2013
DOI: 10.1177/1746847713485833
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The Mastery Machine: Digital Animation and Fantasies of Control

Abstract: For decades, the notion of the creator's absolute control over the drawn image has remained a staple of animation discourse, and the advent of computer animation has recently reinvigorated this discussion. The animated science fiction features Metropia (Tarik Saleh, 2009), Metropolis (Rintaro, 2001, and Final Fantasy: The Spirits Within (Hironobu Sakaguchi and Motonori Sakakibara, 2001) engage utopian daydreams and articulate anxieties about the high degree of artistic mastery facilitated by advanced technolo… Show more

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Cited by 16 publications
(7 citation statements)
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“…Recently, Mihaela Mihailova (2013) also fruitfully explored the relationship between the technology of computer animation and the computer animator. For Mihailova, CGI is the culmination of the animator’s inherent tendency for mastery.…”
Section: Computationalism and Labour Precaritymentioning
confidence: 99%
See 1 more Smart Citation
“…Recently, Mihaela Mihailova (2013) also fruitfully explored the relationship between the technology of computer animation and the computer animator. For Mihailova, CGI is the culmination of the animator’s inherent tendency for mastery.…”
Section: Computationalism and Labour Precaritymentioning
confidence: 99%
“…If computationalism is endemic to the computer user, does it affect the computer animator? In discussing animated SF film, Mihaela Mihailova (2013: 132) maintains that the digital tool is so powerful that the animator is overwhelmed with control anxiety. Indeed, the inventor protagonists project perfect technological mastery that can cater to our computationalist fantasy of hyper-individualism, while their out-of-control technologies also convey anxieties over (loss of) control.…”
Section: Computationalism and Labour Precaritymentioning
confidence: 99%
“…Animation on audiovisual has figured in creating hyperrealism. The situation demonstrates that the human seems to associate object in the animation with the real object (Mihailova, 2013). The objects which are deemed creating hyperrealism has become more diverse due to media convergence.…”
Section: Introductionmentioning
confidence: 99%
“…The audience satisfaction and amazement of audiovisual began in the 19th century by the digital animation display, followed by the advent of CGI (computer-generated imagery), a computer graphic use in creating effects that revolutionize the animationmaking process. After that, it is completed by the invention of 3D animation and rapid transformation in technology, upscaling the picture quality (Mihailova, 2013), and technological advancement produced by the computer, perfecting the efficiency rate of picture elements. As pictured by Sobchack (2000), the old popular belief of (digital) technology invariably urges that the people be amazed by the utopic vision provided by the aesthetic power of digital technology (Mihailova, 2013).…”
Section: Introductionmentioning
confidence: 99%
“…Kike Maíllo's Eva (2011), a more recent Spanish film about a child robot, could also be included within the cyberpunk genre, although the film is closer to being a melodrama. 4 One exception is Mihailova's article "The Mastery Machine: Digital Animation and Fantasies of Control" (Mihailova 2013). cyberpunk aesthetics and conveying a specifically European pessimism in otherwise familiar narrative forms, which along with a number of commercial strategies, deserve to be seen as a variation on what the current literature on science fiction has established as canonical. My aim is to broaden the perspective found within the current literature as to what constitutes the cyberpunk subgenre.…”
Section: Introductionmentioning
confidence: 99%