{"title":"Book review: Playful Visions: Optical Toys and the Emergence of Children’s Media Culture","authors":"Victor Navarro-Remesal","doi":"10.1177/17468477211049364","DOIUrl":"https://doi.org/10.1177/17468477211049364","url":null,"abstract":"Optical toys have long been relegated to being museum pieces in the prehistory of cinema, whether they are live action or animated. In their time, they were, however, not only things to be seen, to be looked at, but playthings – things to be played with. More importantly, they were radically new. Meeting them, just as precursors to cinema now, it may be hard to imagine them as challenges to the media ecology of their time, full of promises, fears and reception debates. Helping us to imagine that is precisely what Meredith A Bak’s very exciting and thought-provoking Playful Visions: Optical Toys and the Emergence of Children’s Media Culture sets out to do. Published under the dual categories of ‘education and media’, the book’s interdisciplinary approach to optical toys in their original 19thand early 20th-century contexts makes it relevant for scholars outside of childhood studies as well, such as game and play studies or, more importantly, animation studies. Although it is not framed within film and animation studies, its archival and media-archaeological treatment of optical toys challenges us to rethink these early predecessors of animation under a new, more nuanced light. Bak’s interest in archival and phenomenological foci brings her study closer to a history of the ideas of (educational) toys and of vision in the century before the advent of screen media. In this, optical toys were the cultural space that paved the way for the coming media, their spectators, their industries and their public discussion. Given the complex way that Bak tackles an already complex subject, the best way to understand the book is by going through its contents. The chapters are structured in a more or less linear order, although the book is not constructed merely as a catalogue of inventions. Chapter 1, ‘Templates, Toys, and Text: Optical Toys in Nineteenth-Century Children’s Culture’, explores the ways that optical toys were introduced and distributed through venues like the juvenile print market. The next three chapters give us a more in-depth look at specific toys. Chapter 2, ‘Language in Motion: The Thaumatrope Establishes a Multimedia Convention’, investigates the thaumatrope, while Chapter 3, ‘Seeing Things: Optical Play at Home’, focuses on domestic uses of toys such as the zoetrope or the phenakistoscope. Chapter 4, ‘Moveable Toy Books and the Culture of Independent Play’, deals with a media format that is rather under-researched: the moveable toy book. This shows the breadth of Bak’s ‘ludic archive’, and highlights general historical trends such as the conquest of domestic space and the conception of leisure time for children apart from adults. The following chapters deal more directly with the application of optical toys in pedagogic projects. Chapter 5, ‘Color Education: From the Chaotic Kaleidoscope to the Orderly Spectrum’, shows the industry and theories built around the pedagogy of colour, in part as a response to 1049364 ANM0010.1177/17468477211049","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"221 - 223"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47130274","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Modular Genre? Problems in the Reception of the Post-Miyazaki ‘Ghibli Film’","authors":"T. Mes, Francis M. Agnoli","doi":"10.1177/17468477211049360","DOIUrl":"https://doi.org/10.1177/17468477211049360","url":null,"abstract":"With the eternally looming spectre of Miyazaki Hayao’s retirement, the death of Takahata Isao and the failure to establish a viable new artistic figurehead to follow in their footsteps, Studio Ghibli has been at a crucial crossroads for some time. Over the past few decades, the acclaimed Japanese animation studio has adopted three main strategies to cope with these changes: apprenticeship to foster new talent, co-productions both domestically and abroad, and shutting down their production facilities. Each approach has affected Ghibli’s evolving brand identity – and the meaning of the ‘Ghibli film’ – causing confusion in the international critical reception of the resulting movies. Academic approaches too have shown difficulties dealing with recent shifts. While conceptualizing the ‘Ghibli film’ as the product of a studio brand or as the work of auteurs Miyazaki and Takahata has proven useful, such frameworks have become inadequate for accommodating these changes. This article therefore proposes a new approach for understanding recent ‘Ghibli films’, arguing that, rather than being treated as a brand or genre, they have increasingly been fashioned along modular lines.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"207 - 220"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41314124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jun Wu, Jiede Wu, Chien-Wen Cheng, Chang-Chieh Shih, P. Lin
