Art, Science, and Animation

by Vibeke Sorensen

Professor and Founding Chair

Division of Animation and Digital Arts

School of Cinema-Television

University of Southern California

 

China Cartoon Industry Forum &

Qingdao International Cartoon Festival

Qingdao, China

October 23, 2003

 

 

First, I would like to thank you for your invitation to this important animation festival and forum. I am very happy to be here and delighted to see so many imaginative and innovative works from all across China. They are of very high quality and show a flowering of activity and a dynamic vitality in the Chinese animation industry. I was especially impressed with works that showed Chinese themes and made use of traditional Chinese drawing and painting styles with a combination of 2 and 3 D techniques. Some of them were very beautiful and showed great sensitivity and vision. I was also impressed with works that made use of contemporary fine art painting styles, as well as influences from Anime, and experimental approaches.

 

 

 

I would like to explain what animation means to me.  It means “to give life to” and “to give soul to.” Animators give life to their artwork and give it their soul. It is not just mechanical movement of images. Inanimate things can move, but to be alive is something else. There are subtle gestures and movements in space and time that communicate what it means to be alive. To impart it to inanimate images requires careful observation, talent, and skill.

 

The brain works according to physical phenomena that are shared among all people on the earth. And although our languages are different, they all exist as a representation of our experience of life, and our need to communicate that experience to others. Words are an approximation of these experiences, an interpretation of the impressions that arise from the condition of being alive. Therefore, language is the art of the science of the brain.

 

I believe that consciousness arises from the physicality of our bodies and brains, and that at the time we are born, we are both individuals and part of a social structure.  This structure includes our relationship to our parents and families, our culture, and the world. Therefore, my view is that the dichotomy between the individual and social is artificial. Actually, we are both, and we need to recognize and respect both. We need individuals with a social conscience, whose work and creativity is informed by humanistic values. 

 

The desire to live in harmony with the world and understand our place in the universe is shared among all people, because our bodies and brains work more or less the same way, live on the same earth and all need to survive. Our individual experiences are variations on these universals, and they are rich and diverse. Specific environmental conditions, histories, and unique experiences of the individual and group are expressed through unique cultural languages which have developed over centuries. They evolved through the mixing of people and cultures, as well as creative invention by individuals playing with words and symbols. These languages, both verbal and visual, are fascinating precisely because they are different and the same, simultaneously. World art encodes unique knowledge and experience into universals. We can see commonalities between cultures and religions, for example, even when the details and specific modes of representation are different.

 

Another dichotomy that is artificial is the separation between the scientific and humanistic.  Our scientific investigations are always linked to our humanity, simply because we are human. Our human intervention in the process of discovery reinforces this. In fact, the model we use to explore and develop digital technology today is that of the brain and body, and connections between them. Physical-digital interaction models are based on what we know about the human body and senses, and how intelligence is formed. Basically, dynamic patterns of connections between nerve cells in the brain arise from physical interaction with the world. When more connections are made, more memories (both short and long term) are created, which leads to a more intelligent person. Cognitive science and its relationship to computing and the arts, is growing. Because we live in time, it inevitably leads to animation.

 

If we see connections as a model for understanding our world, we will be able to think about the potential to develop new and improved languages and technologies for communication on an international level, including animation.

 

One of the problems that we face as we develop this, is the institutional separation between art and science. Keep in mind that no fields pre-existed. In the West, they were all connected until the Renaissance, when the Christian Church’s explanation of phenomena conflicted with empirical scientific discovery taking place at the time. To resolve this problem, the Church claimed the domain of the spiritual, and science the domain of the material. This led to the separation between the mind and body, and art and science in our educational structures. In Europe, by that time, art was not even part of the university. It was separated into art academies. It is still largely this way today.

 

Ironically, the most famous artists of the Renaissance looked to the ancient Greeks, before Christianity, to learn how to represent the human body visually and spatially. In fact, that why the name “Renaissance,” or “re-birth” was given to this period. It embraced the notion of the “universal man,” a person educated in both art and science, an ideal that gave the name “university” to our educational institutions. While today it is often used without consideration for its original meaning, it nonetheless represents something extremely profound and important.

