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Animation-An Interdisciplinary Journal最新文献

英文 中文
Editorial 社论
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION 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
Far from Houdini: The ‘Magic’ of the VFX Breakdown 远离胡迪尼:特效崩溃的“魔力”
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2023-03-01 DOI: 10.1177/17468477231155541
N. Jones
VFX (visual effects) breakdowns are short ancillary videos that advertise the digital animation work undertaken by a VFX company for a particular film or television programme. Claiming to take viewers ‘behind the magic’ of VFX, breakdowns disassemble a wide variety of shots and sequences, and point to the extensive use of computer-generated imagery in contemporary blockbuster cinema. But, as much as breakdowns reveal some illusions, they conjure others. Breakdowns operate in a register of speed, fluidity and efficacy, showing neither the many people nor the extensive periods of time that it takes to painstakingly generate all these VFX. In this article, the author reveals how the omission of labour and duration in VFX breakdowns both reflects and contributes to a broader (mis)understanding of digital effects as immaterial, instantaneous and magical. His case study is Spider-Man: Far From Home (2019), a film that links VFX with magic, evokes the breakdown in some of its spectacular visuals, and even outright villainizes those effects artists who seek fair recognition for their work.
VFX(视觉效果)分解是简短的辅助视频,宣传由VFX公司为特定电影或电视节目所做的数字动画工作。声称要带领观众“在神奇的视觉特效背后”,分解各种各样的镜头和序列,并指出在当代大片电影中广泛使用计算机生成图像。但是,尽管崩溃揭示了一些幻觉,但它们也召唤出了另一些幻觉。分解操作的速度,流动性和有效性的寄存器,既不显示许多人也不显示大量的时间,它需要精心生成所有这些视觉特效。在这篇文章中,作者揭示了VFX分解中劳动和持续时间的遗漏如何反映并有助于更广泛(错误)地理解数字效果是非物质的,即时的和神奇的。他的案例研究是《蜘蛛侠:英雄远征》(2019),这部电影将视觉特效与魔法联系在一起,引发了一些壮观视觉效果的崩溃,甚至直接诋毁了那些为自己的作品寻求公平认可的特效艺术家。
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引用次数: 0
Walt’s Art History: Late Style, Digital Aesthetics and the ‘Disney Baroque’ 华特艺术史:后期风格、数字美学与“迪士尼巴洛克”
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2023-03-01 DOI: 10.1177/17468477231155545
C. Holliday
This article examines the critical and cultural framing of the Walt Disney Studio’s cel- and computer-animated feature films according to an enduring art-historical narrative. It traces the critical evolution and historical periodization of Disney animation from the 1930s and 1940s to the post-millennial period, arguing that the studio has often been understood according to ‘early, middle and late’ phases of production that are typically held as both complementary and in tension with each other. Supported by the well-established art-history vernacular that has defined discrete Disney eras, this article then argues for post-2012 Disney Feature Animation as an example of the studio’s ‘late style’ – a later phase not of transgression or alienation, but one that adheres to a more positivist mode that signals pleasurable formal dissidence, confident deformation, and artistic creativity. This article subsequently advances the term ‘Disney Baroque’ to describe such playful transformations of digital aesthetics and effects present across the studio’s nine features released between Wreck-It Ralph (Rich Moore, 2012) and Encanto (Jared Bush and Byron Howard, 2021), its longest run of computer-animated films. By sharpening contemporary Disney’s connections to the ahistorical or atemporal logic of Baroque theatricality, this article identifies how contemporary Disney animation engineers spectacular moments of upheaval that rest on specific Neo-Baroque qualities (concealment, illusionism, representationalism, polycentricism, seriality, the labyrinthine) in ways that further contribute to an understanding of Disney’s own internal history and critical periodicity.
