Technological Animation in Classical Antiquity - Gerolemou, Maria; Ruffell, Isabel; Bur, Tatiana; (ed.) - Prospero Internet Bookshop

 
Product details:

ISBN13:9780192857552
ISBN10:019285755X
Binding:Hardback
No. of pages:432 pages
Size:242x162x25 mm
Weight:864 g
Language:English
Illustrations: 83 black-and-white illustrations
700
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Technological Animation in Classical Antiquity

 
Publisher: OUP Oxford
Date of Publication:
 
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Short description:

Technological Animation in Classical Antiquity aims to establish the significance of technological animation within Greek and Roman societies. The chapters focus on artificial animation produced through technical procedures, exploring themes of agency, audience reception, and materiality.

Long description:
The persistent desire to animate inanimate objects has been a recurring theme in European culture dating back to ancient Greek and Roman times. Technological Animation in Classical Antiquity aims to establish, for the first time, the significance of this aspiration and its practical realization within Greek and Roman societies. While certain aspects of this narrative have been explored previously, this study shifts the focus to place technological animation at the forefront. The sixteen chapters examine the tangible existence of such devices across various media and considers their roles in diverse contexts, delving into the reciprocal relationship between technological and material realities, and its influence on the concept of animation and vice versa. By adopting this perspective, technological animation not only provides a new understanding of the processes behind animation but also lends a fresh perspective to the animated artifact. In contrast to other types of animation, where the technologically animated artifact is often dismissed as a perceptual error induced, for instance, by rhetoric or magic, this study separates technological animation from notions of rhetorical or magical skills, theurgy, or divine intervention. Specifically, it concentrates on a subset of artificial animation solely produced through technical procedures, exploring how various motive forces actively contributed to giving objects agency and impacting their viewers, illuminating how the material conditions of the artifacts themselves played a role in the process of technological animation--whether through the distinctive materiality of bronze or the design of a statuette's hinge.
Table of Contents:
Introducing the Technology of Animation in Classical Antiquity
I. Theories
The Axe's Heart Work: On Craft Similes, Techna, and Animation in the iliad
The Ideology of Automata: From Mesopotamia to Aristotle
An Ancient Grammar of Animation and Techn?
Automatic Puppets, Toy Carts, and Robots: Aristotle's Metaphysics of Artefacts and the Question of Automata
Strange Loops: Experiment and Program in Hero of Alexandria's Automata
II. Contexts
From 'Dolls' to Puppets: Mechanisms and Purpose of Articulated Terracotta Figurines in Antiquity
Manufacturing Motion in Aristotle's De Motu Animalium
Technolarynges in Classical Antiquity
Speaking Doors: Voice and Materiality in Ancient Literature
Automata and other Technological Devices in Trimalchio's Dinner Party
Dead or Alive? Giving Life to Bronze
III. Audiences
Affecting Artefacts: Interacting with Objects in Archaic and Early Classical Greece
Visualising Time: The Lysippan Kairos in the Scientific Landscape of the Fourth Century BCE
Trains and Boats and Planes: Animating the Ship in Greek Culture
The Importance of the Construct: Technological Animation in Ancient Religious Contexts
Devising Nature