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Into the Vœrtex: Case study of a stereoscopic abstract animation installation 进入Vœrtex:立体抽象动画装置的案例研究
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000026_1
Max Hattler, Terrie Man-Chi Cheung
In Max Hattler’s stereoscopic installation Vœrtex two-dimensional abstract animation is turned into immersive images with strong three-dimensional depth. Utilizing a two-screen, semi-Cave Automatic Virtual Environment, Vœrtex creates a unique viewing experience for the viewer, a hybrid space situated halfway between immersion-in-abstraction and the real world of the gallery space, allowing the viewer to be in two spaces simultaneously. This article discusses the technical set-up, production processes and stereoscopic techniques, including binocular colour rivalry and depth displacements employed in Vœrtex. This is followed by a discussion of Vœrtex in relation to the concept of lucidity and an audience study into viewers’ perception of the work. The hybrid set-up of Vœrtex, combining both stereoscopic and interactive visual texts, allows for a sense of creative inspiration and inquiry into the dreaming mind, and participants can actively choose to explore different aspects of their perception by oscillating between two divergent states: an immersive dream sensation and a sense of being anchored in the real world.
在Max hatler的立体装置Vœrtex中,二维的抽象动画变成了具有强烈三维深度的沉浸式图像。利用双屏幕、半洞穴自动虚拟环境,Vœrtex为观众创造了独特的观看体验,这是一个介于沉浸式抽象和现实世界画廊空间之间的混合空间,让观众同时置身于两个空间。本文讨论了技术设置,生产过程和立体技术,包括双目色彩竞争和深度位移采用Vœrtex。接下来是讨论Vœrtex与清醒概念的关系,并研究观众对作品的看法。Vœrtex的混合设置,结合了立体和互动的视觉文本,允许创造性的灵感和对梦境的探究,参与者可以通过在两种不同的状态之间摇摆来积极地选择探索他们感知的不同方面:沉浸式的梦境感觉和锚定在现实世界中的感觉。
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引用次数: 2
Revealing the unseen: Altering modes of viewing practice to explore the aesthetics of seeing more than one frame at a time 揭示看不见的:改变观看实践的模式,探索一次看到多个框架的美学
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000027_1
Bronwyn Horne
Contemporary animation is typically viewed in a digital format which is subject to the mechanics of cinema: a frame-by-frame presentation of a sequence of images (at a constant rate) so that the illusion of continuous motion is experienced by the viewer. In this article I argue that by altering the way we view animation, we could influence the viewer’s experience and understanding of an animated work. The research is a culmination of my Ph.D. by creative practice, which unpacks modes of viewing practice through the creation of an experimental short film and the presentation of an art exhibition that reveal movement for the viewer in a deliberately playful manner. The short film expands on the experimental animation technique known as strata-stencil that uses a multiple layered approach, revealing the consecutive frames of a movement on every frame. Drawing on techniques of nineteenth-century chronophotography, my work focuses on the representation of movement in classic cartoon-style animation and reveals the construction of animation for the viewer through static and animated sequences. My interest lies in the imperceptible moments that are lost in standard viewing practice, forcing the viewer to question their understanding of a movement and the aesthetics involved in seeing more than one frame at a time. I propose that we look at the individual animation frames not in isolation but simultaneously as sequences, so that the notion of seriality informs the viewer’s understanding of animated movement as a distinct aesthetic experience. In doing this, I challenge the viewer to look at animation in a different way and create an innovative viewing experience.
