Technological Animation in Classical Antiquity
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Technological Animation in Classical Antiquity

Technological Animation in Classical Antiquity

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About the Book

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:
Maria Gerolemou: Introducing the Technology of Animation in Classical Antiquity I. Theories 1: The Axe's Heart Work: On Craft Similes, Techna, and Animation in the iliad 2: Richard Seaford†: The Ideology of Automata: From Mesopotamia to Aristotle 3: Jean De Groot: An Ancient Grammar of Animation and Technē 4: Gabriele Galluzzo: Automatic Puppets, Toy Carts, and Robots: Aristotle's Metaphysics of Artefacts and the Question of Automata 5: Courtney Roby: Strange Loops: Experiment and Program in Hero of Alexandria's Automata II. Contexts 6: Maya Muratov: From 'Dolls' to Puppets: Mechanisms and Purpose of Articulated Terracotta Figurines in Antiquity 7: Colin Webster: Manufacturing Motion in Aristotle's De Motu Animalium 8: Maria Gerolemou: Technolarynges in Classical Antiquity 9: Antje Wessels: Speaking Doors: Voice and Materiality in Ancient Literature 10: Francesco Grillo and Costas Panayotakis: Automata and other Technological Devices in Trimalchio's Dinner Party 11: Carol C. Mattusch: Dead or Alive? Giving Life to Bronze III. Audiences 12: Deborah Steiner: Affecting Artefacts: Interacting with Objects in Archaic and Early Classical Greece 13: Seungjung Kim: Visualising Time: The Lysippan Kairos in the Scientific Landscape of the Fourth Century BCE 14: Isabel A. Ruffell: Trains and Boats and Planes: Animating the Ship in Greek Culture 15: Tatiana Bur: The Importance of the Construct: Technological Animation in Ancient Religious Contexts 16: Sylvia Berryman: Devising Nature


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Product Details
  • ISBN-13: 9780192857552
  • Publisher: Oxford University Press
  • Publisher Imprint: Oxford University Press
  • Height: 242 mm
  • No of Pages: 432
  • Spine Width: 25 mm
  • Width: 162 mm
  • ISBN-10: 019285755X
  • Publisher Date: 31 Oct 2024
  • Binding: Hardback
  • Language: English
  • Returnable: Y
  • Weight: 947 gr


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