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IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION Animation-An Interdisciplinary Journal Pub Date : 2023-04-12 DOI:10.1163/18781527-bja10071
Suzanne H. Buchan
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引用次数: 0

摘要

在混合媒体和跨媒体作品中使用动画为我们的领域提供了丰富复杂的资源和研究对象,因为它们涉及到其他媒体形式的动画,正如本期的前两篇文章所展示的那样。真人电影与动画电影的结合在近一个世纪里取得了巨大的成功,从弗莱舍兄弟在20世纪10年代的Inkwell动画片开始,到20世纪末流行的前数字特征,再到数字和CGI制作。Luke Holmaas在《难以置信的可能性:真人/动画搞笑喜剧中的自由和现实主义》一书中对这些混合作品进行了仔细的分析。Holmaas指出,喜剧是一种经常出现在其他类型电影中的类型,以及它是如何在叙事讨论中出现问题的,然后他为自己的事业建立了一个结构,旨在展示动画和真人混合电影如何有效地创造搞笑喜剧。在对关键的混合电影进行历史回顾之后,他通过电影工业技术和制作的各种元素的相关细节,展示了动画的自由和真人的现实主义这两种技术之间的张力,进一步表明这种张力在非混合电影中也可以观察到。从手绘和细胞动画到CGI作品,Holmaas令人信服地论证了混合电影为什么以及如何适合插科打诨和喜剧,以及观看这些电影的观众是如何支持这一观点的。然后,他把注意力集中在三部故事片上,运用我们所学到的知识,分析了为什么喜剧能成功,最后,他观察了为什么混合电影在好莱坞工业中是重要的,并且将继续是重要的。除了历史上主要用于动画短片、特写和广告之外,动画媒体长期以来一直是一系列其他类型媒体的视觉界面和创意基础,从电子游戏到AR和VR的体验式沉浸式世界的发展。在《交互性动画:波斯王子的行走循环》(1989)和《忍者龙剑传》(1988)中,Byron Fong专注于基于角色的动画的基本、必要和核心元素:行走循环,通常是任何人都会制作的第一个重复的循环动画。Fong宣称有兴趣在动画历史中建立其在电子游戏中的使用,他将这种动画“动作”作为动画的历史形式,并以19世纪的哲学玩具为例。然后,他分析了游戏美工如何使用这一概念,揭示了他所谓的运动真实感和玩家控制之间的紧张关系,并探讨了他们必须做些什么来改善游戏在行走周期中的互动性和线性效果。Fong对他自己的两款游戏体验进行了比较分析,选择这两款游戏的部分原因是它们在风格上具有完全(流动性、真实感、较少玩家控制)和有限动画(节奏、风格化、响应性控制)的相似性。他的分析穿插着第一人称的玩法评论和描述,这有助于读者理解现场玩法。对艺术家动画过程的技术描述有助于解释美学结果,Fong也在整篇文章中扩展了对互动性的理解;许多有趣的观察结果之一是,触发动画循环的玩家可以体验到类似于1188398 ANM0010.1177/17468477231188398animation的物理交互性:跨学科期刊
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Editorial
The use of animation in hybrid and transmedia works offers a rich complex resource and object of study for our field in that they implicate animation in other media forms, as the first two articles in this issue demonstrate. Live action in combination with animation film has been used with great success over close to a century, from the Fleischer Bros. Out of the Inkwell cartoons in the 1910s onwards to popular pre-digital features at the end of the 20th century and continuing into digital and CGI productions. These hybrid works are scrutinized in terms of a vehicle for gags and comedy by Luke Holmaas in ‘Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies’. Holmaas points out how comedy is a genre that often figures in other genre films, and how it is problematized in discussions of narrative, before establishing a structure for his undertaking that aims to demonstrate how animation and live action hybrid films are effective in creating gag comedy. After an historical review of the key hybrid films, he works through relevant details of various elements of film industry technologies and production, demonstrating a tension between the two techniques – the freedom of animation and the realism of live-action – further suggesting this tension is also observable in non-hybrid films. From drawn and cel animation to CGI works, Holmaas convincingly argues why and how hybrid films are suited to gags and comedy, and what is at work with the audience watching them that supports this. He then concentrates on three feature films, applying what we have learned and providing an analysis of why the comedy works, concluding with observations on why hybrid films are and will remain to be important in the Hollywood industry. Besides their historically primary use in animated shorts, features and advertising, animated media have long been the visual interface and creative basis for a range of other types of media, from video games to developments in the experiential immersive worlds of AR and VR. In ‘Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)’, Byron Fong focuses on a basic, essential, central element of character-based animation: the walk cycle, often the first repetitive, looped animation anyone will make. Declaring an interest in establishing its use in video games within animation history, Fong approaches this animated ‘action’ as an historical form of animation with examples reaching back to 19th-century philosophical toys. He then examines how games artists use this concept, reveals what he calls a tension between verisimilitude of movement and player control, and explores what they have to do to ameliorate the effects of interactivity and linearity of games on walk cycles. Fong undertakes close comparative analyses of his own experiences of two games, chosen in part for their stylistic affinities with full (fluidity, verisimilitude, less gamer control) and limited animation (tempo, stylization, responsive control). His analyses are interspersed with a first-person gameplay commentary of description, which helps the reader understand the in situ gameplay. Technical descriptions of artists’ animated processes help explain the aesthetic results and Fong also expands on understandings of interactivity throughout the article; one of many interesting observations is that a gamer triggering an animation loop can experience something similar to the physical interactivity of 1188398 ANM0010.1177/17468477231188398animation: an interdisciplinary journalEditorial editorial2023
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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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