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A Modular Genre? Problems in the Reception of the Post-Miyazaki ‘Ghibli Film’ 模块化流派?后宫崎骏吉卜力电影的接受问题
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.1177/17468477211049360
T. Mes, Francis M. Agnoli
With the eternally looming spectre of Miyazaki Hayao’s retirement, the death of Takahata Isao and the failure to establish a viable new artistic figurehead to follow in their footsteps, Studio Ghibli has been at a crucial crossroads for some time. Over the past few decades, the acclaimed Japanese animation studio has adopted three main strategies to cope with these changes: apprenticeship to foster new talent, co-productions both domestically and abroad, and shutting down their production facilities. Each approach has affected Ghibli’s evolving brand identity – and the meaning of the ‘Ghibli film’ – causing confusion in the international critical reception of the resulting movies. Academic approaches too have shown difficulties dealing with recent shifts. While conceptualizing the ‘Ghibli film’ as the product of a studio brand or as the work of auteurs Miyazaki and Takahata has proven useful, such frameworks have become inadequate for accommodating these changes. This article therefore proposes a new approach for understanding recent ‘Ghibli films’, arguing that, rather than being treated as a brand or genre, they have increasingly been fashioned along modular lines.
随着宫崎骏退休的幽灵永远逼近,高哈塔·伊萨奥的去世,以及未能建立一个可行的新艺术领袖来追随他们的脚步,吉卜力工作室一段时间以来一直处于关键的十字路口。在过去的几十年里,这家备受赞誉的日本动画工作室采取了三种主要策略来应对这些变化:学徒制以培养新人才,国内外联合制作,以及关闭生产设施。每一种方法都影响了吉卜力不断发展的品牌形象——以及“吉卜力电影”的含义——导致国际上对由此产生的电影的批评态度出现混乱。学术方法也显示出难以应对最近的转变。虽然将“吉卜力电影”概念化为工作室品牌的产品或导演宫崎骏和高哈田的作品已被证明是有用的,但这种框架已不足以适应这些变化。因此,本文提出了一种新的方法来理解最近的“吉卜力电影”,认为它们不是被视为一个品牌或流派,而是越来越多地按照模块化的路线来塑造。
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引用次数: 0
A Study of the Influence of Music on Audiences’ Cognition of Animation 音乐对观众对动画认知的影响研究
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.1177/17468477211052599
Jun Wu, Jiede Wu, Chien-Wen Cheng, Chang-Chieh Shih, P. Lin
How do animation directors and music composers integrate personal creativity and expression into their work, and how do audiences understand and appreciate it as being important and worthy of discussion? This study explores the influence of music on audiences’ cognition of animation by using both quantitative and qualitative methods. Scholars specializing in aesthetics and music have conducted much research on music aesthetics and music itself. In recent years, further studies on music and film have also been carried out. However, there is a lack of research regarding audiences’ cognition of music in animation. This study focuses on the popular form of sand animation and provides insights into audiences’ cognition differences and preferences in order to uncover the core factors. The findings are that: (1) the audience perceived more consistent and subtle differences in the use of musical instruments, rhythm cadence and video–audio fit; there were also obvious differences in the perceptions of vocal skills, performance skills and musical style as well as emotional transmission; (2) three aspects of the audiences’ evaluation of an animation were affected by music: creativity, cultural meaning and preferences. The seven elements that constitute animation music (use of orchestration, vocal skills, musical style, rhythm cadence, performance techniques, emotional transmission and video–audio fit) exerted varying degrees of influence on the audiences’ evaluation of the animation film. Amongst these, video–audio fit was found to be the most important element, as it simultaneously affected the audiences’ evaluation in terms of creativity, cultural meaning and preferences; (3) audiences of different ages and professional backgrounds showed significant differences in evaluating animation films in terms of creativity, culture and preference; and (4) differences in music had a significant impact on audiences’ perceptions and evaluations of 10 facets of animation films, including the story content, role identification and spiritual fit.
