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Hand in Hand: Kouno Fumiyos Mangaserie KONO SEKAI NO
Repositorium für die Medienwissenschaft Jaqueline Berndt Hand in Hand: Kouno Fumiyos Mangaserie KONO SEKAI NO KATASUMI NI (IN THIS CORNER OF THE WORLD) im Vergleich zur Anime-Adaptation durch Katabuchi Sunao 2018 https://doi.org/10.25969/mediarep/11961 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: Berndt, Jaqueline: Hand in Hand: Kouno Fumiyos Mangaserie KONO SEKAI NO KATASUMI NI (IN THIS CORNER OF THE WORLD) im Vergleich zur Anime-Adaptation durch Katabuchi Sunao. In: Hans-Joachim Backe, Julia Eckel, Erwin Feyersinger u.a. (Hg.): Ästhetik des Gemachten: Interdisziplinäre Beiträge zur Animations- und Comicforschung. Berlin: de Gruyter 2018, S. 53–84. DOI: https://doi.org/10.25969/mediarep/11961. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.1515/9783110538724-004 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ Jaqueline Berndt Hand in Hand Kouno Fumiyos Mangaserie Kono sekai no katasumi ni (In This Corner of the World) im Vergleich zur Anime- Adaptation durch Katabuchi Sunao Abstract: Die Charakterisierung von Manga und Anime als superflach tendiert dazu, die materiale Dimension ihrer Gemachtheit zu übersehen. Während Ge- machtheit im Sinne von Stilisierung, Hypermedialität und parodischer Intertex- tualität zunehmend Aufmerksamkeit findet, sind die Beharrlichkeit des Hand- werks, die Rolle der Handzeichnung und die Vorliebe für ein analoges Erscheinungsbild bislang kaum hinsichtlich ihrer medienästhetischen Konse- quenzen diskutiert worden. -
Concevoir Et Animer Pour L'acceptation De Robots
Concevoir et animer pour l’acceptation de robots zoomorphiques Adrien Gomez To cite this version: Adrien Gomez. Concevoir et animer pour l’acceptation de robots zoomorphiques. Art et histoire de l’art. Université Toulouse le Mirail - Toulouse II, 2018. Français. NNT : 2018TOU20048. tel- 02466318 HAL Id: tel-02466318 https://tel.archives-ouvertes.fr/tel-02466318 Submitted on 4 Feb 2020 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. Délivré par Université Toulouse – Jean Jaurès Adrien Gomez Le 30 Août 2018 Concevoir et Animer pour l’Acceptation de Robots Zoomorphiques École doctorale et discipline ou spécialité ED ALLPH@: Études audiovisuelles Unité de recherche LARA (Université Toulouse Jean Jaurès) – LIRMM (Université Montpellier) Directeur(s) de Thèse M. Gilles METHEL M. René Zapata Co-encadrant de Thèse M. Sébastien Druon Jury Chu-Yin Chen, Professeure, université Paris 8 Sylvie Lelandais, Professeure, Université Evry-Val d’Essonnes Gilles Methel, Professeur, Université Toulouse2-Jean Jaurès René Zapata, Professeur, LIRMM Montpellier Sébastien -
Makoto Shinkai: La Distancia
UNIVERSIDAD DE EXTREMADURA FACULTAD DE CIENCIAS DE LA DOCUMENTACIÓN Y LA COMUNICACIÓN MAKOTO SHINKAI: LA DISTANCIA TRABAJO DE FIN DE GRADO Trabajo presentado por D. Antonio Crespo Borrego para la obtención del título de Comunicación Audiovisual, bajo la dirección del profesor D. José Maldonado Escribano BADAJOZ 2018 1 “Makoto Shinkai: La Distancia” Trabajo presentado por D. Antonio Crespo Borrego para la superación de la asignatura Trabajo Fin de Grado (Código 500381), del título de Comunicación Audiovisual (curso 2017/2018), bajo la dirección de D. José Maldonado Escribano, profesor del Departamento de Artes y Ciencias del territorio de la Universidad de Extremadura. El alumno Vº Bº del Director Fdo. Antonio Crespo Borrego Fdo. José Maldonado Escribano. 2 “Makoto Shinkai: La Distancia”. Resumen Este trabajo aborda la vida y la obra de Makoto Shinkai. Durante la primera parte del trabajo, hablaremos sobre el contexto cinematográfico en el que el director japonés ha crecido y madurado como cineasta. También haremos un recorrido por su carrera, desde que se sintió atraído por la animación, hasta la actualidad. Otro tema importante será de que fuentes ha bebido para ser lo que es, es decir, todas las influencias que ha tenido, tanto filmográficas, como literarias y hablaremos sobre el estilo que frecuenta en toda su obra. Y por supuesto mencionaremos todos los premios y reconocimientos obtenidos en estos años. Después de realizar el mencionado repaso de Makoto, haremos un análisis cinematográfico de todos sus largometrajes. Empezaremos por su primera película, El Lugar que nos Prometimos (2004), 5cm Por Segundo (2007), Viaje a Agartha (2011), El Jardín de las Palabras (2013), y Your Name (2016). -
