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Cosmic Zoom, Powers of Ten and the Contested Politics of Sense 宇宙变焦,十次方和有争议的政治意识
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231187112
Spencer Roberts
This article develops a comparative analysis of Charles and Ray Eames’ Powers of Ten, and Eva Szasz and Robert Verrall’s Cosmic Zoom, seen through the lenses of Bergsonian and Deleuzo-Guttarian philosophy. The author claims that, despite similarities with respect to their subject matter and modes of production, there are significant stylistic differences between these films that are suggestive of divergent ontological, epistemological and political commitments. Of particular importance is the foregrounding of objectivity in the case of Powers of Ten and subjectivity in the case of Cosmic Zoom – a distinction that is reflected in their respectively quasi-indexical and expressive modes of representation. This fundamental tension similarly conditions their differently inflected approaches to time, space and measure, drawing attention to the strange intertwining of representation, abstraction and affect that is characteristic of much animated film. Ultimately, it is proposed that, in the context of Powers of Ten and Cosmic Zoom, animation’s capacities for abstraction and expression are differently distributed, resulting in a cosmopolitical opposition which can be aligned with the Deleuzo–Guattarian distinctions between major and minor language, and royal and nomadic science.
本文从柏格森哲学和德勒佐·古里安哲学的视角,对查尔斯和雷·伊姆斯的《十种力量》,伊娃·萨斯和罗伯特·维拉尔的《宇宙缩放》进行了比较分析。作者声称,尽管这些电影在题材和制作模式方面有相似之处,但它们之间存在着显著的风格差异,暗示着不同的本体论、认识论和政治承诺。特别重要的是,在十次方的情况下,客观性和在宇宙缩放的情况下的主观性的前景化——这一区别反映在它们各自的准指数和表达模式中。这种基本的张力同样决定了他们对时间、空间和尺度的不同态度,引起了人们对表现、抽象和情感的奇怪交织的关注,这是许多动画电影的特点。最终,有人提出,在《十种力量》和《宇宙缩放》的背景下,动画的抽象和表达能力分布不同,导致了一种世界政治对立,这种对立可以与德勒兹-瓜塔人在主要语言和次要语言以及皇家科学和游牧科学之间的区别相一致。
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引用次数: 0
Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies 难以置信的可能性:真人/动画搞笑喜剧中的自由和现实主义
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231187029
Luke Holmaas
While often unacknowledged, gags and gag comedy remain a vital part of Hollywood cinema. Following the runaway success of Who Framed Roger Rabbit (1988), an increase in the production of films combining live-action and animation has helped them become a central venue for gag comedy. However, while live-action/animation hybrids can be enormously successful, they are also extremely difficult and risky ventures, both in terms of their technical challenges and production costs. Given this, what is the rationale behind combining live-action and animation for comedy at all? As the author argues, both theoretical considerations of animation and hybrids as well as the discourse from creators of such films frame live-action/animation as particularly well suited for gag comedy due to its ability to balance the freedom of animation with the grounding realism of live-action. Films such as The Adventures of Rocky and Bullwinkle (2000), Looney Tunes: Back in Action (2003), and The SpongeBob Movie: Sponge Out of Water (2015) serve to highlight the interaction between cartoonish animation and realistic live-action as well as key tensions that arise in combining the two forms. Examining the opportunities and challenges provided by these combinations helps explain why hybrid films remain a common vehicle for gag comedy today and an important subset of Hollywood comedy as a whole.
