咕噜问题:电影中的移情和数字角色

IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION Animation-An Interdisciplinary Journal Pub Date : 2019-11-01 DOI:10.1177/1746847719881702
Zachary Sheldon
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引用次数: 2

摘要

凯瑟琳·S·伊根(Kathryn S Egan)在她的文章《灵魂因素:电脑生成的人物生活暗示中的欺骗》(2009)中认为,电影中的数字人物没有灵魂,无法被同情。为了证明这一点,伊根评估了彼得·杰克逊改编的《指环王》三部曲(2001-2003,新西兰,美国)中咕噜的角色。然而,这篇文章发现,有很多人同情咕噜,这与伊根的发现直接矛盾。作者认为,伊根产生的是学术研究,而不是现象学研究,对咕噜这样的数字角色产生共鸣和联系是有可能的。他认为,需要在角色和关系中介领域进行进一步研究,需要围绕“移情”等术语使用更精确的语言,以准确地传达真实人物与数字或人工角色之间关系的细微差别。此外,他还提出了一个术语“定向移情”,以唤起数字角色与观众之间的移情关系。
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The Gollum Problem: Empathy and Digital Characters in Cinema
In her article ‘The soul factor: Deception in intimations of life in computer-generated characters’ (2009), Kathryn S Egan argues that digital characters in cinema have no soul and are incapable of being empathized with. For evidence, Egan assesses the character of Gollum from Peter Jackson’s adaptations of The Lord of the Rings trilogy (2001–2003, NZ, USA). This article finds, however, that there are many who have empathized with Gollum, in direct contradiction to Egan’s findings. The author argues that Egan produces academic scholarship rather than phenomenological research, and that there is an opening for empathizing with and relating to digital characters such as Gollum. He posits that further research is required in the area of mediated characters and relationships, and that more precise language is required around terms like ‘empathy’ to accurately communicate the nuance in relationships between real people and digital or artificial characters. In addition, he suggests a term, ‘directed empathy’, to evoke the kind of empathetic relationship that exists between digital characters and viewers.
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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
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