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Animation/Re-animation
Ryan Bishop
Theory Culture Society 2006; 23; 346
DOI: 10.1177/026327640602300261

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19_life_062697 10/5/06 10:24 am Page 346

346 Theory, Culture & Society 23(23)

Animation/Re-animation
Ryan Bishop

found in various recording and projecting tech-


Keywords animation, art, media, science,
nologies from the 19th century onward, the
technology
capacity to provide the presence of that which is
absent (often through death or time-space
distance). Representation, itself, provides such a

A
s science became more enamored with not technology: the presence of that being represented
only finding the secrets of nature but of through the act or trick of the representation.
mastering them and turning the natural Early visual culture, such as magic lanterns,
world to the will of human society, the concept zoetropes and photodromes, often depicted ghosts
of animation, converting dead tissue into a living or spirits, as if in acknowledgement of the power
being again, captured the imagination of artists and of technology to animate and overcome time and
scientists in Europe in the late 18th and early 19th space. Similarly, the effects of early audio tech-
centuries. This fascination, of wresting the power nology can be seen in the icon known the world
of life from death by means other than the divine over of Nipper, the corporate logo of HMV
or the metaphysical, was perhaps most memorably music and video shop. The image comes from a
evoked by Mary Shelleys gothic novel Franken- late 19th-century painting that became popularly
stein, and is contextualized within a larger desec- but incorrectly known as His Masters Voice. The
ularization of European society, and thus painting depicted the dog, as in the current logo,
constitutes the human as having power over life cocking its head in recognition of his masters voice
and death, over nature, and thus becoming God coming out of the horn (speaker) of a gramophone.
himself. The 1931 James Whale film version of But the dog is sitting on a coffin, clearly indicat-
Frankenstein, which provided the monster with his ing that the master is dead yet, through the capa-
iconic bolts in the neck, explored many of the bilities of aural technologies, his voice remains
issues about animation and re-animation found in present. Though inanimate himself, the voice is re-
Shelleys novel but the medium, cinema, and the animated by the gramophone.
immediate cultural-historical context of the film, From the Second World War to the present,
the 1930s and Europe creeping toward war again, technologies of animation and re-animation repeat
provides a repetition of and concerns about the and intensify the simulation of re-animation, as
powers unleashed by technology, especially those well as its attendant ambivalence of empowerment
that can animate or provide the illusion of re- and dread, in computer-based virtual realms, IT
animation. Cinema, as with Frankensteins and tele-technologies. Many of these were
monster, is composed of an array of lifeless pieces developed through and for military use, intensify-
(film stock for the former and body parts from ing the connections between animation and re-
corpses for the latter) that are sewn together animation the living and the dead and which
(editing, suturing) and infused with the simulation have now become an increasing part of global
of life through electricity (the projector in the consumer culture.
theater, the lab equipment in the laboratory). The
unconscious anxiety addressed in the film is that
the life it has created might be monstrous, and that Ryan Bishop teaches at the National University of
the very technologies that deliver humans this Singapore in the Department of English and has
divine-like power might not always deliver what published on urbanism, military technology,
they promise. critical theory, avant-garde aesthetics and inter-
The film further thematized the capacity national sex tourism.

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2006 Theory, Culture & Society Ltd.. All rights reserved. Not for commercial use or unauthorized distribution.

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