This article rethinks anthropomorphic representation and animated animality within the context of the contemporary digital era and, more precisely, against the rise of the computer-animated feature film. By interrogating the fractured identity of the anthropomorph as a necessarily hybrid figuration, it suggests how popular computeranimated films have rejected ánthrōpos and instead exploited the non-human morphē element to manipulate virtual space through anthropomorphic subjectivity. The anthropomorph is here refined into a more prescriptive and functional agent, absorbing the audience into a spectatorial game that sharpens their awareness of the digital realm. Films such as Ratatouille (Brad Bird, 2007) and Bee Movie (Simon J. Smith & Steve Hickner, 2007) are offered as case studies that reflect the shift towards the form or morphē element, one that is registered through a particular mode of subjectivied address. Drawing on Gilles Deleuze's notion of 'gaseous perception' to elucidate this delivery of enlivened space, this article argues that the computer-animated film is implicated in a hierarchical switch away from humanlike behaviour to embrace the possibilities of the anthropomorph's nonhuman morphē identity, thereby upturning the received narrative of how anthropomorphism has been conceptualised among critical studies of animation.
Chapter One maintains the genre narrative established in the book’s introduction, interrogating in greater depth the shape of contemporary film genre theory, and its relationship to the study of digital animation to understand how computer-animated films might be conceptualised in generic terms. The interrelationship between animation and genre is identified as a complex series of engagements and negotiations, and drawing on animation scholarship and theories of film genre, this chapter engages with the problem of generic classification when placed within the specific context of animation. Informed by Paul Wells’ work on animation’s generic “deep structures”, this chapter argues that it is in the process of ‘doing’ recognisable genres (similar to notions of genre parody) that computer-animated films both create and announce their own internal structures and attributes, which will be pursued across the book as a whole. Chapter One also works through technological considerations (including current software packages) to identify the computer-animated film genre as a significant attribute of textual structures that are underpinned by technological concerns. Questions of genealogy and the computer-animated film’s potential influence (live-action cinema; videogames) are therefore brought together in a discussion of the ‘computer-animated film’ as a viable critical label.
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This article examines a cross-section of viral Deepfake videos that utilise the recognisable physiognomies of Hollywood film stars to exhibit the representative possibilities of Deepfakes as a sophisticated technology of illusion. Created by a number of online video artists, these convincing ‘mash-ups’ playfully rewrite film history by retrofitting canonical cinema with new star performers, from Jim Carrey in The Shining (Stanley Kubrick, 1980) to Tom Cruise in American Psycho (Mary Harron, 2000). The particular remixing of stardom in these videos can – as this article contends – be situated within the technological imaginary of ‘take two’ cinephilia, and the ‘technological performativity of digitally remastered sounds and images’ in an era of ‘the download, the file swap, [and] the sampling’ (Elsaesser 2005: 36–40). However, these ‘take two’ Deepfake cyberstars further aestheticize an entertaining surface tension between coherency and discontinuity, and in their modularity function as ‘puzzling’ cryptograms written increasingly in digital code. Fully representing the star-as-rhetorical digital asset, Deepfakes therefore make strange contemporary Hollywood’s many digitally mediated performances, while the reskinning of (cisgender white male) stars sharpens the ontology of gender as it is understood through discourses of performativity (Butler 1990; 2004). By identifying Deepfakes as a ‘take two’ undoing, this article frames their implications for the cultural politics of identity; Hollywood discourses of hegemonic masculinity; overlaps with non-normative subjectivities, ‘body narratives’ and ‘second skins’ (Prosser 1998); and how star-centred Deepfakes engage gender itself as a socio-techno phenomenon of fakery that is produced – and reproduced – over time.
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