首页 > 最新文献

Animation-An Interdisciplinary Journal最新文献

英文 中文
Towards a Conceptual Framework for Abstracted Animation Derived from Motion Captured Movements 基于动作捕捉的抽象动画的概念框架
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221102499
Paul M Van Opdenbosch
Outside the realm of feature films, smaller creative collectives and individual animators are exploring the creative applications of motion capture data to develop compelling and unique abstract animated short films. However, despite an increasing number of examples, there has been little detailed documentation of this practice and the processes involved in this format of animation production. More specifically, there has been little analysis of the key considerations and issues that might confront practitioners when integrating motion capture movement data into their abstract animation practice. As such, a more developed understanding of approaches to incorporating motion capture technologies into the field of abstract animation is called for. This study emerges at the intersection of two key areas of knowledge: abstract animation and computational generative art. The outcomes of this study contribute to building a better understanding of abstract animation practice by exploring and documenting possible strategies and approaches for generating elements that compose abstract animated short films from captured dance movements. This article reveals a possible framework for this type of practice and outlines five key considerations: capture of human movement, retention of human form and movement, influence of the simulation, influence of the virtual environment and visual connection to practice, which should be taken into account by practitioners who use motion capture in the production of abstract animated short films.
在故事片领域之外,较小的创意集体和个人动画师正在探索动作捕捉数据的创造性应用,以开发引人注目且独特的抽象动画短片。然而,尽管例子越来越多,但很少有关于这种做法和这种形式的动画制作所涉及的过程的详细文件。更具体地说,很少有人分析从业者在将运动捕捉运动数据集成到抽象动画实践中时可能面临的关键考虑因素和问题。因此,需要对将运动捕捉技术融入抽象动画领域的方法有更深入的理解。这项研究出现在两个关键知识领域的交叉点:抽象动画和计算生成艺术。这项研究的结果通过探索和记录从捕捉到的舞蹈动作中生成组成抽象动画短片的元素的可能策略和方法,有助于更好地理解抽象动画实践。本文揭示了这类实践的可能框架,并概述了五个关键考虑因素:捕捉人的动作、保持人的形态和动作、模拟的影响、虚拟环境的影响以及与实践的视觉联系,在制作抽象动画短片时使用动作捕捉的从业者应考虑到这些因素。
{"title":"Towards a Conceptual Framework for Abstracted Animation Derived from Motion Captured Movements","authors":"Paul M Van Opdenbosch","doi":"10.1177/17468477221102499","DOIUrl":"https://doi.org/10.1177/17468477221102499","url":null,"abstract":"Outside the realm of feature films, smaller creative collectives and individual animators are exploring the creative applications of motion capture data to develop compelling and unique abstract animated short films. However, despite an increasing number of examples, there has been little detailed documentation of this practice and the processes involved in this format of animation production. More specifically, there has been little analysis of the key considerations and issues that might confront practitioners when integrating motion capture movement data into their abstract animation practice. As such, a more developed understanding of approaches to incorporating motion capture technologies into the field of abstract animation is called for. This study emerges at the intersection of two key areas of knowledge: abstract animation and computational generative art. The outcomes of this study contribute to building a better understanding of abstract animation practice by exploring and documenting possible strategies and approaches for generating elements that compose abstract animated short films from captured dance movements. This article reveals a possible framework for this type of practice and outlines five key considerations: capture of human movement, retention of human form and movement, influence of the simulation, influence of the virtual environment and visual connection to practice, which should be taken into account by practitioners who use motion capture in the production of abstract animated short films.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46714121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Book review: Metalepsis in Animation: Paradoxical Transgressions of Ontological Levels 书评:动画中的Metalepsis:本体论层面的悖论越界
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221102500
Nicholas A. Miller
