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With its unlimited potential for visually representing events, scenarios and forms that have little or no relation to our experience of the ‘real’ world, animation is increasingly implemented in many ways in many disciplines. It can depict imagined ‘worlds’ and fantastic beings, from the blockbuster Matrix trilogy or indie production Waking Life (2001) and the Oscar-winning Spirited Away (2002) to risk-taking shorts like Fast Film (2003) or the Oscar-winning Ryan (2004). Yet especially since the digital shift, the uses and definitions of animation have become permeable and animation is infiltrating a wide range of visual culture to an aston- ishing degree. Artists increasingly incorporate animation in installations and exhi- bitions, and star architects use computer animation software to visualize interactive architectural ‘walk-throughs’ or to create narratives of space in time. Creative output also finds its way into avant-garde high-tech computer sciences too. In institutions like IMTEK and MIT, researchers are exploring games industry software to interpret abstract concepts and nanoworlds for a breadth of industries ranging from biomedicine to structural engineering. And, of course, independent and commercial animators continue to astound us with their humorous, poetical and philosophical narratives of the human condition, using both lens-based and digital animation.
Animation: An Interdisciplinary Journal – SAGE
Published: Jul 1, 2006
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