Experimental and Expanded Animation
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Experimental and Expanded Animation

New Perspectives and Practices

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eBook - ePub

Experimental and Expanded Animation

New Perspectives and Practices

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About This Book

This book discusses developments and continuities in experimental animation that, since Robert Russet and Cecile Starr's Experimental Animation: Origins of a New Art (1976), has proliferated in the context of expanded cinema, performance and live 'making' and is today exhibited in galleries, public sites and online. With reference to historical, critical, phenomenological and inter-disciplinary approaches, international researchers offer new and diverse methodologies for thinking through these myriad animation practices. This volume addresses fundamental questions of form, such as drawing and the line, but also broadens out to encompass topics such as the inter-medial, post-humanism, the real, fakeness and fabrication, causation, new forms of synthetic space, ecology, critical re-workings of cartoons, and process as narrative. This book will appeal to cross and inter-disciplinary researchers, animation practitioners, scholars, teachers and students from Fine Art, Film and Media Studies, Philosophy and Aesthetics.

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Yes, you can access Experimental and Expanded Animation by Vicky Smith, Nicky Hamlyn, Vicky Smith,Nicky Hamlyn in PDF and/or ePUB format, as well as other popular books in Media & Performing Arts & Film & Video. We have over one million books available in our catalogue for you to explore.

Information

Year
2018
ISBN
9783319738734
Ā© The Author(s) 2018
Vicky Smith and Nicky Hamlyn (eds.)Experimental and Expanded AnimationExperimental Film and Artistsā€™ Moving Imagehttps://doi.org/10.1007/978-3-319-73873-4_7
Begin Abstract

Emptiness Is Not ā€˜Nothingā€™: Space and Experimental 3D CGI Animation

Alex Jukes1
(1)
Edge Hill University, Ormskirk, UK
Alex Jukes
End Abstract
In the 1990s and early 2000s, experiments in computer animation by artists such as Michel Bret , Karl Sims , Nicole Stenger , Manfred Mohr , David Larcher and William Latham produced work that questioned the apparatus , the material and the processes of dimensional art and moving-image creation. The work that these artists created was about objects, and virtual sculptural entities, but it was also about space , the space and the void which their digital objects inhabited (Popper 1993). Their animations, which explored the possibilities of digital image generation, are symbolic of the technology of their time: surreal environments with imagined computer-generated landscapes and fantastic CGI creatures, invented worlds, 1 existing within the internal mechanisms of the computer, where the mode of production is grounded in and about a computational, virtual space .
It is the idea of space , setting and environment that formed a key component in the composition and narrative of many digital animation works from this period (in Bretā€™s Automappe [1988], it is the swirling vortices and organic, amorphous backgrounds that act to contain the characters; in William Latham ā€™s work, it is the inky blackness of the void that foregrounds his Giger-esque creations), a discrete stage within which objects, creatures and Phong-shaded 2 characters exist. These are unreal, highly imaginative terrains where strange and evocative storylines often play out against a backdrop of alien or outlandish dramatic landscapes, or at other times a simple void.
Emerging from these early works is a sense of a spatial language. A language that evolves from a syntactical difference in the separation between the 3D models, their stylistic manifestations and the environments within which the action takes placeā€”the stage, the background or the surroundings. For example, Karl Sims introduces 3D CGI backgrounds (generated and existing within the computer) as a means to delimit or direct the movement of the creatures that he creates (or alternatively, as in Simsā€™ Liquid Selves (1992), the backgrounds evolve to envelope the creatures to become new forms). From this disjunction, questions arise about relationships with space : what is the nature of the digital background? What are the constraints or possibilities of a virtual, potentially infinite, indeterminate computer-generated backspace?

