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Autoethnographic Animation and The Metabolism of Trauma: A Multimethod Investigation 自我民族志动画与创伤代谢:一项多方法研究
Q3 Arts and Humanities Pub Date : 2021-12-31 DOI: 10.24140/ijfma.v6.n3.07
S. Young
This paper provides an overview of my practice-based doctoral research: Bearing Witness: Autoethnographic Animation and the Metabolism of Trauma, which uses a multimethod approach (cognitive focus, thematic analysis of qualitative data and artistic practice), to investigate autoethnographic animation’s capacity to moderate psychological trauma. Traumatic events such as child abuse, domestic violence and military conflict often present a major health challenge for survi­vors, with many experiencing significantly impaired function due to symptoms such as nightmares, emotional dysregulation, negative cognitions and dissociative states. The symptoms most commonly reported are intrusive memories-sensory-perceptu­al impressions that involuntarily intrude into consciousness, causing distress and a sense of reexperiencing the trauma. A number of cognitive studies have measured how these intrusions may be moderated through models that either interfere with imagery, simulate trauma, or change its narrative. My research uses interviews, thematic analysis and artistic practice to inves­tigate whether animation may similarly moderate intrusions through processes that utilise the medium’s visuospatial capacities and its potential for rescripting, or changing, the trauma narrative. The desire to use personal experience as data motivated my interest in autoethnography as a methodology for qualitative inquiry. Autoethnography is a reflexive approach that explores autobiographical stories and connects these to wider socio-cultural-polit­ical issues through writing, performance and other media. In this research I am using autoethnography to both address my lived experience of trauma and to moderate its symptoms through my animation practice.
本文概述了我基于实践的博士研究:《见证:民族志动画与创伤的代谢》,该研究采用多方法(认知焦点、定性数据的主题分析和艺术实践)来研究民族志动画对心理创伤的调节能力。虐待儿童、家庭暴力和军事冲突等创伤性事件往往对幸存者的健康构成重大挑战,许多幸存者因噩梦、情绪调节障碍、负面认知和游离状态等症状而出现功能严重受损的情况。最常见的症状是侵入性记忆、感官感知印象,这些印象会不由自主地侵入意识,造成痛苦和重新体验创伤的感觉。许多认知研究已经测量了这些入侵是如何通过干扰图像、模拟创伤或改变其叙事的模型来调节的。我的研究使用访谈、主题分析和艺术实践来研究动画是否可以通过利用媒介的视觉空间能力及其改写或改变创伤叙事的潜力来类似地缓和入侵。将个人经验作为数据的愿望激发了我对民族志作为定性调查方法的兴趣。自民族志是一种探索自传体故事的反射性方法,并通过写作、表演和其他媒体将这些故事与更广泛的社会文化政治问题联系起来。在这项研究中,我使用民族志来解决我的创伤生活经历,并通过我的动画实践来缓解其症状。
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引用次数: 1
Dance, Long Exposure and Drawing: An Absurd Manifesto about the Female Body 舞蹈、长时间暴露与绘画:关于女性身体的荒诞宣言
Q3 Arts and Humanities Pub Date : 2021-12-31 DOI: 10.24140/ijfma.v6.n3.05
Zeynep Akcay
This paper summarises the evolution and production process of Kam, a long-exposure pixilation/ 2D animation film with a unique aesthetic approach that took three years to formulate and complete due to an iterative/fragmented production schedule. Kam, which means “shaman” in old Turkish, was conceived as a response to the rise of conservative and misogynist official discourse in Turkey, and it features a woman’s fierce dance. For this film, Turkish dancer Sevinc Baltali’s improvised performance was captured by the author using the technique of long-exposure photography. Condensing the motion of the dancer, the still frames created a flowing image on screen in which the dancer’s body is sometimes hardly perceivable. The dance flow was then recreated to the music of Amolvacy, an underground New York band featuring a modern interpretation of tribal music. Finally, the manifesto of the film was reinforced by adding another layer, this time of primitive drawings by the author, on top of the images, creating a more pronounced expression of the anger and the rebellious energy of the female body. This article argues that the unique aesthetics of the film attained at the end of an iterative and fragmented production process allowed a multi-layered liminal space for meaning to emerge. By elaborating on the relationship between the aesthetic approach, the political stance and the production methodology of this film, this article aims to demonstrate how animation can create an evocative and visceral experience that highlights and communicates what Herzog (2010) defines as “ecstatic truth”.