Erwin Feyersinger’s Metalepsis in Animation investigates a term that has been traditionally associated with the literary arts, offering a fascinating and compelling account of its central role in animation history. In classical rhetoric, ‘metalepsis’ is a verbal trope that uses far-fetched, ‘House that Jack Built’-style chains of metonymic association to represent characters and other story elements. The opening lines of Euripides’ Medea, for example, establish Jason as the author of the heroine’s sorrows not by naming him directly but by lamenting the mountain (Pelion) that bore the trees (pine) that produced the implements (oars) that propelled a ship (the Argo) to Medea’s home (Colchis). Literary theorist Gérard Genette later adopted the term, drawing on the element of spatial distance implicit in metaleptic representation to describe and analyze the complex effects of narrational perspectives in literary fiction. Genette argued that, in any act of storytelling, different ‘levels’ of embedded narratives might exist depending on who ‘sees’ and ‘tells’ story events, representing their content, frequency, duration, and order from a particular point of view. In the context of narratological theory, metalepsis has come to refer to the variously focalized voices of authors, narrators, and characters, and the dynamic effects that emerge based on their relative proximity to the story events they narrate. Feyersinger’s exploration of metalepsis builds on Genette’s approach by mapping the latter’s taxonomy of narrative voice onto an expressive visual form that routinely flouts expectations for verisimilitude. Animation, of course, has been defined since its origins precisely by its freedom from mimetic styles of realism, and this includes the diegetic separations of voice and perspective those styles typically employ. Cohl’s Fantasmagorie (1908), for example, features an artist’s hand breaching a story space in which figural metamorphosis dissolves notions of stable character; Chuck Jones’s Duck Amuck (1953) presents its visual narrative as the work of an artist who is himself a cartoon; Robert Stevenson’s Mary Poppins (1964) places live-action and drawn figures in a shared world where they interact directly with one another. In such cases, narrative voices and perspectives are not discrete or fixed; they do not stay ‘home’, but instead traverse and transgress ontological demarcations to subvert viewers’ expectations of reality rather than endorse them. Metalepsis in Animation explores such ‘paradoxical transgressions of ontological levels’ as a defining feature of animated media, suggesting that metalepsis offers a way to understand both the mechanism and the appeal of animation’s persistent disruptions of verisimilitude. Sandwiched between a brief introduction and conclusion, Feyersinger’s inquiry proceeds in two halves, each heralded by a short, discursive chapter defining terms followed by three lengthier investigative chapters. This neat, symmetric
埃尔温·费耶辛格的《动画中的Metalepsis》调查了一个传统上与文学艺术有关的术语,对其在动画史上的核心作用进行了引人入胜的描述。在古典修辞学中,“metalepsis”是一种语言修辞,它使用牵强的“Jack Built的房子”风格的转喻联想链来表示人物和其他故事元素。例如,欧里庇得斯的《美狄亚》的开场白并没有直接命名杰森,而是通过哀叹山上长着树木(松树),这些树木产生了推动船只(阿尔戈号)前往美狄亚家(科尔奇斯号)的工具(桨),将杰森确立为女主人公悲伤的作者。文学理论家热拉尔·热内特后来采用了这个术语,利用元感觉表征中隐含的空间距离元素来描述和分析文学小说中叙事视角的复杂影响。Genette认为,在任何讲故事的行为中,根据谁“看到”和“告诉”故事事件,可能存在不同“层次”的嵌入叙事,从特定的角度代表了它们的内容、频率、持续时间和顺序。在叙事理论的背景下,metalepsis指的是作者、叙述者和人物的不同聚焦的声音,以及基于他们与所叙述的故事事件的相对接近而产生的动态效果。Feyersinger对metalepsis的探索建立在Genette的方法之上,将后者的叙事声音分类映射到一种经常无视逼真性期望的富有表现力的视觉形式上。当然,动画从一开始就被定义为从模仿现实主义风格中解放出来,这包括这些风格通常采用的声音和视角的diegetic分离。例如,科尔的《幻想曲》(1908)中,一位艺术家的手打破了一个故事空间,在这个故事空间中,人物的变形溶解了稳定角色的概念;查克·琼斯(Chuck Jones)的《鸭子阿穆克》(Duck Amuck)(1953年)将其视觉叙事呈现为一位本身就是漫画的艺术家的作品;罗伯特·史蒂文森(Robert Stevenson)的《玛丽·波平斯》(Mary Poppins)(1964年)将真人和绘画人物置于一个共同的世界中,他们在这个世界中直接互动。在这种情况下,叙事的声音和视角不是离散的或固定的;他们不是呆在家里,而是穿越和超越本体论的界限,颠覆观众对现实的期望,而不是支持他们。动画中的Metalepsis探索了这种“本体论层面的自相矛盾的越轨”,这是动画媒体的一个定义特征,表明Metalepsis提供了一种理解动画持续破坏逼真性的机制和吸引力的方法。夹在简短的介绍和结论之间,费耶辛格的调查分为两半,每一章都有一个简短的论述性章节,定义术语,然后是三个更长的调查章节。这种整洁、对称的结构掩盖了主题的复杂性1102500 ANM0010.1177/1768477221102500动画:跨学科期刊书评2022