Pdf • Cynthia Breazeal
© copyright by Christoph Bartneck, Tony Belpaeime, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, and Selma Sabanovic 2019. https://www.human-robot-interaction.org Human{Robot Interaction An Introduction Christoph Bartneck, Tony Belpaeme, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, Selma Sabanovi´cˇ This material has been published by Cambridge University Press as Human Robot Interaction by Christoph Bartneck, Tony Belpaeime, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, and Selma Sabanovic. ISBN: 9781108735407 (http://www.cambridge.org/9781108735407). This pre-publication version is free to view and download for personal use only. Not for re-distribution, re-sale or use in derivative works. © copyright by Christoph Bartneck, Tony Belpaeime, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, and Selma Sabanovic 2019. https://www.human-robot-interaction.org This material has been published by Cambridge University Press as Human Robot Interaction by Christoph Bartneck, Tony Belpaeime, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, and Selma Sabanovic. ISBN: 9781108735407 (http://www.cambridge.org/9781108735407). This pre-publication version is free to view and download for personal use only. Not for re-distribution, re-sale or use in derivative works. © copyright by Christoph Bartneck, Tony Belpaeime, Friederike Eyssel, Takayuki Kanda, Merel Keijsers, and Selma Sabanovic 2019. https://www.human-robot-interaction.org Contents List of illustrations viii List of tables xi 1 Introduction 1 1.1 About this book 1 1.2 Christoph -
Download the Program (PDF)
ヴ ィ ボー ・ ア ニ メー シ カ ョ ワ ン イ フ イ ェ と ス エ ピ テ ッ ィ Viborg クー バ AnimAtion FestivAl ル Kawaii & epikku 25.09.2017 - 01.10.2017 summAry 目次 5 welcome to VAF 2017 6 DenmArk meets JApAn! 34 progrAmme 8 eVents Films For chilDren 40 kAwAii & epikku 8 AnD families Viborg mAngA AnD Anime museum 40 JApAnese Films 12 open workshop: origAmi 42 internAtionAl Films lecture by hAns DybkJær About 12 important ticket information origAmi 43 speciAl progrAmmes Fotorama: 13 origAmi - creAte your own VAF Dog! 44 short Films • It is only possible to order tickets for the VAF screenings via the website 15 eVents At Viborg librAry www.fotorama.dk. 46 • In order to pick up a ticket at the Fotorama ticket booth, a prior reservation Films For ADults must be made. 16 VimApp - light up Viborg! • It is only possible to pick up a reserved ticket on the actual day the movie is 46 JApAnese Films screened. 18 solAr Walk • A reserved ticket must be picked up 20 minutes before the movie starts at 50 speciAl progrAmmes the latest. If not picked up 20 minutes before the start of the movie, your 20 immersion gAme expo ticket order will be annulled. Therefore, we recommended that you arrive at 51 JApAnese short Films the movie theater in good time. 22 expAnDeD AnimAtion • There is a reservation fee of 5 kr. per order. 52 JApAnese short Film progrAmmes • If you do not wish to pay a reservation fee, report to the ticket booth 1 24 mAngA Artist bAttle hour before your desired movie starts and receive tickets (IF there are any 56 internAtionAl Films text authors available.) VAF sum up: exhibitions in Jane Lyngbye Hvid Jensen • If you wish to see a movie that is fully booked, please contact the Fotorama 25 57 Katrine P. -
Kotatsu Japanese Animation Film Festival 2017 in Partnership with the Japan Foundation
Kotatsu Japanese Animation Film Festival 2017 In partnership with the Japan Foundation Chapter - September 29th - October 1st, 2017 Aberystwyth Arts Centre – October 28th, 2017 The Largest Festival of Japanese Animation in Wales Announces Dates, Locations and Films for 2017 The Kotatsu Japanese Animation Festival returns to Wales for another edition in 2017 with audiences able to enjoy a whole host of Welsh premieres, a Japanese marketplace, and a Q&A and special film screening hosted by an important figure from the Japanese animation industry. The festival begins in Cardiff at Chapter Arts on the evening of Friday, September 29th with a screening of Masaaki Yuasa’s film The Night is Short, Walk on Girl (2017), a charming romantic romp featuring a love-sick student chasing a girl through the streets of Kyoto, encountering magic and weird situations as he does so. Festival head, Eiko Ishii Meredith will be on hand