3,317 research outputs found
The discreet charm of surrealism in Eastern European animation : when repression fosters creativity
The focus of this dissertation is Surrealism in animation films created during the
Soviet period of 1956 – 1989 in Russia, Poland, and Czechoslovakia. These thirty-three
years of the Soviet regime were characterized by the domination of censorship, a
persecution of "formalism" and control over artistic expression. However, in these dark
conditions the animation industry flourished and striking political films appeared. These
films told personal stories and intimate secrets in a way that was not immediately
recognizable, sometimes thought of as madness or simply overlooked by the censorship for
the simple reason, that animation was thought of as an art for children that could not pose
any danger. This dissertation aims at recognizing political revolt and subversion in the
animation industry through an analysis of the ambivalent conditions of the Soviet
repression system that simultaneously curbed and led to a rise in creativity. This gives rise
to the main question: “Did censorship, under these specific conditions, foster artistic
creativity in animation films?”O foco deste trabalho é o surrealismo nos filmes de animação criados durante o
período soviético de 1956 - 1989, na União Soviética, Polónia e Tchecoslováquia. Aqueles
trinta e três anos do regime Soviético são caraterizados pelo domínio forte de censura,
perseguição do assim chamado "formalismo" e pelo controlo da expressão artística. No
entanto, nestas condições obscuras, a indústria de animação floresceu imenso o que
resultou na criação de marcantes filmes políticos. Eles contaram histórias pessoais e
segredos íntimos de uma forma que estes não eram imediatamente reconhecíveis pela
censura, por vezes considerados como loucura ou simplesmente ignorados, pela simples
razão, de que a animação foi pensada como uma arte para as crianças e que não poderia
representar qualquer perigo.
Este trabalho visa reconhecer a revolta política e subversão na indústria da animação
e menciona uma análise das condições ambivalentes do sistema soviético de repressão que
levou a um aumento da criatividade nesta categoria de arte, representando uma questão
central: "será que a censura, nestas condições específicas, fomentou a criatividade artística
nos filmes de animação?
Jan Svankmajer: film as puppet theatre
The Czech Surrealist Jan Svankmajer began his career as a puppeteer in Prague. His use of the puppet as a bridge between live action and stop-motion animation dominate his feature films and shorts. This paper explores his interest in the Czech marionette tradition combined with the myth of the Kabbalistic animation of the Golem; both part of the culture and folklore of Prague. For Svankmajer, animation is not merely a special effect but a tangible metaphor for manipulation
‘Chairy tales: Objects and materiality in animation’
This article addresses three issues of what I suggest here should be regarded as the shifting technological and matter-based apparatus of animation: first, the meanings and affect of objects and materials
actually used in animated films; second, the visual dramaturgy made possible by objects and materials for animation screenwriters; and, third, the status of animation process materials as archival objects. The analysis
looks at a number of animated films and specifically at their design form, material association, and narrative function to define what I will call the “scripted artefact”, and an “Animated Object Cycle”. This overview will also operate in a spirit of thinking about theories of practice and practices of theory in animation, and refer to both established theoretical perspectives as well as primary practice idioms
Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7
This article analyses the player-avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player-interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions and designs of Japanese popular narrative, oral formulaic narrative and contemporary superhero narratives; and is presented to the player as an offer act – a declarative narrative statement. The latter is a construct of evolving attributes and economies characteristic of roleplaying games; and is presented to the player as a demand act – a rule-based command. Though these two functions separate out in the grammar of player and fan discourse, it is their integration which provides the pleasure of gameplay and narrative engagement
The player character as performing object
Engagement in games is manifest through a player’s representation of action in game. The main mechanism for this engagement is through direct control of a player character. This control mechanism can be seen as a form of puppetry in which the player manipulates a game figure ranging from the abstract to the super-human. Through a focus on the player character, this paper posits that it may be productive to conceive of the player focus as one akin to that of the puppet artist, or puppeteer, and discusses one approach to unpacking the abstract sign systems of gameplay in this setting. The player character acts out the movements of the player and marks her progression in game. A doubling happens in this action, between the physical movements on the controller and the representation of agency on screen. As a
player I act, then watch the results of my action on screen,
always already audience to my own play practice. One
ongoing challenge for games studies is the framing of the
relationship between the player and her player character.
From a phenomenological perspective this has been
conceived of as an instrumental extension into the game
world [9, 18]. Using the ‘binocular lens’ [19] of
performance analysis semiotic work is necessary to balance
our sense of the improvisational act of digital game-play.
The player binds to the lived experience of game-play
through engagement with the sign systems at play in a
specific gaming experience.
