Beruflich Dokumente
Kultur Dokumente
Volume 3
2008
Animation Studies
Editor
Nichola Dobson
Independent Scholar
Managing Editor
Timo Linsenmaier
Staatliche Hochschule fr Gestaltung Karlsruhe
Editorial Board
Charles da Costa
Savannah College of Art and Design
Caroline Ruddell
St. Marys College, University of Surrey
Ethan de Seife
Gettysburg College
Paul Ward
Bournemouth Arts Institute
Pierre Floquet
ENSEIRB, Universit de Bordeaux
Karin Wehn
Universitt Leipzig
Maureen Furniss
California Institute of the Arts
Paul Wells
Loughborough University
Amy Ratelle
Ryerson University/York University
By widening the call to other animation subject papers we were able to include two papers
60 The Ontology of Performance in Stop which were presented at the PCA/ACA conferAnimation
ence held in San Francisco in 2008, which for
by Laura Ivins-Hulley
the first time, included an animation subject
area. Birgitta Hosea considers the potential im67 Taking an Appropriate Line
pact of technology in TV 2.0: Animation Readby Van Norris
ership/Authorship on the Internet, not only in
terms of audience consumption, but in a useful
77 Submission Guidelines &
case study, demonstrates the scope of new web
Creative Commons
technologies for animation students. After looking to the future of animation Maria Lorenzo
Hernandez looked back, with Visions of a Fu-
iii
iv
Nichola Dobson
Linda Willams (1998) defines melodrama as a peculiarly democratic and American form that
seeks dramatic revelation of moral and emotional truths through a dialectic of pathos and action
(p. 42). This emphasis on moral and emotional truth, as opposed to cinematic realism or
adherence to historical fact positions the figure of the suffering innocent (p. 43) as a dividing
line between the oppositions of (cinematic) good and evil. Balto (1995) takes several liberties
with history. The nature of these liberties is of great interest, especially as the film is promoted as
a true story (on its movie poster), and more particularly if we are to understand the film is
operating specifically as melodrama. This paper examines Balto in terms of its melodramatic
structure, and how the liberties taken with actual history serve to enhance the visceral impact of
the film.
Melodrama is most often (pejoratively) deemed a genre of excess. Nearly all the writings on
melodrama focus on its excessive qualities as properties of the womans film (Williams, 1998;
Gledhill 2000), and are framed in terms of issues of violations of good taste, in that they are
overly, often uncomfortably, sentimental. Childrens cinema is also often framed in terms of
violations of good taste too loud, too bright, too nonsensical. The similarity in negative views of
these marginalized genres has yet to be noted in writings on melodrama or childrens cinema. It
seems only logical, then, to examine Balto in terms of its excessive pathos, sentimentality and
action-packed third act, especially in that the film undermines historical fact in order to drive
home a larger point on suffering and the rewards of virtue, and because it implicitly maintains a
tie to history, inherent in the live-action opening and closing brackets. Though most, if not all,
childrens animation is melodramatic, Balto in particular is deserving of special attention by virtue
of the tensions of pathos/action in the animated narrative, and the implicit real-life history in
the live-action, which requires an anchor to an actual lived experience, as provided by the liveaction bookends. While other animated films may have this explicit division between live-action
and animation, in the case of Balto, the shift in medium is more than simply indicative of a
flashback. As the human grandmother is revealed as Rosie, the little girl in the animated core
text, this lends greater historical credence to the emotional journey of Balto in the animated
portion of the film.
This troubled relationship to history is heightened by the division of the film into two parts a
brief live-action opening sequence, the animated core text, and a return to the live-action space
at the end. Christine Gledhill (2000) further observes that melodramas heightened contrasts and
polar oppositions aim to make the world morally legible (2000, p. 234) pure/impure,
rural/urban, wild/domestic, and nostalgia/history. The division of the narrative into two separate
parts highlights the grey areas between historical fact and emotional truth. The interdependence
of these two modes of representation as separate, yet inseparable parts of the same narrative is
crucial to understanding the film as melodrama.
In the animated portion of the film, Balto is an outcast wolf-husky cross breed, yearning at first
to be included as part of a dogsled racing team, then, after he meets purebred husky Jenna, to be
domesticated as a family pet, preferably within her family unit. Baltos chance for greatness comes
in the form of a diphtheria epidemic in his hometown of Nome, Alaska. Through his tentative
Or, at the very least, the snow is the second-whitest presence in the scene. The spirit-wolf
(perhaps even the god of wolves) is the whitest thing set in a landscape of white things. Balto,
searching for origin, finds that it is as lily-white, if not more so, as Jennas or Steels. His is a noble
origin, far outreaching the mangy grey wolves he declined to join at the beginning of the film.
Animation beautifully renders both the unusual appearance of the spirit-wolf tall, slender, with
a lovely, tapering snout, and yellow eyes with concentric pupils as well as controls the blizzard
background of delicate blue and green shades, warmed up by the presence of the wolf, emitting a
very faint pink and yellow-tinged glow. The staggering revelation of Baltos purity and inherent
worth is accomplished with little movement and no dialogue at all the calm of centre of literal
blizzard conditions, and the storm in Baltos heart. As Williams (1998) points out, [t]he
revelation occurs as a spectacular, moving sensation that is, it is felt as sensation, and not simply
registered as ratiocination in the cause-effect logic of narrative because it shifts to a different
register of signification, often bypassing language altogether (p. 52). In a third act crammed with
action and spectacle, the quiet beauty of this communion stands as a moment out of the time of
the narrative.
Balto then proceeds to climb back up the cliff, dragging the precious antitoxin with him, and
leads the team back to Nome, foiling a broken bridge, treacherous ice caves, and other such
clichd winter dangers to become the hero of the day, and Jennas chosen mate. He is accepted
into the town with honours, reaping integritys rewards - the recognition of virtue by the less
virtuous (Williams, 1998, p. 52).
The grandmother launches into the story, which spawns a dissolve from a pan across brightlycoloured fall maples into the snowy forest-space of the animated core text. By the end of the
animated portion of the story, in the return to the closing bookend, they have found the statue of
Balto, dedicated to the indomitable spirit of the sled dog.
Granddaughter: Did Balto really do all that?
To the grandmother, the answer is yes, but history itself tells a different, shorter, and
ultimately less exciting tale. The diphtheria epidemic was real, and so was Balto. The real Balto
was a dog on racing great Leonard Seppalas second-string team, but Seppala didnt think hed
make a particularly effective lead dog. Seppalas assistant disagreed, and hitched Balto up as the
lead for his team for the last leg of the serum relay. Balto performed admirably, saving the team
from becoming lost on several occasions. Clearly, Balto (the film) ignores facts and embellishes
others to serve a greater emotional truth. The inclusion of the indexical relationship of live actors
to the camera indicates that more is at work than simply the embroidered recounting of one dogs
tale. The live action sequences provide a symbolic anchor to history, lending greater weight and
credibility to the melodramatic animated bulk of the film. Baltos achievement, in terms of the
animated text, as illustrated by the statue in Central Park, is a most public, and, in terms of the
live action, tangible, recognition of his inherent virtue, which transcends his shady background.
The fictional Balto raises his social standing and reinforces the civilizing properties of the nuclear
family, returning to an origin he has been denied; the real Balto saves some Inuit children from
certain death. Both are memorialized in the single figure of the statue in Central Park, in all its
inscribed glory. Because Balto is melodrama, its core tenet is that anyone, whose heart and
intentions are pure enough, can overcome the taint of their origins, and achieve public (and
sometimes bronze) recognition of virtue. The dialectic of pathos and action played out in the
animated part of the film opens and closes in this quiet, real world corner of New York City.
Because the melodramatic structure subverts actual history to provide a greater moral truth, the
bookends serve not only as a means to access the past, but also the future. The live action closing
sequence carries Baltos legacy of virtue into not only our real, urban world, but, as embodied
in Rosies granddaughter and her puppy, into the (filmed) bodies of generations to come.
Though by no means a comprehensive study of melodrama or childrens cinema, this paper
does provide an inroad to further discourse in terms of how these two marginalized genres can be
woven together on their own terms, as well as offering potential avenues for future studies in
^
animation theory.
Amy Ratelle is currently a PhD student in the Joint Program in Communication and Culture at Ryerson
University and York University. Her research focuses on animal issues and animality in childrens film and television.
She holds a BFA in Film Studies from Ryerson University and a MA in Film Studies from Carleton University.
Balto (1995). Directed by Simon Wells. Universal City, CA: Universal Pictures and Amblin
Entertainment, 2001 [Video: DVD].
Dyer, Richard (1997). White. London, Routledge.
Gledhill, Christine (2000). Rethinking Genre, in: Christine Gledhill and Linda Williams (eds.).
Reinventing Film Studies. New York, Oxford University Press, pp. 221-243.
Williams, Linda (1998). Melodrama Revised. Refiguring American Film Genres. Nick Browne,
ed. Berkeley, University of California Press, pp. 42-88.
Amy Ratelle
Edited by Nichola Dobson
The Newly Developed Form of Ganime and its Relation to Selective Animation1
for Adults in Japan
Ganime is a new corporate project to develop the features of selective animation to provide a
more flexible category of anime. Ganime was created jointly by Toei Animation and the publisher
Gentosha. The overall project is to promote auteurism in animation by encouraging creators to
have the freedom to exercise their imagination instead of conforming to the predetermined norms
of the anime industry. The Ganime project also intends to liberate the artists creativity through
collaboration among painters, novelists, musicians and film directors.
Ga is written with a character meaning painting, in their usage it is not restricted to any
particular method but could be oil painting, ink painting, wood block printing, photography or
even clay models; nime is written with katakana as a shortened form of anime. As the project
name indicates, Ganime stresses the value of the drawing by the artists, treating them as
establishing the core to which words and music are integrated to create a new form of expression.
At time of writing, fourteen Ganime titles have been released since the project was launched at
the end of May 2006. Each work exhibits a different drawing technique, visual style and
represents various genres. The Ganime Project also aims to incorporate works that employ
different materials besides drawn animation. Most works have adapted noted examples of classic
and contemporary literature and music to enrich the narrative element.2 Ganime tends to be
character-based, slower in pace and rendered with less motion than usually found in anime.
Ganime has been introduced to the public as the art of slow animation. 3 The works are being
released directly on DVDs without prior showing on television or in theatres. Ganime works vary
in length; the shortest being seventeen minutes, and the longest forty minutes, while most are
between twenty to thirty minutes.