动画导演和音乐作曲家如何将个人的创造力和表达融入到他们的作品中,观众如何理解和欣赏它的重要性和值得讨论?本研究采用定量与定性相结合的方法探讨了音乐对观众对动画认知的影响。从事美学和音乐研究的学者对音乐美学和音乐本身进行了大量的研究。近年来,对音乐和电影也进行了进一步的研究。然而,对于动画中观众对音乐的认知,目前还缺乏相关研究。本研究以沙动画的流行形式为研究对象,分析受众的认知差异和偏好,揭示其核心因素。研究发现:(1)观众在乐器使用、节奏节奏、音像契合度等方面感知到更一致和微妙的差异;在声乐技巧、表演技巧、音乐风格和情感传递的感知上也存在明显差异;(2)音乐影响观众对动画评价的三个方面:创意、文化意义和偏好。构成动画音乐的七个要素(编曲运用、声乐技巧、音乐风格、节奏节奏、表演技巧、情感传递和音像契合)对观众对动画电影的评价产生了不同程度的影响。其中,视听契合度是最重要的因素,因为它同时影响观众对创意、文化意义和偏好的评价;(3)不同年龄、不同专业背景的观众在评价动画电影的创意性、文化性和偏好性方面存在显著差异;(4)音乐差异显著影响观众对动画电影故事内容、角色认同和精神契合等10个方面的感知和评价。
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引用次数: 1
‘The Blackest Disney Movie of All Time!’: A Goofy Movie and the Production of ‘Film Blackness’ “有史以来最黑暗的迪士尼电影!”:一部愚蠢的电影和“电影黑”的制作
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.1177/17468477211049352
A. Dial
Disney films have a distinct way of always feeling in-time, a sensation the company understands and monetizes. A Goofy Movie (AGM) was released in 1995, and since its theatrical release, the film has continued to capture the hearts and minds of a cult audience of passionate fans. Among this array of fans is a core of Black millenials who hold the film in high regard due to its R&B soundtrack and relatable narrative. However, the moments of Black representation within the film are less interesting than how a Black reading becomes possible. What are the component parts of the film’s making when arranged in such a way that invokes an essential Black lifeworld? AGM affixes Blackness to its form not through any profound representation of race. Rather, considering its animators as technical performers, the dark history behind the American cartoon, and how Black music is used to not just make Blackness known but believable instantiate what Michael Gillespie terms, ‘film Blackness’ in Film Blackness: American Cinema and the Idea of Black Film (2016).
迪士尼电影有一种独特的方式,总是能让人感觉及时,公司理解这种感觉,并从中获利。《高飞电影》(AGM)于1995年上映,自影院上映以来,这部电影一直俘获着狂热粉丝的心。在这群粉丝中,有一群核心的千禧一代黑人,他们对这部电影的评价很高,因为它的节奏布鲁斯配乐和感人的叙事。然而,电影中黑人代表的时刻没有黑人解读如何成为可能那么有趣。当这部电影以这样一种方式安排时,是什么组成部分唤起了黑人生活世界的本质?《AGM》将Blackness附加到它的形式上,而不是通过任何深刻的种族表现。相反,考虑到它的动画师是技术表演者,美国卡通背后的黑暗历史,以及黑人音乐如何被用来不仅让黑人为人所知,而且让人相信,这就体现了迈克尔·吉莱斯皮在《电影黑人:美国电影和黑人电影的想法》(2016)中所说的“电影黑人”。
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引用次数: 0
Scotland’s History of Animation: An Exploratory Account of the Key Figures and Influential Events 苏格兰动画史:关键人物和影响事件的探索性叙述
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.1177/17468477211052598
J. Mortimer, Nick Pilcher, Kendall Richards
Scotland’s history of animation is a forgotten past accomplishment in the animation/VFX sector, with key influential animation professionals having had an impact both at home and abroad. Yet, to date, this history has not been meaningfully documented and such documentation can help inform policy initiatives to help nurture and develop the industry. These developments could help ensure that the importance and accomplishments of its achievements will not be forgotten or remain undeveloped. Indeed, it is argued here that Scotland suffers from historical amnesia with regard to the country’s past accomplishments and missed opportunities, but that public funding and further investment in talent development and retention can help establish the industry as a key player in society and economy. This article presents the results from an investigative literature collection and consultation with central figures in the Scottish animation industry, providing for the first time a clearer picture of the importance of animation in Scotland both for the country and for the industry worldwide. Discussing the initiatives and funding models of other European countries such as France, the article concludes by suggesting ways in which future policy initiatives could help assist Scotland’s animation industry grow and establish itself both for the future development of animation in Scotland and worldwide.