Presentation of Digital

Twenty or so years later, as cinema refines its potential for pictorial illusionism, such rudimentary questions seem to have been largely neglected. Today, onscreen environments and digital panoramas employ 3D CGI as a choice of technology to credibly describe unfeasible landscapes and believable impossibilities. As cinema -goers, we can be transported to alien worlds, visit fantasy locations or become a participant in catastrophic events. The visual treatment is convincing and for a moment believable, yet we recognise the deception, understand the artifice. Perhaps visually impossible spaces have now become naturalised and the collective of spectacle and 3D CGI effects films of the 1990s, such as Twister (1996), Independence Day (1996) and Titanic (1997), has acted to desensitise our awe of incredible 3D CGI (spatial) cinema screen experiences, delegating the technical process of CGI to be absorbed into a universal cinematic language, an illusionistic device parallel to others.
Current trends seek to replace a fascination for superficial 3D CGI flat-screen experiences with productions and events that celebrate the capacity of the moving image to operate beyond the confines of the two-dimensional screen. For example, 3D Cinema , projection-mapping and VR promote an intellectual interaction and a physical/perceptual management of image space that functions within a very different dimensional domain. A growing discourse in these areas signals the emergence of new visual, spatial dictionaries, introduces alternative vocabularies where the viewer plays an increasingly active role in his or her cinematic experience. Authors such as Elsaesser , who provide a commentary on these developments, claim that digital technologies have speeded up the transition in which we participate with cinema , where it moves from a passive viewing environment to one where the boundaries and the screenā€™s ā€˜frameā€™ are becoming culturally reconfigured, suggesting that
When inflected phenomenologically, the window and the frame no longer stand in opposition as classical film theory argued for Bazin and Eisenstein and their respective conception of the parameters of depth and flatness, representation and figuration: now it is the lived body encountering the window/frame as a ā€˜containerā€™ in which the dimensions of time and space are held that allows one to distinguish ā€˜hereā€™ and an ā€˜Iā€™ from ā€˜thereā€™ and ā€˜youā€™. Thus, the cinema in the new digital environment both modifies the scope and re-energises with new meaning one of our key metaphors, window, frame and paradoxically the one most commonly associated with the photographic image ā€˜realismā€™. (Elsaesser 2015, 200)
One key theme surfacing from a potential departure from two-dimensional viewing to multidimensional viewing is the revisiting of an interest in process, a re-evaluation of the techniques and technologies of production as well as the apparatus for generating spatial viewing experiences. This is a concept expanded by Elsaesser, who suggests a separation of process and presentation, inferring that it is the attributes instigated by both the ā€˜process of digital spacesā€™ and the ā€˜presentation of digital spacesā€™ that can be determined as the traits of digital (visual) evolution. An idea that places 3D CGI (with its potential to form and manipulate an illusion of space ) at the forefront of such an evolution. 3

Space and Cultural Psyche

Alongside a practical, visual understanding of digital space and 3D CGI is the development of a philosophical model of digital space , the idea of a ā€˜commonā€™ digital language, or the emergence of a ā€˜centralā€™ vocabulary, where infused within contemporary discourse is the notion of objects in space , a conceptual digital space within which ideas and images are generated, arranged, formed and potentially presented (including 3D CGI ). Such a concept points towards (or is perhaps indicative of) an emerging digital ontology, a total environment and a common spatial vocabulary 4 within which all digital media fit and radiate from.
Some scholars, including Lev Manovich , maintain that such a conceptual shift in the way in which we imagine space (as a digital phenomenon) has already taken place, and that this is evident in the way in which we operate and conceive of visual media. For Manovich, such a position is inspired by the introduction of 3D CGI and processes of digital compositing, ā€˜[ā€¦] the way 3D computer animation organizes visual dataā€”as objects positioned in a Cartesian space ā€”became the way to work with all moving image mediaā€™ 5 (Manovich 2013, 294).
If an ā€˜objectivityā€™ of media has infiltrated our appreciation and consumption of the moving image, it has similarly dominated the way in which we construct high-level composited worlds (such as video games or 3D stereoscopic cinema ), as well as our management, interactions and engagement with these formats as mainstream media: ideas that signal a dependence on spatial environments (and 3D CGI ). Moreove...

Table of contents

  1. Cover
  2. Front Matter
  3. Introduction
  4. Lines and Interruptions in Experimental Film and Video
  5. Performing the Margins of the New
  6. Twenty-First Century Flicker: Jodie Mack, Benedict Drew and Sebastian Buerkner
  7. Experimental Time-Lapse Animation and the Manifestation of Change and Agency in Objects
  8. Analogon: Of a World Already Animated
  9. Emptiness Is Not ā€˜Nothingā€™: Space and Experimental 3D CGI Animation
  10. Inanimation: The Film Loop Performances of Bruce McClure
  11. Re-splitting, De-synchronizing, Re-animating: (E)motion, Neo-spectacle and Innocence in the Film Works of John Stezaker
  12. Cut to Cute: Fact, Form, and Feeling in Digital Animation
  13. The Animated Female Body, Feminism(s) and ā€˜Mushiā€™
  14. ā€œComing to Lifeā€ and Intermediality in the Tableaux Vivants in Magic Mirror (Pucill, 2013) and Confessions to the Mirror (Pucill, 2016)
  15. Siting Animation: The Affect of Place
  16. Back Matter