 

The invention of perspective, photography, cinema, and computer graphics and animation, all resulted from a synthesis of art and science. The language of moving images and sounds, too, is based on understanding the perceptual phenomena of persistence of vision and the movement of waves through air to make sound. Their common digital foundation has made a continuum between the senses and sense based media, and is leading to new ways of understanding how our bodies and minds work, and how we relate to each other.

 

So, the combination art and science is extremely fertile. But the sciences have only recently begun to teach visual thinking and language, including cinema and animation, as a part of an educational curriculum, despite the fact it is so clearly important. And the arts are not teaching scientific concepts as much as they could. But this is changing. 

 

New ideas arise from the synthesis of other ideas, and new fields arise from the synthesis of other fields. In the last 30 years, there has been an increasing recognition that many of the most important innovations in art, science, and technology have arisen from the crossover between fields. Artists working with science and technology accelerate the development of technology for civilian applications.  For example, Bell Labs in the 1960s brought composers into the computer laboratories with the understanding that they would, through pursuing their own computer music compositions, accelerate the development of sound technology for telephone systems. And it did. In the 1980s, XEROX developed desktop publishing technology because conceptual artists wanted to make pieces with text quickly. This became a huge industry in a few short years. There are many examples of artists advancing technology through creative personal work. It is still a kind of secret, because we continue to live in an era where art and science are separate. But communication between them is increasing, and the most advanced research think tanks are supporting it more and more. The problem is the preparation of the artists and scientists. They need transdisciplinary,  or mutual education.

 

Further, because most fields use images to communicate, and try to understand dynamic phenomena, they almost all eventually work with animation. But most people do not understand this, have no education in animation or art history, and so their work has serious problems. Even art schools frequently teach computer graphics and digital multimedia, but ignore animation and animation history. Of course the opposite is a problem too, that is teaching computer animation with no grounding in traditional media animation, fine art and art history.

 

Animation language has already had a profound impact on all media and fields. People everywhere are using it, quoting it unconsciously as they send videos in their emails. In fact, so many people are making it on their laptop computers at work and at home, that it needs to be understood as a basic form of literacy. Not only are the production and distribution models of cinema decentralizing, but the esthetic language is diversifying and evolving quickly because of how widespread it is. It is in places we never heard or dreamed about, and made by people who look and live very differently from ourselves.

 

By world or global language I do not mean mono-cultural, where the strongest dominates and the weakest disappears. On the contrary, I mean multicultural, where everyone, even the most fragile, can enter into the dialog and exchange ideas and points of view. People are increasingly bringing their own cultural traditions to these media, visually and musically, so they can represent themselves the way they want to. It is also extremely interesting to the global community, which is enormously culturally diverse. As a result, animation is becoming a meta-language, a mix of many different visual languages., and animators working with a multicultural approach are ahead in developing it, making it more international.

 

Strategies for developing open minds towards new ideas and specifically world cultures, and bringing that to animation and digital arts, is one of my primary goals. That is why our program at USC is so international, and why we require more world art history courses for our animation students than most other universities and art schools.

 

A few years ago, Ed Catmull, CEO of Pixar talked about employment at his company. He said that there are many jobs in computer animation.  And there are many computer animation programs at colleges all over the world. But 99 percent of applicants are unemployable. Why is that? He said that the problem is not that they don’t know how to use computers. The problem is that they do not know art history and animation. He said that the best applicants are those with MFAs in animation from schools like USC and CalArts. It takes at least 3 years to learn how to animate. (This includes drawing and painting, and not only work on a computer.) But they also need to have good taste, and this comes from art history education.  Students who only study computer animation do not have this. He said that it is better for Pixar to hire artists from European and international art academies with no knowledge of computers, than computer animators who have studied in a 1 or even 2 year computer based program with no courses in fine art and art history.