苏格兰的动画历史是动画/VFX领域被遗忘的过去成就,关键的有影响力的动画专业人士在国内外都产生了影响。然而,到目前为止,这段历史还没有得到有意义的记录,这些记录可以帮助制定政策举措,帮助培育和发展该行业。这些事态发展有助于确保其成就的重要性和成就不会被遗忘或继续发展下去。事实上,这里有人认为,苏格兰在过去的成就和错失的机会方面患有历史失忆,但公共资金和对人才发展和留住的进一步投资可以帮助该行业成为社会和经济的关键参与者。本文介绍了调查文献收集和与苏格兰动漫行业核心人物协商的结果,首次更清楚地了解了苏格兰动漫对国家和全球动漫行业的重要性。在讨论法国等其他欧洲国家的举措和资助模式时,文章最后提出了未来政策举措可以帮助苏格兰动画产业发展的方式,并为苏格兰和世界动画的未来发展奠定基础。
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引用次数: 0
Grains of Sound: Visual and Sonic Textures in Sand or Peter and the Wolf 声音的颗粒:《沙》或《彼得与狼》中的视觉和声音纹理
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.1177/17468477211049353
Amy Skjerseth
There is a tendency in animation studies to discuss sound in the language of images, stressing sound’s alignment with visual cues (as in mickey mousing and leitmotifs). But sounds do not only mimic images: they add textures and emotions that change what we see. This article explores grain (texture) and timbre (tone color produced by specific instruments and techniques) as qualities shared by visual and sonic material. To do so, the author closely reads Sand or Peter and the Wolf (1969), where Caroline Leaf’s haptic sand animation is matched by Michael Riesman’s electroacoustic score. Leaf painstakingly molds animals by scraping away individual sand grains, and Riesman sculpts sonic textures with tiny adjustments to knobs and touch-sensitive pads on the Buchla modular synthesizer. Their collective improvisation with sands and sounds reveals new ways to think about artists’ material practices and the friction and interplay between images and sounds. They encourage spectators to perceive the animals as not merely plasmatic, or Sergei Eisenstein’s notion of contour-bending character animation. Instead, Leaf and Riesman deploy what the author calls ‘granular modulation’, expressing sand and animals with sensuous materiality. In Leaf’s and Riesman’s improvisations, grainy textures are the seeds of understanding how sound and vision become symbiotic – and encounter friction – in animation.
在动画研究中,有一种趋势是用图像的语言来讨论声音,强调声音与视觉线索的一致性(比如鼠标和主旋律)。但声音不仅模仿图像:它们添加了纹理和情感,改变了我们所看到的。本文探讨了纹理(纹理)和音色(由特定乐器和技术产生的音色)作为视觉和声音材料的共同品质。为此,作者仔细阅读了《沙》或《彼得与狼》(1969),其中卡罗琳·利夫的触觉沙动画与迈克尔·里斯曼的电声配乐相匹配。Leaf通过刮去单个沙粒来精心塑造动物,Riesman通过对Buchla模块化合成器上的旋钮和触敏垫进行微调来雕刻声音纹理。他们用沙子和声音进行的集体即兴创作揭示了思考艺术家物质实践以及图像和声音之间摩擦和相互作用的新方法。他们鼓励观众认为这些动物不仅仅是血浆动物,或者谢尔盖·艾森斯坦关于弯曲轮廓的角色动画的概念。相反,Leaf和Riesman采用了作者所说的“颗粒调制”,用感性的物质性表达沙子和动物。在Leaf和Riesman的即兴创作中,粒状纹理是理解声音和视觉如何在动画中共生并遇到摩擦的种子。
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引用次数: 0
Hanna-Barbera’s Cacophony: Sound Effects and the Production of Movement 汉纳-巴伯拉的不和谐:声音效果和运动的生产
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-07-01 DOI: 10.1177/17468477211025660
Patrick Sullivan
Zaps, crashes, boinks, and bangs flooded TV’s airwaves with the rise of Hanna-Barbera Productions at the end of the 1950s, and these sound effects have been heard ever since. Hanna-Barbera Productions created and proliferated one of the most recognizable collections of sounds in television and animation history. This article traces the formation of Hanna-Barbera’s library of sound effects and how these sound effects operate within the studio’s cartoons. Motored by television’s demanding production schedule and restrictive budgets, Hanna-Barbera persistently recycled its sound effects across episodes, seasons, and series. These sound effects, heard over and over again, were paired to the studio’s brand of limited animation – a form of animation that is often seen as kinetically wanting – to enliven images through sonically invoking movement, what this article calls trajectory mimesis. This logic of trajectory mimesis facilitates the repetition of the studio’s sound effects. These conditions – television’s economic restraints and the studio’s limited animation aesthetics –provided the ideal conditions for the creation of Hanna-Barbera’s iconic library of sound effects.
