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Animation-An Interdisciplinary Journal最新文献

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NOTES 笔记
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-12-31 DOI: 10.36019/9780813570273-011
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引用次数: 0
ACADEMY AWARDS FOR ANIMATION 奥斯卡动画奖
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-12-31 DOI: 10.36019/9780813570273-010
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引用次数: 0
Past the End of the Catbus Line: Mushishi’s Apparitional Actants 走过Catbus线的尽头:木石的幻影演员
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719875034
Kevin Cooley
After evaluating some of the limitations in the reception of Hayao Miyazaki’s films as advocacy for climate change reform, the author suggests the need for a new path in animation toward animating the nonhuman. He nominates the anime series Mushishi as the ideal trailblazer for a more ecologically sound and posthumanistically inclined future. Mushishi envisions a fairly realistic turn-of-the-20th-century Japan in which beings called ‘mushi’, simple organisms that are neither plant nor animal nor Miyazaki-esque fantastic spirit, exist alongside small agrarian communities. Using Mushishi and its barely animated titular beings as a test case, he argues that animation’s allusory–illusory nature and depiction of nature can combat the central tenets of anthropocentrism, generating a visually figurative ontology in which humans and nonhuman animals, subjects and objects, and characters and landscapes are democratically leveled down to symbolic totems, all rendered unreal through the filter of cartooning.
在评估了宫崎骏的电影在宣传气候变化改革方面的一些局限性后,作者提出了在动画中为非人类动画化开辟新道路的必要性。他提名动漫系列《木市》为一个更加生态和后人道主义倾向的未来的理想开拓者。木石设想了一个相当现实的20世纪之交的日本,在这个日本,被称为“木石”的生物,既不是植物也不是动物,也不是宫崎骏式的神奇精神,与小型农业社区共存。他以木石及其几乎没有动画的有名无实的存在为测试案例,认为动画的诱惑性——虚幻的本质和对自然的描绘可以对抗人类中心主义的核心原则,产生一种视觉上的具象本体论,在这种本体论中,人类和非人类动物、主体和物体、人物和风景被民主地降为象征性图腾,所有这些都通过卡通的滤镜渲染得不真实。
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引用次数: 0
Carefully Constructed Yet Curiously Real: How Major American Animation Studios Generate Empathy Through a Shared Style of Character Design 精心构建而又奇怪真实:美国主要动画工作室如何通过共同的角色设计风格产生共鸣
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719875071
Malou van Rooij
Contemporary computer-animated films by the major American animation studios Pixar, Disney and DreamWorks are often described as evoking (extremely) emotional responses from their ever-growing audiences. Following Murray Smith’s assertion that characters are central to comprehending audiences’ engagement with narratives in Engaging Characters: Fiction, Emotion, and the Cinema (1995), this article points to a specific style of characterization as a possible reason for the overwhelming emotional response to and great success of these films, exemplified in contemporary examples including Inside Out (Pete Docter and Ronnie del Carmen, 2015), Big Hero 6 (Don Hall and Chris Williams, 2014) and How to Train Your Dragon (Chris Sanders and Dean DeBlois, 2010). Drawing on a variety of scholarly work including Stephen Prince’s ‘perceptual realism’, Scott McCloud’s model of ‘amplification through simplification’ and Masahiro Mori’s Uncanny Valley theory, this article will argue how a shared style of character design – defined as a paradoxical combination of lifelikeness and abstraction – plays a significant role in the empathetic potential of these films. This will result in the proposition of a new and reverse phenomenon to Mori’s Uncanny Valley, dubbed the Pixar Peak, where, as opposed to a steep drop, audiences reach a climactic height in empathy levels when presented with this specific type of characterization.
由美国主要动画工作室皮克斯、迪斯尼和梦工厂制作的当代电脑动画电影经常被描述为能够从其不断增长的观众中唤起(极端)情感反应。Murray Smith认为在《接合角色》中角色是理解观众与叙事互动的核心:《小说、情感和电影》(1995),这篇文章指出了一种特定的人物塑造风格,这可能是这些电影获得压倒性情感反应和巨大成功的原因,当代的例子包括《头脑特工队》(皮特·多克特和罗尼·德尔卡门,2015)、《超能陆战队》(唐·霍尔和克里斯·威廉姆斯,2014)和《如何训练你的龙》(克里斯·桑德斯和迪恩·德布洛斯,2010)。借鉴斯蒂芬·普林斯的“感性现实主义”、斯科特·麦克劳德的“通过简化放大”模型和森正宏的恐怖谷理论等各种学术著作,本文将讨论一种共同的角色设计风格——被定义为逼真与抽象的矛盾结合——如何在这些电影的移情潜力中发挥重要作用。这将导致一种与森稔的恐怖谷相反的新现象,被称为皮克斯高峰,在那里,与急剧下降相反,当呈现这种特定类型的人物塑造时,观众的同理心水平达到了高潮。
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引用次数: 5
Green Cartoons: Toward a Pedagogy of the Animated Parable 绿色卡通:走向动画寓言教学法
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719881701
W. Brown, Terry Lindvall
The use of short animated films to address important social issues and societal needs has a rich tradition. These cartoons follow a stream of ecological propaganda in a variety of films that promote pro-environmental values and beliefs. After surveying films for both the cinema and television, the authors focus on exploring short animated films as pedagogical texts that teach pro-environmental beliefs and encourage ordinate behaviors in entertaining ways. They then discuss the application of the entertainment–education communication strategy through animated films as a means to advance environmental education. In particular, they view short animated films as pedagogical tools that function as exemplary or revelatory parables.