虽然经常不被承认,插科打诨和插科打诨喜剧仍然是好莱坞电影的重要组成部分。继《谁陷害了兔子罗杰》(1988)大获成功后,真人和动画相结合的电影数量不断增加,使它们成为了搞笑喜剧的中心场所。然而,虽然真人/动画的混合体可以取得巨大成功,但从技术挑战和制作成本来看,它们也是极其困难和冒险的冒险。考虑到这一点,将真人和动画结合起来制作喜剧的基本原理是什么?正如作者所说,无论是动画和混合动画的理论考虑,还是这些电影的创作者的话语,都认为真人/动画特别适合插科打诨喜剧,因为它能够平衡动画的自由与真人的现实主义。2000年的《洛奇与牛头怪历险记》、2003年的《兔宝宝历险记》和2015年的《海绵宝宝》等电影都突出了卡通动画和现实真人电影之间的互动,以及两者结合时产生的关键紧张关系。审视这些组合所带来的机遇和挑战,有助于解释为什么混合电影仍然是当今搞笑喜剧的常见载体,也是好莱坞喜剧的一个重要子集。
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引用次数: 0
The Classical Animated Documentary and Its Contemporary Evolution 古典动画纪录片及其当代演变
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231188399
Anastasiia Gushchina
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引用次数: 0
Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988) 交互性动画:《波斯王子》(1989)和《忍者龙剑传》(1988)的行走周期
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231182910
Byron Fong
This article uses the walk cycle to simultaneously place movement in video games within the history of animation, and to show how the walk cycle has been adapted for the video game medium. Dating back to the pre-cinematic toys of the 19th century, the walk cycle is an animation technique that depicts a character’s walking animation as a self-contained, reusable loop. Video games import this technique into a new context with different affordances. A comparative analysis of the video games Prince of Persia (1989) and Ninja Gaiden (1988) explores different methods of implementing the walk cycle and reveals a trade-off between verisimilitude of movement and responsiveness to user input. Prince of Persia’s walk cycle, inspired by full cel animation, foregrounds fluid movement, while Ninja Gaiden utilizes limited animation techniques to prioritize responsiveness. Thus, this article argues that interactivity becomes a site of tension between movement and responsiveness, with video games drawing on older forms of animation to negotiate this tension.
本文使用步行循环将电子游戏中的动作同时置于动画的历史中,并展示步行循环是如何适应电子游戏媒体的。行走循环可以追溯到19世纪电影前的玩具,它是一种动画技术,将角色的行走动画描绘成一个独立的、可重复使用的循环。电子游戏将这种技术引入到一个具有不同启示的新环境中。对电子游戏《波斯王子》(1989)和《忍者盖登》(1988)的比较分析探讨了实现步行周期的不同方法,并揭示了动作逼真性和对用户输入的响应性之间的权衡。波斯王子的步行周期受到全cel动画的启发,突出了流畅的运动,而忍者盖登则利用有限的动画技术来优先考虑响应能力。因此,这篇文章认为,互动成为动作和反应之间紧张的场所,电子游戏利用旧形式的动画来解决这种紧张关系。
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引用次数: 0
Animation of Experiment: The Science Education Film and Useful Animation in China 实验动画:中国科学教育片与实用动画
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231182914
Muyang Zhuang
From the early 1950s to the mid-1990s, the People’s Republic of China (PRC) produced numerous science education films. Many utilized animated effects, such as illustrations, maps and cartoons, to promote the reception of scientific knowledge and ideological messages by audiences. Current scholarship on Chinese animation history stresses films made by the Shanghai Animation Film Studio, neglecting animation created by filmmakers in science education film studios. In this article, the author argues that the history of useful animation in science education films provides a different approach to understanding Chinese animation as the animation of experiment. Animation functioned as scenes of experiment that enabled science education films to deliver messages of knowledge; they also inspired amateur experiment with animated filmmaking and experimental animation practices in the post-socialist era. This article analyses animation for science education films, amateur animation practices and experimental works inspired by, or that benefited from, science education filmmaking. It will enrich the scholarship on Chinese animation and shed new light on the history of Chinese animation and film culture in the PRC.