{"title":"Book review: Metalepsis in Animation: Paradoxical Transgressions of Ontological Levels","authors":"Nicholas A. Miller","doi":"10.1177/17468477221102500","DOIUrl":"https://doi.org/10.1177/17468477221102500","url":null,"abstract":"Erwin Feyersinger’s Metalepsis in Animation investigates a term that has been traditionally associated with the literary arts, offering a fascinating and compelling account of its central role in animation history. In classical rhetoric, ‘metalepsis’ is a verbal trope that uses far-fetched, ‘House that Jack Built’-style chains of metonymic association to represent characters and other story elements. The opening lines of Euripides’ Medea, for example, establish Jason as the author of the heroine’s sorrows not by naming him directly but by lamenting the mountain (Pelion) that bore the trees (pine) that produced the implements (oars) that propelled a ship (the Argo) to Medea’s home (Colchis). Literary theorist Gérard Genette later adopted the term, drawing on the element of spatial distance implicit in metaleptic representation to describe and analyze the complex effects of narrational perspectives in literary fiction. Genette argued that, in any act of storytelling, different ‘levels’ of embedded narratives might exist depending on who ‘sees’ and ‘tells’ story events, representing their content, frequency, duration, and order from a particular point of view. In the context of narratological theory, metalepsis has come to refer to the variously focalized voices of authors, narrators, and characters, and the dynamic effects that emerge based on their relative proximity to the story events they narrate. Feyersinger’s exploration of metalepsis builds on Genette’s approach by mapping the latter’s taxonomy of narrative voice onto an expressive visual form that routinely flouts expectations for verisimilitude. Animation, of course, has been defined since its origins precisely by its freedom from mimetic styles of realism, and this includes the diegetic separations of voice and perspective those styles typically employ. Cohl’s Fantasmagorie (1908), for example, features an artist’s hand breaching a story space in which figural metamorphosis dissolves notions of stable character; Chuck Jones’s Duck Amuck (1953) presents its visual narrative as the work of an artist who is himself a cartoon; Robert Stevenson’s Mary Poppins (1964) places live-action and drawn figures in a shared world where they interact directly with one another. In such cases, narrative voices and perspectives are not discrete or fixed; they do not stay ‘home’, but instead traverse and transgress ontological demarcations to subvert viewers’ expectations of reality rather than endorse them. Metalepsis in Animation explores such ‘paradoxical transgressions of ontological levels’ as a defining feature of animated media, suggesting that metalepsis offers a way to understand both the mechanism and the appeal of animation’s persistent disruptions of verisimilitude. Sandwiched between a brief introduction and conclusion, Feyersinger’s inquiry proceeds in two halves, each heralded by a short, discursive chapter defining terms followed by three lengthier investigative chapters. This neat, symmetric","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41572304","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Chained Animation: Collaborative Forms of Filmmaking in Education 连锁动画:教育中电影制作的合作形式
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221092344
Juergen Hagler, Remo Rauscher
This article discusses experimental forms of collaborative filmmaking in education and introduces the pedagogical concept of Chained Animation. Animation filmmaking usually involves teamwork; production pipelines are traditionally linear and hierarchically structured, separated into direction (or artistic direction) and production teams. By contrast, Chained Animations are non-linear and based on a large group of animators working together at various levels. This concept is particularly well suited to education as it integrates all participants equally, from the idea phase all the way through to its realization. In addition to teaching basic animation principles, this experimental form of education goes beyond established methods of practising those principles. The educational concepts for Chained Animations follow different strategies and range from professional workflows to playful, experimental forms that emphasize participatory and collaborative aspects within large groups. In this article, the authors first examine participatory art practices; then they discuss experimental forms of collaboration in animation and education, using examples from art, film and science. This article examines different experimental approaches, challenges and findings, which are based on three case studies undertaken at the University of Applied Sciences Upper Austria, Hagenberg Campus – Home (2016), Utopia Now (2017) and Draft One (2018) – ultimately presenting guidelines for Chained Animation in education.