20世纪50年代末,随着汉娜·巴伯拉制片公司的兴起,砰砰声、撞击声、砰砰声充斥着电视的广播,这些音效从此被人们所听到。Hanna Barbera Productions创造并大量传播了电视和动画史上最知名的声音集之一。这篇文章追溯了Hanna Barbera的音效库的形成,以及这些音效是如何在工作室的漫画中运作的。在电视节目苛刻的制作时间表和有限的预算的推动下,Hanna Barbera坚持在剧集、季和系列中回收其音效。这些声音效果,一遍又一遍地被听到,与工作室的有限动画品牌相结合——一种通常被视为在动力学上想要的动画形式——通过声音调用运动来活跃图像,这篇文章称之为轨迹模拟。这种模仿轨迹的逻辑有助于工作室音效的重复。这些条件——电视的经济限制和工作室有限的动画美学——为Hanna Barbera标志性的音效库的创建提供了理想的条件。
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引用次数: 3
The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games 游戏玩家的动画和Sierra online冒险游戏中的动画师
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-07-01 DOI: 10.1177/17468477211025665
R. Greenberg
Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.
这款由美国软件发行商Sierra online开发的数字冒险游戏是在20世纪80年代使用公司的Adventure Game Interpreter引擎制作的,它在动画的发展过程中扮演了一个重要的角色,但在很大程度上被忽视了,它是数字游戏体验的一个组成部分。虽然关于该公司游戏的少量历史和理论讨论主要集中在游戏类型上,但却忽略了这些游戏对动画角色和控制它们的玩家之间关系的贡献——正如本文所述,这种关系本质上是将玩家转变为动画师。如果我们考虑Chris Pallant(2019)在“电子游戏和动画”中的观点,即动画对于数字游戏中的沉浸感至关重要,那么在Sierra online的冒险游戏中为玩家提供动画角色的巨大自由为同样的数字沉浸感铺平了道路。如果我们参照Gonzalo Frasca(1999)在“游戏学与叙事学:(电子)游戏与叙事的异同”一文中将数字游戏划分为叙事主导或自由游戏(ludus vs paidea),那么该公司的冒险游戏便是通过玩家赋予角色动画的能力来平衡这两种元素的重要早期例子。此外,Sierra online的冒险游戏利用了动画师和角色之间的传统紧张关系,正如Scott Bukatman在《the poetics of Slumberland: animated spirits and the animated spirit》(2012)中所观察到的那样,他挑战了动画师、动画角色和观众之间的传统分歧。正如本文所阐述的那样,所有这些贡献直到今天仍在继续影响着动画在数字游戏中的角色。
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引用次数: 2
‘I don’t have a skull… Or bones’: Minor Characters in Disney Animation “我没有头骨……也没有骨头”:迪士尼动画中的小角色
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-07-01 DOI: 10.1177/17468477211025666
Linn Lönroth
This article explores the place of minor characters in Disney’s animated features. More specifically, it proposes that Disney’s minor characters mark an aesthetic rupture by breaking with the mode of hyperrealism that has come to be associated with the studio’s feature-length films. Drawing on character theory within literary studies and on research into animated film performance, the article suggests that the inherent ‘flatness’ of Disney’s minor characters and the ‘figurativeness’ of their performance styles contrasts with the characterizations and aesthetic style of the leading figures. The tendency of Disney’s minor characters to stretch and squash in an exaggerated fashion is also reminiscent of the flexible, plasmatic style of the studio’s early cartoons. In addition to exploring the aesthetic peculiarity of minor characters, this article also suggests that these figures play an important role in fleshing out the depicted fictional worlds of Disney’s movies. By drawing attention to alternative viewpoints and storylines, as well as to the broader narrative universe, minor characters add detail, nuance and complexity to the animated films in which they appear. Ultimately, this article proposes that these characters make the fairy-tale-like worlds of Disney animation more expansive and believable as fictional spaces.
