The Animatic Apparatus

The Animatic Apparatus

Author: Deborah Levitt

Publisher: John Hunt Publishing

Published: 2018-05-25

Total Pages: 157

ISBN-13: 1785357034

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Unprecedented kinds of experience, and new modes of life, are now produced by simulations, from the CGI of Hollywood blockbusters to animal cloning to increasingly sophisticated military training software, while animation has become an increasingly powerful pop-cultural form. Today, the extraordinary new practices and radical objects of simulation and animation are transforming our neoliberal-biopolitical “culture of life”. The Animatic Apparatus offers a genealogy for the animatic regime and imagines its alternative futures, countering the conservative-neoliberal notion of life’s sacred inviolability with a new concept and ethics of animatic life.


Releasing the Image

Releasing the Image

Author: Jacques Khalip

Publisher: Stanford University Press

Published: 2011-08-09

Total Pages: 299

ISBN-13: 0804779112

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It has become a commonplace that "images" were central to the twentieth century and that their role will be even more powerful in the twenty-first. But what is an image and what can an image be? Releasing the Image understands images as something beyond mere representations of things. Releasing images from that function, it shows them to be self-referential and self-generative, and in this way capable of producing forms of engagement beyond spectatorship and subjectivity. This understanding of images owes much to phenomenology—the work of Husserl, Heidegger, and Merleau-Ponty—and to Gilles Deleuze's post-phenomenological work. The essays included here cover historical periods from the Romantic era to the present and address a range of topics, from Cézanne's painting, to images in poetry, to contemporary audiovisual art. They reveal the aesthetic, ethical, and political stakes of the project of releasing images and provoke new ways of engaging with embodiment, agency, history, and technology.


Animating Film Theory

Animating Film Theory

Author: Karen Redrobe

Publisher: Duke University Press

Published: 2014-03-21

Total Pages: 396

ISBN-13: 0822376814

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Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be understood, as well as how it relates to concepts such as the still, the moving image, the frame, animism, and utopia. The contributors take on the kinds of theoretical questions that have remained underexplored because, as Karen Beckman argues, scholars of cinema and media studies have allowed themselves to be constrained by too narrow a sense of what cinema is. This collection reanimates and expands film studies by taking the concept of animation seriously. Contributors. Karen Beckman, Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata, Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom Gunning, Andrew R. Johnston, Hervé Joubert-Laurencin, Gertrud Koch, Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay, Mihaela Mihailova, Marc Steinberg, Tess Takahashi


The Animated Bestiary

The Animated Bestiary

Author: Paul Wells

Publisher: Rutgers University Press

Published: 2008-11-28

Total Pages: 237

ISBN-13: 0813546435

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Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto. The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves. Wells draws on a wide range of examples, from the original King Kongto Nick Park's Chicken Run to Disney cartoonsùsuch as Tarzan, The Jungle Book, and Brother Bearùto reflect on people by looking at the ways in which they respond to animals in cartoons and films.


Animated Mischief

Animated Mischief

Author: Brian N. Duchaney

Publisher: McFarland

Published: 2023-09-28

Total Pages: 257

ISBN-13: 1476663971

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Over the last century, the medium of animation has served as an expression of childhood as well as a method of subverting the expectations of what society has promised for the future. Separated into three parts, this work assembles various explorations of taste, culture and passion through animation. Section I features essays that outline the historical changes in art and society that gave rise to an outsider culture that found a home in animation. In the second section, essays examine the practical use of animation as a voice for the underserved. Finally, in Section III, essays analyze the ways in which animation has reshaped the acceptance of outsider status to embrace otherness. Featuring everything from feature-length films to self-produced YouTube videos, the essays in this text reflect a shared love of animation and its unique ability to comment on society and culture.


Extreme Fabulations

Extreme Fabulations

Author: Steven Shaviro

Publisher: MIT Press

Published: 2021-08-03

Total Pages: 202

ISBN-13: 1912685876

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An examination of science fiction narratives and the light they shed on human life, the unknowable future, and the vagaries of unforeseeable change. With this book, Steven Shaviro offers a thought experiment. He discusses a number of science fiction narratives: three novels, one novella, three short stories, and one musical concept album. Shaviro not only analyzes these works in detail but also uses them to ask questions about human, and more generally, biological life: about its stubborn insistence and yet fragility; about the possibilities and perils of seeking to control it; about the aesthetic and social dimensions of human existence, in relation to the nonhuman; and about the ethical value of human life under conditions of extreme oppression and devastation. Shaviro pursues these questions through the medium of science fiction because this form of storytelling offers us a unique way of grappling with issues that deeply and unavoidably concern us but that are intractable to rational argumentation or to empirical verification. The future is unavoidably vague and multifarious; it stubbornly resists our efforts to know it in advance, let alone to guide it or circumscribe it. But science fiction takes up this very vagueness and indeterminacy and renders it into the form of a self-consciously fictional narrative. It gives us characters who experience, and respond to, the vagaries of unforeseeable change.


The Flesh of Animation

The Flesh of Animation

Author: Sandra Annett

Publisher: U of Minnesota Press

Published: 2024-04-30

Total Pages: 243

ISBN-13: 1452971161

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How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.


Anime's Identity

Anime's Identity

Author: Stevie Suan

Publisher: U of Minnesota Press

Published: 2021-11-09

Total Pages: 380

ISBN-13: 1452966060

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A formal approach to anime rethinks globalization and transnationality under neoliberalism Anime has become synonymous with Japanese culture, but its global reach raises a perplexing question—what happens when anime is produced outside of Japan? Who actually makes anime, and how can this help us rethink notions of cultural production? In Anime’s Identity, Stevie Suan examines how anime’s recognizable media-form—no matter where it is produced—reflects the problematics of globalization. The result is an incisive look at not only anime but also the tensions of transnationality. Far from valorizing the individualistic “originality” so often touted in national creative industries, anime reveals an alternate type of creativity based in repetition and variation. In exploring this alternative creativity and its accompanying aesthetics, Suan examines anime from fresh angles, including considerations of how anime operates like a brand of media, the intricacies of anime production occurring across national borders, inquiries into the selfhood involved in anime’s character acting, and analyses of various anime works that present differing modes of transnationality. Anime’s Identity deftly merges theories from media studies and performance studies, introducing innovative formal concepts that connect anime to questions of dislocation on a global scale, creating a transformative new lens for analyzing popular media.


The Anime Machine

The Anime Machine

Author: Thomas Lamarre

Publisher: U of Minnesota Press

Published: 2013-11-30

Total Pages: 684

ISBN-13: 145291477X

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Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.