Con A de animación - No. 22 (2026): Umbrales del movimiento

Editorial

  • Editorial: Umbrales del movimiento


  • Firma invitada

    • Elsy Gumier Y el intento de la primera patente del cine de muñecos animados en España


    Investigación

    • Remezcla expandida: archivos, errores y animación IA
    • Madrastras malvadas y madres santas muertas: un análisis de género de la representación gráfica de la maternidad en las películas de animación de Disney (1937-2023)
    • Evaluación de la conexión emocional con personajes animados: el caso de Bo Peep en Toy Story
    • Cartografías de la vulnerabilidad: Salud, enfermedad y cuidados en el cine de animación español (1992–2024)
    • La construcción de la gordofobia en la infancia en El Show de Garfield: narrativas y consecuencias
    • Re-animando la comunicación política: una revisión histórica de la animación en China y Japón
    • El worldbuilding y la magia de Hayao Miyazaki

    URI permanente para esta colecciónhttps://riunet.upv.es/handle/10251/234862

    Examinar

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    Mostrando 1 - 10 de 10
    • Item type: Otros , Access status: Abierto ,
      Umbrales del movimiento
      (2026-04-28) Herráiz Zornoza, Beatriz; Departamento de Comunicación Audiovisual, Documentación e Historia del Arte; Departamento de Dibujo; Escuela Politécnica Superior de Gandia; Grupo Animación de la Universitat Politècnica de València
      [EN] Generative artificial intelligence is profoundly transforming animation production and research, and Con A de Animación cannot ignore it. In the industry, the changes are already visible and quantifiable: major production companies are incorporating AI to generate movement and facial expressions, automate in-betweening, fill in colors, and assist with lip-syncing. It is estimated that more than 21% of jobs in film, television, and animation in the US could be affected in the coming years. The most serious risk is not the replacement of top talent, but the shrinking of the ecosystem where that talent is nurtured: if the more mechanical tasks disappear, so does the learning space for junior animators. However, in auteur and experimental animation, these threats become opportunities. The question of authorship already raised by Barthes and Foucault is now radicalized technically and procedurally: who animates when the creative gesture is shared with an algorithm that no one fully understands?Academic research is not immune to this pressure either. The proliferation of AI-generated or semi-generated texts threatens to homogenize scientific thought, eliminating individual perspectives, styles, and voices. In contrast, the specificity of the animation field and the cohesion of its research community are an advantage that must be preserved.In animation, there have always been opportunists promising to accomplish in hours what takes months; AI arrives with the same rhetoric, but sensitivity, accumulated knowledge, and talent still cannot be trained with data.The cover images are stills from short films by the artist Fran Gas, generously donated to CAA.
    • Item type: Otros , Access status: Abierto ,
      Elsy Gumier: Y el intento de la primera patente del cine de muñecos animados en España
      (2026-04-28) Encinas Salamanca, Adrián
      [ES] A través de un análisis del reciente hallazgo del primer intento de patentar en España un procedimiento de filmación de películas a base de muñecos articulados, se procede a recabar toda la información disponible acerca de Elsy Gumier, pionera del cine de animación español que ha sido prácticamente olvidada por haber realizado todas sus actividades en este campo durante la II República
    • Item type: Artículo , Access status: Abierto ,
      Remezcla expandida: archivos, errores y animación IA
      (Universitat Politècnica de València, 2026-04-28) Serra Navarro, David
      [ES] Este artículo explora el uso de la inteligencia artificial generativa en la creación audiovisual, especialmente en el campo de la animación, entendida como un proceso de cocreación entre humanos y máquinas. Se analizan las implicaciones estéticas y epistemológicas de trabajar con datos en lugar de luz, destacando el papel del error y la aleatoriedad como motor creativo. A través de obras que ejemplifican esta investigación aplicada, se plantea una práctica artística que resignifica archivos históricos mediante estrategias de apropiación, remezcla generativa y estructuras rizomáticas. Lejos de una visión tecnocentrista o distópica, se propone un enfoque crítico y especulativo que abra nuevos modos de sensibilidad y producción de conocimiento. Una reflexión posthumanista que se desarrolla sobre una IA que no sustituye al autor, sino que actúa como socio simbiótico, catalizador de nuevas subjetividades y de narrativas colectivas que emergen entre la opacidad algorítmica y la intervención humana.
