Mangas-Dessins Animes
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The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
Archiving Movements: Short Essays on Materials of Anime and Visual Media V.1
Contents Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui ………… 2 Utilizing the Intermediate Materials of Anime: Royal Space Force: The Wings of Honnêamise Ishida Minori ………… 17 The Film through the Archive and the Archive through the Film: History, Technology and Progress in Royal Space Force: The Wings of Honnêamise Dario Lolli ………… 25 Interview with Yamaga Hiroyuki, Director of Royal Space Force: The Wings of Honnêamise What Do Archived Materials Tell Us about Anime? Kim Joon Yang ………… 31 Exhibiting Manga: Impulses to Gain from the Archiving/Unearthing Anime Project Jaqueline Berndt ………… 36 Analyzing “Regional Communities” with “Visual Media” and “Materials” Harada Ken’ichi ………… 41 About the Archive Center for Anime Studies in Niigata University ………… 45 Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui presumably, the majority are in various storage Background of the Project places after their production cycles. It is not The exhibition “A World is Born: The uncommon that they are forgotten, displaced or Emerging Arts and Designs in 1980s Japanese eventually discarded due to the expenses incurred Animation” (19-31 March 2018) hosted at DECK, for storage. In many ways, these materials an independent art space in Singapore, is encompass an often forgotten yet significant part of an ongoing research collaboration research resource essential for understanding between the researchers from Puttnam School key aspects of Japanese animation production of Film and Animation in Singapore and the cultures and practices. Archive Center for Anime Studies in Niigata “A World is Born” was an exhibition focusing University (ACASiN). -
Referencia Bibliográfica: Saito, K. (2011). Desire in Subtext: Gender
Referencia bibliográfica: Saito, K. (2011). Desire in Subtext: Gender, Fandom, and Women’s Male-Male Homoerotic Parodies in Contemporary Japan. Mechademia, 6, 171–191. Disponible en https://muse.jhu.edu/article/454422 ISSN: - 'HVLUHLQ6XEWH[W*HQGHU)DQGRPDQG:RPHQ V0DOH0DOH +RPRHURWLF3DURGLHVLQ&RQWHPSRUDU\-DSDQ .XPLNR6DLWR Mechademia, Volume 6, 2011, pp. 171-191 (Article) 3XEOLVKHGE\8QLYHUVLW\RI0LQQHVRWD3UHVV DOI: 10.1353/mec.2011.0000 For additional information about this article http://muse.jhu.edu/journals/mec/summary/v006/6.saito.html Access provided by University of Sydney Library (13 Nov 2015 18:03 GMT) KumiKo saito Desire in Subtext: Gender, Fandom, and Women’s Male–Male Homoerotic Parodies in Contemporary Japan Manga and anime fan cultures in postwar Japan have expanded rapidly in a manner similar to British and American science fiction fandoms that devel- oped through conventions. From the 1970s to the present, the Comic Market (hereafter Comiket) has been a leading venue for manga and anime fan activi- ties in Japan. Over the three days of the convention, more than thirty-seven thousand groups participate, and their dōjinshi (self-published fan fiction) and character goods generate ¥10 billion in sales.1 Contrary to the common stereo- type of anime/manga cult fans—the so-called otaku—who are males in their twenties and thirties, more than 70 percent of the participants in this fan fic- tion market are reported to be women in their twenties and thirties.2 Dōjinshi have created a locus where female fans vigorously explore identities and desires that are usually not expressed openly in public. The overwhelming majority of women’s fan fiction consists of stories that adapt characters from official me- dia to portray male–male homosexual romance and/or erotica. -
Sample File an Alien Menace Descends Upon the SDF-1 in Droves
