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Experiments in Hybrid Documentary and Indigenous Model Animation 纪录片与本土模型动画的混合实验
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2021-07-01 DOI: 10.1177/17468477211025664
Joshua D. Miner
Nonfiction has proved to be a long-term strategy of Native/First Nations filmmakers and, as this documentary tradition moves across contemporary mediums, one corner of its experimental aesthetics has focalized around animation. This article explores hybrid documentary approaches in Indigenous model animation across techniques and styles, namely digitally-supplemented stop-motion and game-based machinima. It begins by examining three principal characteristics of Indigenous animated documentaries: (1) they engage with the politics of documentary in the context of Indigenous and settler-colonial history; (2) they use animation to record stories and express ideas not authorized by the settler archive; and (3) they communicate via embedded Indigenous aesthetics and cultural protocols. A material analysis of Indigenous animation then accounts for how three Native artists centre re-mediation and re-embodiment in their work. These artists adapt new techniques in animation to documentary as a process of decolonization, precipitating a distinct hybrid aesthetics that travels across forms to question the veracity of settler documentary. Each reconstructs histories of settler colonialism – which has always chosen to record and authorize as ‘history’ some images and narratives and not others – with model animation practices and new media platforms. Indigenous animation expresses slippages between nonfiction and fiction by creating imagined documents, which strike at the legitimacy of settler institutions.
非虚构已被证明是土著/第一民族电影人的长期战略,随着这种纪录片传统在当代媒介上的传播,其实验美学的一个角落已经集中在动画上。本文探讨了土著模型动画在技术和风格上的混合纪录片方法,即数字补充定格动画和基于游戏的机械动画。它首先考察了土著动画纪录片的三个主要特征:(1)它们在土著和定居者-殖民历史的背景下参与纪录片的政治;(二)未经拓殖资料馆授权,使用动画记录故事、表达思想的;(3)他们通过嵌入的土著美学和文化协议进行交流。然后对土著动画的材料分析说明了三位土著艺术家如何在他们的作品中重新调解和重新体现。这些艺术家将新的动画技术运用到纪录片中,作为一个去殖民化的过程,沉淀了一种独特的混合美学,这种美学跨越了各种形式,质疑定居者纪录片的真实性。他们都用模型动画实践和新媒体平台重建了殖民主义的历史——殖民主义总是选择将一些图像和叙事记录为“历史”,而不是将其他图像和叙事授权为“历史”。土著动画通过创造想象的文件来表达非虚构和虚构之间的滑移,这些文件打击了定居者制度的合法性。
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引用次数: 0
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 0 FILM, RADIO, TELEVISION 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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引用次数: 0
Book review: The Queens of Animation: The Untold Story of the Women Who Transformed the World of Disney and Made Cinematic History 书评:《动画皇后:改变迪士尼世界并创造电影历史的女性不为人知的故事》
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2021-07-01 DOI: 10.1177/17468477211025668
Chris P. Carter, Michelle Carter
From Mouse Deer to Mouse is an essential reference for animation and film scholars, students, historians and producers. In particular, the book clearly shows how technological developments and innovation have influenced the animation industry in the Malaysian context. In addition to its focus on animation production, the book extensively explores the aspect of animation storytelling and will appeal to readers with interests in either or both of those areas. Finally, the book suggests a strong approach to and method of conducting animation courses and training, an important contribution given that, in an era of technological advancement, a growing proportion of the younger generation has made animation their career choice.
从鼠鹿到鼠是动画和电影学者、学生、历史学家和制片人的重要参考。特别是,这本书清楚地展示了技术发展和创新如何影响马来西亚的动画产业。除了关注动画制作外,这本书还广泛探讨了动画讲故事的方面,并将吸引对这些领域感兴趣的读者。最后,这本书提出了一个强有力的方法和方法来进行动画课程和培训,这是一个重要的贡献,考虑到在技术进步的时代,越来越多的年轻一代把动画作为他们的职业选择。
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引用次数: 0
Quentin Tarantino’s Cartoon Violence 昆汀·塔伦蒂诺的《卡通暴力
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2021-07-01 DOI: 10.1177/17468477211025662
Jason Barker
In this article, the author returns to the study of Quentin Tarantino’s ‘cartoonism’ that appeared in animation 2(2) in 2007. The focus here, as in Chris Pallant’s original essay, is on how filmic live action in Tarantino’s work displays the diegetic conventions of the cartoon, namely, its (1) hyperbolic, (2) graphic novel and (3) comic strip violence. The article adopts Pallant’s interpretive framework in analysing Tarantino’s Once Upon a Time. . . in Hollywood (2019), only this time supplements the analysis with a consideration of the film’s dramatic content. Drawing on Aristotle’s Poetics the author explores whether cartoon violence in Tarantino’s film is inversely related to drama and, more generally, speculates as to whether the cartoon form is inherently non- or anti-dramatic through the ‘private’ and commercial manner of its consumption.