本文总结了Kam的演变和制作过程,这是一部长曝光的像素化/2D动画电影,具有独特的美学方法,由于迭代/碎片化的制作时间表,它花了三年时间来制定和完成。Kam在古土耳其语中的意思是“萨满”,被认为是对土耳其保守和厌女主义官方话语兴起的回应,它以一个女人的激烈舞蹈为特色。在这部电影中,土耳其舞蹈家塞文克·巴尔塔利的即兴表演被作者用长曝光摄影技术捕捉到。静止的画面浓缩了舞者的动作,在屏幕上创造了一个流动的图像,舞者的身体有时很难被察觉。随后,随着纽约地下乐队Amolvacy的音乐,舞蹈流程被重新创造出来,该乐队以部落音乐的现代诠释为特色。最后,这部电影的宣言通过在图像之上添加另一层来加强,这一次是作者的原始绘画,创造了一种更明显的女性身体的愤怒和叛逆能量的表达。本文认为,这部电影在迭代和碎片化的制作过程结束时获得的独特美学,为意义的出现提供了一个多层的临界空间。通过阐述这部电影的美学方法、政治立场和制作方法之间的关系,本文旨在展示动画如何创造一种唤起回忆和发自内心的体验,突出并传达赫尔佐格(2010)所定义的“狂喜的真相”。
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引用次数: 0
IJFMA Vol. 6 No. 3 Editorial IJFMA第六卷第三期社论
Q3 Arts and Humanities Pub Date : 2021-12-31 DOI: 10.24140/ijfma.v6.n3.edit
Pedro Serrazina
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引用次数: 0
The Abstracted Real: Speculations on Experimental Animated Documentary 抽象的真实:实验性动画纪录片的思考
Q3 Arts and Humanities Pub Date : 2021-12-31 DOI: 10.24140/ijfma.v6.n3.03
Max Hattler
Max Hattler is an artist, researcher, curator and educator who works with abstract and experimental animation, video installa­tion, and audio-visual performance. After studying in London at Goldsmiths and the Royal College of Art, he completed a doc­torate in fine art at the University of East London. He is an assistant professor at the School of Creative Media, City University of Hong Kong. Hattler’s work has been shown worldwide, receiving prizes from Annecy Animation Festival, Prix Ars Electronica, Montreal Festival du Nouveau Cinéma, Punto y Raya Festival, Cannes Lions and London International Animation Festival, among others. He has published on expanded stereoscopic approaches in experimental filmmaking and the narrative potential of abstraction in animation. He has spoken widely at international conferences such as CONFIA, the Society for Animation Studies Conference, Animafest Scanner, Ars Electronica’s Expanded Animation Symposium and the Annual China Animation Studies Conference in Chengdu. Max Hattler is the co-founder and chairman of Relentless Melt, a Hong Kong-based society for the promotion, production and dissemination of abstract and experimental animation, which presents screenings in Hong Kong and internationally. He serves on the board of directors of the iotaCenter and the editorial boards of Animation: An Interdisciplin­ary Journal, and Animation Practice, Process & Production.