Sample file An alien menace descends upon the SDF-1 in droves. You, your friends, and the might of Robotechnology are the only things that stand between them and seventy thousand innocent civilians. Do not expect to make it home. Do not expect to see your friends again. Do whatever it takes to ensure humanity’s future. Welcome to Robotech. Sample file Robotech: The Macross Saga The Roleplaying Game 1st Edition - Version1.0 Game Design: Jeff Mechlinski Scenario Writing: Bryan Young Illustrations: Francisco Etchart Copy Editor: Keith Garrett Lore Editor / Contributing Writing: Martin Hanze Narrative Rules: Oscar Simmons ASC Logo: Dave Killingsworth Special Thanks: Ryan Call, Chris Czerniak, Darius Hambleton, Jeff Lyons, Mike Hamilton, Alex Rothbaum, Nathan Shaw, Mike Lent, Aaron Bryant, Jeff Rossiter, Leigh George Kade, Mark Middlemas,Sergio Garcia Troyano, Ian Gray, Henry Walters, Alexander Miller, Robert Jeppesen, Thomas Walters, Justin Grulke, Jeff Farrar, Paul Bachleda, Juan Francisco Torres & The Ancient Papichulos, Deanna Buhlman, Jessica Frost, Blake Sheets Our Gen Con 2019 Players. Special Acknowledgement: Carl Macek, Tommy Yune, Noboru Ishiguro, Kenichi Matsuzaki, Kazutaka Miyatake, Shoji Kawamori, and Haruhiko Mikimoto. ROBOTECH © 1985, 2019 Harmony Gold USA, Inc. All Rights Reserved. ROBOTECH®, MACROSS®, and all associated names, characters and related indicia are trademarks of Harmony Gold USA, Inc. All Rights Reserved. ISBN Digital 13: 978-1-988943-79-4 ISBN Physical 13: 978-1-988943-80-0 SampleStrange Machine Games, LLC; 2019 -
Japanese Animation Guide: the History of Robot Anime
Commissioned by Japan's Agency for Cultural Affairs Manga, Animation, Games, and Media Art Information Bureau Japanese Animation Guide: The History of Robot Anime Compiled by Mori Building Co., Ltd. 2013 Commissioned by Japan's Agency for Cultural Affairs Manga, Animation, Games, and Media Art Information Bureau Japanese Animation Guide: The History of Robot Anime Compiled by Mori Building Co., Ltd. 2013 Addition to the Release of this Report This report on robot anime was prepared based on information available through 2012, and at that time, with the exception of a handful of long-running series (Gundam, Macross, Evangelion, etc.) and some kiddie fare, no original new robot anime shows debuted at all. But as of today that situation has changed, and so I feel the need to add two points to this document. At the start of the anime season in April of 2013, three all-new robot anime series debuted. These were Production I.G.'s “Gargantia on the Verdurous Planet," Sunrise's “Valvrave the Liberator," and Dogakobo and Orange's “Majestic Prince of the Galactic Fleet." Each was broadcast in a late-night timeslot and succeeded in building fanbases. The second new development is the debut of the director Guillermo Del Toro's film “Pacific Rim," which was released in Japan on August 9, 2013. The plot involves humanity using giant robots controlled by human pilots to defend Earth’s cities from gigantic “kaiju.” At the end of the credits, the director dedicates the film to the memory of “monster masters” Ishiro Honda (who oversaw many of the “Godzilla” films) and Ray Harryhausen (who pioneered stop-motion animation techniques.) The film clearly took a great deal of inspiration from Japanese robot anime shows. -
Manga: Japan's Favorite Entertainment Media
Japanese Culture Now http://www.tjf.or.jp/takarabako/ Japanese pop culture, in the form of anime, manga, Manga: and computer games, has increasingly attracted at- tention worldwide over the last several years. Not just a small number of enthusiasts but people in Japan’s Favorite general have begun to appreciate the enjoyment and sophistication of Japanese pop culture. This installment of “Japanese Culture Now” features Entertainment Media manga, Japanese comics. Characteristics of Japanese Comics Chronology of Postwar 1) The mainstream is story manga Japanese Manga The mainstream of manga in Japan today is “story manga” that have clear narrative storylines and pictures dividing the pages into 1940s ❖ Manga for rent at kashihon’ya (small-scale book-lending shops) frames containing dialogue, onomatopoeia “sound” effects, and win popularity ❖ Publication of Shin Takarajima [New Treasure Island] by other text. Reading through the frames, the reader experiences the Tezuka Osamu, birth of full-fledged story manga (1947) sense of watching a movie. 