Presents a foundational theory of animation and what it reveals about our relationship to technology
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media.
The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology.
Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
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TABLE OF CONTENTS
Preface
Introduction: The Anime Machine
Part I. Multiplanar Image
1. Cinematism and Animetism
2. Animation Stand
3. Compositing
4. Merely Technological Behavior
5. Flying Machines
6. Full Animation
7. Only a Girl Can Save Us Now
8. Giving Up the Gun
Part II. Exploded View
9. Relative Movement
10. Structures of Depth
11. The Distributive Field
12. Otaku Imaging
13. Multiple Frames of Reference
14. Inner Natures
15. Full Limited Animation
Part III. Girl Computerized
16. A Face on the Train
17. The Absence of Sex
18. Platonic Sex
19. Perversion
20. The Spiral Dance of Symptom and Specter
21. Emergent Positions
22. Anime Eyes Manga
Conclusion: Patterns of Serialization
Notes
Bibliography
Index
0 有用 - 2015-12-24 05:14:52
这本真的好难懂。。。
0 有用 月刊哈ribo.__. 2020-08-10 12:06:14
anime民族志
0 有用 Y 2022-07-15 14:13:43
前二部分;两个疑问,一是完全没讲动画和漫画的关系和互相影响多少有点让人惊讶 ,二是一直在强调技术而不去剖析文化因素与技术因素在影响创作内容上的具体关系,仿佛两者是割裂的。一直想要强调媒介对于塑造文本的特殊性,但这之间的链条还是不让人完全信服。
2 有用 里相玉 2022-04-01 18:11:40
抛开一开始的偏见,确实从中学到了不少深入的思路,按照这个顺序补了些片子。但终归,对讨论动画中的「技术」问题提不起什么兴趣,什么「爱与法西斯剧场」,哈欠🥱。合成也完全可以通过别的途径实现吧,只要是能嫁接断裂的都可以,声音画面语言,都可以。
1 有用 nbpr 2024-03-12 05:44:10 美国
Lamarre的前后两本书应该是英语冻鳗研究里唯二有名气有实力的作品了,anime machine打了一个比较坚固的基础,所谓machine是一个工具加想法的聚合(借了瓜塔利的说法,machine是与人关联的聚合),所谓的装置、技术、美学基于此才得以发生,举出的三个machine类型是宫崎骏/吉卜力的全动画,庵野/宅社的有限动画,CLAMP的改编作为reset,这一套目前看下来是实践性泛用性比较强... Lamarre的前后两本书应该是英语冻鳗研究里唯二有名气有实力的作品了,anime machine打了一个比较坚固的基础,所谓machine是一个工具加想法的聚合(借了瓜塔利的说法,machine是与人关联的聚合),所谓的装置、技术、美学基于此才得以发生,举出的三个machine类型是宫崎骏/吉卜力的全动画,庵野/宅社的有限动画,CLAMP的改编作为reset,这一套目前看下来是实践性泛用性比较强的,但毕竟是老书了,需要做些修补 (展开)