书评:动画中的Metalepsis:本体论层面的悖论越界

IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION Animation-An Interdisciplinary Journal Pub Date : 2022-07-01 DOI:10.1177/17468477221102500
Nicholas A. Miller
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引用次数: 0

摘要

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
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Book review: Metalepsis in Animation: Paradoxical Transgressions of Ontological Levels
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, symmetrical structure belies the complexity of the topic 1102500 ANM0010.1177/17468477221102500animation: an interdisciplinary journalBook review book-review2022
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来源期刊
Animation-An Interdisciplinary Journal
Animation-An Interdisciplinary Journal FILM, RADIO, TELEVISION-
CiteScore
0.70
自引率
25.00%
发文量
19
期刊介绍: Especially since the digital shift, animation is increasingly pervasive and implemented in many ways in many disciplines. Animation: An Interdisciplinary Journal provides the first cohesive, international peer-reviewed publishing platform for animation that unites contributions from a wide range of research agendas and creative practice. The journal"s scope is very comprehensive, yet its focus is clear and simple. The journal addresses all animation made using all known (and yet to be developed) techniques - from 16th century optical devices to contemporary digital media - revealing its implications on other forms of time-based media expression past, present and future.
期刊最新文献
Between Art and Propaganda: The Rise of Polish Animation 1946–1956 Animation of Experiment: The Science Education Film and Useful Animation in China The Classical Animated Documentary and Its Contemporary Evolution Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)
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