利用动画短片来解决重要的社会问题和社会需求有着悠久的传统。这些漫画紧随各种宣传环保价值观和信仰的电影中的生态宣传。在调查了电影和电视的电影之后,作者将重点放在探索动画短片作为教学文本,以娱乐的方式教授环保信仰和鼓励协调行为。然后,他们讨论了通过动画电影作为促进环境教育手段的娱乐教育传播策略的应用。特别是,他们认为动画短片是作为示范或启示性寓言的教学工具。
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引用次数: 3
Editorial 社论
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719887602
Suzanne H. Buchan
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引用次数: 0
Animation in the Core of Dystopia: Ari Folman’s The Congress 反乌托邦核心的动画:阿里·福尔曼的《国会》
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719875072
María Lorenzo Hernández
Ari Folman’s The Congress (2013) borrows freely from Stanisław Lem’s dystopian view in his Sci-fi novel The Futurological Congress (1971) to propose the gradual dissolution of the human into an artificial form, which is animation. By moving the action of the novel from a hypothetical future to contemporary Hollywood, Ari Folman gives CGI animation the role of catalyst for changes not only in the production system, but for human thought and, therefore, for society. This way, the film ponders the changing role of performers at the time of their digitalization, as well as on the progressive dematerialization of the film industry, considering a dystopian future where simulation fatally displaces reality, which invites relating The Congress with Jean Baudrillard’s and Alan Cholodenko’s theses on how animating technologies have resulted in the culture of erasing. Moreover, this article highlights how Lem’s metaphor of the manipulation of information in the Soviet era is transformed in the second part of The Congress into a vision of cinema as a collective addiction, relating it to Alexander Dovzhenko’s and Edgar Morin’s speculative theories of total film – which come close to the potentialities of today’s Virtual Reality and Augmented Reality. In addition, although The Congress is a disturbing view of film industry and animating technologies, its vision of film is nostalgically retro as it vindicates an entire tradition of Golden Age animation that transformed the star system into cartoons, suggesting the fictionalization of their lives and establishing a postmodern continuum between animation and film.
Ari Folman的《大会》(2013)自由地借用了Stanisław Lem在其科幻小说《未来主义大会》(1971)中的反乌托邦观点,提出将人类逐渐分解为一种人造形式,即动画。通过将小说的动作从一个假设的未来转移到当代好莱坞,Ari Folman赋予CGI动画催化剂的角色,不仅是制作系统的变革,也是人类思想的变革,因此也是社会的变革。通过这种方式,这部电影思考了表演者在数字化时代角色的变化,以及电影业的渐进非物质化,考虑到了一个反乌托邦的未来,在这个未来,模拟致命地取代了现实,邀请将《大会》与让·波德里亚和艾伦·乔洛登科关于动画技术如何导致擦除文化的论文联系起来。此外,这篇文章强调了Lem对苏联时代信息操纵的隐喻是如何在《大会》的第二部分中转变为一种将电影视为集体成瘾的愿景的,并将其与Alexander Dovzhenko和Edgar Morin关于整体电影的推测理论联系起来,这些理论接近当今虚拟现实和增强现实的潜力。此外,尽管《大会》对电影业和动画技术的看法令人不安,但它对电影的看法是怀旧的,因为它证明了黄金时代动画的整个传统,即将明星系统转变为卡通,暗示了他们生活的虚构,并在动画和电影之间建立了一个后现代的连续体。
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引用次数: 1
The Gollum Problem: Empathy and Digital Characters in Cinema 咕噜问题:电影中的移情和数字角色
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719881702
Zachary Sheldon
In her article ‘The soul factor: Deception in intimations of life in computer-generated characters’ (2009), Kathryn S Egan argues that digital characters in cinema have no soul and are incapable of being empathized with. For evidence, Egan assesses the character of Gollum from Peter Jackson’s adaptations of The Lord of the Rings trilogy (2001–2003, NZ, USA). This article finds, however, that there are many who have empathized with Gollum, in direct contradiction to Egan’s findings. The author argues that Egan produces academic scholarship rather than phenomenological research, and that there is an opening for empathizing with and relating to digital characters such as Gollum. He posits that further research is required in the area of mediated characters and relationships, and that more precise language is required around terms like ‘empathy’ to accurately communicate the nuance in relationships between real people and digital or artificial characters. In addition, he suggests a term, ‘directed empathy’, to evoke the kind of empathetic relationship that exists between digital characters and viewers.