本文探讨了合作电影制作在教育中的实验形式,并介绍了《锁链动画》的教学理念。动画电影制作通常需要团队合作;制作流程传统上是线性的、层次结构的,分为方向(或艺术方向)和制作团队。相比之下,链式动画是非线性的,并且是基于一大批动画师在不同关卡上的合作。这个概念特别适合于教育,因为它平等地整合了所有参与者,从想法阶段一直到实现。除了教授基本的动画原理外,这种实验形式的教育超出了实践这些原理的既定方法。链式动画的教育概念遵循不同的策略和范围,从专业的工作流程到有趣的实验形式,强调大型团体内的参与性和协作性。在本文中,作者首先考察参与式艺术实践;然后,他们用艺术、电影和科学的例子,讨论了动画和教育合作的实验形式。本文研究了不同的实验方法、挑战和发现,这些方法基于在上奥地利应用科学大学哈根堡校区进行的三个案例研究——Home(2016)、Utopia Now(2017)和Draft One(2018)——最终提出了教育中的链式动画指导方针。
{"title":"Chained Animation: Collaborative Forms of Filmmaking in Education","authors":"Juergen Hagler, Remo Rauscher","doi":"10.1177/17468477221092344","DOIUrl":"https://doi.org/10.1177/17468477221092344","url":null,"abstract":"This article discusses experimental forms of collaborative filmmaking in education and introduces the pedagogical concept of Chained Animation. Animation filmmaking usually involves teamwork; production pipelines are traditionally linear and hierarchically structured, separated into direction (or artistic direction) and production teams. By contrast, Chained Animations are non-linear and based on a large group of animators working together at various levels. This concept is particularly well suited to education as it integrates all participants equally, from the idea phase all the way through to its realization. In addition to teaching basic animation principles, this experimental form of education goes beyond established methods of practising those principles. The educational concepts for Chained Animations follow different strategies and range from professional workflows to playful, experimental forms that emphasize participatory and collaborative aspects within large groups. In this article, the authors first examine participatory art practices; then they discuss experimental forms of collaboration in animation and education, using examples from art, film and science. This article examines different experimental approaches, challenges and findings, which are based on three case studies undertaken at the University of Applied Sciences Upper Austria, Hagenberg Campus – Home (2016), Utopia Now (2017) and Draft One (2018) – ultimately presenting guidelines for Chained Animation in education.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41636430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Animated Film and Socialist Realism in Poland, 1949–1955 1949–1955年波兰动画电影与社会主义现实主义
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221102501
Paweł Sitkiewicz
When the doctrine of socialist realism was proclaimed in Polish cinema in November 1949, the production of animated films was only taking its first steps after World War Two. The industry lacked human resources, equipment, buildings, celluloid sheets, distribution system and success. Animators were forced to achieve new goals that were often both ambitious and contradictory. In this new reality, cartoons and puppet films had to be realistic and subordinated to the dominant political doctrine. Addressed to children exclusively, they presented educational and didactic features and were focused on several contemporary topics such as the construction of communism or official propaganda. At the same time, they were supposed to be artistic, technically perfect, addressed to the millions and compatible with Soviet animation practice from Soyuzmultfilm (which was the most important animation studio in the Soviet Union). This article identifies how Polish filmmakers strived to achieve these goals, and discusses the problems faced by young and inexperienced animators under Stalinist culture’s political pressure. The author examines the films produced in that period, verifies them against their assigned political tasks, and shows the absurdities of socialist realism in animation that wanted to reconcile contradictions such as entertainment and education, realism and fairy tales, artistic values and propaganda. Finally, the article explains the impact of these films on the future of Polish animation.
1949年11月,当社会主义现实主义学说在波兰电影界被宣布时,动画电影的制作才刚刚迈出二战后的第一步。该行业缺乏人力资源、设备、建筑、胶片、分销系统和成功。动画师被迫实现新的目标,这些目标往往既雄心勃勃,又相互矛盾。在这种新的现实中,卡通和木偶电影必须是现实主义的,服从于占主导地位的政治教义。他们专门针对儿童,呈现出教育和说教的特点,并专注于几个当代主题,如共产主义建设或官方宣传。与此同时,它们应该是艺术的,技术上完美的,面向数百万人,并与苏联联盟多电影公司(苏联最重要的动画工作室)的苏联动画实践相兼容。本文阐述了波兰电影人是如何努力实现这些目标的,并讨论了在斯大林主义文化的政治压力下,年轻而缺乏经验的动画师所面临的问题。作者对这一时期的电影进行了考察,并对其所赋予的政治任务进行了验证,揭示了想要调和娱乐与教育、现实主义与童话、艺术价值与宣传等矛盾的社会主义现实主义在动画中的荒谬。最后,文章解释了这些电影对波兰动画未来的影响。
{"title":"Animated Film and Socialist Realism in Poland, 1949–1955","authors":"Paweł Sitkiewicz","doi":"10.1177/17468477221102501","DOIUrl":"https://doi.org/10.1177/17468477221102501","url":null,"abstract":"When the doctrine of socialist realism was proclaimed in Polish cinema in November 1949, the production of animated films was only taking its first steps after World War Two. The industry lacked human resources, equipment, buildings, celluloid sheets, distribution system and success. Animators were forced to achieve new goals that were often both ambitious and contradictory. In this new reality, cartoons and puppet films had to be realistic and subordinated to the dominant political doctrine. Addressed to children exclusively, they presented educational and didactic features and were focused on several contemporary topics such as the construction of communism or official propaganda. At the same time, they were supposed to be artistic, technically perfect, addressed to the millions and compatible with Soviet animation practice from Soyuzmultfilm (which was the most important animation studio in the Soviet Union). This article identifies how Polish filmmakers strived to achieve these goals, and discusses the problems faced by young and inexperienced animators under Stalinist culture’s political pressure. The author examines the films produced in that period, verifies them against their assigned political tasks, and shows the absurdities of socialist realism in animation that wanted to reconcile contradictions such as entertainment and education, realism and fairy tales, artistic values and propaganda. Finally, the article explains the impact of these films on the future of Polish animation.