“Interpreting Animation and Vice Versa: Can We
Philosophize in Flash?”
John
Zuern
University of Hawaii-Manoa
zuern@hawaii.edu
From the notorious HTML <blink> tag and simple animated GIFs to
elaborate cinematic presentations produced with Java, DHTML, or authoring
systems such as Macromedia Flash, Macromedia Shockwave, and Adobe LiveObject,
moving images and texts have become a ubiquitous feature of the World Wide Web.
As computer animation technologies have become more robust and accessible,
animations of all kinds have become more prevalent in electronic art and
literature, displays of information, and pedagogical materials. For scholars
working to develop critical methodologies for the analysis of electronic media,
computer animations--whether they take the form of word-and-image poetry,
film-like narratives, or diagrammatic representations of philosophical
concepts--offer challenging moving targets. Animation requires an interpretive
approach that can account not only for the role of spatial and temporal
dimensions in the production of the work's meaning, but also for the technical,
code-based operations that create the specific animated elements in the work. As
this presentation will argue, engaging the complex issues involved in a
hermeneutics of animation propels us toward a recognition of the potential of
animation as a medium of hermeneutic reflection in its own right. Extending to
computer animation the same consideration that has recently been given to
scholarly hypertext [2, 5] leads us to a view of animation not simply as the
object of hermeneutic inquiry, but as a way of "doing hermeneutics" in the
strong sense of philosophizing about meaning and interpretation.
Focusing on a small set of concrete examples, this presentation briefly outlines
a set of questions confronting the interpretation of computer animation:
- 1. What is the semiotic function of the movement of elements in an animation? This question elicits more or less straightforward answers only when we are discussing "representational" animations that strive for versimilitude of movement in animated figures (realistic gaits in humans and other creatures, for example--the sum of the animated movements means "walking"). When the movement is essentially "non-mimetic" (the appearance and disappearance of text, for example), how do we understand the contribution of the motion to the "whole" meaning of the work?
- 2. What is the relationship of the precise chronometic time and geometric space assigned to elements in the code of the animation (the values of a setTimeout method in JavaScript, for example) to the phenomenological experience of time and space produced in the work for a reader [10] (such as the perception of an object crossing the screen "slowly")? As much as the programming that underlies traditional hypertext systems, the technical substrata of computer animation suggests a need for a comparative method that reads the text of the code alongside the manifest text of the work on the screen, viewing the finished animation as a dialogic hybrid of (at least) two distinct languages.
- 3. Is it possible (or useful) to distinguish broad genres of animation that correspond to narrative, lyric, and drama? How does the sequencing of elements in an animation intersect with the rhetorical conventions of these traditional genres, and in what ways can the movement of animation disrupt and complicate these forms? Can we imagine, following Kolb's work on hypertext writing in philosophy [6], a dialectical, argumentative mode of animation?
- 4. How do animated elements contribute to whatever forms of interactivity a specific electronic work invites?
- 5. How do animations intersect with other communication technologies, especially the hypertext systems in which they are often embedded?
Bibliography
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