本文探讨了小角色在迪斯尼动画中的地位。更具体地说,它提出,迪士尼的小角色标志着美学上的断裂,打破了与该工作室的长片有关的超现实主义模式。根据文学研究中的角色理论和对动画电影表演的研究,本文认为迪士尼小角色固有的“扁平”和他们表演风格的“具象”与主要人物的性格和审美风格形成鲜明对比。迪士尼的小角色以夸张的方式伸展和挤压的倾向,也让人想起该工作室早期动画中灵活、生动的风格。除了探讨小角色的审美特点外,本文还认为这些人物在充实迪士尼电影所描绘的虚构世界方面发挥了重要作用。通过将人们的注意力吸引到不同的观点和故事情节,以及更广泛的叙事领域,小角色为他们出现的动画电影增添了细节、细微差别和复杂性。最后,本文提出这些角色使迪士尼动画的童话世界作为虚构空间变得更加广阔和可信。
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引用次数: 2
Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns 打破堆栈:通过工具辅助的Speedruns理解电子游戏动画
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-07-01 DOI: 10.1177/17468477211025661
Madison Schmalzer
This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extreme practices give a unique insight into the ways animation occurs within videogames and reveals games to be animated in a variety of ways that are often not primarily directed towards the visual nor humans. This article outlines four of these modes of animation separating them into multi-tiered ‘layers of animation’: sensory output, game states, code, material, and operator. TASs help to demonstrate these layers are actually discrete forms of animation that do not necessarily impact one another from becoming individually animated.
本文通过观察颠覆传统游戏概念的游戏实践,特别是工具辅助速跑(TAS),来研究视频游戏的动画化方式。TAS是一种由人类预先编程的视频游戏,因此输入可以在没有人工操作的情况下自动完整播放。这种做法需要对游戏系统的内部工作有深入的了解,通常可以通过故障和漏洞有效地破坏游戏。这些极端的做法让我们对视频游戏中动画的发生方式有了独特的了解,并揭示了游戏的动画化方式多种多样,而这些方式往往不是主要针对视觉或人类的。本文概述了其中四种动画模式,将它们分为多层“动画层”:感官输出、游戏状态、代码、材质和操作符。TAS有助于证明这些层实际上是离散形式的动画,它们不一定会因单独设置动画而相互影响。
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引用次数: 1
Book review: From Mouse Deer to Mouse: 70 Years of Malaysian Animation 书评:《从鼠鹿到老鼠:马来西亚动画70年》
IF 0.4 2区 艺术学 Q1 Arts and Humanities Pub Date : 2021-07-01 DOI: 10.1177/17468477211025667
Ahmad Zamzuri Mohamad Ali
Famously, Walt Disney once said, ‘I only hope that we never lose sight of one thing – that it was all started by a mouse’ (Lucas, 2019: 12). Implicit in these words is the idea that Disney’s success began with the character of a mouse, namely Mickey, and that its success continues to be one of the world’s greatest icons in the history of animation. The history of Malaysian animation is indebted in a similar way to the character of the mouse deer, which featured in the first animated short film in Malaysia and has since become a local icon (Harun and Abd Rahim, 2010). Early Malaysian animation was heavily influenced by Malaysian folk tales, with tales of the Mouse Deer being the most notable among them. The first Mouse Deer short, Hikayat Sang Kancil (The Story of the Mouse Deer), made its debut appearance on television screens in 1983. This was followed by Sang Kancil dan Monyet (The Mouse Deer and the Monkey) in 1984 and Sang Kancil dan Buaya (The Mouse Deer and the Crocodiles) in 1987. These stories were incredibly successful not only because of their entertainment value but also because of their role in