当代动画通常以数字格式观看,这受制于电影的机制:一帧一帧地呈现一系列图像(以恒定的速率),因此观众可以体验到连续运动的错觉。在这篇文章中,我认为通过改变我们看待动画的方式,我们可以影响观众对动画作品的体验和理解。这项研究是我的创作实践博士学位的高潮,通过一个实验性短片的创作和一个艺术展览的呈现,以一种故意有趣的方式为观众揭示运动,揭示了观看实践的模式。短片扩展了被称为分层模板的实验动画技术,该技术使用多层方法,在每一帧上显示运动的连续帧。借鉴19世纪的时间摄影技术,我的作品专注于经典卡通风格动画中的运动表现,并通过静态和动画序列为观众揭示动画的构建。我的兴趣在于在标准的观看实践中丢失的难以察觉的时刻,迫使观看者质疑他们对运动的理解以及一次观看多个帧所涉及的美学。我建议我们不要孤立地看待单个动画帧,而是同时将其视为序列,这样,序列的概念就可以让观众将动画运动理解为一种独特的审美体验。在这样做的过程中,我挑战观众以不同的方式看待动画,并创造一种创新的观看体验。
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引用次数: 0
Emotion in Animated Films, Mieke Uhrig (ed.) (2018) 《动画电影中的情感》,迈克·乌里格(主编)(2018)
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000030_5
Farzaneh Yazdandoost
Review of: Emotion in Animated Films, Mieke Uhrig (ed.) (2018) New York: Routledge, 238 pp., ISBN 978-0-36758-477-1, p/bk, $48.95
评论:动画电影中的情感,迈克·乌里格(主编)(2018)纽约:劳特利奇出版社,238页,ISBN 978-0-36758-477-1, p/bk, 48.95美元
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引用次数: 0
Practice, theory and the animation studies continuum 实践、理论与动画研究的统一体
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000024_2
Miriam Harris, Samantha Moore
This editorial explores how advancements in the sphere of practice-based research, and university programmes supporting this realm of inquiry, have contributed to an increased confidence in the ways in which animation practitioners discuss and reflect upon their work, drawing upon a range of theories and methodologies. References are made to Paul Ward’s essay ‘Some thoughts on practice-theory relationships in animation studies’ (2006), and there is a consideration of his preference for a ‘weak classification’ approach – one that acknowledges animation’s rich eclecticism – rather than maintain rigid boundaries. Ward’s ideas are informed by sociologist Basil Bernstein’s theories, and he also draws upon Mike Wayne’s study of media production practices, to advocate for the ‘critical practitioner’, as compared to the more circumscribed ‘reflexive’ – with a tendency to focus upon the minutiae of technology – and ‘theoretical’ practitioner, who dwells upon the importance of the text. Instead, the ‘critical practitioner’ possesses the skills to reflect upon what they do and why, and contextualise the work from a social, historical and political perspective. Further developments in animation studies over the last fifteen years have included an increase in texts that thoughtfully yoke both practice and theory, including essays by Claudia Hart, Paul Wells and Johnny Hardstaff’s book Re-Imagining Animation: The Changing Face of Moving Image (2008) and Aylish Wood’s essay ‘Behind the scenes: A study of Autodesk Maya’ (2014). The editorial provides details about the essays contained within this particular edition, and the ways in which they evidence the thinking of the ‘critical practitioner’, by drawing upon a diverse range of sources, and integrating a perceptive discussion of both practice and theory.
这篇社论探讨了基于实践的研究领域的进步,以及支持这一探究领域的大学课程,如何促进了对动画从业者讨论和反思他们工作的方式的信心,借鉴了一系列理论和方法。参考Paul Ward的文章“关于动画研究中实践-理论关系的一些思考”(2006),并且考虑到他对“弱分类”方法的偏好-一种承认动画丰富的折衷主义-而不是保持严格的界限。沃德的观点来源于社会学家巴兹尔·伯恩斯坦的理论,他还借鉴了迈克·韦恩对媒体生产实践的研究,提倡“批判实践者”,而不是更局限的“反思者”——倾向于关注技术的细微处——和“理论实践者”,他们专注于文本的重要性。相反,“批判性实践者”拥有反思他们所做的事情和原因的技能,并从社会、历史和政治的角度将工作置于背景中。在过去的15年里,动画研究的进一步发展包括了更多的文本,这些文本深思熟虑地结合了实践和理论,包括克劳迪娅·哈特、保罗·威尔斯和约翰尼·哈德斯塔夫的论文《重新想象动画:运动图像的变化》(2008年)和艾里斯·伍德的论文《幕后:对Autodesk Maya的研究》(2014年)。社论提供了关于这一特定版本中包含的文章的详细信息,以及他们通过利用各种来源,并整合对实践和理论的敏锐讨论来证明“批判性实践者”思维的方式。
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引用次数: 0
Time-travelling imaginaries: Animation at the memorial museum 穿越时空的想象:纪念博物馆的动画
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000025_1
Anitha Balachandran
Animation as a site-specific intervention in historic settings draws on the powerful affective potentials of both medium and place, enabling long past events to be experienced in immersive, intimate ways. In particular, I examine here my hand-drawn animated film He Ram, permanently installed at the site of Gandhi’s assassination, now a museum in New Delhi. In this context, the multi-layered animated presence of Gandhi becomes at once nostalgic and eerie, evoking a figure’s potential to haunt space and time, piercing the present to connect us to the last walk he took and the last breath he drew. An emotionally charged public memorial, this is also where the voice and views of government are palpable. At stake remain the inheritance and transmission of our past/s. In these circumstances, animation affords aesthetic strategies to engage a range of audiences across age, class, caste and linguistic boundaries, wielding a degree of agency in the mediation of our collective imaginations. In doing so, the film gestures towards a more fluid, interdisciplinary understanding of the ever-emerging relations between histories and our present.