在这篇文章中,作者回到了2007年出现在动画2(2)中的昆汀·塔伦蒂诺的“卡通主义”的研究。正如克里斯·帕兰特(Chris Pallant)的原创文章一样,本文的重点是塔伦蒂诺作品中的电影真人秀如何展示了漫画的叙事惯例,即(1)双曲,(2)图形小说和(3)连环漫画暴力。本文采用帕兰特的解释框架来分析塔伦蒂诺的《童话镇》。在2019年上映的《好莱坞》中,只是这一次,我们对电影的戏剧内容进行了补充分析。根据亚里士多德的《诗学》,作者探讨了塔伦蒂诺电影中的卡通暴力是否与戏剧相反,更一般地说,通过其消费的“私人”和商业方式,推测卡通形式是否本质上是非戏剧或反戏剧的。
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引用次数: 0
Editorial 编辑
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2021-07-01 DOI: 10.1177/17468477211030696
Suzanne H. Buchan
For the first time since its launch in 2006, the journal was unable to publish a scheduled issue, nota bene due to the upheavals of the global pandemic that have affected many personally, institutionally and professionally, with knock-on effects on workflows, systems and deadlines. We thank you for your patience and with this, our first double issue, we aim to fill the knowledge gap in new research and writing in our field that you may have felt in the interim. The articles in this issue attest to the ranges and approaches to animation that our authors engage with. The scope of animation: an interdisciplinary journal was and remains comprehensive: to address and include all animation made using all known (and perhaps yet to be revealed) techniques since the late 18th century up to the digital shift and beyond, to reveal its implications for other forms of time-based media expression – past, present and future – and to illuminate how these affect our lives. Back then we speculated the journal would be guaranteed longevity by the shift towards interdisciplinary practice and research. It is inspiring to see this speculation confirmed, due in part to the significant increase in PhD candidates submitting their research for consideration (three of whom have articles in this issue), and this also attests to the healthy expansion of our field in academia. This was evident at Animate Energies, this year’s Society for Animation Studies conference in Tulane, organized by Eric Herhuth. This double issue also celebrates the range of disciplinary approaches that are helping audiences to understand the semantic density available to artists working in this moving image form. Fifty years ago, Wolf Koenig of the National Film Board of Canada instigated an animation workshop with Inuit youth on Kinngait, Qikiqtaaluk (then known as Cape Dorset, Baffin Island). They created a set of films – Animation from Cape Dorset (1973) – that are remarkable animated documents of tangible and intangible cultural heritage. In his ‘Experiments in Hybrid Documentary and Indigenous Model Animation’, Joshua D Miner examines the principal characteristics of recent Indigenous documentary approaches, specifically Native/First Nation peoples of North America, that have an emphasis on socio-historical, political, cultural and aesthetic features. The focus then is on techniques, including stop motion and machinima, and on hybrid material, Indigenous ‘craft’ artwork styles, and analogue and digital aspects of the works of three non-fiction filmmakers. Milner examines how these artists question, challenge and ultimately reconstruct and remediate the highly negative impacts and urgent need for accountability of settler colonialism through their practice and on a range of platforms. Both the 16mm Cape Dorset films and the works Milner discusses are direct, critical, often collaborative acts of agency. His article provides compelling insights into how many Indigenous artists are using recent tec
