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Embodiment in Digital Animation in Relation to Media Aesthetics
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  • Journal title : Cartoon and Animation Studies
  • Volume , Issue ,  2015, pp.533-552
  • Publisher : Korean Society of Cartoon and Animation Studies
  • DOI : 10.7230/KOSCAS.2015.41.533
 Title & Authors
Embodiment in Digital Animation in Relation to Media Aesthetics
Cheon, Hea-Hyun;
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The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer`s full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer`s embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer`s participation as an full-body immersant can be created.
Phenomena of Digital Animation;Media Aesthetics;Virtual Reality;Immersant;Full-body Immersion;Embodiment;
 Cited by
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