{"title":"A Study of the Influence of Music on Audiences’ Cognition of Animation","authors":"Jun Wu, Jiede Wu, Chien-Wen Cheng, Chang-Chieh Shih, P. Lin","doi":"10.1177/17468477211052599","DOIUrl":"https://doi.org/10.1177/17468477211052599","url":null,"abstract":"How do animation directors and music composers integrate personal creativity and expression into their work, and how do audiences understand and appreciate it as being important and worthy of discussion? This study explores the influence of music on audiences’ cognition of animation by using both quantitative and qualitative methods. Scholars specializing in aesthetics and music have conducted much research on music aesthetics and music itself. In recent years, further studies on music and film have also been carried out. However, there is a lack of research regarding audiences’ cognition of music in animation. This study focuses on the popular form of sand animation and provides insights into audiences’ cognition differences and preferences in order to uncover the core factors. The findings are that: (1) the audience perceived more consistent and subtle differences in the use of musical instruments, rhythm cadence and video–audio fit; there were also obvious differences in the perceptions of vocal skills, performance skills and musical style as well as emotional transmission; (2) three aspects of the audiences’ evaluation of an animation were affected by music: creativity, cultural meaning and preferences. The seven elements that constitute animation music (use of orchestration, vocal skills, musical style, rhythm cadence, performance techniques, emotional transmission and video–audio fit) exerted varying degrees of influence on the audiences’ evaluation of the animation film. Amongst these, video–audio fit was found to be the most important element, as it simultaneously affected the audiences’ evaluation in terms of creativity, cultural meaning and preferences; (3) audiences of different ages and professional backgrounds showed significant differences in evaluating animation films in terms of creativity, culture and preference; and (4) differences in music had a significant impact on audiences’ perceptions and evaluations of 10 facets of animation films, including the story content, role identification and spiritual fit.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"141 - 156"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45213852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Scotland’s History of Animation: An Exploratory Account of the Key Figures and Influential Events","authors":"J. Mortimer, Nick Pilcher, Kendall Richards","doi":"10.1177/17468477211052598","DOIUrl":"https://doi.org/10.1177/17468477211052598","url":null,"abstract":"Scotland’s history of animation is a forgotten past accomplishment in the animation/VFX sector, with key influential animation professionals having had an impact both at home and abroad. Yet, to date, this history has not been meaningfully documented and such documentation can help inform policy initiatives to help nurture and develop the industry. These developments could help ensure that the importance and accomplishments of its achievements will not be forgotten or remain undeveloped. Indeed, it is argued here that Scotland suffers from historical amnesia with regard to the country’s past accomplishments and missed opportunities, but that public funding and further investment in talent development and retention can help establish the industry as a key player in society and economy. This article presents the results from an investigative literature collection and consultation with central figures in the Scottish animation industry, providing for the first time a clearer picture of the importance of animation in Scotland both for the country and for the industry worldwide. Discussing the initiatives and funding models of other European countries such as France, the article concludes by suggesting ways in which future policy initiatives could help assist Scotland’s animation industry grow and establish itself both for the future development of animation in Scotland and worldwide.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"190 - 206"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49366151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"‘The Blackest Disney Movie of All Time!’: A Goofy Movie and the Production of ‘Film Blackness’","authors":"A. Dial","doi":"10.1177/17468477211049352","DOIUrl":"https://doi.org/10.1177/17468477211049352","url":null,"abstract":"Disney films have a distinct way of always feeling in-time, a sensation the company understands and monetizes. A Goofy Movie (AGM) was released in 1995, and since its theatrical release, the film has continued to capture the hearts and minds of a cult audience of passionate fans. Among this array of fans is a core of Black millenials who hold the film in high regard due to its R&B soundtrack and relatable narrative. However, the moments of Black representation within the film are less interesting than how a Black reading becomes possible. What are the component parts of the film’s making when arranged in such a way that invokes an essential Black lifeworld? AGM affixes Blackness to its form not through any profound representation of race. Rather, considering its animators as technical performers, the dark history behind the American cartoon, and how Black music is used to not just make Blackness known but believable instantiate what Michael Gillespie terms, ‘film Blackness’ in Film Blackness: American Cinema and the Idea of Black Film (2016).","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"126 - 140"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46665470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Grains of Sound: Visual and Sonic Textures in Sand or Peter and the Wolf","authors":"Amy Skjerseth","doi":"10.1177/17468477211049353","DOIUrl":"https://doi.org/10.1177/17468477211049353","url":null,"abstract":"There is a tendency in animation studies to discuss sound in the language of images, stressing sound’s alignment with visual cues (as in mickey mousing and leitmotifs). But sounds do not only mimic images: they add textures and emotions that change what we see. This article explores grain (texture) and timbre (tone color produced by specific instruments and techniques) as qualities shared by visual and sonic material. To do so, the author closely reads Sand or Peter and the Wolf (1969), where Caroline Leaf’s haptic sand animation is matched by Michael Riesman’s electroacoustic score. Leaf painstakingly molds animals by scraping away individual sand grains, and Riesman sculpts sonic textures with tiny adjustments to knobs and touch-sensitive pads on the Buchla modular synthesizer. Their collective improvisation with sands and sounds reveals new ways to think about artists’ material practices and the friction and interplay between images and sounds. They encourage spectators to perceive the animals as not merely plasmatic, or Sergei Eisenstein’s notion of contour-bending character animation. Instead, Leaf and Riesman deploy what the author calls ‘granular modulation’, expressing sand and animals with sensuous materiality. In Leaf’s and Riesman’s improvisations, grainy textures are the seeds of understanding how sound and vision become symbiotic – and encounter friction – in animation.