Tezukas Mushi Productions and Ganime Project
My interest in the Ganime project was triggered by the resemblance of their basic concept to
what Tezuka Osamu envisioned in his works with Mushi Productions in the 1960s and early
1970s. Tezuka is widely known for his early animated television series such as Tetsuwan Atomu
(Astro Boy). Yet, he and the Mushi Productions staff also released a handful of short
experimental animated films and three adult-oriented theatrical released animated films in Japan
One Thousand and One Nights (1969), Cleopatra (1971) and Kanashimi no Belladonna (1973),
which pioneered the possibility of animation as an entertainment for adult audiences in the early
1970s. Although not all of these works gathered attention, or achieved great commercial success,
(indeed they have often been overlooked), their artistic creativity and the method of marketing
are historically significant. As Japanese animation scholar Tsugata Nobuyuki points out, Tezuka
1
Selective Animation is a new term intended to replace the older expression limited animation. I present the idea of selective animation in the
context of a spectrum of animation techniques in my dissertation The Concept of Selective Animation: Dropping the Limited in Limited
Animation. It is also discussed in my forthcoming article The Concept of Selective Animation and Its Relation to Anime in Animeeshon eiga no
atarashii riron to rekishi (The New Theory and History in Animated Film)
2
The famous texts include works by Dazai Osamu (1909-1948), Hagiwara Sakutaro (1886-1942), Mori Ogai (1862-1922), Koizumi Yakumo (also
known as Lafcadio Hearn, 1850-1904), Honor de Balzac (1799-1850) and H.P Lovecraft (1890-1937). Noted contemporaries include manga by
Hayashi Seiichi (1945 ~) and Koga Shiichi (1936 ~), photographs of Ueda Shoji (1913-2000), paintings of Yoh Shomei (1946?), Amano Yoshitaka
and so forth.
3
Ganime: The Art of Slow Animation is an article that appeared in the Arts Weekends column in the Daily Yomiuri, September 16, 2006.
In the following section, I identify the characteristics, current status and future potential found
in three Ganime works. I have chosen two examples, Fantascope ~ tylostoma and Tori no uta (The
Bird Song) by the illustrator Amano Yoshitaka, well known for his connection with Oshii
Mamorus Tenshi no tamago (Angels Egg, 1985), the character design for the anime Vampire
Hunter D (1985), and the image design for the Final Fantasy game among others. As Ganime
advertising employs Amanos illustrations, looking at his works forms a good introduction to the
overall ambition of the Ganime project. The third work examined here, The Dunwich Horror and
Other Stories, is directed by Shinagawa Ryo, the editor of Studio Voice magazine and a film
director with character design and artworks by Yamashita Shohei. This work illustrates the
diversity of Ganime with its use of three-dimensional mixed materials which differentiates it from
other drawn animations and computer-generated imagery. Furthermore, the main creators of The
Dunwich Horror and Other Stories are still in their 30s, revealing how this new generation handles
focused motion and stillness in this unconventional format.
Fantascope ~ tylostoma
Fantascope ~ tylostoma (2006) is a fantasy narrative about a man who has been condemned to
wander in nothingness, only being allowed to come back to earth once every seven hundred
years. During his current visit, he finds that the prosperous town he had known well had been
replaced by a depressing vista of destruction. In these ruins, he encounters the only surviving
person, a woman who looks like a prostitute. At her request, he starts telling his story. Very soon,
the woman invites him to bed. Later, a shell he found under the womans bed awakens a memory.
She is actually the goddess whom he had fallen in love with long ago. She had agreed to let him
murder her in order for him to obtain eternal life. He had attempted to kill her, yet in a few
moments it had become clear that she could not be killed. Although both were disappointed, the
goddess gave him eternal life and disappeared with the sea shell. Back in the
present, the woman tells him that she is the
one responsible for arbitrarily destroying the
world and she has long been waiting for him
to come back for her. The man is shocked
and once again attempts to take her life. He
winds her hair around her neck and tries to
kill her again, and yet, she reminds him that
this will not work. Finally the man asks the
woman to take his life, in order to liberate
him from his tortured existence. She kisses
the man and slowly inhales his breath,
A good example that utilized this attitude is demonstrated by Gankutsuou The Count of Mont Cristo, a series of anime episodes produced by
Gonzo, directed by Maeda Mahiro which originally ran from October 5, 2004 to March 29, 2005. There is an unusual sense of flatness in
Gankutsuous visual effects, even though the characters and backgrounds are all rendered in three dimensions. Furthermore, Gankutsuou employs
an unusual visual style that employs layers of texture patterns in the characters clothing, instead of standard coloring and shadowing.
8
For further interesting and detail discussion of flatness in anime and animetism, see The Multiplanar Image (120-143) by Thomas Lamarre
in Mechademia: Emerging Worlds of Anime and Manga. Minneapolis: University of Minnesota Press, 2006.
10
Tori no uta is an erotic fantasy of a boys love for a girl he met in Shizuoka, Japan, around the
late 1950s and early 1960s. It begins with a boy describing a sudden downpour. He meets a very
beautiful girl in an eye-catching scarlet kimono, with a little green bird standing on her shoulder,
while taking shelter from the rain at her home. Even though the girl promises him they will see
each other again, he fails to locate her and finally leaves the town as an adult. Fifty years pass and
the man goes back to his home town. There, he meets the girl again, unchanged despite the
passage of years. The man returns to his youthful appearance, telling the girl that he wishes that
they can always spend time together like this. Responding to his wish, the girl shows him a glass
where there is miniature rainbow. This rainbow represents the dream of the boy. If he can tell her
his thoughts, and if he is sincere, the colours
of the rainbow will be released back into the
sky. When all of the colours are released, the
two of them will be together forever. At times,
during this long narration, their imagination
seems to invade reality, and reality becomes
their imagination. In the end, we see the boy
walking hand in hand with the girl towards an
unknown future.
In this work Amano created both the
original story and illustrations and did the
direction. The first impression of this work is
its selective animation and the use of striking
colours against an off-white background, the
dominant monologue, lyrical music and the careful placement of the narrative between fantasy
and reality. The style of these illustrations shifted from his more western influenced earlier style
to a more explicitly Japanese style of drawing figures and settings.
11
There are three short stories in this title, an adaptation of H.P. Lovecrafts short story with the
same title. The first story, The Picture in the House starts with a traveller seeking shelter from the
storm in an apparently abandoned wooden house. Later, the traveller meets the owner, an old
white-bearded man. The old man shows an unusual fascination for an engraving in an old book
depicting a butcher shop of the cannibal Anziques. The old man speaks in such an uncanny
manner that it strongly suggests that he hungers for a similar sensation and the taste of human
flesh. The traveller grows more and more uneasy with the old man. Before the old man could
finish his talk, blood starts leaking from the ceiling onto the book they are looking at. The story
ends abruptly when lightning strikes the house and everything falls into darkness.
12
13
Okada Toshio,9 anime producer, author, co-founder and former president of the production
company Gainax, comments that Ganime is a movement that emphasizes a return to the
individualism of the creator. He comments that although Tezuka Osamu started limited
animation and the cel bank system to limit the cost of producing animated television series,
complex narratives and unique styles of directing were used to balance the stillness of the
imagery. The finished animations were exported to foreign countries, emphasizing profits gained
by controlling the copyright.
Continuing this trend in the 1980s and 1990s, the construction of anime marketing through the
categorization of works directed towards different age and interest groups is still intensifying
today. Current anime creators are still constrained by marketing restrictions where the main rule
is to make profit and auteurism is no longer an important element. Okada went on to contrast the
career of Tomino Yoshiyuki, a talented anime director, who has been restricted to Mobile Suit
Gundam series, with the internationally famous Oshii Mamoru who was able to direct The
Amazing Lives of the Food Grifters (Tachiguishi Retsuden, 2006),10 even though it was not
financially successful.11
Okada says the Ganime project can be seen as an extension of the new trend represented by
Shinkai Makoto. In 2002, Shinkais Hoshi no koe (The Voices of a Distant Star) attracted
attention by proving that it is possible to create anime by oneself, presenting an alternative to the
existing anime production system in Japan. Shinkai adopted animes typical visual norms
(particularly the drawing style), combining them with his atypical narrative setting to produce a
love story. Even though his story involves a lot of fighting scenes, the emphasis is placed on the
sensitive depiction of the inner emotions of the protagonist. This gives more depth and enjoyment
through identification with the characters and poetic environment instead of the conventional fast
pacing and flashing explosions typical of this genre. Besides its anime norms, the beauty of
Shinkais Hoshi no koe is derived from careful observations and photographic-like details
Okada Toshio is considered a leading authority on otaku culture. He lectured on the topic at Tokyo University from 1992 to 1997. His books
include Bokutachi no sennou shakai (Our Brainwashed Society) published in 1995 and Otaku-gaku nyuumon (The Introduction to Otakuology)
published in 1996.
1 0
Despite what the official English title is, I think Biographies of the Distinguished Masters of Noodle Eating might be an attentive translation
nearer to the meaning in the Japanese title. In this recent film, Oshii employs photography and CG to produce the effect of selective animation.
1 1
See Okada Toshios article in New Media Creation Jisedai kurietaa no tame no shinmedea ganime (New Media Ganime for the Creator of the
Next Generation), published by Gentosha, 2006: 10-17.
14
1 2
15
1 5
Nevertheless, the July 2007 issue of Animeeshon nooto How to Make Animation Featuring Top Creators & Workflows featured a special
interview with Amano Yoshitaka. They also used Amanos female protagonist from Tori no uta for the front cover image.
1 6
Retrieved on June 18, 2007 from http://www.Ganime.jp/apply.html. It is obvious that Toei-Gentosha tries to explore new approaches and new
market by recruiting of new talents with the Ganime project, with a minimum investment risk.
1 7
So far, the crucial financial aspect has yet to be clearly described by Toei-Gentosha.
1 8
On the Toei Animation official website, they advertise the Ganime project advertisement with eye-catching imagery that portrays styles
different from other Toeis productions. See http://www.toei-anim.co.jp, retrieved on June 19, 2007.
16
Kyoto University. This paper was presented at Animation Universe, the 19th Society of
Animation Studies Conference, Portland; June 29th July 1st, 2007.
References
Ga-nime Project. ed. (2006). New Media Creation Jisedai kurietaa no tame no shinmedya ganime
(New Media Ga-nime for the Creator of the Next Generation). Tokyo, Gentosha Media
Consulting.
Gan, Sheuo Hui. (2006). Prefiguring the Future: Tezuka Osamus adult Animation and its
Influence on Later Animation in Japan Proceedings of the Asia Culture Forum 2006 A
Preliminary Project, October 26-29, 2006, Cinema In/On Asia. Ed. Shin Dong Kim & Joel
David. Korea, Asia Future Initiative, pp.189-200.