动画作为一种特定于历史背景的干预手段,利用了媒介和地点的强大情感潜力,使人们能够以身临其境、亲密无间的方式体验很久以前的事件。在这里,我特别审视了我的手绘动画电影《赫拉姆》(He Ram),它被永久地安置在甘地遇刺的地点,现在是新德里的一座博物馆。在这种背景下,甘地的多层次动画形象立刻变得怀旧和怪异,唤起了一个人物的潜力,萦绕在空间和时间里,穿透现在,将我们与他最后一次散步和最后一次呼吸联系起来。这是一个充满情感的公共纪念馆,也是政府的声音和观点显而易见的地方。我们过去的继承和传承仍处于危险之中。在这种情况下,动画提供了美学策略来吸引不同年龄、阶级、种姓和语言界限的观众,在一定程度上调解我们的集体想象力。在这样做的过程中,这部电影对历史和我们现在之间不断出现的关系做出了更流畅、跨学科的理解。
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引用次数: 0
The animator’s sensorium: The impact of acting and animation experience on creating reference performances 动画师的感官:表演和动画经验对创作参考表演的影响
Pub Date : 2021-08-01 DOI: 10.1386/ap3_000028_1
J. Kennedy
This research provides an initial investigation into strategies for creating reference performances for animation. The term reference performance has various meanings in animation production; in this article, I use it to refer to a recording of a person performing physical and emotional cues, from which performance elements of an animated character may be derived. Beginning with Max Fleischer’s invention of the rotoscope process in 1915, animation studios began to record actors as a means to inject greater believability into the movements and expressions of animated characters. Throughout this article, I reference Pallant’s understanding of ‘believability’ as a ‘[reconciliation of] realism within the animated form’. While various methods exist today to capture reference performances, it remains axiomatic that the utility of the reference is only as good as a performer’s ability to produce the desired performance. While seasoned actors would seem ideally suited to the task, large-scale animation studios frequently require animators to film their own reference performances, even though the animators may have limited (or non-existent) acting experience. By comparison, smaller studios and independent productions may not have the time or ability for each animator to self-produce reference; instead, they may opt for an animation director/supervisor to record reference for every character, to work from clips available through online video sites (e.g. YouTube) or to forgo video reference altogether. This research examines the potential for acting experience to enhance reference performances and specifically explores three different preconditions of experience when producing animation reference: an actor with no animation experience, an animator with no acting experience and an academic with both acting and animation experience. As an additional site of inquiry, this research explores the use of head-mounted cameras in the production of animation reference as a means to more fully and reliably capture the research participants’ expressive range. This research engages with ethnographic and autoethnographic research models to compare the creative choices of each participant and their ability to produce meaningful expressions, gestures and body movements as reference performance for a short, auteur 3D animated film in a predominantly realistic style. From these analyses, the maximal performance utility of each participant is gauged. By extension, this limited data provides an initial suggestion that acting experience is an essential precondition when producing useful reference performances for the type and style of animation explored in this study. Furthermore, this article relates the acting strategies of its participants to the acting theory of Ivana and the theory of emotional effector patterns as described by . This research suggests that these practice-informed performance theories may prove useful to animator when producing their own reference, regardl
本研究为动画参考表演的创作策略提供了初步的探讨。参考表演一词在动画制作中有多种含义;在本文中,我用它来指代一个人表演身体和情感线索的记录,动画角色的表演元素可能来源于此。从1915年Max Fleischer发明的旋转镜开始,动画工作室开始记录演员,作为一种为动画角色的动作和表情注入更大可信度的手段。在这篇文章中,我引用了Pallant对“可信度”的理解,即“动画形式中现实主义的[调和]”。虽然目前存在各种方法来捕获引用性能,但有一点仍然是不言自明的,即引用的效用仅与执行者产生所需性能的能力一样好。虽然经验丰富的演员似乎非常适合这项任务,但大型动画工作室经常要求动画师拍摄他们自己的参考表演,即使动画师可能只有有限(或根本没有)的表演经验。相比之下,较小的工作室和独立制作可能没有时间或能力让每个动画师自己制作参考;相反,他们可能会选择动画导演/主管为每个角色记录参考,从在线视频网站(如YouTube)上提供的剪辑中工作,或者完全放弃视频参考。本研究考察了表演经验对参考表演的提升潜力,并具体探讨了制作动画参考时的三种不同的经验前提条件:没有动画经验的演员、没有表演经验的动画师和既有表演经验又有动画经验的学者。作为一个额外的调查场所,本研究探讨了在动画参考制作中使用头戴式摄像机作为一种更全面、更可靠地捕捉研究参与者表达范围的手段。本研究采用民族志和自我民族志研究模型,比较每个参与者的创造性选择和他们产生有意义的表情、手势和身体动作的能力,作为一个以现实主义风格为主的短片、导演的3D动画电影的参考表演。从这些分析中,衡量每个参与者的最大性能效用。由此推及,这些有限的数据提供了一个初步的建议,即表演经验是为本研究探索的动画类型和风格提供有用的参考表演的必要前提。此外,本文还将其参与者的行为策略与Ivana的行为理论和作者描述的情绪效应模式理论联系起来。这项研究表明,无论动画师是否有过表演经验,这些基于实践的表演理论在制作他们自己的参考时可能会被证明是有用的。
