Aesthetics in Experimental Animations Based on Pop Art Elements from the Perspective of John Dewey
Notice bibliographique
Résumé
Representation is a process through which artistic and philosophical movements throughout history have expressed realities or imaginings, either directly and naturalistically or indirectly and abstractly. The concept of beauty within this process varies according to each movement's definitions and understandings of human nature and existence. This study examines the evolution of avant-garde movements following the invention of photography, the birth of cinema and animation, and the World Wars, which served as pivotal moments in the transformation and redefinition of representation in art and beauty during the Pop Art era. This era marks a significant departure from classical aesthetics spearheaded by avant-garde movements, where popular culture emerged as a vital source of inspiration and artistic creation. The research delves into the origins of Pop Art movement, which emerged as a response to growing division between subjective perspectives of avant-garde artists and the general public. This divide created a need to explore the structure of experience and its role in shaping popular culture. Central to this exploration are the theories of John Dewey, a leading figure in the philosophy of pragmatism, who emphasized the importance of aesthetic experience and popular culture as influential forces in the artistic process of this era. Dewey’s theories provide a framework for understanding how art can engage with everyday experiences and contribute to the cultural landscape. The study further investigates the evolution of aesthetics in experimental animations produced by the National Film Board of Canada (NFB), recognized as one of the most influential institutions in the development and growth of experimental animation. The analysis is conducted across three distinct strands: abstract animations heavily influenced by Modernist art, particularly by avant-garde painters who were pioneers in experimental animation; transitional animations that serve as a bridge between Modernist aesthetics and Pop Art, blending elements of high art and popular culture; and animations that achieve a unified aesthetic by integrating the formal and thematic elements of Pop Art with Dewey's concepts of everyday aesthetic experience. This research explores the reasons and mechanisms behind the shifts in aesthetic criteria and their impact on the experimental animations of the NFB. By analyzing and comparing the formal and thematic characteristics of selected works from each strand, the study identifies specific criteria that illustrate how Dewey's aesthetic theory of everyday life has transformed NFB's works from abstract creations into works deeply embedded in popular culture, yet still influenced by the formal elements of Modern and abstract art. The study employs a descriptive-analytical approach, reviewing the development of Pop Art, the capabilities of experimental animation as a pioneering branch of visual arts, and the supportive environment provided by the NFB. This environment has enabled the integration of diverse cultural influences through the work of artists with unique techniques and styles. The analysis concludes by determining the extent to which Pop Art has influenced these animations, demonstrating that contemporary art and beauty emphasize a direct connection between art and everyday life, highlighting human experience and popular culture as the primary sources of artistic expression.
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Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,001 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,001 |
| Études des sciences et des technologies | 0,000 | 0,000 |
| Communication savante | 0,001 | 0,002 |
| Science ouverte | 0,003 | 0,001 |
| Intégrité de la recherche | 0,000 | 0,000 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,001 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».