自2006年创刊以来,该杂志首次无法如期出版,这是因为全球疫情的动荡影响了许多人的个人、机构和职业,对工作流程、系统和截止日期产生了连锁反应。我们感谢您的耐心,这是我们的第一期双刊,我们的目标是填补您在此期间可能感受到的我们领域新研究和写作的知识空白。本期的文章证明了我们的作者所从事的动画的范围和方法。动画的范围:一本跨学科期刊过去和现在都很全面:涉及并包括自18世纪末以来,直到数字转型及以后,使用所有已知(可能尚未揭示)技术制作的所有动画,揭示其对其他形式的基于时间的媒体表达的影响——过去,现在和未来——并阐明这些是如何影响我们的生活的。当时,我们推测,通过向跨学科实践和研究的转变,该杂志的寿命将得到保证。看到这一猜测得到证实是令人鼓舞的,部分原因是提交研究供考虑的博士生人数显著增加(其中三人在本期文章中),这也证明了我们在学术界的领域正在健康扩展。这一点在今年由Eric Herhuth组织的杜兰动画研究学会会议Animate Energies上表现得很明显。这期双刊还庆祝了一系列学科方法,这些方法帮助观众理解以这种运动图像形式工作的艺术家所能获得的语义密度。50年前,加拿大国家电影委员会的Wolf Koenig在奇基克塔卢克的Kinngait(当时被称为英国电影学院多塞特角)与因纽特人青年一起发起了一场动画研讨会。他们创作了一系列电影——《多塞特角动画》(1973年),这些电影是有形和非物质文化遗产的杰出动画文献。Joshua D Miner在他的“混合纪录片和土著模型动画实验”中探讨了最近土著纪录片方法的主要特征,特别是北美土著/第一民族,这些方法强调社会历史、政治、文化和美学特征。然后重点放在技术上,包括定格和机械,以及混合材料、土著“工艺”艺术风格,以及三位非虚构电影制作人作品的模拟和数字方面。米尔纳研究了这些艺术家如何通过他们的实践和在一系列平台上质疑、挑战并最终重建和补救定居者殖民主义的高度负面影响和问责的迫切需要。16毫米的多塞特角电影和米尔纳讨论的作品都是直接的、批判性的,通常是合作的代理行为。他的文章令人信服地揭示了有多少土著艺术家正在使用动画形式的最新技术来应对定居者殖民主义的多方面、文化破坏性历史罪行的持续揭露,并开辟一条通往自治、自决和尊重的未来道路。我们已经发表了许多关于动画中声音的文章,但还需要更多的文章来更深入地了解音频对视觉轨迹的中心作用以及构成它的许多组件,如音效。这些是Patrick Sullivan的“Hanna Barbera’s 1030696 ANM0010.1177/1768477211030696动画的主题:跨学科期刊编辑社论2021
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引用次数: 0
Book review: Hayao Miyazaki: Exploring the Early Work of Japan’s Greatest Animator 书评:宫崎骏:探索日本最伟大的动画家的早期作品
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2020-11-01 DOI: 10.1177/1746847720974321
M. Bellano
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引用次数: 0
The Animated Document: Animation’s Dual Indexicality in Mixed Realities 动画文献:混合现实中动画的双重指数性
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2020-11-01 DOI: 10.1177/1746847720974971
Nea Ehrlich
Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instead, animation in virtual culture acts as real-time visualization of computer-mediated actions, their capture and documentation. Now that animation includes both captured and generated imagery, not only do its definitions change but its link to the realities depicted and the documentary value of animated representations requires rethinking. This article begins with definitions of animation and their relation to the perception of animation’s validity as documentary imagery; thereafter it examines indexicality and the strength of indexical visualizations, introducing a continuum of strong and weak indices to theorize the hybrid and complex forms of indexicality in animation, ranging from graphic user interfaces (GUI) to data visualization. The article concludes by examining four indexical connections in relation to physical and virtual reality, offering a theoretical framework with which to conceptualize animation’s indexing abilities in today’s mixed realities.
动画在数字视觉文化中无处不在,是知识生产的基础。因此,应当澄清其作为潜在可靠图像的地位。本文探讨了动画的指数性(作为痕迹和指示)在物理和虚拟融合的混合现实中是如何变化的,以及这如何有助于动画作为纪录片和/或非小说图像的研究。在数字文化中,动画被广泛用于描述物理和虚拟事件以及动作。因此,动画不再是一种解释性的视觉语言。相反,虚拟文化中的动画充当了计算机中介动作的实时可视化、捕捉和记录。既然动画既包括捕捉到的图像,也包括生成的图像,那么它的定义不仅发生了变化,而且与所描绘的现实和动画表现的纪录片价值的联系也需要重新思考。本文从动画的定义及其与动画作为纪录片意象的有效性感知的关系入手;之后,它研究了指数化和指数化可视化的强度,引入了强指数和弱指数的连续体,以理论化动画中指数化的混合和复杂形式,从图形用户界面(GUI)到数据可视化。文章最后考察了与物理现实和虚拟现实相关的四种索引联系,为在当今混合现实中概念化动画的索引能力提供了一个理论框架。
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引用次数: 2
Book review: Fantasy/Animation: Connections between Media, Mediums and Genres 书评:幻想/动画:媒介、媒介和流派之间的联系
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2020-11-01 DOI: 10.1177/1746847720974328
R. Greenberg
While most of Miyazaki’s references, like the Grimault one, are not exactly news to connoisseurs of the director, this is the first time they have been systematically discussed. Moreover, other than exposing the inner workings of Miyazaki’s narrative creativity, Greenberg’s research makes for a good historical contextualization of the director’s career. In this respect, the book can easily become a teaching tool for courses in animation history. The plentiful mentions of animated works can provide the students with a good picture of how Miyazaki is situated in relation to other important authors and studios, while also giving them a chance to get curious about less famous works that might not have been introduced in class. In all, Hayao Miyazaki: Exploring the Early Work of Japan’s Greatest Animator is a solid and enjoyable critical description of the roots of Miyazaki’s storytelling that will appeal to scholars, students and fans alike.