 

I want now to discuss the idea of universals. One of the goals of mathematicians, writers, musicians, artists, and philosophers, for thousands of years, is the desire to link images and sounds (as we do in our minds). This dates back to the Egyptians and before, and has led to many innovations. In the west, music was connected to mathematics, but visual art, as I mentioned previously, was off in the academy and in the church (where it was used to communicate stories to illiterate people). So the work of connecting them often took place outside. In the west in the 20th century, this outside place was the independent experimental film community and to some extent, the commercial film and entertainment industry.

 

Oskar Fischinger, a Bauhaus painter and experimental animator, and Leopold Stokowski, a conductor and composer, proposed a visual-musical animated film called Fantasia to Disney in the late 1930s.  Although Walt considered it a failure after box office troubles following its release, Fantasia is now considered his greatest masterpiece.

 

John Hench, one of the first 6 animators at Disney, a founder of Imagineering, and today at 94 the official portrait artist of Mickey Mouse (and one of the most important sponsors of our program at USC), thought that entertainment was the way to bring fine art to the masses. He had the idea to invite the most famous fine artists to Disney to make short experimental films as a way of extending the language of animation and cinema. He knew that commercial art had always had a dialog with fine art, and in a way, the separation between them is an artificial dichotomy, too. At least, it is an exaggerated conflict. Walt, probably through the influence of John Hench, had brought the art of his time to his new company when he first started it, and it was called ‘art nouveau.’ He worked with painter Kai Nielsen to develop the esthetic which is known today as the Disney Style.

 

Well, John Hench succeeded in bringing Salvador Dali to Disney in 1946 to make a short film called Destino. But Disney decided that because of the failure of Fantasia, he had found a formula for features and stopped it at the storyboard stage. So the Disney style of animation, while becoming more refined, also became fixed and resistant to change. But the language of animation continued to develop outside of Disney, in independent studios such as UPA, and places like the National Film Board of Canada. It also developed here in China (and I am very interested in learning more about this history).

 

It is very interesting to see that after 57 years, Destino has finally been completed and is now, in 2003, winning many awards all over the world. Roy Disney is traveling with it. And John Hench was the director. So his idea of bringing fine art to animation was and still is visionary. To be precise, it is timeless. And now because of digital art and animation, the public is better educated about animation and its potential, and hungry for more.

 

Perhaps the most relevant to this discussion is the work of experimental animator, John Whitney Sr. Motivated by a desire for images to rise to the level of music, he sought new ways to combine them. He had studied music formally, and also had knowledge of art history. He knew from his study of science that waveforms are common to sound and light, and so in the 1950s, he used an early computer to link the two, and move images using sound wave data. The resulting works reached a lyrical and transcendent beauty in revealing fundamental physical principles that are also common to sound and light. The techniques he innovated stimulated others to use computers to do the same, and today, he is widely considered the father of computer graphics, including by computer scientists. Again, he was an experimental animator making visual music. This led to important innovations that had enormous benefits to art, science, and global language.

 

The light shows of the 1960s, MTV, and contemporary multimedia computing, all look to visual music pioneers as major influences not only for their esthetic but also the methodology of working and combining media (for example the idea of a using a visual score for animation was pioneered by Oskar Fischinger. This was directly quoted in Multimedia Director software). Animators today are using new technologies to make animation even more musical than before, and musicians work with animation, including real-time interaction so that they can perform images like instruments, filling space the way music does, sometimes even with stereoscopic imagery.

 

So, the fusion of the senses through media is a powerful paradigm for invention.  Because connections between media bring us closer to how the mind really works to combine different sense impressions, it is an inevitable direction for our media to develop. It is also a way to discover universal esthetic experiences.

 

It is widely thought that through correlations between music and color, we can perceive something fundamental about the structure of the universe. By creating shared transcendent experiences, animation can help us to reach a state of mind similar to meditation. Mystics talk about this independent of media, but media can help other people be open to this possibility. It can help open minds, develop sensitivity and tolerance for others, and overcome fear of the unknown.

 

Well, fear is universal, too. But so is the desire to overcome it.  Art that helps us do this, that is to live in peace and harmony with other people around the world, is not only a good idea, but urgent. It would have a wide international appeal, because everyone needs it, and possibly a profound effect on world consciousness. At the very least it would foster a deeper understanding of people and life on our planet, and help us to celebrate our common humanity. 