从20世纪50年代初到90年代中期,中华人民共和国制作了许多科学教育电影。许多人利用动画效果,如插图、地图和卡通,促进观众接受科学知识和意识形态信息。目前对中国动画史的研究偏重于上海动画电影制片厂的电影,而忽视了科教电影制片厂的动画创作。在本文中,作者认为,科学教育电影中有用动画的历史为理解中国动画作为实验动画提供了一种不同的方法。动画起到了实验场景的作用,使科学教育电影能够传递知识的信息;他们还启发了业余爱好者进行动画电影制作的实验,以及后社会主义时代的实验动画实践。本文分析了科学教育电影动画、业余动画实践以及受科学教育电影制作启发或从中受益的实验作品。它将丰富对中国动画的研究,并为中国动画史和电影文化在中华人民共和国的发展提供新的视角。
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引用次数: 0
Between Art and Propaganda: The Rise of Polish Animation 1946–1956 在艺术与宣传之间:波兰动画的兴起1946-1956
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-07-01 DOI: 10.1177/17468477231182911
Patryk Oczko
Whilst the origins of Polish animation go back to the inter-war years, its rapid and consistent development did not occur until after World War II, and was therefore influenced by and directly dependent on the socialist system. The aim of this article is to identify the nature of the links between the then prevailing ideology and the content and form of animated films that created it, and to further discuss the main trends in this respect. The late 1940s were a time of a kind of creative freedom, which came to an end with the imposition of socialist realism. Transferred from the USSR to Poland, the doctrine began to lose its momentum as early as 1953, gradually embracing modern visual solutions. The complete rejection of socialist realism came in the wake of the political thaw of 1956. These contexts meant that the role of animation evolved and so, too, did its character. Examples used in this article include selected cartoons, puppet and cut-out films made in all the production centres active at that time. They are presented according to content and form, which has made it possible to further discuss the various aspects of the subject under discussion, and to indicate its development milestones. It seems a safe assumption that animation in its modern form was born twice in Poland. Initially, as a part of intuitive pioneering experiments and, later, having gained a wealth of practical and ideological experience following the political thaw of 1956.
虽然波兰动画的起源可以追溯到两次世界大战之间的年代,但它的快速和持续的发展直到第二次世界大战之后才出现,因此受到社会主义制度的影响并直接依赖于社会主义制度。本文的目的是确定当时流行的意识形态与创造它的动画电影的内容和形式之间联系的性质,并进一步讨论这方面的主要趋势。20世纪40年代末是一种创作自由的时代,随着社会主义现实主义的强加而结束。从苏联转移到波兰,该学说早在1953年就开始失去势头,逐渐接受现代视觉解决方案。对社会主义现实主义的彻底拒绝是在1956年政治解冻之后出现的。这些背景意味着动画的角色发生了变化,它的特性也发生了变化。本文中使用的例子包括当时所有活跃的生产中心制作的精选卡通,木偶和剪切电影。它们是根据内容和形式提出的,这使得可以进一步讨论所讨论主题的各个方面,并指出其发展里程碑。现代形式的动画在波兰诞生了两次,这似乎是一个安全的假设。最初,作为一种直观的开拓性实验的一部分,后来,随着1956年的政治解冻,获得了丰富的实践和意识形态经验。
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引用次数: 0
Editorial 社论
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-04-12 DOI: 10.1163/18781527-bja10071
Suzanne H. Buchan
The use of animation in hybrid and transmedia works offers a rich complex resource and object of study for our field in that they implicate animation in other media forms, as the first two articles in this issue demonstrate. Live action in combination with animation film has been used with great success over close to a century, from the Fleischer Bros. Out of the Inkwell cartoons in the 1910s onwards to popular pre-digital features at the end of the 20th century and continuing into digital and CGI productions. These hybrid works are scrutinized in terms of a vehicle for gags and comedy by Luke Holmaas in ‘Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies’. Holmaas points out how comedy is a genre that often figures in other genre films, and how it is problematized in discussions of narrative, before establishing a structure for his undertaking that aims to demonstrate how animation and live action hybrid films are effective in creating gag comedy. After an historical review of the key hybrid films, he works through relevant details of various elements of film industry technologies and production, demonstrating a tension between the two techniques – the freedom of animation and the realism of live-action – further suggesting this tension is also observable in non-hybrid films. From drawn and cel animation to CGI works, Holmaas convincingly argues why and how hybrid films are