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48040937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Plasmatic and Metamorphic Movement: The Materiality of the Moving Idea 等离子与变形运动:运动理念的物质性
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221104172
K. Ray
In this article, the author proposes that both substance and process philosophy inadequately address the ‘plasmatic’ and metamorphic movement (PMM) of early animation since it subverts the logic of the ‘cinematographic illusion’. Cognition, which is apparently dependent on identity formation, is predicated on substance, which conforms to representational thought. PMM, which is predicated on the ‘fluid’ linkage of images, destabilizes substance, consequently problematizing representation by introducing conflict between speculative substance predicated on form and perceived materiality from movement. A different problem appears with process philosophy privileging continuing flux that cannot logically be based on identity formation as it resists predication. Yet, cognition is possible as process is speculative and substance is manifest. PMM, as a manifest process that dematerializes substance, ungrounds the basis of both philosophies, simultaneously highlighting their complementarity. By problematizing both, PMM is able to highlight the relational and dependently originated nature of thought.
在这篇文章中,作者提出,物质哲学和过程哲学都没有充分解决早期动画的“等离子”和变形运动(PMM),因为它颠覆了“电影错觉”的逻辑。认知显然依赖于同一性的形成,但它以实体为前提,符合表征思维。PMM以图像的“流动”联系为基础,破坏了物质的稳定,从而通过引入基于形式的推测性物质与从运动中感知到的物质之间的冲突,使表征出现问题。一个不同的问题出现在过程哲学中,它赋予持续的流动特权,这种流动不能在逻辑上基于身份形成,因为它拒绝预测。然而,认识是可能的,因为过程是思辨的,实体是显现的。PMM作为一种物质去物质化的明显过程,奠定了两种哲学的基础,同时突出了它们的互补性。通过将两者问题化,PMM能够突出思维的关系性和依赖性。
{"title":"Plasmatic and Metamorphic Movement: The Materiality of the Moving Idea","authors":"K. Ray","doi":"10.1177/17468477221104172","DOIUrl":"https://doi.org/10.1177/17468477221104172","url":null,"abstract":"In this article, the author proposes that both substance and process philosophy inadequately address the ‘plasmatic’ and metamorphic movement (PMM) of early animation since it subverts the logic of the ‘cinematographic illusion’. Cognition, which is apparently dependent on identity formation, is predicated on substance, which conforms to representational thought. PMM, which is predicated on the ‘fluid’ linkage of images, destabilizes substance, consequently problematizing representation by introducing conflict between speculative substance predicated on form and perceived materiality from movement. A different problem appears with process philosophy privileging continuing flux that cannot logically be based on identity formation as it resists predication. Yet, cognition is possible as process is speculative and substance is manifest. PMM, as a manifest process that dematerializes substance, ungrounds the basis of both philosophies, simultaneously highlighting their complementarity. By problematizing both, PMM is able to highlight the relational and dependently originated nature of thought.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41797683","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Kraft of Labour, Labour as Craft: Hayao Miyazaki’s Images of Work 劳动的卡夫,劳动即工艺——宫崎骏的劳动形象
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221092357
J. Law
The animated films of Hayao Miyazaki are populated by women, children and men at work. This article argues that the rendering of physical labour has the capacity to (re)connect the body to its broader social collective experience. The late philosopher, Bernard Stiegler, identifies the loss of savoir-faire (know-how) and savoir-vivre (life skills) as a critical deficit to how we live and work today. Miyazaki’s animated films provide a platform for potentially regaining savoir-faire and savoir-vivre in their reflexive portrayals of human labour. Every story told by Miyazaki involves scenes where bodies work with tools, with each other, and with machines to perform tasks. The rhythms of the working body speak to the ideals of labour as craft – not as exceptionally skilled expertise, but as an everyday practice – that presents ‘an opportunity to “think otherwise”’ as proposed by Glenn Adamson in The Crafter Reader (2010: 136). This article examines the performance of manual tasks in three contexts: the physical act of labour, labouring with machines and the animator’s labour. The author concludes by making the case that the animator’s labour extends to the craft of storytelling and, specifically, that Miyazaki’s animations are what Walter Benjamin called Kraftwerk – a ‘power work’ that re-models the ‘folkloric relations of space’ (see Esther Leslie’s, ‘Walter Benjamin, Traces of Craft’, 1998: 47) that keeps the human spirit alive.