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引用次数: 0
Capoeira: An exploration of animism and the representation of the spirit through ethnographic animation 卡波耶拉:通过民族志动画探索万物有灵论和精神的表现
Pub Date : 2020-08-01 DOI: 10.1386/ap3_000016_1
M. Martins
This study investigates the relationships between ethnographic study and animation practice, focusing on the Brazilian martial art, capoeira, often referred to as a dance, fight and game. This approach was adopted to explore the ways animation can be placed in relation to both historical and more recent critical theory. A local capoeira community group based in South East London participated in the study for a period of twelve months. The respondents were a combination of teachers and learners, and semi-structured interviews in the form of a conversational style were conducted with several participants. The Capoeira music was composed remotely in collaboration with a capoeira practitioner and a professional berimbau instrumentalist, based in Rio de Janeiro, Brazil. Additional music was recorded in a studio in London by main subject of this study, Professor Saruê. Practice-based investigations are currently in development, consisting of footage recorded on 16 mm black-and-white negative film. Direct animation and scratch film were created using 16 mm black leader and 35 mm film, forming a series of animated experiments. The ethnographic methods later revealed a strong connection between capoeira and the Brazilian religion of Candomblé, and attempts to determine how animation can be used to represent the phenomenon of the spirit. Evaluation and reflection of animation practice revealed a strong relationship between ethnography and animation, a relatively new area with promising developments and scope for further research within visual anthropology. Further research is needed to identify other factors that could strengthen the effectiveness of this methodology. The practice-based components of the overall study revealed the potential for in depth fieldwork, overseas travel and longitudinal study spanning the space of one to two years. This would expand a relatively small yet emerging area of academic research.
本研究调查了民族志研究与动画实践之间的关系,重点关注巴西武术,卡波耶拉,通常被称为舞蹈,战斗和游戏。采用这种方法来探索动画可以放置在历史和最近的批评理论的方式。总部设在伦敦东南部的当地卡波耶拉社区团体参与了为期12个月的研究。受访者是教师和学习者的组合,并以会话风格的形式与几位参与者进行了半结构化访谈。卡波耶拉音乐是由一位卡波耶拉演奏者和一位巴西里约热内卢的专业berimbau乐器演奏家远程合作完成的。额外的音乐是由这项研究的主要对象Saruê教授在伦敦的一个录音室录制的。目前正在发展基于实践的调查,包括用16毫米黑白负片拍摄的镜头。用16毫米的黑铅和35毫米的胶片制作了直接动画和草稿电影,形成了一系列动画实验。人种学的方法后来揭示了卡波耶拉和巴西的candomblaise宗教之间的紧密联系,并试图确定动画如何被用来表现精神现象。对动画实践的评估和反思揭示了民族志和动画之间的密切关系,动画是一个相对较新的领域,具有良好的发展前景,并且在视觉人类学中有进一步研究的空间。需要进一步研究,以确定可以加强这一方法有效性的其他因素。整个研究中基于实践的部分揭示了深入实地考察、海外旅行和跨越一到两年的纵向研究的潜力。这将扩大一个相对较小但新兴的学术研究领域。
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引用次数: 0
Practice as research in animation: A provisional engagement 作为动画研究的实践:一项临时约定
Pub Date : 2020-08-01 DOI: 10.1386/ap3_000022_1
Robin Nelson
Let me start with a confession. Though for years, I have had an interest in animation and have observed students engaged in puppet, paper and plasticine processes of animation by analogue and digital means, I have myself never constructed an animated sequence. Why, then, have I been invited to write a contribution to this collection? For philosophical and political reasons related to a lifelong engagement with arts and screen media practices and education, I have developed expertise in what some call artistic research and I prefer to call practice as research (PaR). In particular, I have developed an epistemological model for PaR, which sets three modes of knowing ‐ know-how, know-what and know-that ‐ in dynamic inter-relation. In what follows, I place my specialist terms in italics to mark them out.