    • Item type: Artículo , Access status: Abierto ,
      Madrastras malvadas y madres santas muertas: un análisis de género de la representación gráfica de la maternidad en las películas de animación de Disney (1937-2023)
      (Universitat Politècnica de València, 2026-04-28) Roca Vera, Dácil; Díaz Mesa, Haridian; Ruiz Rallo, Alfonso
      [EN] This study analyzes the representation of motherhood in Disney animated feature films. Using a mixed-methods approach, combining qualitative content analysis with quantitative study, it examines a corpus of 50 films produced between 1937 and 2023. The aim is to investigate the evolution of maternal archetypes, their comparison with paternal figures, and the impact of these narratives on the construction of gender roles and family models. The findings reveal a persistent patriarchal bias: traditional stereotypes dominate, and maternal experience is often reduced to absence or antagonism, within a context of structural inequality where, across the entire corpus, only one film (Frozen, 2013) was directed or co-directed by a woman. However, over the last decade there has been a gradual shift towards more complex portrayals of motherhood and more diverse family structures, in line with contemporary social debates on gender equality and cultural diversity. This evolution highlights the role of animated cinema in shaping social imaginaries.
    • Item type: Artículo , Access status: Abierto ,
      Evaluación de la conexión emocional con personajes animados: el caso de Bo Peep en Toy Story
      (Universitat Politècnica de València, 2026-04-28) Fonts, Elisabet; Villegas, Eva
      [EN] This article examines the transformation of the character Bo Peep in Toy Story 4 (Josh Cooley, 2019) as a case study to analyze the emotional bonds between audiences and female characters in animated cinema. Through a hybrid methodology combining narrative analysis, feminist film theory, and user experience approaches, the study explores how Bo Peep's symbolic evolution is perceived by viewers and what emotional responses her redesign elicits. The findings based on surveys and qualitative workshops, reveal an ambivalent reception: while Bo Peep's new role as an independent heroine fosters positive identification, a perceived narrative discontinuity undermines her emotional credibility. This study provides tools to evaluate the symbolic effectiveness of animated characters from a critical and interdisciplinary perspective, contributing to the broader discussion on gender representation in contemporary institutional animation.
    • Item type: Artículo , Access status: Abierto ,
      Cartografías de la vulnerabilidad: Salud, enfermedad y cuidados en el cine de animación español (1992 2024)
      (Universitat Politècnica de València, 2026-04-28) GUERRERO MUÑOZ, ARAMIS; Deltell Escolar, Luis
      [EN] Over the past decades, Spanish animation has mapped vulnerable bodies that fall ill, that provide care, or that learn to live with fragility. This article proposes a cartography of such representations between 1992 and 2024, based on a mixed methodological design qualitative and quantitative together with an ad hoc film analysis sheet (validated by a nurse and an audiovisual specialist). The corpus comprises 56 feature-length films, selected from a total of 162 titles identified in the database of the Institute of Cinematography and Audiovisual Arts (ICAA), allowing for an examination of how illness, disability, and death are inscribed in contemporary narrative forms. The results reveal a symptomatic shift in recent years, marked by an intensified presence of illness as a central narrative motif. Within this shift, a relative feminization of caregiving roles also emerges. This study argues that animated films function as a cultural device through which imaginaries of health and illness can be critically examined.
    • Item type: Artículo , Access status: Abierto ,
      La construcción de la gordofobia en la infancia en El Show de Garfield: narrativas y consecuencias