Puppetry has existed across world cultures, as
entertainment, ritual and celebration, and broadly involves
the animation of inanimate performing objects. The
insertion of objects between the performer and the audience
allows for different, and deeper, levels of signification than
live actors alone can offer. Puppets consist a developed
form of performing object, one that moves. The fascination
with puppets reaches far back into history, revealing our
yearning to play god, to exert domination over our human
experience. Similarly, the seductive illusion of control plays
a central part in the appeal inherent in digital game form. In
the modern setting much work on puppetry remains
relatively hidden across a broad spectrum of fields, from
computer science to anthropology. However performance
theorists such as Tillis [20] introduce a broad semiotics to
conceive of the multitude of ways we engage with
puppetry. Other theorists have engaged in embracing digital
and mediated puppet form, not least in games studies in
areas such as machinima and alternate-reality gaming, yet
attention has been slow in broadening the application of
puppet theory to player characters. Tillis [20] offers a focus
on signs of design, movement and speech as core to
building an aesthetic of the puppet. For the player character
signifiers of affect and control require addition to any such
tentative schema. This paper argues that the metaphor of the
puppet offers a useful frame for the central figure of our
game-play focus by allowing for a kind of ‘double-vision’
[20] that enables a player character to be seen in two ways
at once, ‘as a perceived object and as an imagined life’ [20].
Using the tools of performance analysis this paper
addresses the liminal relationship between player and player
character in the flux of play. The intention is to offer an
explication of the range of methods, whether stylistic,
instrumental or kinesthetic, deployed in this relationship to
engage the player in the act of play
How to seed a puppet in someone's heart? - Challenges of teaching puppetry techniques at the University
The author presents the two arms of his pedagogical practice. The first one is the work method Vellinho has developed – as a director, puppeteer and actor – to train professionals to the practice of the Animation Theater. His technical procedures have been improved throughout the 18 years of his company, by means of experimentations that approach the Animation Theater to other languages, as Cinema, Dance and Cartoon. The second arm is Vellinho’s work since 2008 as a professor at the university. The director was responsible for the creation of the Animation Theater discipline at UNIRIO, considering the challenges of public education’s reality in Brazil, both at University – field for the students’ professional qualification – and at Elementary, Middle and High School – the largest work field for the future teachers. His work seeks to establish real and strong links between the artist and the animated object. In this process, the crafting of the puppets is a special highlight, because that is where begins the comprehension of the puppet in its scenic expression’s entirety, a methodology Vellinho considers as a gestatio
Design-led approach for transferring the embodied skills of puppet stop-motion animators into haptic workspaces
This design-led research investigates the transfer of puppet stop-motion animators’ embodied
skills from the physical workspace into a digital environment. The approach is to create a
digital workspace that evokes an embodied animating experience and allows puppet stop-motion
animators to work in it unencumbered. The insights and outcomes of the practical
explorations are discussed from the perspective of embodied cognition. The digital workspace
employs haptic technology, an advanced multi-modal interface technology capable of invoking
the tactile, kinaesthetic and proprioceptive senses. The overall aim of this research is to
contribute, to the Human-Computer Interaction design community, design considerations and
strategies for developing haptic workspaces that can seamlessly transfer and accommodate
the rich embodied knowledge of non-digital skillful practitioners.
Following an experiential design methodology, a series of design studies in collaboration
with puppet stop-motion animators led to the development of a haptic workspace prototype
for producing stop-motion animations. Each design study practically explored the transfer of
different aspects of the puppet stop-motion animation practice into the haptic workspace.
Beginning with an initial haptic workspace prototype, its design was refined in each study
with the addition of new functionalities and new interaction metaphors which were always
developed with the aim to create and maintain an embodied animating experience. The
method of multiple streams of reflection was proposed as an important design tool for
identifying, understanding and articulating design insights, empirical results and contextual
considerations throughout the design studies.
This thesis documents the development of the haptic workspace prototype and discusses
the collected design insights and empirical results from the perspective of embodied cognition.
In addition, it describes and reviews the design methodology that was adopted as an
appropriate approach towards the design of the haptic workspace prototype
The Making of Faulty Optic's Dead Wedding: Inertia, Chaos and Adaptation
An examination of Faulty Optic's creative process during the devising and construction of their show Dead Wedding. Published by Palgrave Macmillan as Chapter 3 in 'Devising in Process' edited by Alex Mermikides and Jackie Smart, 201
The "Intercultural" Work of Lee Breuer
This is the publisher's version, also available electronically from http://muse.jhu.edu/journals/theatre_topics/v007/7.1smith.html.No abstract is available for this item
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