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When readers become victims of the murder mysteries they are immersed in, when superheroes embark on a quest to challenge their authors or when the fictional rock band Gorillaz flirt with Madonna during their performance, then metalepsis in popular culture occurs. Metalepsis describes the transgression of the boundary between the fictional world and (a representation of) the real world. This volume establishes a transmedial definition of metalepsis and explores the phenomenon in twelve case studies across media and genres of popular culture: from film, TV series, animated cartoons, graphic novels and popular fiction to pop music, music videos, holographic projections and fan cultures. Narrative studies have considered metalepsis so far largely as a phenomenon of postmodern or avant-garde literature. Metalepsis in Popular Culture investigates metalepsis’ ties to the popular and traces its transmedial importance through a wealth of examples from the turn of the 20th century to this day. The articles also address larger issues such as readerly immersion, the appeal of complexity in popular culture, or the negotiation of fiction and reality in media, and invite readers to rethink these issues through the prism of metalepsis.
The narratological term metalepsis describes a seemingly paradoxical transgression of narrative or ontological levels that are perceived as mutually exclusive. While metalepsis can be found across a variety of media, it is a specifically important device in animated films and television series. Prominent examples are the hand of the animator reaching into the diegesis of her or his creations or characters escaping into the world of their creators. The book explores various functions and uses of metalepses throughout the history of animation and develops models of mental processes that govern their cognitive production and reception.
The product of an international and interdisciplinary conference, Metalepsis in Popular Culture, held from 25 June to 27 June 2009, with the financial support of the Bureau d'egalite and the Faculte des lettres et sciences humaines, at Neuchatel University in Switzerland.
Understanding Metalepsis provides a state-of-the-art overview of the narratological concept of metalepsis and develops new ways of investigating the forms and functions of metaleptic narratives. Informed by a hermeneutic perspective, this study offers not only an account of the complexities that characterize the process of understanding metaleptic phenomena, but also metatheoretical insights into the hermeneutics of narratology.
How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.
The theory of Blending, or Conceptual Integration, proposed by Gilles Fauconnier and Marc Turner, is one of most promising cognitive theories of meaning production. It has been successfully applied to the analysis of poetic discourse and micro-textual elements, such as metaphor. Prose narrative has so far received significantly less attention. The present volume aims to remedy this situation. Following an introductory discussion of the connections between narrative and the processes of blending, the contributions demonstrate the range of applications of the theory to the study of narrative. They cover issues such as time and space, literary character and perspective, genre, story levels, and fictional minds; some chapters show how such phenomena as metalepsis, counterfactual narration, intermediality, extended metaphors, and suspense can be fruitfully studied from the vantage point of Conceptual Integration. Working within a theoretical framework situated at the intersection of narratology and the cognitive sciences, the book provides both fresh readings for individual literary and film narratives and new impulses for post-classical narratology.
This handbook provides a systematic overview of the present state of international research in narratology and is now available in a second, completely revised and expanded edition. Detailed individual studies by internationally renowned narratologists elucidate central terms of narratology, present a critical account of the major research positions and their historical development and indicate directions for future research.
Snappsy the alligator is having a normal day when a pesky narrator steps in to spice up the story. Is Snappsy reading a book ... or is he making CRAFTY plans? Is Snappsy on his way to the grocery store ... or is he PROWLING the forest for defenseless birds and fuzzy bunnies? Is Snappsy innocently shopping for a party ... or is he OBSESSED with snack foods that start with the letter P? What's the truth? Snappsy the Alligator (Did Not Ask to Be in This Book) is an irreverent look at storytelling, friendship, and creative differences, perfect for fans of Mo Willems.
This book provides a comprehensive account of Croatian animation history, as well as an analysis of background factors such as political and social circumstances and cultural heritage that influenced the great international success of Croatian animators between the 1960s and 1980s. The book focuses on the history of the Zagreb School of Animated Film, which produced dozens of extremely significant animated films between the 1960s and 1980s, which constituted an important epoch in the development of film animation as an artistic form. It provides a case study of three important films: Dnevnik by Nedeljko Dragic, Don Kihot by Vladimir Kristl and Koncert za masinsku pusku by Dusan Vukotic. The book also covers modern Croatian animation developed after the independence of the country. This book will be of great interest to academics, students and professionals working and researching in the field of animation.
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation’s characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.