 

To look ahead, one can imagine what will result when one combines physical and digital media, where the richness of both worlds come together in a humanistic, synergistic way. Real-time computer graphics and music and wireless technologies, ubiquitous computing (chips in objects such as cars, robots, architecture, toys, refrigerators, etc) and intelligent interfaces will provide us with new kinds of entertainment, such as networked live visual-musical performances and mobile, interactive 3D toys and games.  Media that show us things we cannot see but need to know with remote sensing devices will provide us with greater understanding of our environment. Digital cinema will give us real-time distribution, which will allow us to include live music and sound events, but also photo-realistic visual effects. There will be even more of a blurring between objective and subjective points of view, and of real and imaginary scenes.

 

It used to be said that “seeing is believing.” But today it is so easy to alter a photographic image, that it is hard to know what is true or real, and what is not. It is necessary for people to be visually educated and actively critical in order to ascertain this. We have to remember that living things have feelings and that machines do not. People who primarily interact with robots and virtual characters instead of animals, frequently do not know how to behave with living things, and they often abuse them. This is a serious growing problem that we need to address. All of these and other ethical issues extend to animation, games, robots, toys, networked media, telecommunications and cell phones. They embody our values and ethics.

 

What are some universal concerns shared among all people of the earth? Stories about life’s rites of passage: life cycles and changes, dream, myth and memory; birth, growth, transformation, play, love, marriage, gender roles, work, old age, sickness, death, loss, our relationship to nature and other people, our culture, the ecology, peace and war, political, philosophical and spiritual pursuits. 

 

We use metaphor, cultural languages, and realism to communicate these things. Many are culture specific, resulting from the repetition of use of local icons in each environment. But there are also many universal forms, shapes, and structures that transcend cultural specificity that are common across the arts. Many seem to arise from our shared human evolution, and many are based on nature and geometry, such wave phenomena, expressed in polyrhythms (music) and loops, increasingly relevant to real-time interactive games. There are many spatial and temporal structures common across the arts and cultures. They are the foundation of art, design, music, literature, and the other arts.  Concerning movement, it is the basis for animation, including locomotion, gesture, dance, and body language.

 

All people need stories that show strategies for solving problems and conflicts, for cooperating, working together positively and productively, especially across deep cultural differences. Today, we urgently need to understand how world religions are similar and not only different. We need works that foster truth, ethics, and empathy for other people, animals, and the natural world. The most important issue is to develop respect for others and the environment. Issues of multiculturalism, humanism, and the ecology are the most important concerns internationally. The survival of the planet is in question, and becoming a crisis. Animation has an important role to play in addressing these issues.

 

People in the west are very interested in cultural differences, and world art and music are becoming very popular. Recent international events have not negatively affected this. On the contrary, it has made it more important. Therefore media that are inclusive are becoming more popular. They bring people together who would not otherwise communicate, in ways that are usually positive. The western commercial esthetic in the west is changing to reflect this, stimulated by international travel, the internet, and changes in demographics. The huge international populations living in and around large cosmopolitan cities such as New York and Los Angeles, home to Hollywood, is accelerating this.

 

So when I founded the animation and digital arts program at USC, my definition of “world class” did not mean the biggest and best in Hollywood, although USC does have this reputation. To me it meant “international.” I hoped to create a United Nations of Animation, a program that would be relevant on a global level by emphasizing multiculturalism and plurality. This program would emphasize the transfer of ideas from many cultures and disciplines to animation with the hope of making it more intelligent and relevant internationally. I hoped that our students would come from all over the world, and would focus on the points I mentioned previously: humanism, ecology and ethics. The diversity of our collective human heritage would be reflected in our approach to aesthetics, too, because this is the language of multiculturalism and animation in the world context. It would combine many aesthetic languages with a wide range of techniques, and draw on both folk and fine art traditions from all over the world.