让我先坦白一下。虽然多年来我一直对动画感兴趣,也通过模拟和数字的方式观察过学生们从事木偶、纸和橡皮泥制作动画的过程,但我自己从来没有构建过动画序列。那么,为什么我被邀请为这本合集写一篇文章呢?由于终身从事艺术和屏幕媒体实践和教育的哲学和政治原因,我在一些人所谓的艺术研究方面发展了专业知识,我更喜欢把实践称为研究(PaR)。特别是,我已经为PaR开发了一个认识论模型,该模型设置了三种动态相互关系的know- know-how, know-what和know-that模式。在下文中,我将专业术语用斜体标出。
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引用次数: 0
It is all fun and games: Using gamification and serious gaming to bridge the practice‐theory gap in a creative industries school 这是所有的乐趣和游戏:使用游戏化和严肃的游戏,以弥合实践-理论差距的创意产业学校
Pub Date : 2020-08-01 DOI: 10.1386/ap3_000019_1
S. Collignon, Thibaut Sana
The Department of Digital Creative Industries of the Haute École Albert Jaquard in Belgium is officially designated as a technical school, as opposed to, for instance, an art school or a university. As such, the type of student attracted to the school generally fit the style of teaching offered, in that they tend to show a low interest in theory and are mostly eager to acquire practical skills. In recent years, two pedagogical experiments have been conducted to try and bridge that practice vs. theory gap. One with first-year students to try and raise their motivation towards learning art history, the other with fourth-year video games specialization students, trying to introduce reflexive practices in their skills and intuitional approach, which at this point in their course is strongly ingrained. In both cases, the use of either gamification or serious gaming helped the students access knowledge to which they were usually initially reticent.
位于比利时的高级学校École Albert Jaquard的数字创意产业系被官方指定为一所技术学校,而不是艺术学校或大学。因此,被学校吸引的学生类型通常符合学校提供的教学风格,因为他们往往对理论不感兴趣,而大多渴望获得实践技能。近年来,进行了两项教学实验,试图弥合实践与理论之间的差距。一个是一年级的学生,试图提高他们学习艺术史的动机,另一个是四年级电子游戏专业的学生,试图在他们的技能和直觉方法中引入反思性实践,这在他们的课程中是根深蒂固的。在这两种情况下,游戏化或严肃游戏的使用都有助于学生获得他们最初通常不愿接触的知识。
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引用次数: 0
Cultural roots and nostalgia: Exploring cultural identity and sense of belonging through animation practice 文化根源与怀旧:通过动画实践探索文化认同与归属感
Pub Date : 2020-08-01 DOI: 10.1386/ap3_000017_1
Eleonora Asparuhova, M. Patera
Animation, both as an art form and a storytelling medium, offers a variety of creative avenues for self-expression. The animator’s cultural background, depending on the individual, can have a strong influence on their practice, which can be elicited from their stylistic choices as well as their approach to storytelling and technique. This article discusses how an autoethnographic reflection into animation practice, in particular the early stage of idea formation, has uncovered questions about cultural identity and sense of belonging when living abroad. It explores the role of nostalgia in the creative process and questions whether the feeling of homesickness can influence ideas and act as a spur to create work inspired by the animator’s culture and heritage. The article discusses three short animations produced by the lead author and the thought process that led to the decision to base them on Bulgarian folklore, music and literature while living in the United Kingdom.
动画作为一种艺术形式和讲故事的媒介,为自我表达提供了多种创造性的途径。动画师的文化背景会对他们的实践产生很大的影响,这可以从他们的风格选择以及他们讲故事的方法和技术中得出。本文讨论了自我民族志对动画实践的反思,特别是思想形成的早期阶段,如何揭示了在国外生活时文化认同和归属感的问题。它探讨了怀旧在创作过程中的作用,并质疑乡愁的感觉是否会影响思想,并作为一种激励,以动画师的文化和遗产为灵感创作作品。本文讨论主要作者制作的三部动画短片,以及他在英国生活期间,决定以保加利亚民间传说、音乐和文学为素材的思考过程。
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引用次数: 1
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Animation Practice, Process & Production
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