to host the opening ceremony and a party to celebrate the start of the festival which will last until October 01st and include a diverse array of films from near-future tales Napping Princess (2017) to the internationally famous mega-hit Your Name (2016). The Cardiff portion of the festival ends with a screening of another Yuasa film, the much-requested Mind Game (2004), a film definitely sure to please fans of surreal and adventurous animation. This is the perfect chance for people to see it on the big-screen since it is rarely screened. A selection of these films will then be screened at the Aberystywth Arts Centre on October 28th as Kotatsu helps to widen access to Japanese animated films to audiences in different locations. -
SRS Deliverable 1.2 Due Date: 30 April 2010
SRS Deliverable 1.2 Due date: 30 April 2010 SRS Multi-Role Shadow Robotic System for Independent Living Small or medium scale focused research project (STREP) DELIVERABLE D1.2 Technology Assessment Contract number : 247772 Project acronym : SRS Project title : Multi-Role Shadow Robotic System for Independent Living Deliverable number : D1.2 Nature : R – Report Dissemination level : PU – Public Delivery date : 27 May 2010 Author(s) : Georg Arbeiter Partners contributed : CU, CLMI-BAS, Fraunhofer, HdM, HPIS, INGEMA, PROFACTOR, ROBOTNIK and BED Contact : Georg Arbeiter, Fraunhofer IPA, Nobelstrasse 12, 70569 Stuttgart Phone: +49(0)711/970-1299, Fax +49(0)711/970-1008 Email: [email protected] The SRS project was funded by the European Commission under the 7th Framework Programme (FP7) – Challenges 7: Independent living, inclusion and Governance Coordinator: Cardiff University FP7 ICT Contract No. 247772 1 February 2010 – 31 January 2013 Page 1 of 89 SRS Deliverable 1.2 Due date: 30 April 2010 Table of Contents 1. Introduction ........................................................................................................................ 4 1.1. Assistive technologies and daily life difficulties......................................................... 4 1.2. Summary of the technology assessment...................................................................... 8 2. Telerobotics Control Model ............................................................................................... 9 2.1. Introduction................................................................................................................. -
Distribuzione Warner Bros. Pictures Italia
WARNER BROS. PICTURES e THE WEINSTEIN COMPANY presentano Una produzione IMAGI ANIMATION STUDIOS LEONARDO DONATELLO MICHELANGELO RAFFAELLO Scritto e diretto da KEVIN MUNROE Prodotto da THOMAS K.GRAY H.GALEN WALZER PAUL WANG Basato sui personaggi creati da PETER LAIRD KEVIN EASTMAN Effeti visivi KITH NG Direttore della fotografia STEVE LUMLEY DISTRIBUZIONE WARNER BROS. PICTURES ITALIA Durata: 1h. 26 min. www.tmntfilm.it Le Tartarughe Ninja tornano sul grande schermo in una inedita avventura in CGI, scritta e diretta da Kevin Munroe. Dopo aver sconfitto il loro nemico di sempre, il diabolico Shredder, le Tartarughe sono cresciute lontane l’una dall’altra e il saggio topo Sprinter, mentre cerca di riunirle, scopre con preoccupazione che stanno apparendo strane creature a New York City. Il magnate della tecnologia Maximillian J. Winters sta raccogliendo un esercito di antichi mostri e solo una squadra di super-ninja può fermarli: Leonardo, Michelangelo, Donatello e Raffaello! Con l’aiuto dei loro alleati storici, April O’Neil e Casey Jones, le Tartarughe sono pronte alla battaglia della loro vita, ma devono affrontare nello stesso tempo anche il misterioso Foot Clan, che ha messo la sua abilità nelle arti marziali al servizio di Winters. Per questa nuova avventura delle TMNT è stata usata un’animazione CG d’avanguardia, con il look del XXI secolo. Facciamo il film, amico - Peter Laird, co-ideatore di TMNT Le Tartarughe Ninja sono state create nel 1984 da Peter Laid e Kevin Eastman. Kevin Munroe, che ha scritto e diretto “TMNT”, rivela: “L’idea era di prendere in giro il mondo dei supereroi. -
… … Mushi Production