宫崎骏的动画电影中充斥着工作中的女人、孩子和男人。本文认为,体力劳动的呈现有能力(重新)将身体与其更广泛的社会集体经验联系起来。已故哲学家伯纳德•斯蒂格勒(Bernard Stiegler)认为,savoir-faire(专业知识)和savoir-vivre(生活技能)的缺失是我们今天生活和工作方式的严重缺陷。宫崎骏的动画电影提供了一个平台,通过对人类劳动的反思性描绘,有可能让人重新获得处世之道和处世之道。宫崎骏讲述的每一个故事都包含了身体与工具、彼此之间以及与机器一起完成任务的场景。工作身体的节奏说明了劳动作为工艺的理想-不是作为特别熟练的专业知识,而是作为日常实践-正如Glenn Adamson在The crafafter Reader(2010: 136)中提出的那样,它提供了“以其他方式思考”的机会。本文在三种情况下考察了手工任务的表现:体力劳动,机器劳动和动画师的劳动。作者的结论是,动画师的劳动延伸到讲故事的工艺,特别是,宫崎骏的动画是沃尔特·本雅明所说的“Kraftwerk”——一种“力量作品”,重新塑造了“空间的民间关系”(见埃斯特·莱斯利的《沃尔特·本雅明,工艺的痕迹》,1998:47),保持了人类精神的活力。
{"title":"The Kraft of Labour, Labour as Craft: Hayao Miyazaki’s Images of Work","authors":"J. Law","doi":"10.1177/17468477221092357","DOIUrl":"https://doi.org/10.1177/17468477221092357","url":null,"abstract":"The animated films of Hayao Miyazaki are populated by women, children and men at work. This article argues that the rendering of physical labour has the capacity to (re)connect the body to its broader social collective experience. The late philosopher, Bernard Stiegler, identifies the loss of savoir-faire (know-how) and savoir-vivre (life skills) as a critical deficit to how we live and work today. Miyazaki’s animated films provide a platform for potentially regaining savoir-faire and savoir-vivre in their reflexive portrayals of human labour. Every story told by Miyazaki involves scenes where bodies work with tools, with each other, and with machines to perform tasks. The rhythms of the working body speak to the ideals of labour as craft – not as exceptionally skilled expertise, but as an everyday practice – that presents ‘an opportunity to “think otherwise”’ as proposed by Glenn Adamson in The Crafter Reader (2010: 136). This article examines the performance of manual tasks in three contexts: the physical act of labour, labouring with machines and the animator’s labour. The author concludes by making the case that the animator’s labour extends to the craft of storytelling and, specifically, that Miyazaki’s animations are what Walter Benjamin called Kraftwerk – a ‘power work’ that re-models the ‘folkloric relations of space’ (see Esther Leslie’s, ‘Walter Benjamin, Traces of Craft’, 1998: 47) that keeps the human spirit alive.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48909480","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual Production and the Transformation of Cameras Mechanical, Virtual, and Actual 虚拟生产和相机的机械、虚拟和现实的转变
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-07-01 DOI: 10.1177/17468477221102498
Philippe Bédard
This article examines the rising importance of ‘virtual production’ by focusing on one of its core components, the so-called ‘virtual camera’. Using the virtual camera as a focal point, the author highlights how a particular industrial model of film production has changed in response to the transformations brought about by digital technologies. More specifically, this article uses the notion of ‘virtualization’ introduced by Pierre Lévy in Becoming Virtual: Reality in the Digital Age (1998) to offer a unique point of view on films ‘shot’ with cameras that are ultimately all but virtual. Here, The Lion King (2019) serves as a prime example of virtual production, in general, and of the transformation undergone by the camera, in particular.