凯瑟琳·S·伊根(Kathryn S Egan)在她的文章《灵魂因素:电脑生成的人物生活暗示中的欺骗》(2009)中认为,电影中的数字人物没有灵魂,无法被同情。为了证明这一点,伊根评估了彼得·杰克逊改编的《指环王》三部曲(2001-2003,新西兰,美国)中咕噜的角色。然而,这篇文章发现,有很多人同情咕噜,这与伊根的发现直接矛盾。作者认为,伊根产生的是学术研究,而不是现象学研究,对咕噜这样的数字角色产生共鸣和联系是有可能的。他认为,需要在角色和关系中介领域进行进一步研究,需要围绕“移情”等术语使用更精确的语言,以准确地传达真实人物与数字或人工角色之间关系的细微差别。此外,他还提出了一个术语“定向移情”,以唤起数字角色与观众之间的移情关系。
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引用次数: 2
Book review: Toy Story: How Pixar Reinvented the Animated Feature 书评:《玩具总动员:皮克斯如何重塑动画长片》
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719881703
William D. McCarthy
Barnouw E (1981) The Magician and the Cinema. Oxford: Oxford University Press. Crafton D (1982) Before Mickey: The Animated Film, 1898–1928. Cambridge, MA: MIT Press. Gunning T (1989) An aesthetic of astonishment: Early film and the (in)credulous spectator. Art and Text 34, Spring: 31–45. Holliday C (2018) The Computer-Animated Film: Industry, Style and Genre. Edinburgh: Edinburgh University Press. Lutz EG (1920) Animated Cartoons: How They Are Made, Their Origin and Development. London: Chapman & Hall. Sexton M (2017) Secular Magic and the Moving Image: Mediated Forms and Modes of Reception. London: Bloomsbury. Solomon M (2010) Disappearing Tricks: Silent Film, Houdini, and the New Magic of the Twentieth Century. Urbana: University of Illinois Press. Williamson C (2011) The blow book, performance magic, and early animation: Mediating the living dead. Animation 6(2): 111–126. DOI: 10.1177/1746847711405101.
Barnouw E(1981)《魔术师与电影院》。牛津:牛津大学出版社。Crafton D(1982)《米奇之前:动画电影》,1898-1928。马萨诸塞州剑桥:麻省理工学院出版社。Gunning T(1989)一种惊奇的美学:早期电影和轻信的观众。艺术与文本34,春季:31-45。Holliday C(2018)《电脑动画电影:行业、风格和流派》。爱丁堡:爱丁堡大学出版社。Lutz EG(1920)动画漫画:它们是如何制作的,它们的起源和发展。伦敦:查普曼和霍尔。Sexton M(2017)《世俗魔法与运动图像:接受的中介形式和模式》。伦敦:布鲁姆斯伯里。所罗门·M(2010)《消失的把戏:无声电影》、《胡迪尼与二十世纪的新魔术》。厄巴纳:伊利诺伊大学出版社。Williamson C(2011)《魔法书》、《表演魔术》和早期动画:调解活死人》。动画6(2):111–126。DOI:10.177/1746847711405101。
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引用次数: 0
Book review: Hidden in Plain Sight: An Archaeology of Magic and Cinema 书评:《隐藏在平淡中:魔幻与电影考古》
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2019-11-01 DOI: 10.1177/1746847719881704
M. Cook
Andrea Mariani is a Lecturer at University of Udine, Italy. He teaches Media Theory and European Screen Cultures. He is Head of Projects of the Digital Storytelling Lab at the University of Udine and directs the (Un) Dead Media Project. He edited the first Italian collection of the prominent international scholarship on media archaeology ‘Archeologia dei media’ (Meltemi, 2018: Limina Award 2019 for the Best Italian Translation). His articles have been published in Italian and international peer-reviewed journals such as Film History, Necsus and Bianco e Nero. He is author of Gli Anni del Cineguf: Il cinema sperimentale italiano dai cine-club al neorealismo (2017). He deals with media archaeology, amateur cinema in the interwar period, avant-garde and modernist cultures.
Andrea Mariani是意大利乌迪内大学的讲师。他教授媒体理论和欧洲屏幕文化。他是乌迪内大学数字故事讲述实验室的项目负责人,并指导(Un)Dead Media项目。他编辑了第一本意大利媒体考古学著名国际学术论文集《媒体考古》(Meltemi,2018:利米纳奖2019最佳意大利语翻译)。他的文章发表在意大利和国际同行评审期刊上,如《电影史》、《Necsus》和《Bianco e Nero》。他是《Gli Anni del Cineguf:Il cinema spermentale italiano dai cine club al neorealismo》(2017)的作者。他研究媒体考古学、两次世界大战期间的业余电影、先锋派和现代主义文化。
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引用次数: 0
期刊
Animation-An Interdisciplinary Journal
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