1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Mushi Production (ancien) † / 1961 – 1973 Tezuka Productions / 1968 – Group TAC † / 1968 – 2010 Satelight / 1995 – GoHands / 2008 – 8-Bit / 2008 – Diomédéa / 2005 – Sunrise / 1971 – Deen / 1975 – Studio Kuma / 1977 – Studio Matrix / 2000 – Studio Dub / 1983 – Studio Takuranke / 1987 – Studio Gazelle / 1993 – Bones / 1998 – Kinema Citrus / 2008 – Lay-Duce / 2013 – Manglobe † / 2002 – 2015 Studio Bridge / 2007 – Bandai Namco Pictures / 2015 – Madhouse / 1972 – Triangle Staff † / 1987 – 2000 Studio Palm / 1999 – A.C.G.T. / 2000 – Nomad / 2003 – Studio Chizu / 2011 – MAPPA / 2011 – Studio Uni / 1972 – Tsuchida Pro † / 1976 – 1986 Studio Hibari / 1979 – Larx Entertainment / 2006 – Project No.9 / 2009 – Lerche / 2011 – Studio Fantasia / 1983 – 2016 Chaos Project / 1995 – Studio Comet / 1986 – Nakamura Production / 1974 – Shaft / 1975 – Studio Live / 1976 – Mushi Production (nouveau) / 1977 – A.P.P.P. / 1984 – Imagin / 1992 – Kyoto Animation / 1985 – Animation Do / 2000 – Ordet / 2007 – Mushi production 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Tatsunoko Production / 1962 – Ashi Production >> Production Reed / 1975 – Studio Plum / 1996/97 (?) – Actas / 1998 – I Move (アイムーヴ) / 2000 – Kaname Prod. -
Commercials Issueissue
May 1997 • MAGAZINE • Vol. 2 No. 2 CommercialsCommercials IssueIssue Profiles of: Acme Filmworks Blue Sky Studios PGA Karl Cohen on (Colossal)Õs Life After Chapter 11 Gunnar Str¿mÕs Fumes From The Fjords An Interview With AardmanÕs Peter Lord Table of Contents 3 Words From the Publisher A few changes 'round here. 5 Editor’s Notebook 6 Letters to the Editor QAS responds to the ASIFA Canada/Ottawa Festival discussion. 9 Acme Filmworks:The Independent's Commercial Studio Marcy Gardner explores the vision and diverse talents of this unique collective production company. 13 (Colossal) Pictures Proves There is Life After Chapter 11 Karl Cohen chronicles the saga of San Francisco's (Colossal) Pictures. 18 Ray Tracing With Blue Sky Studios Susan Ohmer profiles one of the leading edge computer animation studios working in the U.S. 21 Fumes From the Fjords Gunnar Strøm investigates the history behind pre-WWII Norwegian animated cigarette commercials. 25 The PGA Connection Gene Walz offers a look back at Canadian commercial studio Phillips, Gutkin and Associates. 28 Making the Cel:Women in Commercials Bonita Versh profiles some of the commercial industry's leading female animation directors. 31 An Interview With Peter Lord Wendy Jackson talks with co-founder and award winning director of Aardman Animation Studio. Festivals, Events: 1997 37 Cartoons on the Bay Giannalberto Bendazzi reports on the second annual gathering in Amalfi. 40 The World Animation Celebration The return of Los Angeles' only animation festival was bigger than ever. 43 The Hong Kong Film Festival Gigi Hu screens animation in Hong Kong on the dawn of a new era. -
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. -
22 VII. the New Golden Age Then Something Wonderful Happened. Just When Everything Was Looking As Grim As It Could for the Art O
VII. The New Golden Age Then something wonderful happened. Just when everything was looking as grim as it could for the art of animation, technology came to the rescue. Here was an art form born only because technology made it possible, almost died when the human costs in time and effort became too high, and now was rescued by technology again. The computer age saved animation. Since computers first came on the scene in the 50s, there have been people who have tried to create machinery and programs to make animation faster, easier and cheaper to both make and distribute. From machines like copiers and scanners, to computers that can draw and render, to the distribution of animation by cable, Internet, phones, tablets and video games - as one character says, “To infinity and beyond” - animation has been totally reborn. As the old animators of the Golden Age were dying off, the new technologies created a huge demand for the old craft. Fortunately, many of the old men were able to pass on their skills to a younger generation, which has helped the quality of today's animation meet and exceed the animation of the Golden Age. In 1985, Girard and Maciejewski at OSU publish a paper describing the use of inverse kinematics and dynamics for animation.! The first live-action film to feature a complete computer-animated character is released, "YOUNG SHERLOCK HOLMES."! Ken Perlin at NYU publishes a paper on noise functions for textures. He later applied this technique to add realism to character animations. In 1986, "A GREEK TRAGEDY" wins the Academy Award.