avant-garde animation of the 1920s and 30s, to conclude that the film is a vehicle for transmedia storytelling. An element of appeal in the Batman franchise is the hyper-realistic quality of the (digital) environments, to the extent that the viewer cannot discern what is ‘real’ and what is not. This is also a longstanding discussion around the indexicality or truth value of photography and film, and how it shares the same transport medium, analogue or digital, that includes animation. In ‘The Animated Document: Animation’s Dual Indexicality in Mixed Realities’, Nea Ehrlich locates this within the 976498 ANM0010.1177/1746847720976498AnimationEditorial editorial2020
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深入的档案研究是本期第一篇文章的基础,“从歌曲电影到电信:vall录影带和战后动画的新市场”,揭示了广播电视关键时期劳动力、商业、制作和发行的复杂相互作用。肖恩·凡库尔和克洛伊·帕顿追溯了鲁迪·瓦尔萨梅公司雇佣的自由职业者和其他工作室的动画工作者从为电影院制作戏剧电影到电视的转变。他们观察到这种转变是如何在视觉美学和制作风格方面受到其他人的影响的。他们的研究将美国西海岸众多的工作室、艺术家和制作人聚集在一起,形成一个连贯的相互联系的整体,揭示了一个概念管道,应对这些流行文化形式的经济和平台变化。丰富而全面的参考文献是今后研究的一块磁石。自广播电视以来发展起来的动态图像平台技术的变化也影响着今天的经济和生产,在下一篇文章中,这种影响被证明是一种压制,主要是自由动画师,这是数字企业集团货币化战略的结果。YouTube动画算法友好吗?《YouTube的算法如何影响互联网上动画制作的演变》,Xavier Ribes Guàrdia对数千部主要独立的动画电影进行了定量和定性的数据分析——从《我的世界》和《machinima》到低质量的业余内容——这些电影都发布在YouTube频道上。通过明确概述数据收集方法,并将这些数据作为开放源代码提供给其他研究人员,研究结果还为YouTube的视觉界面及其货币化策略的评估提供了信息。Ribes Guàrdia将流媒体网络比作审查制度,这是对流媒体网络影响深层运作的一次翔实的揭露,也是对动画“流媒体朋克”所采用的对抗策略的一次揭露。在一个可能的未来,技术的城市舞台是“蝙蝠侠和明天的世界:昨天的技术未来”动画电影《蝙蝠侠:幻影的面具》的主题。“通过对20世纪早期和中期的娱乐空间、公园和博览会的独特关注,以及对纽约城市空间与1939年的未来世界博览会、虚构的高谭市与未来世界博览会之间类似联系的详细分析,AnnaSophie j rgens分析了这些展览中的现代主义和乌托邦建筑元素。”提出动画形式中固有的技术和风格可能性,以及动画空间如何成为戏剧代理。她还令人信服地揭示了设计师诺曼·贝尔·格迪斯(Norman Bel Geddes)的现实世界风格舞台与爱德华·戈登·克雷格(Edward Gordon Craig)的剧院设计之间的关系和影响,并将它们与20世纪20年代和30年代新兴的前卫动画结合起来,得出了电影是跨媒体叙事的载体的结论。《蝙蝠侠》系列的一个吸引人的元素是(数字)环境的超现实质量,以至于观众无法分辨什么是“真实的”,什么不是。这也是关于摄影和电影的索引性或真实价值的长期讨论,以及它们如何共享相同的传输媒介,模拟或数字,包括动画。在“动画文档:动画在混合现实中的双重索引性”中,Nea Ehrlich将其定位在976498 ANM0010.1177/1746847720976498AnimationEditorial editorial2020中
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来源期刊
Animation-An Interdisciplinary Journal
Animation-An Interdisciplinary Journal FILM, RADIO, TELEVISION-
CiteScore
0.70
自引率
25.00%
发文量
19
期刊介绍: Especially since the digital shift, animation is increasingly pervasive and implemented in many ways in many disciplines. Animation: An Interdisciplinary Journal provides the first cohesive, international peer-reviewed publishing platform for animation that unites contributions from a wide range of research agendas and creative practice. The journal"s scope is very comprehensive, yet its focus is clear and simple. The journal addresses all animation made using all known (and yet to be developed) techniques - from 16th century optical devices to contemporary digital media - revealing its implications on other forms of time-based media expression past, present and future.
期刊最新文献
Between Art and Propaganda: The Rise of Polish Animation 1946–1956 Animation of Experiment: The Science Education Film and Useful Animation in China The Classical Animated Documentary and Its Contemporary Evolution Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)
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