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1. Don't air quote drawings like a condescending prick when animations are literally moving drawings. That only implies that you don't know how animation works and refuse to let someone who knows how it works explain it to you. I've been watching cartoons all my life and even made a frame-by-frame animation of an armadillo for an indie game (which by the way took several hours and nine different drawings to do). Even rotoscoping involves drawing, and that's been a thing since Koko the Clown made use of rotoscoping. You're crazy if you think animations aren't drawn, let alone in a meticulous process that takes months to do per episode.With the arguments you present, you imply that no type of FOV would be suitable for animated productions, not just cinematic ones. If you claim that an FOV comparable to human central vision is appropriate for the vertical FOV in animation panels, you should explain why, since the only apparent justification is that "drawings" are created in conjunction with vision. However, this does not necessarily mean that the final images conform to our field of view.
Furthermore, if you argue that the human visual field of 60° should be used for panels, shouldn't it also apply to the horizontal FOV? After all, central vision covers 60° both vertically and horizontally, which would ultimately lead to the same result as my current proposal.
2. "However, this does not necessarily mean that the final images conform to our field of view." They don't conform to the FOV of cameras either; it's all purely based on interpretation. I don't see why you're so adamant to brush off interpretation as a justification when interpretation (which by the way is a thought process) is the only good explanation for practically everything going on in animation, be it the art styles used and the behind-the-scenes handiwork involved in the process itself, or how it gets presented to the audience thus letting the audience interpret the scenes shown. There are even visual cues in animation used to get audiences too interpret things a certain way, like two merged circles when a character is looking at something through binoculars or an interface with the word "REC" on it when a character is using a camera.
This is very much unlike photography and live action cinematography which in the context of vision is purely WYSIWIG. An ink pen isn't anywhere as complex as a camera to a point where just the choice of lens would change everything. That's why I suggested we stick with what we have written in the article already: it's the easiest way to mathematically interpret the scene provided given cinematographic details are absent in anything involving drawings.
3. Uh, no. While, yes, FOV involves angles, unless you find yourself in a situation where you're forced to wear an eye patch (which I sincerely hope doesn't happen to you), human vision isn't square like that. Just using the Wikipedia article for Field of View as a source, our central vision (vertical) is 60° whereas our binocular vision (horizontal) is anywhere from 114° to 120°. Our full horizontal and vertical FOVs (which involves eye movement) aren't square either; they are 220° and 135° respectively.