suited to gags and comedy, and what is at work with the audience watching them that supports this. He then concentrates on three feature films, applying what we have learned and providing an analysis of why the comedy works, concluding with observations on why hybrid films are and will remain to be important in the Hollywood industry. Besides their historically primary use in animated shorts, features and advertising, animated media have long been the visual interface and creative basis for a range of other types of media, from video games to developments in the experiential immersive worlds of AR and VR. In ‘Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)’, Byron Fong focuses on a basic, essential, central element of character-based animation: the walk cycle, often the first repetitive, looped animation anyone will make. Declaring an interest in establishing its use in video games within animation history, Fong approaches this animated ‘action’ as an historical form of animation with examples reaching back to 19th-century philosophical toys. He then examines how games artists use this concept, reveals what he calls a tension between verisimilitude of movement and player control, and explores what they have to do to ameliorate the effects of interactivity and linearity of games on walk cycles. Fong undertakes close comparative analyses of his own experiences of two games, chosen in part for their stylistic affinities with full (fluidity, verisimilitude, less gamer control) and limited animation (te
在混合媒体和跨媒体作品中使用动画为我们的领域提供了丰富复杂的资源和研究对象,因为它们涉及到其他媒体形式的动画,正如本期的前两篇文章所展示的那样。真人电影与动画电影的结合在近一个世纪里取得了巨大的成功,从弗莱舍兄弟在20世纪10年代的Inkwell动画片开始,到20世纪末流行的前数字特征,再到数字和CGI制作。Luke Holmaas在《难以置信的可能性:真人/动画搞笑喜剧中的自由和现实主义》一书中对这些混合作品进行了仔细的分析。Holmaas指出,喜剧是一种经常出现在其他类型电影中的类型,以及它是如何在叙事讨论中出现问题的,然后他为自己的事业建立了一个结构,旨在展示动画和真人混合电影如何有效地创造搞笑喜剧。在对关键的混合电影进行历史回顾之后,他通过电影工业技术和制作的各种元素的相关细节,展示了动画的自由和真人的现实主义这两种技术之间的张力,进一步表明这种张力在非混合电影中也可以观察到。从手绘和细胞动画到CGI作品,Holmaas令人信服地论证了混合电影为什么以及如何适合插科打诨和喜剧,以及观看这些电影的观众是如何支持这一观点的。然后,他把注意力集中在三部故事片上,运用我们所学到的知识,分析了为什么喜剧能成功,最后,他观察了为什么混合电影在好莱坞工业中是重要的,并且将继续是重要的。除了历史上主要用于动画短片、特写和广告之外,动画媒体长期以来一直是一系列其他类型媒体的视觉界面和创意基础,从电子游戏到AR和VR的体验式沉浸式世界的发展。在《交互性动画:波斯王子的行走循环》(1989)和《忍者龙剑传》(1988)中,Byron Fong专注于基于角色的动画的基本、必要和核心元素:行走循环,通常是任何人都会制作的第一个重复的循环动画。Fong宣称有兴趣在动画历史中建立其在电子游戏中的使用,他将这种动画“动作”作为动画的历史形式,并以19世纪的哲学玩具为例。然后,他分析了游戏美工如何使用这一概念,揭示了他所谓的运动真实感和玩家控制之间的紧张关系,并探讨了他们必须做些什么来改善游戏在行走周期中的互动性和线性效果。Fong对他自己的两款游戏体验进行了比较分析,选择这两款游戏的部分原因是它们在风格上具有完全(流动性、真实感、较少玩家控制)和有限动画(节奏、风格化、响应性控制)的相似性。他的分析穿插着第一人称的玩法评论和描述,这有助于读者理解现场玩法。对艺术家动画过程的技术描述有助于解释美学结果,Fong也在整篇文章中扩展了对互动性的理解;许多有趣的观察结果之一是,触发动画循环的玩家可以体验到类似于1188398 ANM0010.1177/17468477231188398animation的物理交互性:跨学科期刊
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引用次数: 0
Achronologies, Materiality and Mechanics of Time in Optical Moving Image Systems 光学运动影像系统中的时间年代学、物质性和时间力学
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-03-01 DOI: 10.1177/17468477231155801
D. Feeney
Within the fields of animation, media archaeology and film, much attention is placed on the image and the viewer. This article will broaden this focus to explore the moving image as a form of time in an expanded context of animation which triangulates the device with the image and viewer. The devices discussed form part of optical image system artworks that the author has researched and developed. These devices project moving images of light and have diverse historical and opto-mechanical underpinnings. The systems present their own form of optically generated time, not of minutes and hours, but of movement and light, which the author terms time-light. The article explores how revealing the mechanism generating the moving image can establish a new ontology for the device by critically engaging the viewer in how time is constructed, mediated and experienced. Being both ‘object’ and a ‘subjective experience’, time is deeply connected to our human and post-human relationship with technology. The subjective experience of the moving image in conjunction with its decloaked device can therefore make explicit our techno–human relationship with time.