本文根据一种经久不衰的艺术历史叙事,探讨了华特迪士尼工作室的电子动画和电脑动画长片的批评和文化框架。它追溯了迪士尼动画从20世纪30年代和40年代到后千禧年的关键演变和历史分期,认为工作室通常被理解为“早期、中期和后期”的制作阶段,这些阶段通常被视为互补和紧张。在定义离散迪士尼时代的公认艺术史白话文的支持下,本文认为2012年后的迪士尼故事动画是工作室“后期风格”的一个例子——后期不是越轨或异化,而是一个更积极的模式,标志着愉快的形式异议、自信的变形,以及艺术创造力。这篇文章随后提出了“迪士尼巴洛克”一词,以描述该工作室在《摔跤吧拉尔夫》(Rich Moore,2012)和《恩坎托》(Jared Bush和Byron Howard,2021)之间发布的九部电影中出现的数字美学和效果的有趣转变,这是该公司最长的电脑动画电影。通过强化当代迪士尼与巴洛克戏剧的非历史或叙事逻辑的联系,这篇文章确定了当代迪士尼动画如何设计出基于特定新巴洛克特质(隐蔽性、虚幻性、具象性、多中心性、连续性、迷宫性)的壮观动荡时刻,从而进一步有助于理解迪士尼自身的内部历史和批判周期性。
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引用次数: 0
Para-animation in Practice and Theory: The Animateur, the Embodied Gesture and Enchantment 准动画的实践与理论:动画师、具身姿态与魅力
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2023-03-01 DOI: 10.1177/17468477231155543
Paola Voci
Animateurs are characterized by liminality or, possibly more accurately, intersectionality, vis-à-vis the mainstream and the avant-garde. Their vernacular creative work points to hybrid genealogies that include analogue handmade cinema and performing arts, such as the magic lantern show, puppetry and shadow play. The author proposes that animateurs develop a distinctive practice and theory of animation that can be best understood as ‘para-animation’, i.e. a liminal, nearby, or off idea of animation that critically expands theories of the moving image and media archaeology. In para-animation, the moving image is non-medium specific, freed from both the index and the virtual, as reality is not there to be (re)presented or remade, but instead to be reconnected with. Para-animation’s uncontainable and overflowing multimedia materialities challenge film’s representational and photographic genealogy and actualize the moving image as a key location for an alternative, both embodied and enchanted, experience of the modern world. In so doing, para-animation also reveals multidirectional – across times and places – connections between animateurs and other enchanters (inventors, prestidigitators, performers, storytellers), similarly crossing and morphing boundaries between technology and magic, representation and imagination, science and art, knowledge and pleasure. Referring to a selection of animateurs’ works, this article focuses on the embodied gesture of ‘the hand on-screen’ as one of the key modalities through which para-animation re-centres the body and allows for a simultaneously technologized and de-technologized re-enchanted experience of reality.
相对于主流和前卫,动画的特点是边缘性,或者更准确地说是交叉性。他们的本土创意作品指向混合谱系,包括模拟手工电影和表演艺术,如魔术灯笼秀、木偶戏和皮影戏。作者提出,动画工作者发展了一种独特的动画实践和理论,可以最好地理解为“准动画”,即一种临界的、附近的或偏离的动画概念,批判性地扩展了运动图像和媒体考古学的理论。在准动画中,运动图像是非媒介特定的,不受索引和虚拟的影响,因为现实不是要(重新)呈现或重新制作的,而是要重新连接的。Para动画无法控制和泛滥的多媒体素材挑战了电影的具象和摄影谱系,并将运动图像作为现代世界另一种体验的关键位置,既有体现又有魅力。在这样做的过程中,准动画还揭示了动画制作者和其他附魔者(发明家、预言家、表演者、讲故事者)之间的多向联系,类似地跨越和改变了技术与魔法、表现与想象、科学与艺术、知识与快乐之间的界限。本文参考了一些动画艺术家的作品,重点讨论了“屏幕上的手”的具体手势,这是准动画重新定位身体的关键方式之一,并允许对现实进行技术化和非技术化的重新着迷体验。
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引用次数: 0
An Age of Splendour for Contemporary Spanish Animation: Evolution of an Industry Over the Last Four Decades 当代西班牙动画的辉煌时代:一个行业在过去四十年的演变
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221114367
Mercedes Alvarez San Román
Animation in Spain is currently experiencing a golden age. This study identifies 1985 as the starting point for this era and proposes a periodization of the more than three decades since, during which time 120 Spanish animated films have been released. The establishment of new regional institutions during Spain’s transition to democracy was the driving force behind this development, as the newly created governments saw in animation a means of transmitting the culture and language of their own region to new generations. Since the arrival of CGI and the incorporation of Spain into international trade networks, Spain has become the fifth largest producer of animation worldwide and the second largest in Europe. The model has evolved into a transnational cinema model based on private capital and globalized content that has achieved profitability, high export ratios and international recognition.