Max Hattler是一位艺术家、研究员、策展人和教育家,从事抽象和实验动画、视频安装和视听表演。在伦敦金匠学院和皇家艺术学院学习后,他在东伦敦大学完成了美术博士学位。他是香港城市大学创意媒体学院的助理教授。哈特勒的作品已经在世界各地展出,获得了安纳西动画节、电子艺术大奖赛、蒙特利尔新艺术节、Punto y Raya艺术节、戛纳狮子会和伦敦国际动画节等奖项。他发表了关于实验电影制作中扩展的立体方法和动画中抽象的叙事潜力的文章。他在国际会议上发表了广泛的演讲,如CONFIA、动画研究学会会议、Anifest Scanner、Ars Electronica的扩展动画研讨会和在成都举行的中国动画研究年会。Max Hattler是Relentless Melt的联合创始人兼主席,这是一家总部位于香港的促进、制作和传播抽象和实验动画的协会,在香港和国际上放映。他是iotaCenter的董事会成员,也是《动画:跨学科期刊》和《动画实践、过程与制作》的编辑委员会成员。
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引用次数: 0
Hitting Where It Hurts: Absurdity as an Artistic Method 击中受伤的地方:荒诞作为一种艺术方法
Q3 Arts and Humanities Pub Date : 2021-12-31 DOI: 10.24140/ijfma.v6.n3.02
Gabriele Jutz
This article frames absurdity as an artistic method related to the context of an artwork’s making. The artworks introduced here are (very broadly) situated at the interface between animation and documentary. Their absurdity is not a matter of their content, but is deeply inscribed in the process of their making. Though they do not explicitly address political questions, they strike at the heart of given power systems or established hierarchies and thus hit where it hurts. “Make it absurd!” is a way of transgressing standards and norms and thus undermining established power relations. The article offers close-readings of a small number of contemporary artworks that can be apprehended as stimulating examples of how absurdity as a method deploys its critical potential. As the examples demonstrate, disrupting a given context can be achieved in many ways: By “inflating” formal devices in order to subvert typical elements of televisual language from inside-out (House by Andy Birtwistle, Great Britain 2013); by rendering a source text (and not just any text!) literally unreadable by investing an enormous amount of time to its dismantling (‘On the Road’ by Jack Kerouac by Jorge Lorenzo, Mexico 2013); by hijacking a male masterpiece and placing the “copy” as well as the female appropriator at the same level as the “master” (A Movie by Jen Proctor by Jen Proctor, USA 2010); by demonstrating that the technique of animation itself bears the mark of the absurd (Anna Vasof’s series of works, gathered under the headings of Non-stop Stop-motion and Muybridge’s Disobedient Horses, Austria, 2017–); and finally, via a method called “slapstick avant-garde,” by launching an attack on purist self-restraint (Dont Know What by Thomas Renoldner, Austria 2019).
本文将荒诞界定为一种与艺术品制作背景相关的艺术方法。这里介绍的艺术品(非常广泛)位于动画和纪录片之间的界面。它们的荒谬不是它们的内容问题,而是深深地刻在它们的制作过程中。尽管它们没有明确解决政治问题,但它们触及了特定权力体系或既定等级制度的核心,从而触及了伤害的地方。“让它变得荒谬!”是一种违反标准和规范的方式,从而破坏既定的权力关系。这篇文章细读了少数当代艺术品,这些艺术品可以被理解为荒谬作为一种方法如何发挥其关键潜力的激励性例子。正如这些例子所表明的那样,破坏给定的语境可以通过多种方式实现:通过“膨胀”形式手段,从内到外颠覆电视语言的典型元素(Andy Birtwistle的House,大不列颠,2013);通过投入大量时间对源文本(而不仅仅是任何文本!)进行拆解,使其无法阅读(Jack Kerouac的《在路上》,Jorge Lorenzo,墨西哥,2013年);劫持一部男性杰作,并将“复制品”和女性挪用者置于与“大师”相同的水平(Jen Proctor的电影,Jen Procter,美国,2010年);通过证明动画技术本身带有荒谬的标志(Anna Vasof的系列作品,以《不停的停止运动》和Muybridge的《不听话的马》为标题,奥地利,2017–);最后,通过一种被称为“闹剧先锋派”的方法,对纯粹主义的自我克制发起攻击(托马斯·雷诺德纳的《不知道什么》,奥地利,2019年)。
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引用次数: 0
Poetics of Seriality: Socialist Architecture in Eastern European Animation 系列诗学:东欧动画中的社会主义建筑
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.06
Jana Rogoff
This article reflects on the ways in which animation critically engages with the transformation of city spaces and hence with politics of space more generally. Works of Polish and Czechoslovak animators, namely Hieronim Neumann, Zbigniew Rybcziński, Jiří Barta, and Zdeněk Smetana, serve as examples of animated films that address the phenomenon of urban development in the former Eastern Bloc. Through these examples, I examine how the dominant model of architecture between 1950 and 1990—the prefabricated concrete housing project—figured in cinematic narratives of the pre-digital era. Animation engaged with the transformation of city spaces on multiple levels: in terms of aesthetics (designs, interiors, surfaces), production modes (seriality, compression, simultaneity), and sociopolitical issues. Understanding what we might today call “serial aesthetics” alongside the social concerns that these works of animation raised provides us with a valuable historical perspective on the medium as a platform for negotiating the boundaries and overlaps between public, personal, and political spaces.