instilling moral and ethical values in children. Hassan Abdul Muthalib’s From Mouse Deer to Mouse (2016) is a 12-chapter book that details the history of how Malaysian animation has evolved over the last 70 years, starting with a traditional approach, such as drawn on paper, celluloid or on glass, drawn directly on film or on scratchboard, or simply cut out of paper, and gradually moving towards computer-generated animation. This transition from traditional to digital methods is implied in the pun in the title: the ‘Mouse’ refers not to Disney’s Mickey but to a computer mouse, which serves as a symbol of the technological age. Although a clear definition of animation still remains elusive (Linares Martinez, 2015; Wells, 2011), it seems Hassan applied the broadest definition when identifying the first animation made in Malaysia, i.e. to move or change an object on the screen display over a perceptible period of time. Specifically, Chapter 1 summarizes the animation concepts, techniques and technology that have been used in the industry both past and present. Overall, Hassan adopts a first-person narrative approach in writing the book, as he was involved in the local animation industry for 45 out of its 70 years and therefore has first-hand experience of it. Hassan begins the chronological history of Malaysian animation with the establishment of the Malayan Film Unit (MFU), a documentary film studio set up by the British in Kuala Lumpur, Malaya, in June 1946. Gillie Potter, the British filmmaker, was the first person appointed to assist in the establishment of the MFU and to train emerging local talents. With Potter’s guidance and supervision, the Art Department was formed, which went on to produce numerous title 1025667 ANM0010.1177/17468477211025667AnimationBook reviews research-article2021
著名的是,华特迪士尼曾说过,“我只希望我们永远不要忽视一件事——这一切都是由一只老鼠发起的”(Lucas,2019:12)。这些话隐含着这样一种想法,即迪士尼的成功始于一只老鼠,即米奇,它的成功仍然是动画史上世界上最伟大的偶像之一。马来西亚动画的历史以类似的方式归功于鼠鹿这个角色,它出现在马来西亚的第一部动画短片中,并从此成为当地的偶像(Harun和Abd Rahim,2010)。早期的马来西亚动画深受马来西亚民间故事的影响,其中老鼠鹿的故事最为引人注目。第一部《老鼠鹿》短片《老鼠鹿的故事》于1983年首次出现在电视屏幕上。紧随其后的是1984年的《老鼠鹿与猴子》和1987年的《鼠鹿与鳄鱼》。这些故事非常成功,不仅因为它们的娱乐价值,还因为它们在向儿童灌输道德和伦理价值观方面发挥了作用。哈桑·阿卜杜勒·穆塔利布的《从老鼠到鹿到老鼠》(2016)是一本12章的书,详细介绍了马来西亚动画在过去70年中的发展史,从传统的方法开始,比如在纸上、赛璐珞或玻璃上绘制,直接在胶片或草稿板上绘制,或者简单地从纸上剪下来,然后逐渐走向计算机生成动画。从传统方法到数字方法的转变隐含在标题中的双关语中:“老鼠”不是指迪士尼的米奇,而是指电脑鼠标,它是技术时代的象征。尽管动画的明确定义仍然难以捉摸(Linares-Martinez,2015;Wells,2011),但哈桑在识别马来西亚制作的第一部动画时似乎应用了最广泛的定义,即在可感知的一段时间内移动或更改屏幕显示上的对象。具体而言,第1章总结了过去和现在在该行业中使用的动画概念、技术和技术。总的来说,哈桑在写这本书时采用了第一人称叙事的方法,因为他在当地动画行业70年中有45年的时间参与其中,因此对它有第一手的经验。哈桑开始了马来西亚动画的编年史,成立了马来亚电影部(MFU),这是一家由英国人在马来亚吉隆坡设立的纪录片工作室,1946年6月。英国电影制作人吉莉·波特是第一个被任命协助建立MFU并培训当地新兴人才的人。在波特的指导和监督下,艺术部成立了,并制作了多个标题1025667 ANM0010.1177/1768477211025667动画书评研究文章2021
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Animation-An Interdisciplinary Journal
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