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Scanning historical and current trends in animation through different perspectives including art history, film, media
and cultural studies is a prominent facet of today's theoretical and historical approaches in this rapidly evolving
field. Global Animation Theory offers detailed and diverse insights into the methodologies of contemporary animation
studies, as well as the topics relevant for today's study of animation. The contact between practical and theoretical
approaches to animation at Animafest Scanner, is closely connected to host of this event, the World Festival of
Animated Film Animafest Zagreb. It has given way to academic writing that is very open to practical aspects of
animation, with several contributors being established not only as animation scholars, but also as artists. This
anthology presents, alongside an introduction by the editors and a preface by well known animation scholar
Giannalberto Bendazzi, 15 selected essays from the first three Animafest Scanner editions. They explore various
significant aspects of animation studies, some of them still unknown to the English speaking communities.
Table of contents
Giannalberto Bendazzi (Independent Scholar, Genoa, Italy)
Foreword
Anthology Editors
Introduction
1. Marcin Gizycki (Academy of Information Technology, Warsaw, Poland / Rhode Island School of Design, USA)
Animation Since 1980: A Personal Journey
List of Contributors
Abstracts
The OED defines “animation” as “the act of producing ‘moving pictures’; the
technique, by means of which movement is given, on film, to a series of drawings
(esp. for an animated cartoon)” [1] In his 1985 Glossary of Filmographic Terms,
Jan Gartenberg defines animation as “the arts, techniques and processes involved
in giving apparent movement and life to inanimate objects by means of
cinematography.” [2] The word also refers to the “sequence of drawings made to
create the movement, and for the movement itself when seen on the screen.” [3]
This understanding of animation remains informed by its etymology. The OED
quotes Hobbes’ 1681 description of animation as “that expression which makes us
seem to see the thing before our eyes.” [4] The possibility for a thing to express
animation is predicated upon the capacity of another to induce vitality into
its image and requires an acceptance of the idea that things may be represented
“as alive.” [5] Its roots “anima” and “animus” are Latin for breath, soul, and
mind.” [6] In the popular imagination, the animator, and especially the computer
graphics operator, posses the technological power to implant spirits within
inanimate objects; like Dr. Frankenstein, they are “capable of bestowing animation
upon lifeless matter.” [7] By definition, animation imparts motion. Its earlier use
as “the imparting of any physical quality or virtue” and “the action of inspiring or
filling with any impulse,” became the process of “quickening, vitalizing,” a ritual of
“encouragement,” “enlivening,” as well as the quality itself–“liveliness…vivacity,
sprightliness, brightness.” [8]
While these definitions inform theories of painting, performance, and gesture,
the issues intersecting media theory more generally can be addressed through
cartooning and contemporary film animation. Additionally, these forms provide
many valuable comparisons for generating a media taxonomy. Although
Understanding Media does not directly address the concept of animation,
McLuhan’s thoughts on the visual informationconveyed through cartooning and
television are relevant. Cool media cartoons and comic books “provide very little
data about any particular moment in time , or aspect in space, of an
object.” [9] Animation fills in these gaps, but continues to demand user
involvement in televised cartoons. [10] The cartoon experience, in fact, “has
developed an ever more vigorous life as the electric age advanced.” [11] Comics
contain print-like qualities of the crude woodcut, which then “reappear in the
mosaic mesh of the TV image.” [12] Animated cartoons seem to have anticipated
the Einsteinian electronic age in their “fantasia of discontinuous space-and-
time.” [13] While animation shorts originally preceded feature-length films, the
techniques now supply special-effects imagery for the features themselves. As
television obsolesced aspects of sound-only radio the print cartoon, which had
originally been displaced by radio, resurfaced in the form of the animated
cartoon. [14]
Technical definitions within the discipline of animation studies raise interesting
questions about production and perception. As technology changes the
animation process, should the time , effort, and perhaps obsession formerly
necessary to create animated works remain part of its definition? Should computer
animation, which is increasingly difficult to differentiate from live-action film,
even be considered “animation”? What does it mean for the illusion of motion to
be “created, rather than recorded?” [15] Can the results of a computer “configured
as a filmmaking machine to make decisions regarding image, time , and motion”
be considered animation? “If a non-living thing creates something, is it brought to
life?” [16]
The animation of a picture originally required a large number of separate drawings
. In film animation, small changes in position, recorded frame by frame , create the
illusion of movement. Although shooting single-frame exposures is particular to
the animation process, as the Gartenberg points out, “animation is simply an
exaggerated version of the practice of all film-making. Literally it gives life (or the
illusion of life) to representations of objects, people and animals by recording
them on film and then projecting them at such a speed as to give a sense of real
movement.” [17]
Discussions of animation often involve concepts of metamorphosis,
anthropomorphism, transmogrification, fantasy, mimesis , the polymorphous
perversity of bodies, its oddness and absurdity. Cartoon animation has an
amorphous, elastic quality that allows forms the freedom to move and change–
ordinary objects transform magically, movement is synchronized to music, and
inanimate objects become humanized. Metamorphosis was a founding concept of
animation, beginning with early French animator Emile Cohl, and is commonly
used for fantastic or comic effect. Likewise, transmogrification is one of the
advantages of working in animation rather than in live action. Animated figures
are not grounded in actual physicality–they transform at the whim of the
animator. [18]
By the time the animation industry began to congeal in the early 1900s, there were
already a few well known animators, characters, and studios: Winsor McCay’s
Gertie the Dinosaur , Otto Messmer’s Felix the Cat, Max Fleischer and Walter
Lantz who began their careers at John Bray Studio, and of course, Mickey Mouse
of Walt Disney Studios.