2) Not limited to children 1950s ❖ Monthly manga magazines published ❖ Inauguration of weekly manga magazines, Shukan shonen sande Manga magazines published in Japan generally target certain age and Shukan shonen magajin (1959) or other groups, as in the case of boys’ or girls’ manga magazines (shonen/shojo manga zasshi), which are read mainly by elementary 1960s ❖ Spread of manga reading to university students ❖ Popularity of “supo-kon manga” featuring sports (supotsu) and and junior high school students, -
Microsoft Visual Basic
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Rapports Sociaux De Sexe Dans Les Dessins Animés Japonais Diffusés En France : Le Cas Des Séries Magical Girl (1984-2014) Camille Catudal
Rapports sociaux de sexe dans les dessins animés japonais diffusés en France : le cas des séries magical girl (1984-2014) Camille Catudal To cite this version: Camille Catudal. Rapports sociaux de sexe dans les dessins animés japonais diffusés en France :le cas des séries magical girl (1984-2014). Histoire. 2016. dumas-01400622 HAL Id: dumas-01400622 https://dumas.ccsd.cnrs.fr/dumas-01400622 Submitted on 22 Nov 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Université Paris 1 Panthéon-Sorbonne UFR 9 Master Histoire et audiovisuel Centre d’Histoire sociale du XXe siècle Rapports sociaux de sexe dans les dessins animés japonais diffusés en France : le cas des séries magical girl (1984-2014) Mémoire de Master 2 Recherche Présenté par Mme Camille CATUDAL Sous la direction de Mme Pascale GOETSCHEL Septembre 2016 Image de couverture : Fan art sur l’évolution des magical girls depuis 1966 par Shattered-Earth. Source : shattered-earth.deviantart.com/art/Evolution-of-The-Magical-Girl-290226907 2 Université Paris 1 Panthéon-Sorbonne UFR 9 Master Histoire et audiovisuel Centre d’Histoire sociale du XXe siècle Rapports sociaux de sexe dans les dessins animés japonais diffusés en France : le cas des séries magical girl (1984-2014) Mémoire de Master 2 Recherche Présenté par Mme Camille CATUDAL Sous la direction de Mme Pascale GOETSCHEL Septembre 2016 3 Sommaire Remerciements. -
The Dissemination and Localization of Anime in China: Case Study on the Chinese Mobile Video Game Onmyoji
The dissemination and localization of anime in China: Case study on the Chinese mobile video game Onmyoji Wuqian Qian The Department of Asian, Middle Eastern and Turkish Studies Master Program in Asian Studies, 120 hp Autumn term 2016 Supervisor: Jaqueline Berndt English title: Professor Abstract In the 2017 Chinese Gaming Industry Report, a new type of video games called 二次 元 game is noted as a growing force in the game industry. Onmyoji is one of those games produced by Netease and highly popular with over 200 million registered players in China alone. 二次元 games are characterized by Japanese-language dubbing and anime style in character design. However, Onmyoji uses also Japanese folklore, which raises two questions: one is why Netease chose to make such a 二次元 game, the other why a Chinese game using Japanese folklore is so popular among Chinese players. The attractiveness of an exotic culture may help to explain the latter, but it does not work for the first. Thus, this thesis implements a media studies perspective in order to substantiate its hypothesis that it is the dissemination of anime in China that has made Onmyoji possible and successful. Unlike critics who regard anime as an imported product from Japan which is different from domestic Chinese animation and impairs its development, this study pays attention to the interrelation between media platforms and viewer (or user) demographics, and it explores the positive influence of Japanese anime on the Chinese creative industry, implying the feasibility of anime or 二次元 products to be created in other countries than Japan. -
