Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/32571
DC FieldValueLanguage
dc.contributor.authorMargaritis, Charalambos-
dc.date.accessioned2024-06-14T07:23:25Z-
dc.date.available2024-06-14T07:23:25Z-
dc.date.issued2023-
dc.identifier.citationASIFA Academic Magazine, 2023, vol.1, iss.1, pp. 58-69en_US
dc.identifier.urihttps://hdl.handle.net/20.500.14279/32571-
dc.description.abstractThis paper discusses an ongoing practice-based research focusing on the application of modular and multicursal narrative structures in animated film. The goal is to create animated films whose structure and order of unfolding changes dynamically, resulting in nonlinear, yet coherent, narrative discourses. This modularity is applied on all levels of narrative components of the film: scenes, shots and individual frames. These alternative narrative structures are made possible by digital technologies and have been developed primarily in the framework of interactive media – such as video games or digital hypertexts. Therefore, in order to apply them to a visual storytelling medium such as the animated film, a set of software has been developed for the purposes of this research (and will further be developed as the research advances). These software function as modulable, dynamic and multicursal systems of arranging the animated film’s narrative parts (scenes, shots and individual frames) in various orders while presenting them - while the film is playing. An important parameter to keep in mind is that the research seeks to differentiate the proposed systems from interactive media and avoid interactivity, since the end result at which the research aims is to produce films that are experienced by spectators, not users. Therefore, the software produced in this framework will have to evolve, unfold and be presented altogether in a way to preserve the dimension of spectatorship which is inherent and central to the filmic experience. The intention is that, by the completion of this research, a series of films will be created whose presentation will be possible through the use of these software. These films are destined to be presented in a screening context, such as all “regular” films are; but they will also be able to be presented as artworks in an exhibitional context (either as video installations or as simple screenings in space-specific contexts). This paper presents a very brief overview of the theoretical framework of this research, and proceeds by discussing three very early test experiments that demonstrate the practical implications of this proposition.en_US
dc.language.isoenen_US
dc.relation.ispartofASIFA Academic Magazineen_US
dc.rights© by the authoren_US
dc.subjectanimationen_US
dc.subjectstorytellingen_US
dc.subjectnarrativeen_US
dc.subjectnonlinearen_US
dc.titleThree Early Experiments in Multicursal Storytelling in Animated Filmsen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryArtsen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.subject.fieldHumanitiesen_US
dc.publicationPeer Revieweden_US
dc.relation.issue1en_US
dc.relation.volume1en_US
cut.common.academicyear2023-2024en_US
dc.identifier.spage58en_US
dc.identifier.epage69en_US
item.openairetypearticle-
item.cerifentitytypePublications-
item.fulltextNo Fulltext-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.languageiso639-1en-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0009-0007-3945-3153-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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