虽然宫崎骏的大部分作品,比如格里莫的作品,对这位导演的鉴赏家来说都不是什么新鲜事,但这是他们第一次被系统地讨论。此外,除了揭示宫崎骏叙事创造力的内部运作外,格林伯格的研究还为这位导演的职业生涯提供了良好的历史背景。在这方面,这本书可以很容易地成为动画史课程的教学工具。大量提及动画作品可以让学生们很好地了解宫崎骏与其他重要作家和工作室的关系,同时也让他们有机会对课堂上可能没有介绍的不太著名的作品感到好奇。总之,《宫崎骏:探索日本最伟大的动画师的早期作品》对宫崎骏讲故事的根源进行了扎实而愉快的批判性描述,将吸引学者、学生和粉丝。
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引用次数: 0
Is the YouTube Animation Algorithm-Friendly? How YouTube’s Algorithm Influences the Evolution of Animation Production on the Internet YouTube动画算法友好吗?YouTube算法如何影响互联网动画制作的演变
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2020-11-01 DOI: 10.1177/1746847720969990
X. Ribes
YouTube has become a great showcase for audiovisual products and a source of income for a number of creators. Several pioneers of internet animation migrated to this platform to provide greater visibility and economic security for their productions. A group of YouTubers, so-called ‘Reply Girls’, achieved rapid economic benefits by publishing content without any value, neither artistic nor communicative, but that deceived YouTube’s remuneration system and prioritization algorithm. To fight this phenomenon, YouTube subsequently applied changes to its prioritization algorithm and monetization plans. In this article, the author examines more than 3,300 videos published by 25 animation channels between 2006 and 2018 with Digital Methods tools to analyse how the changes applied to the platform policies have influenced and shaped the evolution of animation production on the internet.
YouTube已经成为视听产品的绝佳展示平台,也是许多创作者的收入来源。互联网动画的几位先驱迁移到这个平台,为他们的制作提供更大的可见性和经济安全性。一群YouTuber,即所谓的“回复女孩”,通过发布没有任何价值的内容,获得了快速的经济利益,这些内容既不具有艺术性,也不具有传播性,但却欺骗了YouTube的薪酬体系和优先级算法。为了应对这种现象,YouTube随后对其优先级算法和货币化计划进行了更改。在这篇文章中,作者用数字方法工具研究了2006年至2018年间25个动画频道发布的3300多个视频,以分析应用于平台政策的变化如何影响和塑造互联网上动画制作的演变。
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引用次数: 4
Editorial 编辑
IF 0.4 2区 艺术学 0 FILM, RADIO, TELEVISION Pub Date : 2020-11-01 DOI: 10.1177/1746847720976498
Suzanne H. Buchan
Deep archival research is the basis for the first article in this issue, ‘From Songfilms to Telecomics: Vallée Video and the New Market for Postwar Animation’, that reveals the complex interworkings of labour, commerce, production and distribution in a key period for broadcast television. Shawn VanCour and Chloe Patton trace the shift of animation workers, freelance and from other studios, whom Rudy Vallée’s company employed, from theatrical film productions made for cinemas to television. They observe how this shift was also informed by others in visual aesthetics and in production styles. Their research pulls together a vast US West Coast archipelago of studios, artists and producers into a coherent interconnected whole that is revealed as a conceptual pipeline responding to changes in economics and platforms for these forms of popular culture. The generous and comprehensive references list is a lodestone for future research. Changes in technologies of moving image platforms that have developed since broadcast television also affect economics and production today and, in the next article, this effect is shown to be one of suppression, mainly of freelance animators, as a result