本文反思了动画如何批判性地参与城市空间的转型,从而更广泛地参与空间政治。波兰和捷克斯洛伐克动画师的作品,即Hieronim Neumann、Zbigniew Rybcziński、JiříBarta和ZdenŞk Smetana,是解决前东方集团城市发展现象的动画电影的例子。通过这些例子,我研究了1950年至1990年间占主导地位的建筑模式——预制混凝土房屋项目——是如何在前数字时代的电影叙事中出现的。动画在多个层面上参与了城市空间的转变:在美学(设计、室内、表面)、生产模式(连续性、压缩性、同时性)和社会政治问题方面。理解我们今天可能称之为“系列美学”的东西,以及这些动画作品引发的社会关注,为我们提供了一个宝贵的历史视角,将媒体作为协商公共、个人和政治空间之间界限和重叠的平台。
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引用次数: 2
Augmenting the City: The Photo-Realistic Animation of a Historic Building and its influence on spatial perception and meaning 增强城市:一座历史建筑的逼真动画及其对空间感知和意义的影响
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.07
Moritz Schweiger, J. Wimmer, Greg Nagler, Ruben Schlagowski
Augmented Reality (AR), defined as the holographic overlay of physical space with virtual objects in real time (Azuma, 1997), can be considered a prime example of mediatization. This development is particularly evident in the public space of the “mediatised city” (Hepp, Simon & Sowinska, 2018), being a focal point of the latest media technologies already overlaid with a multitude of AR content. But how does AR change the perception and meaning of urban space? And how can researchers capture methodically the appropriation of complex, large-scaled AR content experienced via high-tech AR glasses? To answer these questions, a historical building, that had been destroyed during the Second World War, was reconstructed as a holographic animation on a public city square. In order to resurrect this building in AR, old photographs, paintings and postcards were evaluated and used to create a virtual model in the original size and place it at its original location. The test subjects were then able to view the hologram from various different angles using AR glasses (Microsoft HoloLens 2), move freely around the square and even enter it. Combining quantitative, before-and-after questionnaires and qualitative thinking-aloud protocols, our results show that the holographic animation of a historical building can influence both the sensual-aesthetic perception and the personal meaning of a public square for city dwellers. Specifically, our test subjects perceived differences in its accessibility, coherence and aesthetics, simplicity, atmosphere and legibility. The meaning of the square was altered with regard to personal memories (= the self), typical groups of people (= others) and certain opportunities (= environment) associated with it by city dwellers.