本文通过关注“虚拟生产”的核心组件之一,即所谓的“虚拟相机”,来审视其日益重要的意义。以虚拟相机为焦点,作者强调了一种特定的电影生产工业模式是如何随着数字技术带来的变革而发生变化的。更具体地说,这篇文章使用了Pierre Lévy在《成为虚拟:数字时代的现实》(1998)中引入的“虚拟化”概念,为用相机“拍摄”的电影提供了一个独特的视角,这些电影最终都是虚拟的。在这里,《狮子王》(2019)是虚拟制作的一个典型例子,尤其是相机所经历的转变。
{"title":"Virtual Production and the Transformation of Cameras Mechanical, Virtual, and Actual","authors":"Philippe Bédard","doi":"10.1177/17468477221102498","DOIUrl":"https://doi.org/10.1177/17468477221102498","url":null,"abstract":"This article examines the rising importance of ‘virtual production’ by focusing on one of its core components, the so-called ‘virtual camera’. Using the virtual camera as a focal point, the author highlights how a particular industrial model of film production has changed in response to the transformations brought about by digital technologies. More specifically, this article uses the notion of ‘virtualization’ introduced by Pierre Lévy in Becoming Virtual: Reality in the Digital Age (1998) to offer a unique point of view on films ‘shot’ with cameras that are ultimately all but virtual. Here, The Lion King (2019) serves as a prime example of virtual production, in general, and of the transformation undergone by the camera, in particular.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41326057","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reanimating the History and the Forgotten Characteristics of the Zoetrope 重燃历史与比喻被遗忘的特征
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-03-01 DOI: 10.1177/17468477221085412
Christine Veras
This article aims to reanimate and expand on the often-neglected details of the zoetrope’s history, offering new insightful evidence from archival sources about this 19th-century optical toy’s genealogy. From its theorizing by William G. Horner in 1834 to its commercialization in 1867, this new study of the zoetrope’s original patents and archival materials suggests that all the three patents, filed in the same year, months apart from one another, in England, the United States, and France, are connected to the Milton Bradley Company. The historical investigation extends to the forgotten characteristics of the zoetrope, bringing them to light in combination with a hands-on approach through the lens of experimental media archaeology. This includes experiments with ‘zoetropic editing’, allowing for a recontextualization of its imaginative potential and playability through the combination of two different strips. From this animation practitioner and researcher’s point of view, the contributions shared in this article can expand and challenge the way we play with, teach about, and produce animations for the zoetrope today.
这篇文章旨在重新激活和扩展zoetrope历史上经常被忽视的细节,从档案来源提供关于这个19世纪光学玩具谱系的新的有见地的证据。从1834年威廉·G·霍纳(William G.Horner)的理论化到1867年的商业化,这项对zoetrope原始专利和档案材料的新研究表明,这三项专利都与米尔顿·布拉德利公司有关,它们是在同一年、相隔数月在英国、美国和法国提交的。历史调查延伸到了被遗忘的zoetrope特征,通过实验媒体考古的视角,结合实践方法,将其揭示出来。这包括“zoetropic编辑”的实验,通过两个不同的条带的组合,可以重新文本化其想象力潜力和可玩性。从这位动画从业者和研究人员的角度来看,本文中分享的贡献可以扩展和挑战我们今天为zoetrope游戏、教学和制作动画的方式。
{"title":"Reanimating the History and the Forgotten Characteristics of the Zoetrope","authors":"Christine Veras","doi":"10.1177/17468477221085412","DOIUrl":"https://doi.org/10.1177/17468477221085412","url":null,"abstract":"This article aims to reanimate and expand on the often-neglected details of the zoetrope’s history, offering new insightful evidence from archival sources about this 19th-century optical toy’s genealogy. From its theorizing by William G. Horner in 1834 to its commercialization in 1867, this new study of the zoetrope’s original patents and archival materials suggests that all the three patents, filed in the same year, months apart from one another, in England, the United States, and France, are connected to the Milton Bradley Company. The historical investigation extends to the forgotten characteristics of the zoetrope, bringing them to light in combination with a hands-on approach through the lens of experimental media archaeology. This includes experiments with ‘zoetropic editing’, allowing for a recontextualization of its imaginative potential and playability through the combination of two different strips. From this animation practitioner and researcher’s point of view, the contributions shared in this article can expand and challenge the way we play with, teach about, and produce animations for the zoetrope today.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44899478","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Showing How They Made Them Move: Early Making-of Documentaries on the Production of Animated Films 展示它们是如何让它们移动的:早期制作关于动画电影制作的纪录片
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-03-01 DOI: 10.1177/17468477221080113
Felix Hasebrink
Contrary to popular belief, ‘making-of’ documentaries are not a phenomenon of contemporary home cinema culture, but have a long pre-DVD history. This article engages with a special subcategory: ‘making-of’ documentaries on the production of animation. With a focus on French and American examples, the author retraces the transition of production imagery from metaleptic cartoons to emergent documentary genres of the 1930s, arguing that this historical shift reformulated the question of how the creation of animated films can be captured cinematically. Providing decidedly nonfiction (but not necessarily ‘objective’) images of the making of animation, the films challenged established concepts to address the realm of cinematic production. The article seeks to examine this theoretical potential, using the notion of a cinematic hors-cadre as a key example.