Lamarre, T. (2002), From animation to anime: drawing movements and moving drawings, Japan
Forum, Vol. 14 (2), pp. 329-367.
Tsuki Mina, Ga-nime: The Art of Slow Animation. The Daily Yomiuri, September 16, 2006.
Watanabe Tomohiro and Tanaka Kei (2007). Animeeshon he no kaiki (The Return to
Animation). in Animeeshon nooto How to make animation, featuring top creators &
workflows, June, pp. 6-25.
Wells, P. (2002). Animation: Genre and Authorship. Wallflower Press: London & New York.
Sheuo Hui Gan
Edited by Nichola Dobson
17
In the film industry, historically it seems to be a truism that women have not occupied major
positions. Although they have participated in the profession, there has been a relatively small
number of female producers, directors, and head writers for many years. A similarly small
number of women have held positions of influence in the animation industry.
A variety of reasons might be suggested for the scarcity of women animators: these might
include systemic discrimination, institutional bias, and the fact that traditional animation and its
focus on violence and physicality appealed to very few women. The relative dearth of females in
the industry notwithstanding, the status of women in animation in Canada is anything but
discouraging. From a cultural and historic perspective, this discussion will focus upon Canadian
female animators and their experiences and suggest that at least some of the pessimism regarding
womens contributions to animation may have been overstated. Through examination of the
challenges faced by female animators as well as strategies discovered that sustain their work, it
becomes apparent that there is clearly a reason to celebrate the efforts and progress of women in
Canadian animation, past and present.
That women have not had an easy path in animation in general must not be forgotten. Sharon
Couzin remarks that with few exceptions, Historically a woman had no voice at all in animation.
The field was occupied by men in the conception, rendering and distribution (Pilling, 1992, p.
72). Karen Mazurkewich has called animation studios boys clubs, noting that there were no
girls allowed except in the paint and ink departments (1999, p. 5). Jayne Pilling confirms
womens somewhat lesser status when she notes that [w]omen have always comprised a large
part of the animation workforce as paintntracers, or inknpainters, or in-betweeners, colourists or designers (1992, p. 5).
In 1951, Canadian animator Colin Low observed that that people best suited for [organization of a cel cartoon film] are skillful at lettering. Girls are usually steadier, happier, and
quicker at the work they are neater and more methodical (Mazurkewich, 1999, p. 185). While
Lows comments suggest that women indeed performed very useful functions in one form of
animation, in this statement he seems to have relegated them to secondary, less significant, and
perhaps less creative roles. Even almost a half a century later, Linda Simensky, Cartoon Networks
Director of Programming, is only slightly more positive:
First there is the history of the industry. While there have always been women in animation, historically the
more important jobs have gone to men. This is much a function of the eras involved and of the history of the
business. When you consider that the entire animation industry has been around for less than a century, and that
for years women were systematically relegated to such lesser jobs as ink and paint, women have actually done
fairly well even getting into any positions over the last twenty years. (Simensky, 1996)
Nevertheless, a definite change for the better has been occurring for the female in animation
more recently. Maureen Furniss observes that there is an effort to hire and promote females as
creators and producers (as well as in various other capacities) in order to rectify an imbalance
created in the past by institutionalized policies of sexual discrimination in part because women
have made it to the top and are now looking out for the future of other women (1998, p.
234). In Canada, the number of female animators has increased, both at the National Film Board
18
19
Despite the fact that one might argue that Lambart spent much of her time in McLarens
shadow, much to her detriment, and was recognized for her work far too late, that Lambart
refused to see herself as a kind of second class animator is telling. Lambart not only enriched
McLarens work but she also benefited from his tutelage both with regards to technique and
theme. Gradually she came to learn what intrigued her and what no longer held her interest.
Instead of simply taking McLarens lead, she kept pace with him despite the fact that the public
saw only him for a large part of the time. Sociologist Seymour Lipsett has long compared
American and Canadian values, and he maintains that Canadians typically are more collectivityoriented than their southern neighbours. The belief that group effort and success is more important than individual glory has pervaded the Canadian psyche, and the dynamics of the partnership of Lambart and McLaren might have fit into this paradigm rather than a more hierarchical
model. (Lipsett, 1992).
Once her work with McLaren had slowed down, Lambart began to pursue her own style of
film. She used wholly different techniques and content, leaving behind abstraction and pastels
and focusing on linear stories with animated cut-outs and bright blues and reds. Her films often
centred on concrete stories, frequently fables incorporating animals as characters; for example,
she made The story of Christmas (1973), Mr. Frog Went A-courting (1974), The Lion and the
Mouse (1976), and The Town Mouse and the Country Mouse (1980). She continued to make films
for both the National Film Board and independently for a great number of years.
Another renowned and highly gifted female animator, Caroline Leaf, also began her career
under the tutelage of a male artist, Derek Lamb. Leafs films have garnered much attention and
received fulsome praise for their compassionate sensibility to the lyricism and a humanity which
one finds all too rare in animation (Talia Schenkel in Pilling, 1992, p. 41). Like Lambart, Leaf
sees the value in working with and learning from others; in the many interviews she has given, she
speaks of her inexperience and her own uncertainty about her artistic ability rather than any
overtly sexist attitudes or behaviour as obstacles to overcome. Derek Lamb was not Leafs only
mentor; although he tried to get the National Film Boards English Programme Unit to hire her,
it was Co Hoedeman from the NFBs French animation studio that ultimately hired her in 1972.
The French office of the NFB in fact actively promoted the hiring of women in its department,
and it was most notably Rene Jodoin who supported female animators. In order to produce
highly original films, Jodoin not only encouraged young artists, but mentored women artists in
particular. French-Canadian animator Francine Desbiens speaks fondly of her work with Jodoin:
At one time there were more women than men. After he left the department, there were ten
years where not one woman was employed as a freelancer or as a permanent [Jodoin] was way
out in front of everybody (Robinson, 2000, p.2).
Like Lambart, Leaf strives for the merging of innovative techniques and compelling stories.
Interestingly, Leaf began her career animating films using animals and legends similar to
Lambarts later work. Perhaps Leafs most famous technique to date involves her use of glass with
sand or ink. Its originality and potential impressed even Norman McLaren who exclaimed, This
is wonderful! In all my years of animation, Ive never thought of this! (Talia Schenkel in Pilling
1992, p. 41). In The Street (1976), the animated adaptation of Mordecai Richlers touching story
of a childs first experience with death, Leafs ink and glass brilliantly illustrate the use of
20
21
22
Deneroff, H. (1996). Women in Animation and Bill Everson. Animation World Magazine,
Volume 1, No. 2.
Furniss, M. (1998). Art in Motion: Animation Aesthetics. Sydney: John Libbey & Company Ltd.
James, C. (1992). Multi-Faceted Animators Retrospective, The New York Times.
Lipsett, S. (1992). The Continental Divide: The Values and Institutions of the United States and
Canada. New York: Routledge.
Mazurkewich, K. (1999). Cartoon Capers. Toronto: McArthur & Company.
Munn, F. (1982). Creativity Heightened by Change in Career, Ottawa Citizen.
Pilling, J., ed., (1992). Women and Animation. London: St Edmundsbury Press Ltd.
Quigley, M. (2005). Women Do Animate. Australia: Insight Publications.
Robinson, C. (2000). When I grow up I want to be Rene Jodoin, Animation World Magazine,
Issue 5.7.
Siegel, L. (1999). www.seigelproductions.ca/filmfanatics/daybreaks.htm
Simensky, L. (1996). Women in the Animation Industry: Some Thoughts, Animation World
Magazine, Volume 1, No.2.
Wells, P. (1998). Understanding Animation. London: Routledge.
Lynne Perras
Edited by Nichola Dobson
23
TV 2.0
Animation Readership/Authorship on the Internet
Introduction
Traditional platforms for animation, such as broadcast television or cinema, are rapidly
becoming obsolete as a new type of spectator demands more choice, the ability to interact with
animated content and access to global distribution for their own user-generated work. Audiences
are no longer satisfied with receiving a top down distribution of content from traditional cinema
or broadcasters. Internet technologies are emerging to address this demand for active
spectatorship and enable communities of interest to evolve their own alternative distribution
methods.
Viewing animation online has become increasingly accessible with the mass adoption of
broadband and the emergence of new file formats. TV 2.0 is an amalgamation of Internet
technologies that combine video on demand with the social networking capabilities of Web 2.0.
In the age of TV 2.0, the role of the viewer has increased in complexity with new possibilities for
active interaction and intervention with the content displayed. This new audience seeks a form of
spectatorship that can extend beyond the passive recipience of programming distributed by elite
broadcasters. TV 2.0 on the Internet has changed both methods of distribution and traditional
patterns for the viewing of animation. However, any potential for democratic participation in the
visual culture of moving images that this could entail may be a brief historic moment before the
assimilation and control of active readership by mainstream corporate culture.
This paper examines case studies of animated TV 2.0, specifically the use of the technology at
Central Saint Martins College of Art and Design. By examining the nature of the spectator
experience, the outcomes of TV 2.0 and its potential developments, this paper will demonstrate
the scope for animation beyond traditional broadcasting.
TV 2.0 and patterns of spectatorship
24
25
26
27
Central Saint Martins has striven to utilise social networking and TV 2.0 to facilitate reflective
practice and to develop virtual communities of creative practitioners who peer review and
comment on each others work.
Blogging is a reflective process used on the Character Animation course at Central Saint
Martins as a pedagogical strategy. An alternative to sketchbooks, blogging provides a method to
document the development process involved in the creation of animation. Originally, the students
were asked to keep reflective sketchbooks, because the course philosophy is to assess students on
their progress and development as well as the final product in the form of a finished animation.
The blogs were originally intended to document the process behind their final films that were
created in conjunction with the National Gallerys Transcriptions project. The initiative behind
the use of blogging came from the students as many of them were already keeping blogs. Students
post works in progress on their blogs: animatics, sketches, mood boards, versions of character
designs, storyboards, rough drafts and other animation development work. Their blogs display
linked animations that they have posted on sites such as Vimeo or You Tube.
Re-mediating the sketchbook, the blog becomes more than a digital archive of personal and
creative development. Networks of friends that have subscribed to the blogs progressively add
comments and these networks have grown from personal contacts to include interested
professionals providing detailed technical feedback. The National Gallery created an online
portal to both the films and the blogs, which has ensured an audience beyond the classroom.