of a digital conglomerate’s monetization strategy. In ‘Is the YouTube Animation Algorithm-Friendly? How YouTube’s Algorithm Influences the Evolution of Animation Production on the Internet’, Xavier Ribes Guàrdia undertakes a quantitative and qualitative data analysis of thousands of mostly independent animation films – from Minecraft and machinima to low-quality amateur content – published on a set of YouTube channels. With a clearly outlined data collection approach and provision of these data as open source for other researchers, the findings also inform an evaluation of YouTube’s visual interface and relation to its monetization strategy. It is an informative uncovering of the deep workings of the influence of streaming networks that Ribes Guàrdia likens to censorship, and of counterstrategies employed by animation ‘streampunks’. The urban staging of technology in a possible future is the subject of ‘Batman and the World of Tomorrow: Yesterday’s Technological Future in the Animated Film Batman: Mask of the Phantasm.’ With a distinct focus on early and mid-20th-century amusement spaces, parks and fairs, and a detailed analysis of analogous connections between the urban spaces of New York and its 1939 World’s Fair Futurama, and the fictional Gotham City and its World’s Fair Futureama, AnnaSophie Jürgens analyses modernist and utopian architectural elements in these exhibitions, proposing the technical and stylistic possibilities inherent in the animated form and how the animated spaces become dramatic agents. She also convincingly unfolds the relations and influences between the real-world stylized stagings of designer Norman Bel Geddes and the theatre designs of Edward Gordon Craig, aligning these to the emergent avant-garde animation of the 1920s and 30s, to conclude t
深入的档案研究是本期第一篇文章的基础,“从歌曲电影到电信:vall录影带和战后动画的新市场”,揭示了广播电视关键时期劳动力、商业、制作和发行的复杂相互作用。肖恩·凡库尔和克洛伊·帕顿追溯了鲁迪·瓦尔萨梅公司雇佣的自由职业者和其他工作室的动画工作者从为电影院制作戏剧电影到电视的转变。他们观察到这种转变是如何在视觉美学和制作风格方面受到其他人的影响的。他们的研究将美国西海岸众多的工作室、艺术家和制作人聚集在一起,形成一个连贯的相互联系的整体,揭示了一个概念管道,应对这些流行文化形式的经济和平台变化。丰富而全面的参考文献是今后研究的一块磁石。自广播电视以来发展起来的动态图像平台技术的变化也影响着今天的经济和生产,在下一篇文章中,这种影响被证明是一种压制,主要是自由动画师,这是数字企业集团货币化战略的结果。YouTube动画算法友好吗?《YouTube的算法如何影响互联网上动画制作的演变》,Xavier Ribes Guàrdia对数千部主要独立的动画电影进行了定量和定性的数据分析——从《我的世界》和《machinima》到低质量的业余内容——这些电影都发布在YouTube频道上。通过明确概述数据收集方法,并将这些数据作为开放源代码提供给其他研究人员,研究结果还为YouTube的视觉界面及其货币化策略的评估提供了信息。Ribes Guàrdia将流媒体网络比作审查制度,这是对流媒体网络影响深层运作的一次翔实的揭露,也是对动画“流媒体朋克”所采用的对抗策略的一次揭露。在一个可能的未来,技术的城市舞台是“蝙蝠侠和明天的世界:昨天的技术未来”动画电影《蝙蝠侠:幻影的面具》的主题。“通过对20世纪早期和中期的娱乐空间、公园和博览会的独特关注,以及对纽约城市空间与1939年的未来世界博览会、虚构的高谭市与未来世界博览会之间类似联系的详细分析,AnnaSophie j rgens分析了这些展览中的现代主义和乌托邦建筑元素。”提出动画形式中固有的技术和风格可能性,以及动画空间如何成为戏剧代理。她还令人信服地揭示了设计师诺曼·贝尔·格迪斯(Norman Bel Geddes)的现实世界风格舞台与爱德华·戈登·克雷格(Edward Gordon Craig)的剧院设计之间的关系和影响,并将它们与20世纪20年代和30年代新兴的前卫动画结合起来,得出了电影是跨媒体叙事的载体的结论。《蝙蝠侠》系列的一个吸引人的元素是(数字)环境的超现实质量,以至于观众无法分辨什么是“真实的”,什么不是。这也是关于摄影和电影的索引性或真实价值的长期讨论,以及它们如何共享相同的传输媒介,模拟或数字,包括动画。在“动画文档:动画在混合现实中的双重索引性”中,Nea Ehrlich将其定位在976498 ANM0010.1177/1746847720976498AnimationEditorial editorial2020中
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Animation-An Interdisciplinary Journal
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