在动画、媒体考古学和电影领域,人们非常关注图像和观众。本文将扩大这一焦点,探索运动图像作为一种时间形式,在动画的扩展背景下,将设备与图像和观众三角化。所讨论的器件构成了作者研究开发的光学成像系统艺术品的一部分。这些装置投射移动的光图像,具有不同的历史和光机械基础。这些系统呈现出它们自己的光学生成时间形式,不是分钟和小时,而是运动和光,作者称之为时间光。本文探讨了揭示运动影像的生成机制如何通过批判性地让观众参与到时间的建构、中介和体验中来为装置建立新的本体。作为“客体”和“主观体验”,时间与我们人类和后人类与技术的关系密切相关。因此,运动图像的主观体验与它的隐藏装置相结合,可以明确我们与时间的技术-人的关系。
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引用次数: 0
Animating Goethe 歌德动画
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-03-01 DOI: 10.1177/17468477231155546
Zeke Saber
Metamorphosis is frequently cited as an inherent feature of animation, but scholars who make this claim have routinely disregarded the influence of Goethean morphology on animation practice and theory. Johann Wolfgang von Goethe’s initial conception of morphology, as outlined in the late 18th and early 19th centuries, has had a significant effect on our understanding of the transformative nature of animation. In this article, the author engages with the theory and practice of figures including Sergei Eisenstein, André Bazin, Alla Gadassik, Caroline Leaf and others in order to insist upon animation’s critical but hitherto unacknowledged role in an ongoing history of morphological reception. Morphology’s sensitivity to the continuous coming-into-being of form allows us to think through, in newly productive ways, the intrinsic practices, aims and intimations of animation, not to mention the sometimes vexed discourse about its place in cinema studies.
变形经常被认为是动画的一个固有特征,但提出这一主张的学者往往忽视了歌德形态学对动画实践和理论的影响。约翰·沃尔夫冈·冯·歌德在18世纪末和19世纪初提出的形态学的最初概念,对我们理解动画的变革性产生了重大影响。在这篇文章中,作者参与了包括Sergei Eisenstein、AndréBazin、Alla Gadasik、Caroline Leaf和其他人在内的人物的理论和实践,以坚持动画在正在进行的形态接受史中的关键但迄今为止未被承认的作用。形态学对形式不断产生的敏感性使我们能够以新的富有成效的方式思考动画的内在实践、目标和暗示,更不用说关于它在电影研究中的地位的有时令人烦恼的话语了。
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引用次数: 0
Editorial 社论
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2023-03-01 DOI: 10.1177/17468477231163421
Suzanne H. Buchan
This issue brings you a set of interdisciplinary articles in unanticipated dialogues with each other, often through a long view, of histories of art, natural science and (pre-) cinema. For this reader, there is also an undercurrent throughout of pioneering media (an)archaeologist Zielinski’s (2006) Deep Time of the Media, that should be required reading for all interested in animation – and cinema as a whole – before and after the invention of photochemical processes. Zielinski’s challenges are to ‘an anemic and evolutionary model [that] has come to dominate many studies in so-called media’ (p. vii) and to a dominant orthodox historiography (pp. vii–viii). He is clear that the field of media archaeology ‘faces numerous issues to evolve histories of technologies, apparatuses, effects, images, iconographies, and so forth, within a larger scheme of reintegration in order to expand a largely ignored aspect of conventional history’ (p. ix). As an academic journal, we also encourage authorship that engages with expanding our field, including in the ways Zielinski proposes. Some of the articles in this issue develop