Another web based initiative originating from the Innovation Centre at Central Saint Martins is
Fifzine. The name derives from an amalgamation of Andy Warhols fifteen minutes of fame and
the word magazine. It is a social networking site for the creative community, yet unlike a site
such as Facebook, this is not a place for holiday photographs, but for creative practice in the
form of a portfolio. It is free to join and open to all creatives, who can each have their own
portfolio page featuring examples of writing, audio, still or moving image work, illustrations and
animations. These portfolios can have friends and comments and feedback are invited.
28
According to the theory of remediation, an emerging form will incorporate forms that
preceded it. As the Internet evolves a unique identity, web designers have used a series of
metaphors from older media to display animated content. The new is understood through the
lens of the past. User interface metaphors include the gallery, the sketchbook, the newspaper, the
zine, the portfolio and, now, the TV channel. As people turn away from watching television
towards the Internet, a change in advertising is also becoming apparent. There are confident
predictions that within one year online advertising will have overtaken the market share currently
occupied by broadcast (McCashey, 2008). Online companies such as Blip TV use the language of
democracy and accessibility in order to generate advertising revenue from the citizen
broadcasters.
A new class of entertainment is emerging that is being made by the people without the support of billion-dollar
multinationals. Our mission is to support these people by taking care of all the problems a budding videoblogger,
podcaster or Internet TV producer tends to run into. Well take care of the servers, the software, the workflow,
the advertising and the distribution. We leave you free to focus on creativity You deserve to make money from
your hard work. Thats why blip.tv works with as many video ad networks as possible to make you money. If you
have a hit show well use our own sales force to sell a sponsorship. We share everything we make for you 50/50.
(Blip TV 2008)
Although there are currently hundreds of sites competing for our attention as Internet TV
viewers or creators, a comparison with the history of film or animation, in which many small
studios and companies were taken over and incorporated into a few major corporations; could
indicate that a few major corporations will end up dominating the Internet. Another parallel is
with the plethora of small independent record labels set up during the punk era of the 1970s and
early 1980s that were gradually assimilated into a few major record labels. In a climate of
corporate take-over, restricting the amount of creators and distributors ensures maximised profit
margins for the few that survive. Advertisers are continually seeking new methods of capturing
and controlling our viewing and shopping patterns. The restriction of our viewing to fewer
29
30
References
31
32
This paper gives an overview of the animated series Ulysses 31 (1981), a French-Japanese coproduction based on the epic poem The Odyssey, which introduced children and young
audiences to Greek myths, relocating the original narratives into futuristic contexts such as the
31st century.
Twenty-five years later Ulysses 31 remains a cult series, however it is also largely unknown
since the images it invokes are buried in the memories of childhood. Although the series
substitutes the wooden ships with spacecrafts crossing the universe of Olympus, Ulysses 31
manages to capture some of the original relationships within Homers thesis, in spite of their
eccentric portrait. The heavy use of pastiche takes us back to the 1980s and the emergence of the
new fantasy-driven science fiction cinema; thus it is important to examine and discuss the series
employment of futurist aesthetics and technology in its expos of classic mythology.
Ulysses 31 is a good example of a successful series from that period. Employing traditional
animation throughout such as painting on cells, cut-outs and the use of the multiplane camera
the art of the series offers a distinctive style that would be virtually impossible to reproduce
through more recent technology. This paper will examine this aesthetic and compare it to similar
shows from that period in order to locate its place in the future past.
Ulysses as a Cosmic Adventurer
One of the characteristics of the series that becomes apparent initially is the noticeable
coherence of the series concept. Different to Achilles or Heracles, who looked for glory and
immortality, Ulysses was not the son of a God; he was just a man whose misfortunes became
timeless. The mention of Ulysses conjures up thoughts of adventure, bravery, astuteness and
challenging forces.
Before Ulysses 31 creators Nina Wolmark and producer Jean Chalopin developed their project,
writers from all ages have approached Ulysses as an archetype of human existence: Dante,
Tennyson, Joyce, Cavafis For the purposes of this paper I will only consider Dantes depiction
of Ulysses in the Divine Comedys eighth circle of Hell, doomed for his crazy attempt his will
to surpass Hercules Columns, no other line than the edge of the known world. For Piero Boitani,
Dantes visionary approach to navigation makes the Greek hero a pre-figuration of upcoming
discoverers as Columbus, Vespucio or Elcano (Boitani 1992 p.15). Likewise, during the 20 th
century the spirit of geographical explorers is transferred to space pioneers, astronauts and
scientists, as Carl Sagan pointed in his memorable series, Cosmos (Adrian Malone, 1980), saying:
We are at the shore of a cosmic ocean, summing up all aspirations of space missions and
anticipating the birth of a new Christopher Columbus or a new Ulysses, crossing the universe to
come back to Earth.
Ulysses 31 was not an isolated phenomenon: exchanging the Mediterranean islands for lost
planets suitable for all fantastic events, the series displayed a potential mix of magic and
technology that kept fresh the intensity of the Greek heros adventures, re-elaborating the myth
in a way that could only be imagined in that specific decade. If we ever lived in the future, it was
in the 1980s. NASA had launched the two Voyager ships, as well as Europe and other continents
33
This section will examine the existing concordances among the Homeric text and the series
plot, as well as those episodes which significantly diverge from The Odyssey. Paying attention to
its structure, the series gives some linearity to Ulysses journeys like previous cinematographic
versions such as Ulysse (Mario Camerini, 1955). The curse of Gods starts in the opening episode
and is not resolved until the last program, returning the dormant crew to life and restoring the
route to Earth to the spacecraft memory. However, the rest of episodes can be followed at
random, since they are self-conclusive and always reproduce the same basic outline: Shirka, the
computer on board, locates a potential danger or problem, whose resolution opens the door for
finding the route back home; the Gods or any other evil influence interfere in preventing the hero
succeeding, but he finally settles the most immediate need, saving his life or any others.
All Homeric poems are reproduced using this outline as a figure in a mould. The futuristic
scenery provides the pretext to re-invent the original premises in The Odyssey, but always staying
with the spirit of each poem. If the struggle between Ulysses and the Cyclops symbolized the clash
of civilization against a barbarian past as Polyphemus breaks all the rules of hospitality we can
also read the fight of logos wanting to defeat the myth the blind belief on old cruel Gods.
Ulysses 31 recreates this specific conflict, when the hero defeats the Cyclops now a Giant robot
adored by blind servers who want to satisfy him by sacrificing young Telemachus attracting the
curse of ancient Gods against himself and his companions.
The secondary chapters from The Odyssey are liberally told, readdressing their subtext to meet
contemporary worries. We can read an anti-drug manifesto in The Lotus-Eaters, bringing up to
date the original premise to appeal to different age groups. On other occasions it becomes
necessary to transform the literal foundations to make sense in the new spatial context: being in
the poem aquatic monsters that cause shipwreck, Scylla and Charybdis become now gravitating
forces that trap wandering spaceships into their magnetic field.
Likewise the episode The Sirens introduces space pirates searching for a hidden treasure,
although the seminal image of the poem remains intact Ulysses tied up to the mast while
listening to the sirens song. Probably the secret to Ulysses 31 everlasting charm is the
transmission of Homers tragic essence through a genuine sense of entertainment.
Due to an overarching educational purpose, the series exceeds the limits of The Odyssey to
become a summa of Greek mythology. Ulysses meets characters like Sisyphus, Herathos or
Theseus, who plead for Ulysses help to defeat a common opponent, or set him a trap under the
influence of the Gods. Other times the interaction is not necessary since Ulysses, as a universal
hero, replaces the classic figure for instance, solving as Aedipus the Sphinx riddle.
Exceptionally, some of these characters are subtlety connected to The Odyssey universe, as
Sisyphus considered as Ulysses ancestor (Graves 1955 p.73) or Atlas father of Calypso
although these relationships are not mentioned and each of the episodes is strictly focused on
their inherent symbolism. Moreover, the apocryphal encounter with the Olympic Gods evoke
34
Following Plato in The Republic, the Greek heroes from the Trojan War were reincarnated as
diverse animals: Agamemnon as an eagle, or Ajax as a lion; but only Ulysses would choose a
human form to be born again (Choza, Choza 1996 p.186). This fable condenses the epic
dimension of a character that rejected immortality and eternal youth, since only as a mortal man
he could return home and meet Penelope again.
Known as Ulysses the Cunning, his eloquence and inventiveness are stimulated by the Goddess
Athena. The modern Ulysses inherits such gifts, while tempered by certain ingenuity as he often
falls into his enemys traps. Some iconographic aspects connect Ulysses to more modern times:
since technology allows him to fly as a bird, his approach is something similar to Marvel
superheroes, endowed with superpowers or the restless dream to go beyond their human limits
applying complex devices. However, Ulysses profile is substantially different to those
bermenschen as he does not become a hero of his own volition, but rather because he is driven
by circumstances.
In both series and text, Ulysses is portrayed as superior and yet ordinary man, displaying his
different facets of athlete, engineer and artisan. Many episodes demand these special features
from the hero: in Aeolus, the God of winds subjects Ulysses to pitiless games, but the hero
prevails due to his agility and strength. Ulysses also performs by himself technological work for
instance, repairing the spacecraft engine and not so sophisticated tasks collecting minerals
from the planets, instead of forcing these tasks onto his robots.
Another of classical Ulysses qualities is his physical appeal. Even in his forties, princess
Nausicaa falls in love with him when he arrives to Scheria as a victim of a shipwreck. Equally
women from all over the galaxy find the futuristic Ulysses very attractive, and most surprisingly
he returns their affection. He decides to stay with Circe for ever when the magician reanimates his
companions. Likewise he wants to keep Calypso away from doom, crying: I will save you
whether you want it or not!! At this point the screenwriters take a risk by staying faithful to the
poem and yet not offend a family audience; therefore these episodes end with the sacrifice of the
female partner, thus restoring the initial balance to make each program always self-conclusive.
35
While immortal, Greek mythology invested the Olympic Gods with human attributes, making
them as capricious, unsteady and unforgiving as human beings. Since Ulysses attracts the anger of
Poseidon when he arrogantly reveals his true name to Polyphemus, the original legend contains a
moral preventing overconfidence as the most frequent human failure. But we can perceive in the
series a significant difference between these divinities and all virtues that make Ulysses soul
splendid, underlining his humanity: he fights for his childs life but kindly avoids harming the
Cyclops blind servers, who ironically pray to Zeus asking for revenge. Therefore it is the
humanity of Ulysses which draws the anger of the Gods against himself, reinforcing the
identification of the audience with the hero and intensifying the Gods role as malevolent villains.
