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數位舞台的主流美學 - 展望動漫美學新世紀 - 曾炳榮
  Be Aesthetic Mainstream in the Digital World:
Look Forward to the New Epoch of Animamix Aesthetics - Bill Tseng
 
 
 
數位舞台的主流美學 - 展望動漫美學新世紀
 

動漫美學是動漫元素藝術化的美學呈現。以圖像、故事、趣味、虛擬為核心元素的動漫畫,是百年來非常重要的大眾化藝術,廿世紀上半葉在歐美快速發展,深得人心,廿世紀下半葉更在日本發揚光大,蔚為風潮,已逐漸形成時代生活美學,影響大眾生活中的設計、時尚、美感標準。尤以近20年來數位化時代來臨,動漫美學更是得天獨厚,在數位舞台虛擬的環境中,深獲青睞。網路世界中的圖像表達處處可見動漫美學,電玩的畫面呈現更幾為動漫美學所主導。

日本漫畫之神手塚治虫(1928-89),開創了日本的動漫畫世紀,在二次世界大戰後,漫畫逐漸成為日本最大的出版事業,動畫成為最重要的創意內容產業,席捲全日本迄今,影響韓、中、台等東亞地區的動漫畫發展,並在歐美大受歡迎。
手塚先生在1989年過世後,隔年國立東京近代美術館推出「手塚治虫展」,這是日本國立美術館第一次展出漫畫,具有「漫畫原稿也是美術品」的新意義,日本全國各地美術館也開始提出以漫畫為主題的企畫展,「漫畫具有文化上的價值」、「漫畫也是美術的一種」的觀念及趨勢,藉由這些活動而傳遞出來。動漫美學因動漫畫的藝術肯定而日顯突出。

1950 、1960年代喜歡看漫畫的小孩,到1990年代已經長大成人、結婚生子,但看漫畫的喜愛度不減,所以看漫畫的年齡層拉高擴大,因此自1990年代開始,動漫畫在日本社會成了大眾最喜歡的作品。觀察台灣的情況也是如此,1960、1970年代出生者喜愛動漫畫不在話下,1980、1990年代出生者,自幼開始接觸電腦與電玩,對動漫認同度更高,動漫畫群眾基礎日益擴大,每年舉辦的動漫博覽會,參觀者眾,父母帶小孩參與者一屆比一屆增多,可見一般。動漫美學因喜愛者日益普及而益形重要。
藝術工作者總是時代美學風潮的引領者。美術作品往往吸聚時代精神,展現前瞻的美學典範。十九世紀印象派美學引領的是農工轉型邁向開放社會時的美學風潮,廿世紀抽象派美學引領的是科技發展邁向自由社會時的美學風潮,而誰來引領廿一世紀網路時代高度互動社會的美學風潮 ? 動漫美學是最可能的候選人。

陸蓉之教授歸納動漫美學的四大特徵:青春崇拜、圖像語言、彩光視覺、異類合成。在近20年來的美術創作中,我們看到了越來越多以自創的虛擬角色為主體表現出這些特徵的作品。日本的村上隆、奈良美智、草間彌生,美國的Gary Baseman、Kojo Griffin, 中國大陸的岳敏君、劉野、唐志剛,韓國的權奇秀、李東起,台灣的洪東祿、楊茂林....等人,在繪畫、雕塑上所表現的動漫美學特質,都有相當的成就。新一代的藝術家,特別是1975年以後出生的藝術家,在創作上顯露動漫美學特色者日益增多。
深信這是一項深具時代氛圍的成就,而故事才剛開始。在創作中有著代表永恆的虛擬角色,藉著藝術家創造的圖像,敘述感人的語言,充滿數位時代的彩光、互動,超越時空,跨越平台,向當代以及下一代人表達出廿一世紀的美學典範。
它可以表現在平面上、立體上、以及跨越時空的數位媒體。尤其是數位藝術,對動漫美學而言,有無限大的想像空間,廿一世紀的世紀級藝術家應該由此脫穎而出。

動漫美學在數位舞台上的魅力,在其虛擬與互動的特質。網路時代的人生境域正在轉變,目前還令人詫異的虛擬人生,下一代人將視為正常。「御宅族」的特色不在沈浸於網路環境中,而在他們是深度利用數位舞台的先驅,充分擷取網路世界的訊息知識,而能在某些領域深入而出眾。下一代人都或多或少會具有「御宅族」的特質了。而數位舞台的特色正是虛擬與互動,和動漫美學的核心正好相合。未來在數位環境中,沒有地域之分,全球皆然,讓虛擬角色悠遊其中,能得心應手互動、變換而賞心悅目的,正是動漫美學。更重要的是,它還會從數位舞台中躍出,影響平面美術、立體雕塑,或者時尚、設計、廣告。

此次展出的「動漫美學新世紀」得到眾多藝術家的支持,相當具有代表性,能表達當前動漫美學的發展,更預告下一波新世紀的來臨,希望藉此展覽,能讓千萬漫畫愛好者欣賞到動漫的藝術,讓藝術愛好者欣賞到動漫的美學,讓藝術創作者靈感到創作的方向。

展望動漫美學新世紀,發現數位舞台的主流美學正在浮現。深深期待。

 
曾炳榮 2007/10/01
 
 
 
Be Aesthetic Mainstream in the Digital World:
Look Forward to the New Epoch of Animamix Aesthetics
 

Aesthetics of Animamix (animation + comics) is the aesthetics considering and showing animamix’s essential elements as art. Images, stories, fun, and virtual reality are central to comic and animation, which has turned into an important pop art form for the past centennial. It grew fast during the first half of the 20th century in Europe and Unites States, and then evolved into a full-fledged phenomenon in Japan for the second half of the century. Not only has animamix become a trend, but the aesthetic in life of today, influencing designs, fashions and taste in our everyday life. In particular, for the past two decades human life has experienced a digital revolution, which merits the development of animamix aesthetics further and takes it into the virtual world. In the internet world and among image expressions, animamix aesthetics can be seen everywhere, even to the point of dominance in game frames.

