Thomas Lamarre teaches East Asian studies, art history, and communication studies at McGill University.
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
發表於2024-11-22
The Anime Machine 2024 pdf epub mobi 電子書 下載
圖書標籤: ThomasLamarre 動漫 日本 文化研究 亞文化研究 視覺研究 文化 UniversityofMinnesotaPress
大開眼界。
評分談動畫性和電影性帶來的啓發很大。在對笛卡爾視覺模式的顛覆上,動畫性和知覺裝置的自我瓦解特性十分相似。不禁讓人思考能否以Crary的框架重構電影裝置理論,再依據Lamarre對動畫性與電影性的區分討論它們的政治意義。既然談到瞭visual politic,想知道Lamarre之後有沒有留意Crary的文本。
評分這本真的好難懂。。。
評分這本真的好難懂。。。
評分大開眼界。
The Anime Machine 2024 pdf epub mobi 電子書 下載