Despite the obvious references to Christian values, we can hardly identify any kind of
judgement on early religions in the series, as this futuristic Ulysses does not embrace any belief
and only swears by the Great Galaxy. Close to the Vulcan officers motto in Star Trek the
welfare of the majority is the welfare of the minority Ulysses dispositions to self-sacrifice will
eventually save him and his companions in the Kingdom of Hades, satisfying Zeus expectations.
In spite of their malice, the portrait of the Gods evolves throughout the episodes to cushion
Zeus eventual adjustment in attitude. Initially Zeus emerges from the infinite as the face of an old
sculpture, intimidating Ulysses or blackmailing other characters to impede his success. In the
middle of the series this anthropomorphic representation of the Gods is replaced by a rather
abstract menace: the tridents, detached from Poseidons iconography and an evil symbol in
Christian culture mostly appear as spacecrafts attacking the Odysseus, but other times become a
voiceless signal of danger that identifies the Gods belongings or loyal servers. This iconographic
oscillation might depend on the three directors that ruled the series, but ultimately facilitates an
outcome alike to The Odysseys since Zeus first drowns Ulysses crew but later facilitates the
heros return to Ithaca.
1
Due to his innate tendency to curiosity and ambition, which made him develop the Trojan horse, Ulysses enclosed some negative nuances for
Roman people -as they considered themselves scions of Aeneas, the last of Trojans.
36
Only revisiting Ulysses 31 from present day can be perceive the visions of the future past
outlined on the title of this paper. The art direction not only transposed ancient elements to the
31st Century, but also included contemporary technology and fashionable items from the 1980s,
generating a heterogeneous and sometimes unlikely image of the world of tomorrow.
Initially, the aesthetics follow the main premise of the series, harmonizing the costumes and
characterisation of the main characters with echoes of the Greek culture: geometric patterns,
short capes and tunics, metallic headdress that recall a laurel crown, and so forth. At times these
references are apocryphal, as Ulysses lion head-like space helmet belongs to Heracles
iconography. Likewise the recreation of Olympus takes on classic architectural elements, mixing
and alternating genuine ways to depict an uncanny dimension but coherent with the series
premise.
However, the presence of other historic influences in scenery and characterization seems
casual, as we can see in distant environments reproducing more recent artistic styles: Nereo
takes place in a planet with powerful resonances of Italian Renaissance actually a Venice-like
city. The pressures of a commercial production did not allow the directors to develop a genuine
aesthetic for each new environment, being necessary to imitate other successful models. As a
consequence, cross references between the ancient and the science fiction meet in the same
cinematic context: as an illustration, the galactic station of Troy resembles a Greek helmet and,
simultaneously, it brings to mind the 174 station of Star Trek.
These references reveal the strong influence of popular culture on the art for the series, paying
also an important tribute to the fantasy and science fiction French comic Utopias, like Moebius &
Jodorowskys Incal. Paradoxically, the futuristic imagination of the 1970s and the 1980s had more
in common with ancient legends than with contemporary reality, as can be noticed in the
conception of technology. For instance, Ulysses favourite weapon is a light-sabre, similar to Jedi
swords, because both sagas conceive the battles of the future as medieval hand-to-hand combat.
Moreover, Ulysses weapon is dual because it can be used as a gun, although this concept is not
properly futuristic since it borrows from the 16th and 17th centuries sword-guns.
One of the most endearing aspects of Ulysses 31 is the exhibition of technology consistent with
the early Eighties. For instance, Circe keeps all the knowledge of the universe in a library
composed of cassettes. Equally, when the Black Magician introduces Ulysses into a virtual
environment, the landscape is dotted with square pixels that recall the Atari computers graphics.
Nevertheless we must consider that the series did not attempt to anticipate a credible technology
for the future, but rather established an understandable code for the audience of that time.
37
Eventually, two alternative visions of the future past coexist in Ulysses 31. On one hand, a
whole cultural tradition that revives in the present for the audience from whatever present, even
decades after the series first release, thanks to a correct re-actualization of the context. On the
other hand, since this fictional context necessarily quotes elements from the present, soon they
are regarded as a retro portrayal.
In the first vision, Ulysses has been considered as a universal model of hero for subsequent
periods and even latitudes, surpassing the Mediterranean region to cast its influence on other
cultural traditions, as the echoes on The Albatross legend, Beowulfs Song or Medieval Poem of
Mio Cid demonstrate. Throughout history, the champion falling from grace, living in exile and
not returning home until having completed a number of works to eventually find love and
redemption has moulded the archetypal image of the hero independently of the persons
authentic biography.
As an archetype, Ulysses image is polymorphic because it absorbs the essence of upcoming
ages, evolving from his epic portrayal to his deconstruction, as in James Joyces daring
experiment. Since Ulysses travel represents life itself, every man from every time is Ulysses,
remaining an everlasting model of man. Like the shipwrecked person, deprived of technology and
other facilities, every human being behaves in similar ways, revealing the paradox of social
evolution: although our way of life and environment have evolved enormously, the most
profound wishes of humankind remain equal. This explains Homers poem in context as far as
the stars, keeping alive the intensity of the heros misfortunes as well as the deepest symbolism of
his travel, renewed for a platform intimately involved with the production of modern myths: the
television series.
Inversely, in the second vision, contemporary elements like fashion and technology appearing
on futuristic contexts are condemned to obsolescence, as they can hardly resist the critical eye
from later audiences. And more drastically, technology inherent to cinematographic production,
like visual effects from stop-motion to computer graphics experience the same retro effect
when their manifestation unavoidably takes us back to their years of development.
Whatever we call modernity shortly becomes a legacy from the past. This is noticeable not only
in science-fiction movies often perceived as metaphors of current worries but also in the
historical genre, when the contemporary signs of identity pervade the fictional recreation of any
historical age: as an illustration, young fancy blonde starlets inhabit Cleopatras palace in Cecil B.
DeMilles movie (Cleopatra, 1934), making an icon of 1930s American popular culture from such
a stylized vision of Ancient Egypt. Moreover, since the futuristic genre demands an entire context
to be invented, the projection of the world of tomorrow not only takes from contemporary
aesthetics, technology and architecture, but also imitates other periods that can be considered
38
39
Nowadays, vintage culture prevails as a central model for design and fashion. Likewise,
Ulysses 31 emerges from oblivion due to its retro aspects rather than by its futuristic will,
although the series general treatment remains more consistent than subsequent reinventions of
Classic mythology, such as Hercules. The Legendary Journeys (Sam Raimi, 1994) or the Disney
production for TV Hercules: The Animated Series (Phil Weinstein, 1998-99), which freely took
the legend of that other hero as source of inspiration. Ulysses 31s theme music, vintage aesthetic,
sense of epic adventure and genuine innocence awakes fascination and melancholy in todays
adult audiences.
Ulysses 31 was originally created to satisfy a double need: entertainment and education in
cultural values. The interaction of European and Japanese studios, like DiC Entertainment and
Tokyo Movie Shinsha, or BRB Internacional and Nippon Animation, was crucial to popularize
these literary shows for children: The Adventures of Tom Sawyer (Tomu Sy no bken, Hiroshi
Sait, 1980), Dogtanian and the Three Muskehounds (Luis Ballester, Shigeo Koshi, 1981) and
Around the World with Willy Fog (Luis Ballester, Fumio Kurokawa, 1981) were also noteworthy
productions. The series developed by Ghibli Sherlock Hound (Meitantei Holmes, Hayao
Miyazaki, Kiosuke Mikurija, 1984-85), which liberally borrowed from Sir Arthur Conan Doyles
writings, could be regarded as the end firecracker of this Golden Age.
However, the animated adaptation of literary works is a nearly extinct genre in present day TV.
Among all factors that contributed to its expiration, the multiplication of TV channels has given
prevalence to other kind of animated shows, as Japanese animated science-fiction and fantasy
series such as Akira Toriyamas Dragon Ball (Doragon Bru, Daisuke Nishio, 1986), which format
approaches to soap opera; or the animated sitcoms re-emerging in 1988 as a successful model of
prime time series with The Simpsons (Matt Groening). Ironically, DVD, Wire TV and Digital TV
channels have created new spaces for old series, a diversified cultural offering that appeals again
to youngsters, but especially to adult audiences that want to re-visit the myths from their
^
childhood. Only thus can Ulysses 31 return from the Hades to Earth.
Mara Lorenzo Hernndez is a filmmaker and Animation Teacher at the Faculty of Fine Arts,
Polytechnic University of Valencia, Spain. Contact: Departamento de Dibujo, Camino de Vera
s/n, 46022 Valencia (Spain). A version of this paper was originally presented at the 2008 Popular
Culture and American Culture Association Conference, Animation Panels, San Francisco; March
19th 22nd.
Index Card
40
Boitani, P. (1992) Lombra di Ulisse, Roma: Societ Editrice Il Mulino (La sombra de Ulises.
Imgenes de un mito en la literatura occidental, Spanish translation by Bernardo Moreno
Carrillo, Barcelona: Pennsula, 2001).
Choza, J. & Choza, P.(1996) Ulises, un arquetipo de la existencia humana, Barcelona: Ariel.
Grace, D. (2008) The Future King: Camelot 3000, in The Journal of Popular Culture, February
2008, vol. 41, n. 1, US: Blackwell Publishing, 21-36.
Graves, R. (1955) Greek Myths, Cassell Limited (Los mitos griegos, Spanish translation by Luca
Graves, Barcelona: Ariel, 2001).
Harrison, M. & Stabile, Carol A. (2003) Prime Time Animation. Television Animation and
American Culture, London: Routledge.
Homer. Ca. 900-850 BC. La Odisea, Madrid: M. E. Editores, 1994.
Vidal-Naquet, P. (2000). Le monde dHomre, Paris: Librarie Acadmique Perrin (El mundo de
Homero. Breve historia de mitologa griega, Spanish translation by Mara Jos Aubet,
Barcelona: Pennsula, 2002).
Mara Lorenzo Hernndez
Edited by Nichola Dobson
Thanks to Encarnacin and M Teresa Lorenzo, Clive Nicholas and Dr. Charles daCosta for
their corrections and contributions to this paper.
41
Part II of the paper is in Animation Studies, vol. 2, 2007, on the Society for Animation Studies website. Part I will soon be joining it there.
42
43
On the relation of drawing and animation, see my Who Framed Roger Rabbit, or the Framing of Animation, The Illusion of the Beginning: A
Theory of Drawing and Animation, Still Photography? and the forthcoming The Animation of Cinema.