      (Universitat Politècnica de València, 2026-04-28) Vargas, Yazmina; Rodríguez González, María del Mar; Marauri Castillo, íñigo; Agencia Estatal de Investigación; Eusko Jaurlaritza
      [EN] Fatphobia is not innate but learned through social interactions and cultural contexts. This phenomenon takes root during childhood, influenced by media content that reinforces negative attitudes toward diverse bodies. Since films and series are key tools in learning and shaping values during childhood, analyzing the messages they convey is essential. This article examines episode 12 of The Garfield Show ("Weighty Problem," Netflix Kids), where the main character is mocked and ridiculed for his body size, promoting fatphobic stereotypes. Through a film analysis, the representations of fatphobia are explored, along with their potential impact on young audiences. The article emphasizes the importance of critical adult guidance to counteract harmful messages and foster a positive perspective on body diversity.
    • Item type: Artículo , Access status: Abierto ,
      Re-animando la comunicación política: una revisión histórica de la animación en China y Japón
      (Universitat Politècnica de València, 2026-04-28) Jiménez-Arranz, Ainhoa; Universidad de Valladolid; Ministerio de Universidades
      [EN] The end of the 20th century transformed the international projection of states, shifting away from coercive power in favor of soft power rooted in cultural appeal. In this context, cultural diplomacy has emerged a key pillar of international relations. This phenomenon has been closely associated from the outset with Japan and anime, through its Cool Japan strategy, and has gradually been embraced by other Asian countries, such as China with its Main Melody Films. Thus, animation has become both a vehicle for international influence and a key tool for political communication. This article provides a historical review of the animation industry in China and Japan, with the aim of identifying the synergies between its development and each country's political objectives. Through the analysis of paradigmatic cases, it seeks to evaluate the power of animation as an instrument for political communication.
    • Item type: Artículo , Access status: Abierto ,
      El worldbuilding y la magia de Hayao Miyazaki
      (Universitat Politècnica de València, 2026-04-28) López Vecino, Luis
      [EN] This article analyzes the notion of soft worldbuilding in the cinematic work of Hayao Miyazaki, with a particular focus on the films produced by Studio Ghibli. It begins with a review of the concept of worldbuilding and its evolution in fantasy narratives, distinguishing between hard and soft approaches. Through case studies My Neighbor Totoro (1988), Princess Mononoke (1997), Spirited Away (2001), and Howl's Moving Castle (2004) the article examines how Miyazaki creates open, ambiguous, and suggestive worlds where the fantastic emerges as a natural extension of the everyday. The analysis highlights three key dimensions: narrative ambiguity, the centrality of characters, and the integration of the ordinary with the extraordinary. The study concludes that Miyazaki's soft worldbuilding functions not only as an aesthetic and narrative strategy but also as a critical vehicle, capable of articulating environmental, pacifist, and social reflections.
    • Item type: Artículo , Access status: Abierto ,
      Representación, diversidad y homoerotismo masculino en los videojuegos: el caso de Tales of Zestiria
      (Universitat Politècnica de València, 2026-04-28) Medina, Acorán Dávila
      [ES] Existe cierta polémica sobre la posible homosexualidad del protagonista del videojuego Tales of Zestiria (Bandai Namco, 2015), Sorey, y de su mejor amigo, Mikleo. Este artículo explora la clase de relación que existe entre ambos. Determinamos que ambos personajes están configurados a partir de mitos del amor romántico y roles de género, lo que convertiría a Sorey en uno de los escasos protagonistas LGTBIQ+ no opcionales en videojuegos comerciales. Sin embargo, matizamos que los dos personajes 'están en el armario', ya que es necesario prestar atención a múltiples referencias indirectas y fácilmente omisibles para llegar a tal conclusión. Finalizamos argumentando que igualmente son un ejemplo positivo de representación, ya que demuestran la posibilidad de incluir personajes LGTBIQ+ cuya sexualidad no es usada únicamente para generar comicidad o encarnar roles sociales no deseables.