增强现实(AR)被定义为物理空间与虚拟物体的实时全息叠加(Azuma,1997),可以被认为是中介的一个主要例子。这种发展在“中介城市”的公共空间中尤为明显(Hepp,Simon&Sowinska,2018),它是最新媒体技术的焦点,已经覆盖了大量的AR内容。但AR是如何改变城市空间的感知和意义的呢?研究人员如何有条不紊地捕捉通过高科技AR眼镜体验到的复杂、大规模AR内容的挪用?为了回答这些问题,一座在第二次世界大战期间被摧毁的历史建筑在一个公共城市广场上被重建为全息动画。为了在AR中复活这座建筑,对旧照片、绘画和明信片进行了评估,并使用它们创建了一个原始大小的虚拟模型,并将其放置在原始位置。然后,受试者能够使用AR眼镜(Microsoft HoloLens 2)从不同角度观看全息图,在广场上自由移动,甚至进入广场,我们的研究结果表明,历史建筑的全息动画可以影响城市居民对公共广场的感官美感和个人意义。具体来说,我们的测试对象在可访问性、连贯性和美观性、简单性、氛围和易读性方面感受到了差异。广场的意义在个人记忆(=自我)、典型的人群(=他人)以及城市居民与之相关的某些机会(=环境)方面发生了变化。
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引用次数: 0
Stage-directing the Virtual Reality Experience: Developing a Theoretical Framework for Immersive Literacy 舞台引导虚拟现实体验:建立沉浸式扫盲的理论框架
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.08
Henry Melki
Despite the incremental improvement and inclusion of immersive technologies in entertainment, training simulation, fine art, inclusive design, academia, and education; Virtual Reality (VR) still faces issues regarding its ability to compete with films and animation in visual storytelling without merging into the realm of video games. In 2015, Pixar’s Ed Catmull warned moviemakers that Virtual Reality is “not storytelling” and argued that the linear aspect of narratives poses an obstacle that cannot be overcome with VR. In contrast, Catmull argued that VR has immense application in games. However, VR creators have been pushing the boundaries and possibilities of delivering narratives in virtual spaces. In 2019, the VR experience “Gloomy Eyes” was presented at the Sundance festivals featuring a 30-minute story split between 3 episodes. The simulation is structured to provide its audience with some degrees of freedom while guiding them intuitively through the virtual space. In 2021, Blue Zoo also released a VR project titled “The Beast” featuring a cyclist powering up a snow-covered mountain. The short film was entirely created in Quill VR with the intention of being treated like a theatrical play rather than a film. While the creators of “The Beast” have explicitly mentioned the influence of theatre, “Gloomy Eyes” draws its visual language from similar theatrical roots. This paper argues that VR has been mistakenly compared to film and animation when it should be associated with theatre. The audience of both are not passive as they are during the screening of a film or animation. The space and the medium demands participation through their presence in the same space with the actors/characters. Theatre presents a promising candidate for extracting criteria that could be used to develop a visual language for VR. This research aims to formulate a framework for developing a VR visual language through comparison between character-driven narratives in VR such as “Gloomy Eyes” and “The Beast”. The comparative study establishes overlapping criteria and characteristics found in the structure, literacy, sound, and delivery format of narratives in a theatrical performance. These criteria are then outlined and discussed, drawing from affordance theory and discussions on aural and visual attention in theatre, to form a holistic view in approaching VR literacy.
尽管沉浸式技术在娱乐、模拟训练、美术、包容性设计、学术和教育等领域不断改进和融入;在不融入电子游戏领域的情况下,虚拟现实(VR)在视觉叙事方面与电影和动画竞争的能力仍然存在问题。2015年,皮克斯的埃德·卡特穆尔警告电影制作人,虚拟现实“不是讲故事”,并认为叙事的线性方面构成了VR无法克服的障碍。相比之下,Catmull认为VR在游戏中有着巨大的应用。然而,VR创作者一直在推动在虚拟空间中传递叙事的界限和可能性。2019年,VR体验片《阴郁的眼睛》在圣丹斯电影节上展出,故事时长30分钟,分为3集。模拟的结构是为观众提供一定程度的自由,同时直观地引导他们穿越虚拟空间。2021年,蓝色动物园还发布了一个名为“野兽”的VR项目,其中一个骑自行车的人在积雪覆盖的山上骑行。这部短片完全是在Quill VR中创作的,目的是像戏剧而不是电影一样被对待。虽然《野兽》的创作者明确提到了戏剧的影响,但《忧郁的眼睛》的视觉语言也来自类似的戏剧根源。本文认为,当VR应该与戏剧联系在一起时,它被错误地与电影和动画相提并论。两者的观众都不像电影或动画放映时那样被动。空间和媒介要求玩家通过与演员/角色在同一空间中的存在而参与其中。戏剧是一个很有前途的候选对象,可以用来提取标准,用于开发VR的视觉语言。本研究旨在通过对比《忧郁的眼睛》和《野兽》等VR中的角色驱动叙事,构建VR视觉语言开发的框架。比较研究确立了戏剧表演中叙事的结构、素养、声音和传递形式的重叠标准和特征。然后,从可视性理论和戏剧中听觉和视觉注意力的讨论中,对这些标准进行概述和讨论,形成一个接近VR素养的整体观点。