44
Lacan identifies the anamorphotic skull in the foreground as la tache, which means stain, spot
a stain, spot, that is not only, he states, the phallic symbol, the anamorphic ghost, of the
Symbolic but that which is superior to it, exemplifying the very function of vision as trap for the
subject of desire: the gaze as such, in its
pulsatile, dazzling and spread out function
(Lacan 1979, p. 89). What would be second
spectre iek calls it Lacans fantasmatic
spectre (iek 2005, 2006, p. 239) of the Real
that of objet petit a, the primordially lost
object, seen only by looking awry, that
oblique look marking the thing that forever
eludes the grasp of the subject, that look that
turns, that is, metamorphoses, anamorphoses reanimates the signifier of lack of the Symbolic
order into the lack of the signifier of the Real.
So Lacan had found the spectres traced in the Holbein long before I had,3 the psuch and the
psuch of the psuch, the psuch as such. His psychoanalysis is psuch-analysis.
Now, another word Lacan uses for the stain, the spot, is the screen, stating: if I am anything
in the picture, it is always in the form of the screen, which I earlier called the stain, the spot
(Lacan 1979, p. 97).
So the stain, spot, spectre, is the screen, the screen of the gaze of objet petit a. It is the point of
vanishing being of the subject. The dead point, the point where the picture looks back, telling
the subject it is always already accounted for, inscribed within, enframed and determined by, it.
The screen is, we would say, the crypt of the subject, the place of cryptic incorporation, where
the subject is encrypted as its own impossibility. It is the place where the subject is always
already turned into a spectre, into spectres.
Indeed, one day, looking awry at the Oxford English Dictionary definition of the word screen,
I saw these words: The form has probably been influenced by confusion with screne = SCRINE,
chest, coffer.
A check then disclosed that the words chest, coffer, are etymologically and semantically related
to the word coffin!
The screen as coffin.
Crucially, Todd McGowan, treating of the Holbein, says, Even when a manifestation of the
gaze does not make death evident directly like this, it nonetheless carries the association insofar as
the gaze itself marks the point in the image at which the subject is completely subjected to it
(McGowan 2007, p. 7), to the gaze.
And the stain, spot, spectre, screen is scotoma, another term Lacan uses, which means a
dimming of sight accompanied by dizziness, vertigo, and is term for the blind spot in our normal
field of vision. For Lacan, the consciousness of the subject is scotoma, a blind spot blind to its
lack of mastery, including of the visual field, dependent as that field is on the gaze, itself blind,
3
See (The) Death (of) the Animator, or: The Felicity of Felix, Part II, Animation Studies, vol. 2, 2007, p. 10, note 3.
45
46
And as Derridas diffrance is to presence, making presence the special case, the reduced conditional form, of diffrance. I must note here: the
thinkers whose work I privilege, Baudrillard, Derrida, Lacan et al., are not only thinkers of animation and the animatic but animatic thinkers of it.
Please consult my Introduction to The Illusion of Life 2: More Essays on Animation for an elaboration of this point.
47
I would add: Gorky experienced Barthes punctum, he experienced Batailles blind spot.
48
Alan Cholodenko is former Head of Department and Senior Lecturer in Film and Animation
Studies in the Department of Art History and Film Studies at the University of Sydney, where he
now holds the title of Honorary Associate. This paper was presented at the SCREENSCAPES PAST
PRESENT FUTURE conference at the University of Sydney, 29 November-1 December, 2007.
On those attachments to Nedrys computer, see my The Nutty Universe of Animation, the Discipline of All Disciplines, And Thats Not
All, Folks!.
49
Baudrillard, J. (2000), The Vital Illusion, Columbia University Press, New York.
Baudrillard, J. (2004), Fragments, Routledge, London.
Cholodenko, A. (1991), Who Framed Roger Rabbit, or the Framing of Animation, in A
Cholodenko (ed), The Illusion of Life: Essays on Animation, Power Publications in
association with the Australian Film Commission, Sydney.
Cholodenko, A. (2000), The Illusion of the Beginning: A Theory of Drawing and Animation,
Afterimage, vol. 28, no. 1, July/August.
Cholodenko, A. (2004), The Crypt, the Haunted House, of Cinema, Cultural Studies Review, vol.
10, no. 2, September.
Cholodenko, A. (2005), Still Photography?, Afterimage, vol. 32, no. 5, March/April, reprinted
2008 in International Journal of Baudrillard Studies, vol. 5, no. 1, January, Bishops
University, Canada (http://www.ubishops.ca/baudrillardstudies/).
Cholodenko, A. (2006), The Nutty Universe of Animation, the Discipline of All Disciplines,
And Thats Not All, Folks!, International Journal of Baudrillard Studies, vol. 3, no. 1,
January, Bishops University, Canada (www.ubishops.ca/baudrillardstudies).
Cholodenko, A. (2007), (ed) The Illusion of Life 2: More Essays on Animation, Power
Publications, Sydney.
Cholodenko, A. (2007, 2008), (The) Death (of) the Animator, or: The Felicity of Felix, Parts I
and II. Part II is in Animation Studies, vol. 2, on the Society for Animation Studies website.
Part I is forthcoming there.
Copjec, J. (2002), The Strut of Vision: Seeings Corporeal Support, Imagine Theres No Woman:
Ethics and Sublimation, MIT Press, Cambridge.
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Cryptonomy, University of Minnesota Press, Minneapolis.
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Freud, S. (1984), Beyond the Pleasure Principle, in Freud, S., The Pelican Freud Library, vol.
11: On Metapsychology: The Theory of Psychoanalysis, Penguin Books, Harmondsworth,
Middlesex, England.
Iversen, M. (1994), What is a Photograph?, Art History, vol. 17, no. 3, September.
Lacan, J. (1979), The Four Fundamental Concepts of Psycho-Analysis, Penguin Books,
Harmondsworth, Middlesex, England.
McGowan, T. (2007), The Real Gaze: Film Theory After Lacan, State University of New York
Press, Albany.
Vernant, J.-P. (1991), Mortals and Immortals, Princeton University Press, Princeton.
Virilio, P., and Lotringer, S. (2002), Crepuscular Dawn, Semiotext(e), New York.
iek, S. (1989), The Sublime Object of Ideology, Verso, London.
iek, S. (2005, 2006), Interrogating the Real, Continuum, London.
iek, S. (2006), How to Read Lacan, Granta Books, London.
Alan Cholodenko
Edited by Nichola Dobson
50
In spring 2008, a vociferous discussion erupted on the Society for Animation Studies mailing
list on the subject of an extensive definition of animation. More technically-oriented explanations
clashed with highly theoretical ones, scarcely finding a common ground between the variety of
arguments brought forward. Strangely absent from the discussions, however, was the question of
animation historiography, of an analysis of the processes by which our historical knowledge of
animation is obtained and transmitted, helping in the definition of the object of inquiry.
And indeed, while there have been rather many histories of animation, so far only a few
animation scholars have thoroughly undertaken to explore how historical developments relating
to their study of animation are registered and chronicled. There are certainly well-worn, often
formative paths of narration that so far characterise how history has been viewed and written in
Animation Studies. Several examples come to mind: Giannalberto Bendazzis gargantuan, yet
curiously Vasarian canonical work Cartoons: One Hundred Years of Cinema Animation (Bendazzi
1994); Michael Barriers landmark, but deliberately re-narrating Hollywood Cartoons: American
Animation in Its Golden Age (Barrier 1999); John Halas influential, but very productionorientated framework Masters of Animation (Halas 1987); or Sergey Asenins Walt Disney: Secrets
of a Drawn World (Asenin 1995), which, while in many ways insightful, is peculiarly unsuspecting
of the difficulties of oral history.
These works, while all of them milestones in Animation Studies, to a certain extent miss the
possibility of reflecting on the ways in which intrinsic as well as extrinsic factors influence the way
historical conceptions are developed. However, this is certainly attempted in works like, for
example, David MacFadyens book Yellow Crocodiles and Blue Oranges (MacFadyen 2005) that
draws on a large variety of sources and their analysis; it can also be encountered in Robin Allans
Walt Disney and Europe (Allan 1999) that undertakes a laborious verification of sources to
establish its main arguments.
This paper will endeavour to examine some aspects of this heterogeneous initial situation,
posing the question of how history has been and how it is written (Breisach 2004, 4). A
discussion that has been conducted in the discipline of history itself since in the 19 th century,
Leopold von Ranke asked the question of wie es eigentlich gewesen (a question well-nigh
untranslatable, as it not only asks for what has actually happened, but also for the metaphysical
implications of what has happened) especially as, thinking of Hans Beltings The End of the
History of Art? (Belting 1987), similar discussions have been launched profitably in other
disciplines.
However, a first stocktaking of views on the process and implications of the writing of history
hardly seems favourable: One of the first thinkers to tackle the question was Aristotle, who in his
Poetics clearly states which side he has sympathy for when comparing history and poetry:
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Media Theory at Karlsruhe University for Arts and Design (HfG) and Animation History at the
Russian State Film School (VGIK) in Moscow. This paper was presented at Animation
Unlimited, the 20th annual SAS conference, held at the Art Institute at Bournemouth, 18-20 July,
2007.
57
Allan, Robin. (1999). Walt Disney and Europe: European influences on the animated feature films
of Walt Disney. Bloomington: Indiana Univ. Press.Aristotle. Poetics: Part IX; available from
http://classics.mit.edu/Aristotle/poetics.mb.txt; Internet.
Asenin, Sergey. (1995) Uolt Disnei: Tainy risovannogo kinomira. Moskva: Iskusstvo,.
Assmann, Jan. (2005) Das kulturelle Gedchtnis: Schrift, Erinnerung und politische Identitt
in frhen Hochkulturen. Becksche Reihe. Vol. 1307. Mnchen: Beck.
Barrier, Michael. (1999) Hollywood Cartoons: American Animation in Its Golden Age. New York:
Oxford University Press.
Barthes, Roland. (1981) The discourse of history. Comparative Criticism 3 (1981): 7-20.
Belting, Hans. (1987) The end of the history of art? [1. pr.]. Chicago: Univ. of Chicago Press.
Belting, Hans. (2000) Bild-Anthropologie. Entwrfe fr eine Bildwissenschaft. Bild und Text.
Mnchen: Fink.
Bendazzi, Giannalberto. (1994) Cartoons: One hundred years of cinema animation. Bloomington,
Indiana: Indiana University Press.
Beresford, David. The history that winners write. The Guardian, April 27, 2003; available from
http://www.guardian.co.uk/world/2003/apr/27/iraq3; Internet, accessed April 26, 2008.