 

USC is a live action film school with strong connections to the entertainment and computer industries. It is situated within a major research university within a major cosmopolitan city, with many influential cultural institutions closeby. So, it would be possible there to extend the language of cinema and digital technology in new ways, and transfer ideas and information from other fields to it, in order to extend it. The possibility to integrate live action cinema with animation, in particular, was a major interest, allowing us to innovate in the area of visual effects and digital cinema. With this, it could become more poetic and magical, as animation works with the world of the imagination. Students would have a strong technical and esthetic education in fine art, science, film, and animation that would prepare them for new professions developing in the digital media field, making them more likely to be leaders in it, rather than followers.

 

So, our students study basic film production, history, and criticism. Within the traditional approach to animation, we combine character animation, experimental animation, and computer animation. This includes stop motion, hand drawn Disney style character animation, and a wide range of physical and digital media. We have courses that teach the fundamentals of drawing, writing, storytelling, and animation, and we supplement them constantly with in-depth workshops (for example in acting, storyboard, layout, and sound design) that change with the field and particular student needs.

 

Since computers and software change quickly, students need to understand the principles at the foundation. This does not only mean how computers work.  But it also means traditional drawing, film language, and animation techniques. Our students need to be aware of contemporary trends in the field of digital media, including research into new technologies. They have to be able to adapt to constantly changing processes and working methodologies that increasingly integrate physical and digital media. They have to be facile in their ability to crossover between different ways of working and thinking, be conversant with different aesthetic approaches, and have the ability to work in more than one capacity, including as animation directors, in-betweeners, computer animators, game and web designers, etc. They have to be able to work individually and collaboratively, including in transdisciplinary teams. This allows them to continually adapt to a constantly changing world.

 

We teach our students about new forms of animation crossing over with contemporary fine art, including painting, installation, performance, and cinema, as well as the internet and interactive media. We require a course (that I teach) called “Interactive Animation” in which I transfer my own research in interactive architectural installation, wireless media, and real-time networked visual music performance, to students. (The content of my work is focused on issues of multiculturalism and the ecosystem, and involve international institutions and collaborators.) Students are also required to take a course called “Writing for Animation” in which they write scripts for short-form animation, as well as poetry, and explore the use of text as a creative element in their work. 

 

Students must make at least 3 complete films or media works in 3 years, including a thesis. They may use any medium, including 16 and 35mm film, digital video, CDROMs, websites, or mixed physical and digital media. It can be in any genre, from abstract animation and visual music, to traditional storytelling and character animation, or new forms of narrative and documentary.

 

We are unique at USC because we are so international and all of our professors work at the intersection of fine art and industry. Our professors include Kathy Smith from Australia, Christine Panushka from the USA, and me from Denmark. Our Program Coordinator Isabelle Gelot is from France and our Production Supervisor Mar Elepano is from the Philippines. Students and visiting scholars come from China, India, Japan, Korea, Spain, Norway, Denmark, Canada, Mexico, Colombia, Brazil, Argentina, Peru, Trinidad, and many other countries.

 

We are also unique because we have a rigorous program that demands a great deal from our students. Usually animation programs at other schools and universities in the USA are narrower than we are in their aesthetic approach, focusing on acting storytelling or computer character animation. Most other schools have separate departments for animation and digital arts, which we combine at USC. While a few still teach animation as a hand drawn art, most other animation schools concentrate on computer animation and teach it from the perspective of technical ability with software. As I mentioned previously, students from these programs are usually not as well received by industry.

 

The problem comes when people think of animation as a technical skill. It is an art. The most important thing, to give life to and to give soul to, comes from careful observation and empathy towards others, and this is what is reflected in the art of animation, independent of any specific medium. Drawing and traditional art making develops this ability. It is then transferred to the computer. Without this ability, the animation has no “soul.”