BANDAI NAMCO Group Information Meeting Fiscal Year Ending March
BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2021 1st Half Result Presentation FY2021.3 1st Half Results 1st Half Results billion yen FY 2020.3 FY 2021.3 FY 2021.3 Vs. previous Vs. previous 1st Half 1st Half Forecast 1st Half Results year’s results forecast Results (as of Aug. 2020) Net Sales 349.3 315.0 337.1 -12.2 +22.1 Operating Profit 47.9 30.0 45.9 -2.0 +15.9 Recurring Profit 48.7 30.5 47.1 -1.6 +16.6 Profit Attributable to Owners of Parent 34.6 20.0 31.7 -2.9 +11.7 Capital Investments 13.3 11.0 10.6 -2.7 -0.4 Depreciation 9.7 10.0 9.7 ±0 -0.3 Game content R&D investments 39.3 41.0 40.6 +1.3 -0.4 Advertising Expenses 20.0 19.0 14.7 -5.3 -4.3 Personnel Expenses 30.9 29.0 32.6 +1.7 +3.6 Overview by Business Segment 1st Half Results by Business Segment FY 2021.3 FY 2020.3 FY 2021.3 1st Half Vs. previous Vs. previous billion yen 1st Half 1st Half Forecast year’s results forecast Results Results (as of Aug. 2020) Segment sales 128.0 120.0 128.8 +0.8 +8.8 Toys and Hobby Segment profit 17.6 13.0 18.8 +1.2 +5.8 Network Segment sales 153.0 160.0 170.2 +17.2 +10.2 Entertainment Segment profit 24.9 28.0 34.7 +9.8 +6.7 Real Segment sales 46.8 25.0 24.3 -22.5 -0.7 Entertainment Segment profit 1.5 -9.0 -8.0 -9.5 +1.0 Visual and Music Segment sales 20.7 10.0 11.0 -9.7 +1.0 Production Segment profit 3.8 0 0.8 -3.0 +0.8 Segment sales 7.8 10.0 9.5 +1.7 -0.5 IP Creation Segment profit 2.2 1.0 1.9 -0.3 +0.9 Segment sales 15.3 14.0 15.7 +0.4 +1.7 Other Segment profit 0.9 0.5 0.6 -0.3 +0.1 Elimination and Segment sales -
Jan Misugi in Captain Tsubasa As an Educational Example for Children with Congenital Heart Disease
Tech Science Press DOI: 10.32604/CHD.2020.012394 ARTICLE Jan Misugi in Captain Tsubasa as an Educational Example for Children with Congenital Heart Disease Nicolas Kluger1,2, Philippe Charlier3,4 and Antonio Perciaccante3,5,* 1Department of Dermatology, Allergology and Venereology, Helsinki University Hospital, Helsinki, Finland 2Société Française des Sciences Humaines sur la Peau, Maison de la Dermatologie, Paris, France 3Université Paris-Saclay, UVSQ (EA “LAAB”-Laboratoire Anthropologie Archéologie Biologie) UFR des Sciences de la Santé, Montigny-le-Bretonneux, France 4Direction, Département de la Recherche et de l’Enseignement Musée du quai Branly – Jacques Chirac, Paris, France 5Azienda Sanitaria Universitaria Giuliano Isontina, Department of Medicine, “San Giovanni di Dio” Hospital, Gorizia, Italy *Corresponding Author: Antonio Perciaccante. Email: [email protected] Azienda Received: 29 June 2020 Accepted: 13 July 2020 ABSTRACT Introduction: Visual narratives such as manga, comics and cartoons can play an important role in educating readers on various aspects of life including medicine and disabilities. Methods: We reviewed the animated series entitled “Captain Tsubasa”, focusing our analysis on the episodes which introduced the character Jun Misugi, a football player suffering from an unspecified congenital heart disease (CHD). Discussion: For a child with a CHD, the practice of sports could be risky but also an opportunity to improve heart function and reach personal fulfillment. CHD have an important impact on children’s quality of life, and sports participation has beneficial effects on quality of life, weight loss, and exercise capacity, in patients with CHD. Restricting sports could have a negative impact on quality of life, and on the disease acceptance in children with CHD.