Breisach, Ernst. (2004) Historiography: Ancient, medieval, & modern. Chicago: University of
Chicago Press.
Carr, Edward Hallett. (1961) What is history? Harmondsworth: Penguin Books.
Cholodenko, Alan. (2007) (The) Death (of) the Animator, or: The Felicity of Felix, Part II: A
Difficulty in the Path of Animation Studies. Animation Studies Volume 2 (2007): 9-15.
Cholodenko, Alan. E-mail to Timo Linsenmaier. June 29, 2008.
Corney, Frederick C. (2004) Telling October: Memory and the making of the Bolshevik Revolution.
Ithaca: Cornell Univ. Press.
Derrida, Jacques. (2004) Living On: Border Lines. In Deconstruction and criticism, ed. Harold
Bloom, Paul de Man, and Jacques Derrida, 79-89. London: Continuum.
Eaglestone, Robert. (2001) Postmodernism and holocaust denial. Postmodern encounters.
Cambridge: Icon Books.
Eizenshtejn, Sergey. (1986) Eisenstein on Disney. Edited by Jay Leyda. Eisenstein. Vol. 3.
Calcutta: Seagull Books.
Eley, Geoff, and Keith Nield. (1995) Starting over: The present, the post-modern and the
moment of social history. Social History 20 (1995): 355-364.
Evans, Richard J. (2000) In defense of history. London New York: Norton.
Groys, Boris. (1996) Gesamtkunstwerk Stalin: Die gespaltene Kultur in der Sowjetunion. Edition
Akzente. Mnchen: Hanser.
Halas, John. (1987) Masters of animation. Topsfield, Mass.: Salem House.
Halper, Edward. Poetry, History, and Dialectic; available from http://www.bu.edu/wcp/Papers/
Anci/AnciHal1.htm; Internet; accessed April 19, 2008.
Harrison, Charles. (2003)Art in theory, 1900-2000: An anthology of changing ideas. Malden Mass.:
Blackwell.
Hedstrm, Peter, and Richard Swedberg. Rational Choice, Empirical Research and the
Sociological Tradition. European Sociological Review 12 (1996): 127-146.
Jenkins, Keith. (1996) On What is history?: From Carr and Elton to Rorty and White. Reprinted.
London: Routledge.
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59
Judy clubs Punch with a mallet. Jack the Pumpkin King decides to take Santas place one
Christmas. Gumby foils the Blockheads plans, yet again. In each of these cases, we as the
audience focus our attention on the moving figures, finding pleasure in the characters and stories.
Yet, though we focus our imaginative attention upon Jack dancing through Halloweentown, we
are always aware of the animator and the fact that these engrossing figures are inanimate objects.
So who is the performer? When we discuss performance in an animated film, are we talking
about the animated figure? The animator? Do films without anthropomorphized characters
contain performances? In live action films, it is quite easy to center a discussion of cinematic
performance on the actor and never feel compelled to consider the role the audience plays in cocreating the performance. I do not mean to suggest that film spectatorship is not a wide and rich
field, but that very often when assessing performance, we specifically refer to actors and
dancers. However, since the animated figure does not move itself, the nature of performance
becomes more complicated. In the animated film, we must take the audience into consideration
to determine how performance is constituted.
Through a juxtaposition of two stop animated films - Kihachiro Kawamotos House of Flame
(Kataku; 1979) and Jan vankmajers The Fall of the House of Usher (Znik domu Usheru; 1981) I will explore the ontology of the puppet animation performance, especially as it relates to the
audiences understanding of the figure as character. I chose to focus on these films for a few
reasons. Firstly, both animators draw techniques and inspiration from stage puppetry, a medium
whose performance has been examined extensively, and in fact, we shall see that scholarly
writings on stage puppetry and puppet animation share many premises. Additionally, both
Kawamotos and vankmajers films are narrative shorts that adapt stories familiar to many in
their audience. Despite these similarities, though, House of Flame and The Fall of the House of
Usher differ in ways that make for useful juxtaposition. In House of Flame, Kawamoto visually
renders the story through humanesque puppets - that is, puppets with bodies and faces made to
represent human figures, though these figures are highly stylized. While on the other hand,
vankmajer retells Poes story through the performance of objects and spaces, omitting human
figures altogether.
Defining Performance
However, before delving into our study, we should begin with a preliminary definition of the
term performance. First, performance theorist Richard Bauman conceives verbal performance
in terms of responsibility to an audience for a display of communicative competence (1984, p.
11). So for him, to perform is to perform for someone, someone who recognizes the performance
to be such and might possibly pass judgment as to its competence. Further, Deborah Kapchan
writes: To perform is to carry something into effect - whether it be a story, an identity, an artistic
artifact, a historical memory, or an ethnography (1995, p. 479). The important idea here is this
carrying into effect, that performance is an action in the process of realization. Dell Hymes
would call this emergence, a term he uses to distinguish between everyday behavior and
actions recognized as performances (Hymes, 1975). Emergence combines the carrying into effect
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c.f. A. C. Scotts The Puppet Theatre of Japan (Rutland, VT: Charles E. Tuttle Company, 1963) where he writes: The puppeteer is an actor, an
artist who must portray a variety of human emotions arising from a dramatic situation (p. 33).
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When we place such weight on the audience in an analysis of performance as we have above,
the resulting implication is that in the animated film, the ontology of performance is appearance.
After all, performance is rendered frame by frame, giving it no profilmic existence, and the
audience engages most directly with the action it sees onscreen. We know that an animator
created this film through some technical process, but unless she interjects herself into the film, we
need not acknowledge it in our interaction with the narrative, just as we need not acknowledge
the material conditions of the human actors cinematic performance. The latter has implications
for cinematic performance more generally, because as we know, cinematic performance is always
mediated and constructed in various ways (from editing to the disparity between 2-D film image
and 3-D reality). For the film audience, the art object is not the studio performance we never
witness. It is not even the filmstrip itself, but the shadow of that strip cast onto a blank screen.
The viewer does not watch the film move through the projector, but instead turns her back on
the projector in favor of the intangible appearance of the object lit up in front of her.
^
Laura Ivins-Hulley is a doctoral student in Indiana Universitys Department of Communication
and Culture. This paper was presented at Animation Unlimited, the 20th annual SAS conference,
held at the Art Institute at Bournemouth, 18-20 July, 2007.
References
Armstrong, R. P. (1981). The Powers of Presence: Consciousness, Myth and Affecting Presence.
Philadelphia: University of Pennsylvania Press.
Bauman, R. (1984). Verbal Art as Performance. Prospect Heights, IL: Waveland Press.
Bordwell, D. (1986). Classical Hollywood Cinema: Narrational Principles and Procedures, in:
Rosen, Philip (ed.) Narrative, Apparatus, Ideology: A Film Theory Reader, Columbia
University Press, New York, 17-34.
Buchan, S. (2004). Animation Spectatorship: The Quay Brothers Animated Worlds,
Entertext Volume 4, no. 1, pp. 97-125.
Goffman, E. (1986). Frame Analysis: An Essay on the Organization of Experience. Boston:
Northeastern University Press.
Hames, P., ed. (1995). Dark Alchemy: The Films of Jan vankmajer [Contributions to the Study of
Popular Culture, No. 46]. Westport, CT: Greenwood Press.
Hymes, D. (1975). Breakthrough into Performance, In: Ben-Amos, Dan and Kenneth S.
Goldstein (eds.), Folklore: Performance and Communication, Mouton, the Hague and Paris,
11-74.
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This article discusses how representations of disability operate within the mainstream
animation narratives of the British Creature Discomfort series (2007-8). These images are
constructed as a response to concerns about broader social perceptions of the physically disabled
and once scrutinized it is apparent that they are managed through established notions of comic
incongruity. This is a framework that not only aids a less reductive insight into the lives of those
restricted in mobility but it provides a comic contrast to the serious messages being imparted
about ignorance, stereotyping and access. Through the application of incongruity there emerges a
modification of representation here and one that builds upon and subverts extant depictions of
physical impairment within previous animated discourses. This reframing refines our
understandings around representation within contemporary media and constructs here a hybrid
of several extant discourses that services an overall more nuanced conception of day to day life
for those who are physically disabled.
Directed by Aardman Studios in-house animator, Steve Harding-Hill, Creature Discomforts
are a group of short animations that were released on-line and as print adverts in November 2007
and were shown on UK TV from January 2008. The first batch came with four shorts with a
further four released on-line in July 2008. These were initiated by the Leonard Cheshire Disability
Charity as part of their public re-launch but primarily were devised to be an open-ended on-going
series. Peter Dicken, the Leonard Cheshire Visibility Spokesman, stated in interview that the
shorts came in response to extensive market research made by the organisation which suggested
that the public had lost contact with disability as an issue and a cause worthy of note in the same
way the public views, say, the environment, cancer or animal welfare (2008). Through humour
and applications of personality animation the mission was to challenge moribund and reductive
perceptions around disability and to highlight issues of discrimination, access and representation.
The organization, which was founded in 1948, works across the UK and some 54 other
territories, (including a number of developing countries) and it functions under the official
mission statement of: providing day care, skills training and rehabilitation, independent living
and residential careto relieve the consequences of physical and/or mental well-being of
disabled people (N/A, 2007, paras 4-8). And it was after consultations with their advertising
agency, Freud, that the idea about using Aardman emerged in 2006 which led in turn to the
adaptation of the Creature Comforts series and deploying the twist of incorporating disabled
characters into the narratives. The results, promoted under the banner, Change the way you see
disability, resulted in the shorts garnering an award in the Disability Category at the Charity
Awards in 2008.
Formally Creature Discomforts remain identical to the original 1989 template, directed by Nick
Park as a one-off narrative and as part of five separate animations for Channel Fours Lip Synch
series. Constructed as edited segments, this animation presented Claymation animals talking in
monologue of their dissatisfactions with life, transposing their zoo-life experiences against the
pre-recorded voices of humans bemoaning their own real-life environments. Here this is shifted
to disabled characters expounding on their treatment from mainstream society. In each setting
they express dismay at the misconceptions perpetuated by the general public within daily social
life that contains and typecasts them. Since Parks film the concept has experienced a remarkable
67
In this instance we are presented with Peg the Hedgehog, Slim the Stick Insect, Flash the
Sausage Dog, Tim the Tortoise, Spud the Slug Sonny the Shrimp, Callum the Chameleon
Ozzy the Owl, Roxy the Rabbit, Cath the Cat and Brian the Bull Terrier who across both
series conform to the models who have appeared in previous Aardman narratives and all are
manipulated well within the formal boundaries expressed earlier. What is noticeable is that these
individual sketches function in relation to familiar comic tropes of incongruity. Not only is this a
mode located historically across many forms of comedy but, in the application here, incongruity
complements and enhances the discussions of disability presented and deepens the understanding
of each situation.