西班牙的动画正经历着一个黄金时代。这项研究将1985年确定为这个时代的起点,并提出了30多年的分期,在此期间,120部西班牙动画电影已经上映。在西班牙向民主过渡期间建立新的地区机构是这一发展的驱动力,因为新成立的政府在动画中看到了将本地区的文化和语言传播给新一代的一种手段。自从CGI问世并将西班牙纳入国际贸易网络以来,西班牙已成为全球第五大动画生产国和欧洲第二大动画生产商。该模式已发展成为一种基于私人资本和全球化内容的跨国电影模式,实现了盈利、高出口率和国际认可。
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引用次数: 0
Music, Memory and Narrative: The Art of Telling in Tale of Tales 音乐、记忆与叙事:童话中的讲述艺术
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221114596
I. Cross
Skazka Skazok/Tale of Tales (Yuri Norstein, 1979) has delighted and puzzled audiences and critics ever since its release. It presents a series of beautifully-animated episodes that seem to make narrative sense at the micro-level and that appear to fit together as a whole, but leaves the audience bemused as to why this should be so. The article discusses the history and context of the film, arguing that the ways in which sound and, particularly, music are deployed in relation to its visual elements provide powerful clues and cues as to the film’s over-arching narrative significances. Close analysis of the film’s music, sound and visuals reveals teleological underpinnings that are realized by means of alignment and re-alignment of music and image, leading to a new understanding of how the film and its success can be interpreted.
Skazka Skazok/Tales(Yuri Norstein,1979)自上映以来,一直让观众和评论家感到高兴和困惑。它呈现了一系列精美的动画集,这些集似乎在微观层面上具有叙事意义,似乎是一个整体,但让观众困惑于为什么会这样。文章讨论了这部电影的历史和背景,认为声音的方式,尤其是,音乐与视觉元素的关系为电影的叙事意义提供了强有力的线索和线索。对电影音乐、声音和视觉的仔细分析揭示了通过音乐和图像的对齐和重新对齐来实现的目的论基础,从而对如何解读电影及其成功有了新的理解。
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引用次数: 1
Book review: Pulses of Abstraction: Episodes from a History of Animation 书评:《抽象的脉冲:动画史上的插曲》
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221114368
Eric Herhuth
Andrew R Johnston’s Pulses of Abstraction: Episodes from a History of Animation makes a much-needed intervention in the study of cinema and animation. Claims that cinema is a subset of animation or subsumed by animation in the digital era tend to overlook the vicissitudes and variations that make up the history of animation. The ‘episodes’ that Johnston examines correct such overgeneralizations. These episodes center around artists working in the US during the 1950s, 60s, and 70s and problematize conventional categorizations of their work: that it belongs to either the mechanical arts or the new media of information processing, or, likewise, that it belongs to either political modernism or formal experimentation. By locating this work in a history of animation, rather than experimental film, for instance, Johnston offers new descriptions of how artists register and shape changing understandings of time, information, and movement. The project effectively models a methodology that accounts for different media ecologies and technological and epistemological changes. While ‘abstraction’ is the through line for Johnston’s case studies, each chapter carefully maps the interrelatedness of the many aspects constituting a given assemblage. This includes phenomenological approaches to the aesthetics of technology and consideration of form as ideological in relation to modes of production. And it includes understanding media ecologies as dynamic, agential networks of humans and nonhumans. Importantly, Johnston’s approach does not homogenize distinct constellations, but brings into relief their similarities and differences. In his own words, ‘animation’s technical assemblages pulse in this fashion, changing with epistemological landscapes by acting both within and on them’ (p. 15). The book’s chapter titles, ‘Line’, ‘Color’, ‘Interval’, ‘Projection’, and ‘Code’, reflect this approach and support a related idea, namely, that instances of animation tend to revisit and re-open the basic components of cinema. Johnston’s first chapter establishes his method by examining the scratch films of Len Lye through their technicity, form, and social context. The chapter puts into dialogue an array of theorists, historians, and philosophers, including Sergei Eisenstein, Wilhelm Worringer, Clement Greenberg, Roland Barthes, Michael Fried, Rosalind Krauss, Donald Crafton, Stanley Cavell, Gilles Deleuze, and Maurice Merleau-Ponty. Through this multi-faceted dialogue, Johnston describes how Lye’s work expresses a ‘vitalistic energy’ that relies on traces of the artist’s gestural 1114368 ANM0010.1177/17468477221114368animation: an interdisciplinary journalBook review book-review2022