ontological, media-archaeological or philosophical approaches to our understanding of animation and move beyond the concept of the illusion of life often used to define the form. Others are seeking distinctions and new ways to approach specific sets of works or techniques, apparatuses and technologies. Most engage with the phenomena described by Colin Williamson of magic ‘hidden in plain sight’ that is the main title of his (2015) monograph, that ‘focuses on the “long” shared history of magic and the cinema’ (p. 18). The journal’s scope, since 2006, is to address all animation made using all known (and yet to be developed) techniques, from 16th-century optical devices to contemporary digital media. Considering the direction and expansion that Animation Studies has been taking in recent years, it is time to responsively expand our scope into a longer-reaching techno-scientific and historical past and, with paradigm-shifting, disruptive new technologies into the speculative future. In the late 18th century, as one of a number of movements following on from the European Enlightenment and challenging its rational restraint, the German Sturm und Drang (Storm and Stress) was known for its focus on subjectivity and emotions. A key figure in this music and literary movement was Johann Wolfgang von Goethe; yet this polymath’s contribution far exceeded the arts, with wide-ranging – what we would now call interdisciplinary – investigations into everything from colour theory to the natural sciences. One of the latter is the focus of Zeke Saber’s ‘Animating Goethe’ in which he takes one of the main terms used to describe a defining feature of animation – metamorphosis – to unfold and complicate this through Goethe’s aesthetic, philosophical and scientific considerations of the botanical phenomenon of morphology. Saber’s aim is ambitious: to propose a the
本期将为您带来一组跨学科的文章,这些文章是关于艺术史、自然科学史和(前)电影史的出乎意料的对话,通常是从长远来看的。对于这位读者来说,先驱媒体中也有一股暗流,考古学家Zielinski(2006)的《媒体的深度》,在光化学过程发明前后,所有对动画和整个电影感兴趣的人都应该阅读这本书。Zielinski的挑战是“一种贫血的进化模式,已经主导了所谓媒体的许多研究”(第七页)和一种占主导地位的正统史学(第七至八页)。他很清楚,媒体考古领域“面临着许多问题,需要在一个更大的重新整合计划中发展技术、装置、效果、图像、图像等的历史,以扩展传统历史中一个基本上被忽视的方面”(第九页)。作为一份学术期刊,我们也鼓励作者参与扩大我们的领域,包括Zielinski提出的方式。本期的一些文章发展了本体论、媒体考古或哲学方法来理解动画,并超越了通常用于定义形式的生活幻觉的概念。其他文章则在寻求区别和新的方法来处理特定的作品或技术、装置和技术。大多数人都参与了科林·威廉姆森所描述的“隐藏在众目睽睽之下”的魔术现象,这是他(2015)专著的主要标题,该专著“聚焦于魔术和电影的“漫长”共同历史”(第18页)。自2006年以来,该杂志的范围是处理所有使用所有已知(尚未开发)技术制作的动画,从16世纪的光学设备到当代数字媒体。考虑到近年来动画研究的方向和扩展,现在是时候相应地将我们的范围扩展到更深远的技术科学和历史过去,并随着范式的转变,将颠覆性的新技术扩展到推测性的未来。18世纪末,作为欧洲启蒙运动的后续运动之一,德国的风暴与压力运动以其对主体性和情感的关注而闻名。这场音乐和文学运动的关键人物是约翰·沃尔夫冈·冯·歌德;然而,这位博学者的贡献远远超过了艺术,他对从色彩理论到自然科学的方方面面进行了广泛的研究,我们现在称之为跨学科研究。后者之一是泽克·萨伯的《动画化歌德》的重点,他在该书中使用了一个主要术语来描述动画的一个定义特征——变形——通过歌德对形态植物现象的美学、哲学和科学考虑来展开和复杂化这一点。Saber的目标是雄心勃勃的:提出一个适合动画电影实践、过程和经验的理论框架。在简要介绍了定义之后,Saber很快就进入了他的主题,首先打开了歌德在歌德形态学和Urpflanze中的一些关键陈述和发现,后者是艺术和人文学科的认识论工具。然后动画本身就受到了审查,Saber将歌德的卷须展开到动画研究中,技术和风格1163421 ANM0010.1177/1768477231163421动画编辑2023
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引用次数: 0
期刊
Animation-An Interdisciplinary Journal
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