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"110 - 125"},"PeriodicalIF":0.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46025883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Hanna-Barbera’s Cacophony: Sound Effects and the Production of Movement","authors":"Patrick Sullivan","doi":"10.1177/17468477211025660","DOIUrl":"https://doi.org/10.1177/17468477211025660","url":null,"abstract":"Zaps, crashes, boinks, and bangs flooded TV’s airwaves with the rise of Hanna-Barbera Productions at the end of the 1950s, and these sound effects have been heard ever since. Hanna-Barbera Productions created and proliferated one of the most recognizable collections of sounds in television and animation history. This article traces the formation of Hanna-Barbera’s library of sound effects and how these sound effects operate within the studio’s cartoons. Motored by television’s demanding production schedule and restrictive budgets, Hanna-Barbera persistently recycled its sound effects across episodes, seasons, and series. These sound effects, heard over and over again, were paired to the studio’s brand of limited animation – a form of animation that is often seen as kinetically wanting – to enliven images through sonically invoking movement, what this article calls trajectory mimesis. This logic of trajectory mimesis facilitates the repetition of the studio’s sound effects. These conditions – television’s economic restraints and the studio’s limited animation aesthetics –provided the ideal conditions for the creation of Hanna-Barbera’s iconic library of sound effects.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"21 - 35"},"PeriodicalIF":0.4,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/17468477211025660","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42540993","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games","authors":"R. Greenberg","doi":"10.1177/17468477211025665","DOIUrl":"https://doi.org/10.1177/17468477211025665","url":null,"abstract":"Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"83 - 95"},"PeriodicalIF":0.4,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/17468477211025665","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46160071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"‘I don’t have a skull… Or bones’: Minor Characters in Disney Animation","authors":"Linn Lönroth","doi":"10.1177/17468477211025666","DOIUrl":"https://doi.org/10.1177/17468477211025666","url":null,"abstract":"This article explores the place of minor characters in Disney’s animated features. More specifically, it proposes that Disney’s minor characters mark an aesthetic rupture by breaking with the mode of hyperrealism that has come to be associated with the studio’s feature-length films. Drawing on character theory within literary studies and on research into animated film performance, the article suggests that the inherent ‘flatness’ of Disney’s minor characters and the ‘figurativeness’ of their performance styles contrasts with the characterizations and aesthetic style of the leading figures. The tendency of Disney’s minor characters to stretch and squash in an exaggerated fashion is also reminiscent of the flexible, plasmatic style of the studio’s early cartoons. In addition to exploring the aesthetic peculiarity of minor characters, this article also suggests that these figures play an important role in fleshing out the depicted fictional worlds of Disney’s movies. By drawing attention to alternative viewpoints and storylines, as well as to the broader narrative universe, minor characters add detail, nuance and complexity to the animated films in which they appear. Ultimately, this article proposes that these characters make the fairy-tale-like worlds of Disney animation more expansive and believable as fictional spaces.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"36 - 50"},"PeriodicalIF":0.4,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/17468477211025666","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46114370","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns","authors":"Madison Schmalzer","doi":"10.1177/17468477211025661","DOIUrl":"https://doi.org/10.1177/17468477211025661","url":null,"abstract":"This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extreme practices give a unique insight into the ways animation occurs within videogames and reveals games to be animated in a variety of ways that are often not primarily directed towards the visual nor humans. This article outlines four of these modes of animation separating them into multi-tiered ‘layers of animation’: sensory output, game states, code, material, and operator. TASs help to demonstrate these layers are actually discrete forms of animation that do not necessarily impact one another from becoming individually animated.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"64 - 82"},"PeriodicalIF":0.4,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/17468477211025661","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41607086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}