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引用次数: 0
Visualizing Berio’s Sinfonia: Choreographing Animation for Indeterminate Narratives 可视化贝里奥的交响曲:为不确定的叙述编排动画
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.04
Rose Bond
In 1968, a year of massive political and cultural upheaval, Luciano Berio composed a score that would shape his legacy. Entitled Sinfonia, which literally means sounding together, the symphony was sparked by the assassination of Martin Luther King. Heralded as “the ultimate pre-postmodernist musical palimpsest” (Service, 2012). Sinfonia reverberates with the political assassinations and massive protests punctuated by police repression that marked 1968. In late 2019, I was offered an animated projection commission with a primary voice in choosing a piece for live symphonic performance/projection. After some researching, I found Berio’s Sinfonia. It had what I was looking for - a “contemporary” piece, it resisted illustration, linear narrative and 19th century romanticism while eschewing the rigid formality of serialism. Instead, it embraced two core Modernist principles – fragmentation and use of the archive. Berio quoted/sampled disparate chunks of literature, music, and events of 1968 in the service of the political and the poetic to discover unity in the heterogeneous. His score seemed ripe for visual interpretation - and exposition - with animation as the prime driver. Following Berio’s lead, I chose visual sampling as my entre and turned to Google. By animating in and out of iconic (and lesser known) images in the orb of 1968, I created a commensurate puzzle piece that mirrored the suggested avant-garde intent I found in Sinfonia – “Where now? Who now? When now?” (Beckett, 1965, p. 291).
1968年是政治和文化大动荡的一年,卢西亚诺·贝里奥创作了一部影响他遗产的配乐。这首名为《Sinfonia》的交响曲,字面意思是一起发声,灵感来自马丁·路德·金遇刺事件。被誉为“终极前后现代主义音乐重写本”(Service, 2012)。辛福尼亚回响着1968年的政治暗杀和大规模抗议活动,其间不时有警察镇压。在2019年底,我得到了一个动画投影委员会的邀请,在选择现场交响乐表演/投影的作品时,我有一个主要的发言权。经过一番研究,我找到了贝里奥的《交响乐》。它有我一直在寻找的东西——一件“当代”作品,它抵制插图、线性叙事和19世纪的浪漫主义,同时避开了系列主义的刻板形式。相反,它采用了两个现代主义的核心原则——碎片化和档案的使用。贝里奥引用/取样了1968年不同的文学、音乐和事件,为政治和诗歌服务,以发现异质中的统一。他的配乐似乎已经成熟,可以用动画作为主要驱动力,进行视觉解读和展示。在Berio的引导下,我选择了视觉采样作为我的入口,并转向谷歌。通过对1968年的标志性(和不太知名的)图像进行动画化,我创造了一个相应的拼图,反映了我在《辛福尼亚》中发现的前卫意图——“现在在哪里?”现在谁?现在什么时候?(贝克特,1965年,第291页)。
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引用次数: 0
Editorial - Animated Space 社论-动画空间
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.edit
Pedro Serrazina
Since early days, the moving images of animated film have suggested a spatial freedom that challenges the limits of the photographic and traditional filmic space. When, in 1914, Winsor McCay drew himself onto the landscape to interact with Gertie, he was initiating a practice of expanding the space(s) we live in through the use of the animated image that lasts until today. Animation’s wide aesthetic and technical malleability, and its innate ability to suggest metamorphosis and unrest, has led its practice to cross boundaries and engage with the space beyond the limits of the traditional screen.
从早期开始,动画电影的运动图像就提出了一种空间自由,挑战了摄影和传统电影空间的极限。1914年,当Winsor McCay将自己吸引到风景上与Gertie互动时,他开始通过使用持续到今天的动画图像来扩大我们生活的空间。动画广泛的美学和技术延展性,以及它天生的暗示变形和动荡的能力,使它的实践超越了传统屏幕的限制,融入了空间。
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引用次数: 0
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International Journal of Film and Media Arts
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