安德鲁·R·约翰斯顿的《抽象的脉冲:动画史上的插曲》为电影和动画研究提供了急需的干预。在数字时代,电影是动画的一个子集或被动画所包容的说法往往忽视了构成动画历史的变迁和变化。约翰斯顿研究的“情节”纠正了这种过度概括。这些事件围绕着20世纪50年代、60年代和70年代在美国工作的艺术家展开,并对他们作品的传统分类提出了质疑:它属于机械艺术或信息处理的新媒体,或者同样地,它属于政治现代主义或正式实验。例如,约翰斯顿将这部作品放在动画史上,而不是实验电影中,为艺术家如何记录和改变对时间、信息和运动的理解提供了新的描述。该项目有效地模拟了一种方法,该方法考虑了不同的媒体生态以及技术和认识论的变化。虽然“抽象”是约翰斯顿案例研究的主线,但每一章都仔细地描绘了构成给定集合的许多方面的相互关系。这包括对技术美学的现象学方法,以及将形式视为与生产方式相关的意识形态。它还包括将媒体生态理解为人类和非人类的动态代理网络。重要的是,约翰斯顿的方法并没有将不同的星座同质化,而是减轻了它们的相似性和差异性。用他自己的话来说,“动画的技术组合以这种方式脉动,通过在它们内部和之上的行动,随着认识论景观的变化而变化”(第15页)。这本书的章节标题“线条”、“颜色”、“间隔”、“投影”和“代码”反映了这种方法,并支持一个相关的想法,即动画的实例往往会重新审视和打开电影的基本组成部分。Johnston的第一章通过对Len Lye的电影的技术性、形式和社会背景的考察,确立了他的方法。本章对话了一系列理论家、历史学家和哲学家,包括谢尔盖·艾森斯坦、威廉·沃林格、克莱门特·格林伯格、罗兰·巴特、迈克尔·弗里德、罗莎琳德·克劳斯、唐纳德·克拉夫顿、斯坦利·卡维尔、吉勒·德勒兹和莫里斯·梅洛·庞蒂。通过这场多方面的对话,约翰斯顿描述了李的作品如何表达一种“生命力能量”,这种能量依赖于艺术家手势的痕迹1114368 ANM0010.1177/1768477221114368动画:跨学科期刊书评2022
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引用次数: 0
A View of the Definition, Origination and Development of the Term ‘Chinese School of Animation’ 中国动画学派的定义、起源与发展
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221114366
Jifeng Huang
This article clarifies the definition of ‘Chinese School of Animation’ and chronologically traces this term’s origination and development. The rise of the term ‘Chinese School’ was inspired by the Zagreb School of Animation. Chinese scholars generally define the Chinese School as a set of internationally award-winning films based on the collectivist discourse, which canonizes Chinese meishu films. The connotation of the Chinese School has kept changing in different times of China’s history, and the prevalence and decline of this term in Chinese animation studies are closely related to China’s cultural policies, nationwide nationalist thoughts, economic systems and its animation industry.
本文阐明了“中国动画学派”的定义,并按时间顺序追溯了该术语的产生和发展。“中国学派”一词的兴起受到萨格勒布动画学院的启发。中国学者通常将“中国学派”定义为一套基于集体主义话语的国际获奖电影,该话语推崇中国的美书电影。“中国学派”的内涵在中国历史的不同时期不断变化,“中国学派在中国动漫研究中的盛行和衰落与中国的文化政策、民族主义思想、经济制度和动漫产业密切相关。
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引用次数: 1
Reanimating the Master Narrative: How They Shall Not Grow Old Curates the Perception of Common Truth through CGI Animation 再现大师叙事:他们如何不老通过CGI动画治愈对共同真理的感知
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221131874
Jason Woodworth-Hou
In 2014, the British Imperial War Museum (IWM) contracted New Zealand-based filmmaker, Peter Jackson, to use their audio and video archives to create a media-based memorial to the men who served in World War 1. The documentary film, They Shall Not Grow Old (TSNGO), released in 2018, was the product of this collaboration. Jackson took on the project to better understand his own grandfather’s experience as a soldier at the Battle of the Somme. Weta Digital Studios, founded by Jackson, converted the standard WWI newsreel footage into a product that aligned to a modern audience’s perceptual sense of truth. Weta Digital redrew and colored each frame, a process that is strikingly similar to CGI animation. Curiously, Jackson, a filmmaker whose career has hinged on his ability to collaborate with CGI animators, does not describe his new historical film treatment as animation. This article first argues that TSNGO is following in the footsteps of previous CGI animated films, in particular those that have re-edited historical footage, but more importantly asks: why would Jackson prefer to keep the word ‘animation’ out of the discussion about his new historical documentary? The answer to this question leads us to a critical discussion about how animation has become both the preserver and ‘re-imaginer’ of existing historical archives.