Key texts discussing the incongruous in comic contexts, by authors such as Michael Clark,
Roger Scruton and Murray Davis, are built on the analytical platforms offered by Schopenhauer
and Locke, which stresses this mode as being tied into assessments of wit. Clark summated
incongruity as being the point in perception within a text when: the greater is the ludicrous
effect which is produced by the contrast. All laughter is occasioned by a paradox, and therefore
by unexpected subsumption, whether this is expressed in words or in actions (1987, p.146).
Davis further reasons that the construction of a system of observations moving beyond the simple
joke or a unit of analysis into more imaginative, absurdist narrative realms was founded on the
notion of: two different ideas suddenly connected to comic effect (1993, p.21), placed in
unexpected combinations. This was, he observed, seemingly demonstrative of creative thought
and of an expansive knowledge in terms of subject/language/semantics and, described by Davis,
as a comic phenomenon resting on the shock of agreeable comparison (1993, p.21).
Michael Billig refers, in turn, to The Third Earl of Shaftsburys assessment that historically
comic incongruity arises from an inherent desire, aesthetic or otherwise, for a sense of order
and a preference for harmony and due proportion (2005, p.77). Admittedly implications of a
problematic sense of superiority permeate that particular rationale but certainly a kernel of reason
resides there, as satirist, Hogarth, shares the belief that incongruity was realized through the
subversion of symmetry, which he saw as inspiring a sense of confidence within a reader/viewer
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Simply in the interests of remaining within the confines of this papers word count I have
highlighted just three of these breakdowns at work in the context of Creature Discomforts. Other
notable incongruities are undoubtedly tied to our unquestioning acceptance of this comic
universe and they can be traced individually through with each gag or situation ad infinitum, thus
incongruities build on incongruities. Each setting includes disparate subjects interacting in the
same language, all acknowledging an interviewer that appears to have no issue, ideological,
physical or otherwise, with interviewing talking animals, insects etc and this in turn offers a
breach that leads us into the concept that that these fully articulate creatures lives all appear to
co-exist alongside (unseen) humans. They all, also, adhere to aspects of human lifestyles,
behaviour and use specially designed humanised props that are made to measure such as
wheelchairs, cups, flasks. A multitude of further incongruities can be traced within the
development and execution of each narratives comic moments such as with the third short in the
first series when Slim the Stick Insects crutch reveals itself to be another, (child), stick insect, as a
visual punch-line to underscore and complement his message about adapting to new situations.
The incongruous rub comes when the expectations offered around an immobile prop are
subverted by the moment when the stick grows arms and a face, which not only the expectations
around fixed, inanimate objects but deftly and subtly shifts the register from one universal
reality of expected physical laws to another. This also acknowledges the trope of metamorphosis
that stretches back to animation earliest years. However these three observations provide an entry
into this concept and demonstrate how this idea informs representation.
1. Subverting documentary form:
Despite mainstream animation today dominated by slick, fast and affordable threedimensional computer adhering to the stop-motion form, using clay figures has contributed to the
Creature Comforts series retaining its unique position within the cultural landscape. Significations
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Of the characters within the concept, Brian the Bull Terrier from the fourth short of the first
2007 run, (voiced by 45-year old Spina bifida sufferer Kevin Gillespie), offers the most potent
example and overt set of attacks on anticipation. In this case the subversions taking place are
those based around preconceptions surrounding the animated body and indeed of physical
disability itself.
Brian is rendered as a small, white talking dog and combines the expected anthropomorphic
tensions such as human uses of language, gesture and posture along with animalistic attributes
such as a dog collar, head and ear shapes etc. He is modelled with thin mobile arms, expressive
features that helpfully correlate to human facial signals, offering openness and yet given eyes that
sit wide apart and an overbite to create a more cuddly Park-ian look.1 The legs are rendered as
small, inconsequential, hanging down just below the seat of the wheelchair and tucked in
underneath the comically rounded body. This tripartite gesture simultaneously deactivates and
acknowledges the negative significations of tenacity and aggression normally attached to a dog of
this breed and also maintains brand coherence.
Admittedly Creature Comforts have always built their pleasures around anthropomorphism. As
Kevin Sandler notes, this has long been tool to foster identification within animation that also
conveniently negotiates any experiential schism for audiences (1997, p.49-50). This process of
transference and recognition of human attributes upon animal models serves the narratives
perfectly. But the already incongruous concept of animals conducting very human endeavours is
here assigned a deeper layer by presenting a sentient model that refutes expectations around the
physically challenged. The idea of a dog engaging in the pursuit of a dangerous sport, i.e. bungeejumping, functions as a deeper comic tier. The physical state of the animal itself leads us to more
clashes that informs the narratives at a profound level and plays with our expectation. In Classical
cel animation, where most of our cultural understandings around the body with mainstream
animation have been forged, the body is fluid and malleable. Reconstitution and a sense of
deathlessness is commonplace as in service to narrative requirements and/or comic effect. For
example when Tex Averys wolf character in Little Rural Riding Hood (MGM, 1949) splits
himself into different body parts registering extreme shock he is soon reassembled on and offscreen to conveniently allow the next situation to play out. In stop motion this fluidity has been
denied more often than continued. Especially when one considers this against the heritage of the
rigorously attempted verisimilitudes conjured up by Willis OBrien and Ray Harryhausen et al or
the rigid, staccato continuities offered within George Pals 1930s/40s Puppetoon films. While
Floriane Place-Verghnes notes that such elasticity provides a counterbalance to the sadism
(certainly inherent in Averys work) and acts as a way of diffusing trauma it also suggests in its
rebelliousness a questioning of the boundaries of reality itself: The very fact that his cartoons are
not bound by reality is indeed a mark of their not belonging to the realm of prosaic things (2006,
p.174). A freeform plasticity has certainly informed physical models in the work of Douglass
1
Despite seen by Nick Park as one of his most personal films the short has become the design lynchpin of much the post 1990s Aardman
output (1996, p.79). Park himself has noted that the wide-mouthed, eyes close together character aesthetic has become dominant amongst a
cadre of different animators and has created a sense of an entire studio being typecast by the success of one authors work. Regular Aardman
animation character designer, Michael Salter, adds to this in interview with Lane when he states that, My style had so many similarities to Nick
Parks but so many jobs came in that wanted the Nick Park look that I started doing it even more and now I cant do anything else now: its sort
of ingrained. (2003, p.103). Indeed the very concept of cuteness in terms of character design has been discussed at length across a range of
literature and in animation contexts it has been discussed predominantly against Disney and Anime settings. Gary Genoskos survey across a range
of animation media asserts that the deployment of ethological definitions of rounded features and body shapes within animation forms function
through the presentation of infant-like movements, awkwardness and general demeanour to accent identification, reinforce stability and ultimately
serve a commercial intent (2005).
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Representations of the physically impaired bear the weight of a grim past. Lennard J. Davis
posits that physicality has been historically defined against the problematic term of the norm a
culturally defined measurement that he observes emerged through modernist French and British
medical and statistical discourses. Though never a universal given as such, this troublesome
concept of the average in time and became embroiled into debates around eugenics, with
physical disability as a result being labelled as an undesirable trait within a healthy society
(1997, p.17). Those with disability often found themselves combined with criminality, heightened
sexual activity and mental illness as societal others with the end result being that the concept of
the disabled body became formulated as a definition excluded from culture, society (1997,
pp.11-21). This is cemented by Paul Longmores assertions that disability in cinematic and
televisual contexts has been co-opted too often into depictions of monstrousness, villainy,
criminality and revenge (2001, pp.1-17). Because of this history of negative stereotyping it is
understandable why disability and humour have remained traditionally uneasy bedfellows.
Extending this away from live action forms, certainly representations of disability within
animation has been limited at best. In formulating approaches to disability the few examples
available to us can be located within three distinct groups to date.
The first model of representation follows an earnest, educational stance. This is animation that
can be seen, as Paul Wells summates, as a democratising tool in offering up subjective views of
a particular condition (1998, pp.123-126). In less mainstream examples, like Stephen Palmers
Blindscape (1994) and Tim Webbs 1987, A is for Autism, issues of perception and subjective
personal experience are discussed and the freedom of animation as a form can be utilised to
illuminate an experience blocked off to mainstream audiences. Animation, in its formal flexibility,
scores over film here through its ability to address areas of perception and to transcend
boundaries. As Wells confirms, animation can access states of existence that supersedes any
simple recording or transcribing process.
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References
Billig, M. (2005), Laughter and Ridicule Towards a Social Critique of Humour, Sage, London
Clark, M. (1987), Humor and Incongruity, The Philosophy of Laughter and Humor, State
University of New York Publishing, New York
Davis, L. J. (1997), Constructing Normalcy - The Bell Curve, the Novel and Invention of the
Disabled Body in the Nineteenth Century, The Disability Studies Reader, Routledge, New
York and London
Davis, M. (1993), Whats So Funny? - The Comic Conception of Culture and Society, University of
Chicago Press, Chicago
Deneroff, H. (July 29th, 2008), Animation Unlimited 2008 - harvey@deneroff.com - Comments
and Thoughts on Animation and Film. Retrieved August 14th, 2008: http://deneroff.com/
blog/
Dickens, P. (26th June, 2008), E-Mail Correspondence
Fraser, B. & Linvall, T. (1998), Darker Shades of Animation: African-American images in the
Warner Bros. Cartoon, Reading The Rabbit - Explorations in Warner Bros. Animation,
Rutgers University Press, New Jersey and London
2
As Laurie E. Harnick notes, this is a worthy but troublesome and unsatisfying process, which is highlighted within two recent animated releases
featuring Victor Hugos tortured Quasimodo figure, (The Hunchback of Notre Dame from 1995 for Goodtime productions and from 1996 by
Disney). Harnick sees that in both adaptations the darkness of the original text is discarded with the titular figure is ascribed a more heroic set of
sympathetic, less ambiguous and saintly connotations (2001, p.92). Though not physically impaired, as such the issues of reduction and
stereotyping assigned to his deformity and the resultant societal rejection makes Quasimodo a relevant model here. And this is reinforced through
the agenda present in the 1995 film which stresses the mistreatment of the disabled at the hands of the state. This process arguably includes, (as
Harvey Deneroff very kindly points out in his on-line column - July 2008), the likes of Long John Silver in Treasure Planet (2002).
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