The best known Japanese comic creator, Tezuka Osamu (1928-89) took his country into the epoch which is of comic and animation. After the World War II, comics gradually took up the biggest proportion of Japanese publishing industry, and comic and animation becomes one of the most important creativity-based industries. Today its dominance remains and goes on to influence the development of comic and animation in areas like Korea, Mainland China, Taiwan and other Asia countries. It is also very well-accepted and popular in Europe and the United States.

In 1990, the National Museum of Modern Art in Tokyo held “Tezuka Exhibition” to commemorate Mr. Tezuka’s death in year 1989. This is the first time ever that National Museum of Fine Art has had an comics-themed exhibition. It brings a new significance that “comics manuscripts are also artworks”. Since then other local museums in Japan followed suit to propose for comics-themed exhibitions. Activities as such all convey the concepts and trends that “comics are of cultural values” or “comics are one branch of art”. Accordingly, the aesthetics of comics and animation evolve from the popularity and positive commentaries on these two art forms.

Kids of the 1950s and 60s who enjoyed reading comics reached adulthood in the 1990s and settled down in marriage; however, what has remained the same is their love for comics. As a result, the age groups of comic readers are varied, and since 1990s comic and animation have become extremely popular among the public in Japan. A parallel development occurs in Taiwan. A great number of people born during the 1960s and 70s love to read comic books, while those born during the 1980s and 90s even have a stronger identification with comic and animation as they had access to computers and games since little. As the numbers of fans grow with time, there are more parents with their kids visiting comic and animation exhibitions each year. So again, the importance of animamix aesthetics increases, because the numbers of fans have been growing.

Art workers always lead the aesthetic trend, whereas artworks reflect the spirit of time, embodying the prospective aesthetic model. For instance, the Impressionism of the 19th century led the aesthetic trend in a time when agricultural-industrial-based society was transforming into a more open-minded one. And abstract art of the 20th century played the same role in a time when technological development coincided with liberal social development. Then what about the 21st century when interactions have become central to the social development due to the Internet? The aesthetics of animamix is the most likely candidate.

According to professor Lu Rong-Zhi, there are four features of animamix aesthetics: worship to the eternal youth, visual language with images, colored light abounds in space, and combination of heterogeneous elements. For the past two decades, there have been more artworks which have virtual characters as their subjects exhibiting these features. Takashi Murakami, Nara Yoshitomo, Kusama Yayoi from Japan; Gary Baseman, Kojo Griffin from America; Yue Min-Jun, Liu Ye, Tang Zhi-Gang from Mainland China; Ki Soo Kwon, Dongi Lee from Korea; and Hong Dong-Lu, Yang Mao-Lin from Taiwan, just to name a few. These artists’ paintings or sculptures exhibit the characteristics pertinent to animamix aesthetics, showing great artistic achievements. More artists from a new generation, especially those born after year 1975, are displaying obvious characteristics of animamix aesthetics in their creation.

We believe that this is very much affected by the time spirit, and it has just started. In the artists’ creations, there are virtual characters, embodiment of eternity, narrating touching stories via graphics and images. And these characters are bright, colorful, and capable of interactions, well representing the digital age, going beyond time, space and platforms. They give expressions to the aesthetic model of the 21st century for their contemporaries and the coming generations.
Animamix can be two dimensional or three dimensional; and certainly, suitable for digital media that transcend time and space. We believe that animamix aesthetics will inspire imagination knowing no limit in digital art creation in the future. World-class artists that represent the 21st century will be those who devote themselves to this field.

The charm of animamix in the digital world lies in its virtual quality and interaction. Living in the golden age of the Internet, people are experiencing a change in every aspect of their lives. Now, the idea of virtual life may sound interesting but far-fetching for us, but may be deemed normal among our future generations. As we know, people are labeled as “otaku” not necessarily because of their indulgence in the Internet world, but because they are the first to dive deep into the digital world, making the most out of the data and information in that world and therefore outperforming other people in certain knowledge fields. It is quite practical to say that our next generation would more or less manifest the characteristics of “otaku”. What is central to digital world is precisely its virtual quality and interaction, which are of perfect match with the essence of animamix aesthetics. We are going to witness a disappearance of the national boundaries in the future digital world. It is animamix aesthetics that enables virtual characters to surf freely in such world, to interact with one another, to change themselves and to have a wide appeal. Moreover, the influence will reach out to contemporary painting art, sculptures, fashions, designs, and advertisements, etc.

The exhibition “New Epoch of Animamix Aesthetics” has received wide support from artists. This is especially meaningful in that it reflects the current development of animamix art and anticipates that of the coming new age. We sincerely hope that this exhibition can bring animamix art to millions of comic fans, its aesthetics to art lovers, and inspirations to art workers.

Looking forward to the new epoch of animamix aesthetics, one would discover a mainstream aesthetics originating in the digital world is emerging. We should all have high expectations for it.
(Translated by Hui-wen Cheng)

 
Bill Tseng 01 October 2007