Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Computer-Animated Films and Anthropomorphic Subjectivity

View through CrossRef
Chapter Four presents new research into animated anthropomorphism, and argues that computer-animated films more readily exploit the non-human element of its characters rather than recourse to the humanlike to manipulate virtual space through anthropomorphic subjectivity. Drawing from Sergei Eisenstein’s notion of “plasmaticness” (1986) and Gilles Deleuze’s writing on “gaseous perception” (1986), this chapter explores the molecular, sporadic contact that the digital anthropomorph has with the surrounding virtual cartography and the manner in which they constantly reframe and deform the action through a highly inventive cinematic eye. These new qualities of the computer-animated film anthropormorph permits a Luxo world to be defined as aesthetically and stylistically anecdotal. In comparison to other forms of animated worlds, computer-animated films present a virtual reality that is visually channelled through the anthropomorph’s individual activities, movements and viewpoints within, through and across digital space.
Title: Computer-Animated Films and Anthropomorphic Subjectivity
Description:
Chapter Four presents new research into animated anthropomorphism, and argues that computer-animated films more readily exploit the non-human element of its characters rather than recourse to the humanlike to manipulate virtual space through anthropomorphic subjectivity.
Drawing from Sergei Eisenstein’s notion of “plasmaticness” (1986) and Gilles Deleuze’s writing on “gaseous perception” (1986), this chapter explores the molecular, sporadic contact that the digital anthropomorph has with the surrounding virtual cartography and the manner in which they constantly reframe and deform the action through a highly inventive cinematic eye.
These new qualities of the computer-animated film anthropormorph permits a Luxo world to be defined as aesthetically and stylistically anecdotal.
In comparison to other forms of animated worlds, computer-animated films present a virtual reality that is visually channelled through the anthropomorph’s individual activities, movements and viewpoints within, through and across digital space.

Related Results

Alternative Entrances: Phillip Noyce and Sydney’s Counterculture
Alternative Entrances: Phillip Noyce and Sydney’s Counterculture
Phillip Noyce is one of Australia’s most prominent film makers—a successful feature film director with both iconic Australian narratives and many a Hollywood blockbuster under his ...
The Computer-Animated Film
The Computer-Animated Film
The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomeno...
Spray Coated Nanocellulose Films Productions, Characterization and Application
Spray Coated Nanocellulose Films Productions, Characterization and Application
Nanocellulose (NC) is a biodegradable, renewable and sustainable material. It has strong potential to use as a functional material in various applications such as barriers, coating...
Pixar, Performance and Puppets
Pixar, Performance and Puppets
As a way of remedying the wider absence of computer-animated film acting within scholarship on film and animated performance, this chapter makes a significant assertion that, in it...
Falling with Style? The Computer-Animated Film and Genre
Falling with Style? The Computer-Animated Film and Genre
Chapter One maintains the genre narrative established in the book’s introduction, interrogating in greater depth the shape of contemporary film genre theory, and its relationship t...
Phenomenological approach to human subjectivity in tourism sciences
Phenomenological approach to human subjectivity in tourism sciences
Through a phenomenological approach to human subjectivity, this study seeks to explain the philosophical ideology of phenomenology that is lacking in its methodology. Ideology and ...
Look Behind the (Animated) Pictures. Notes on the Role of the Aesopic Language in Hungarian Animated Film
Look Behind the (Animated) Pictures. Notes on the Role of the Aesopic Language in Hungarian Animated Film
Abstract The essay explores a certain tendency of Hungarian animated film related to a strategy of constructing meaning. The so-called Aesopic language, which can b...
Depth-aware salient object segmentation
Depth-aware salient object segmentation
Object segmentation is an important task which is widely employed in many computer vision applications such as object detection, tracking, recognition, and ret...

Back to Top