2014年,大英帝国战争博物馆(IWM)与新西兰电影制作人彼得·杰克逊(Peter Jackson)签约,利用他们的音频和视频档案,为第一次世界大战中服役的人创建了一个基于媒体的纪念碑。2018年上映的纪录片《他们不会变老》就是这一合作的产物。杰克逊接受这个项目是为了更好地了解他自己的祖父在索姆河战役中作为一名士兵的经历。杰克逊创立的维塔数字工作室(Weta Digital Studios)将标准的第一次世界大战新闻片镜头转换成符合现代观众对真相的感性感知的产品。维塔数字公司重新绘制并为每一帧上色,这一过程与CGI动画惊人地相似。奇怪的是,作为一个电影制作人,杰克逊的职业生涯取决于他与CGI动画师合作的能力,他并没有把他的新历史电影描述为动画。这篇文章首先指出,TSNGO是在追随以前的CGI动画电影的脚步,特别是那些重新编辑了历史片段的电影,但更重要的是:为什么杰克逊宁愿把“动画”这个词排除在他的新历史纪录片的讨论之外?这个问题的答案将我们引向一个批判性的讨论,即动画是如何成为现有历史档案的保存者和“重新想象者”的。
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引用次数: 0
The Demon Child and His Modern Fate: Reconstructing the Nezha Myth in Animated Fabulation 魔童与他的现代命运——动画寓言中的“聂”神话重构
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2022-11-01 DOI: 10.1177/17468477221114365
Chengcheng You
Emerging from the 17th-century Chinese classic Fengshen yanyi (Creation of the Gods), a generic mixture of myth, folklore, history and legend, Nezha, a 7-year-old superboy who is decreed by fate to return his own flesh and bones to his parents and unyieldingly confront paternal authority in combat, has been popularized as an unconventional hero in animated adaptations since the 1970s. This article examines the cultural and historical significance of Nezha’s changing fate in the three Chinese animated feature films produced thus far: Nezha Conquers the Dragon King (Wang et al., 1979), Nezha (Jiaozi, 2019) and New Gods: Nezha Reborn (Zhao, 2021). The author argues that Nezha’s variations of personal individuation reflect China’s shifting historical contexts, changing intergenerational relations and reconfigured notions of selfhood by presenting an existential paradox of fate and freedom of action that ultimately preserves the social systems of patriarchy and filial piety, and puts forward a negotiated compromise between social collectivism and individualism. Combining theories of intertextual aesthetics with Gilles Deleuze’s conceptualization of fabulation, the study proposes a conceptual framework of ‘animated fabulation’ to account for the profound interaction between the literary and the cinematic, the social and the mythic, with a detailed analysis of the aesthetic and socio-political entanglements in the three animated adaptations.
从17世纪中国经典名著《封神演义》(神话、民间传说、历史和传说的混合体)中脱颖而出,7岁的超级男孩内扎(Nezha)在20世纪70年代以来,作为一个非传统的动画改编英雄,他被命运命令将自己的血肉交还给父母,并在战斗中顽强地对抗父亲的权威。本文考察了迄今为止制作的三部中国动画长片《内扎征服龙王》(王等,1979)、《内扎》(交子,2019)和《新神:内扎重生》(赵,2021)中,内扎命运变化的文化和历史意义。作者认为,内扎个人个性化的变化反映了中国不断变化的历史背景、不断变化的代际关系和重新配置的自我观念,呈现了一种命运和行动自由的生存悖论,最终保留了父权制和孝道制的社会制度,并提出了社会集体主义与个人主义的协商妥协。本研究将互文美学理论与德勒兹的虚构概念相结合,提出了一个“动画虚构”的概念框架,以解释文学与电影、社会与神话之间的深刻互动,并详细分析了三部动画改编作品中的美学和社会政治纠葛。
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Animation-An Interdisciplinary Journal
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