 

At USC, we have a relatively small program of about 70 students: 25 undergraduate minors and 45 graduate students. This is because we do not have enough space for more. The proportions between students, faculty, and facilities must remain constant to be effective. This is because we consider animation a kind of crossover between architecture and music: students need the individual desk space of architects and lessons of musicians. Each professor can mentor 15 graduate thesis projects, and our production classes only have room for 15 students in them. Graduate students have their own cubicles in a shared studio, each with a desk and computer where they can paint, draw, and make computer graphics and combine live action and digital effects, edit video, and work on the internet. They can record their animation onto 35mm film, digital video, DVDROM, CDROM, or any other medium. The Cinema School also has a Festivals and Distribution office to help students distribute the work.

 

Basically, what we are seeing is that animators are taking on all of the roles of filmmaking, from writing and directing, to producing, cinematography, editing, and now distribution, given the internet. Production and post-production are becoming the same, too. The digital process is collapsing the distinctions between them, and our students are on the cutting edge. They are also crossing over with people in related fields, such as scientific visualization and simulation.

 

Our curricula:

 

Undergraduate Minor in Animation:

 

This is a minor (and not a major), so that students can receive a broad undergraduate education in humanities and sciences. They must major in any other academic field than Cinema-Television.

 

 

Semester

Courses

Units

1

FA 120 Western Art to 1500 (or other world art course)

4

2

FA 121 Western Art after 1500 (or other world art course)

4

3

CTCS 190 Introduction to Cinema

4

4

CTPR 385 Colloquium: Motion Picture Production Techniques

4

5

CTAN 448 Introduction to Film Graphics-Animation
CTAN 451 History of Animation

4
2

6

CTAN 436 Writing for Animation
CTAN 450a Animation Theory and Techniques
CTAN 452 Introduction to Computer Animation

2
2
2

7

CTAN 450b Animation Theory and Techniques

2

8

CTAN 450c Animation Theory and Techniques

2

Total Units

32

 

 

The  M. F. A. in Film, Video and Computer Animation:

Students are expected to already have studied fine art history and computer graphics, and have a portfolio of artwork in any medium that shows individual vision and skill. We require a sequence of courses which are supplemented with electives, 2 of which must be taken in the division of Critical Studies (history and theory). A Thesis project is required for the M. F. A. degree.

 

Semester

Courses

Units

1 (Year One)

CTAN 451 - History of Animation
CTAN 482 - Basic Motion Picture Production Techniques for Animators
CTAN 544 - Introduction to Film, Video, and Computer Animation

CTAN 577a - Character Animation

CTAN 522 - Animation Department Seminar

2
2
3
2

1

2 (Year One)

CTAN 436 - Writing for Animation
CTAN 547 - Animation Production I
CTAN 579 - Expanded Animation

CTAN 522 - Animation Department Seminar
Elective *

2
3
3
1

3 (Year two)

CTAN 501 - Interactive Animation*

CTAN 548 - Animation Production II

CTAN 522 - Animation Department Seminar
Elective *

2
3
1

4 (Year two)

CTAN 524 - Contemporary Topics in Animation and Digital Arts
CTAN 549 - Animation Production III

CTAN 522 - Animation Department Seminar
Elective *

2
3
1

5 (Year three)

CTAN 593 - Directed Studies in Animation
CTAN 594a - Master's Thesis

CTAN 522 - Animation Department Seminar
Elective *

2
2
1

6 (Year three)

CTAN 594b - Master's Thesis

CTAN 522 - Animation Department Seminar

2
1

Note: Please see  http://anim.usc.edu  for more information about our program and curricula

 

So, where do our students go and what do they do when they graduate? We have about 100% employment, and they go to Warner Bros., Disney Feature Animation, Sony, Rhythm and Hues, Klasky-Csupo, Pixar, Pacific Data Images, Dreamworks, Microsoft, new companies, and to teaching and research, including USC’s Institute for Creative Technology, among others. They bring with them skills and ideas, critical and creative thinking, and a working knowledge of an international and multicultural professional environment. They have seen that an idealistic humanistic approach can work, and they take that with them to other social and work situations.

 

Finally, the most important thing that any animator, artist, and educator can do is use what they know to make the world a better place and lift the human spirit. I would like to show you some of the student work from our program, and you decide if these works are successful in this regard. I look forward to hearing comments from you about this after my talk.

 

Thank you very much for your attention.