与人们普遍的看法相反,“制作”纪录片并不是当代家庭电影文化的一种现象,而是在dvd出现之前就有很长的历史了。这篇文章涉及一个特殊的子类别:“制作”纪录片的制作动画。作者以法国和美国的例子为重点,追溯了20世纪30年代制作图像从元性漫画到新兴纪录片类型的转变,认为这一历史转变重新阐述了如何以电影方式捕捉动画电影创作的问题。这些电影提供了动画制作的绝对非虚构(但不一定是“客观”)图像,挑战了既定的概念,以解决电影制作领域的问题。这篇文章试图检验这一理论潜力,并以电影中的班干部概念作为一个关键的例子。
{"title":"Showing How They Made Them Move: Early Making-of Documentaries on the Production of Animated Films","authors":"Felix Hasebrink","doi":"10.1177/17468477221080113","DOIUrl":"https://doi.org/10.1177/17468477221080113","url":null,"abstract":"Contrary to popular belief, ‘making-of’ documentaries are not a phenomenon of contemporary home cinema culture, but have a long pre-DVD history. This article engages with a special subcategory: ‘making-of’ documentaries on the production of animation. With a focus on French and American examples, the author retraces the transition of production imagery from metaleptic cartoons to emergent documentary genres of the 1930s, arguing that this historical shift reformulated the question of how the creation of animated films can be captured cinematically. Providing decidedly nonfiction (but not necessarily ‘objective’) images of the making of animation, the films challenged established concepts to address the realm of cinematic production. The article seeks to examine this theoretical potential, using the notion of a cinematic hors-cadre as a key example.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48693648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Discovering Animation Manuals: Their Place and Role in the History of Animation 发现动画手册:它们在动画历史中的地位和作用
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2022-03-01 DOI: 10.1177/17468477221080112
Coralie Lamotte
This article explores the history of animation manuals in the United States from the 1940s to the present. It argues that this history can be divided into three major periods that correspond to changes in technique, profession and industry. From the post-War period until the 1980s, manuals reflected the hegemony of hand-drawn animation, closely bound to studio production and an apprenticeship training system. At the end of the 1970s, the rise of computer animation led to a new type of guidebook, addressing a growing convergence of computational training and new requirements introduced by the animation industry. Finally, since the turn of the century, manuals have sought to combine hand-drawn skills with digital tools, re-negotiating tradition and novelty in a diversified professional environment. Therefore, manuals are situated at a changing nexus of professional identity and training, techniques and technology, aesthetics and modes of production. In this article, the author argues that their integration within the history of animation will prove beneficial to researchers. Nevertheless, manuals are not innocent sources, but reflect discursive positions that shape the very history in which they take part.
本文探讨了从20世纪40年代到现在的美国动画手册的历史。它认为,这段历史可以分为三个主要时期,分别对应于技术、专业和工业的变化。从战后到20世纪80年代,手册反映了手绘动画的霸权,与工作室制作和学徒培训制度紧密相连。在20世纪70年代末,计算机动画的兴起导致了一种新型的指南,解决了计算训练和动画行业引入的新要求的日益融合。最后,自世纪之交以来,手册一直寻求将手绘技能与数字工具相结合,在多元化的专业环境中重新谈判传统和新颖性。因此,手册处于不断变化的专业身份和培训、技术和技术、美学和生产方式的联系之中。在这篇文章中,作者认为它们在动画历史中的整合将证明对研究者是有益的。然而,手册并不是无辜的来源,而是反映了话语立场,塑造了它们所参与的历史。
{"title":"Discovering Animation Manuals: Their Place and Role in the History of Animation","authors":"Coralie Lamotte","doi":"10.1177/17468477221080112","DOIUrl":"https://doi.org/10.1177/17468477221080112","url":null,"abstract":"This article explores the history of animation manuals in the United States from the 1940s to the present. It argues that this history can be divided into three major periods that correspond to changes in technique, profession and industry. From the post-War period until the 1980s, manuals reflected the hegemony of hand-drawn animation, closely bound to studio production and an apprenticeship training system. At the end of the 1970s, the rise of computer animation led to a new type of guidebook, addressing a growing convergence of computational training and new requirements introduced by the animation industry. Finally, since the turn of the century, manuals have sought to combine hand-drawn skills with digital tools, re-negotiating tradition and novelty in a diversified professional environment. Therefore, manuals are situated at a changing nexus of professional identity and training, techniques and technology, aesthetics and modes of production. In this article, the author argues that their integration within the history of animation will prove beneficial to researchers. Nevertheless, manuals are not innocent sources, but reflect discursive positions that shape the very history in which they take part.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47747977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
Animation-An Interdisciplinary Journal
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1