Collaborative Creativity, Dark Energy, and Anime's Global Success
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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......... -
"ALL OUT!!" Is the First Ever Animated TV Show About Rugby! to Be Produced by TMS and MADHOUSE! Broadcast Will Begin I
N E W S R E L E A S E April 4th, 2016 TMS Entertainment Co., Ltd. "ALL OUT!!" is the first ever animated TV show about rugby! To be produced by TMS and MADHOUSE! Broadcast will begin in the fall of 2016 A team assembled from the sports production elite! A portrayal of the fire of youth! TMS Entertainment Co., Ltd. (Head office: Nakano-ku, Tokyo, President: Yoshiharu Suzuki, referred to below as TMS), will produce an animated TV series based on "ALL OUT!!", the authentic high school rugby manga created by Shiori Amase (currently serialized in Kodansha's 'Morning Two'). They will make the announcement of the broadcast beginning in the fall of 2016, and release teaser visuals. [Official TV show website] http://allout-anime.com/ [Official Twitter account] https://twitter.com/allout_anime [Official Facebook page] https://www.facebook.com/allout.animation ■ About ALL OUT!! "ALL OUT!!" is a high school rugby comic loved for its dynamic production and sensitive psychological portrayal. It has been serialized in the monthly "Morning Two" since 2012, and the comic has now been published up to Volume 7 (referred to below as "ongoing publication".) Volume 8 is scheduled for publication on February 23rd, with the simultaneous release of a Special Edition Volume 8 bundled with an original drama CD featuring the same cast as the animated TV show, as well as a Special Edition Volume 1 consisting of the previously published Volume 1 bundled with the original drama CD. ■ A stellar team has been assembled! The show is directed by Kenichi Shimizu, who has worked on "Parasyte -The Maxim-", "Avengers Confidential: Black Widow & Punisher", etc., and is widely active both in Japan and overseas. -
Aniplex of America Announces Mobile Game Magia Record: Puella Magi Madoka Magica Side Story English Release in U.S
FOR IMMEDIATE RELEASE APRIL 19, 2019 Aniplex of America Announces Mobile Game Magia Record: Puella Magi Madoka Magica Side Story English Release in U.S. and Canada ©Magica Quartet/Aniplex, Magia Record Partners Unravel the mysteries of Kamihama City with this brand new Magical Girl RPG! SANTA MONICA, CA (APRIL 19, 2019) – Aniplex of America is thrilled to announce that the English version of hit mobile game, Magia Record: Puella Magi Madoka Magica Side Story will be coming to the U.S. and Canada this summer. Based on the popular anime series that revolutionized the magical girl genre, the highly anticipated mobile game is developed by f4samurai, whose past projects include mobile games Ange Vierge Girls Battle and Hortensia Saga, which reached 9 million users in Asia. At their industry panel at Sakura-Con in Seattle, Washington, Aniplex of America welcomed producers Masaki Sato of f4samurai and Yusuke Toyama of Aniplex, who introduced one of the central characters of the mobile game, Iroha Tamaki, voiced by Momo Asakura from High School Fleet, Kaguya-sama: Love is War, and FAIRY TAIL. Initially released in Japan in 2017, Magia Record: Puella Magi Madoka Magica Side Story brings you a brand-new Magical Girl story from the creative team behind the immensely popular Puella Magi Madoka Magica anime series. In addition to the opening animation, which was done by SHAFT (MONOGATARI Series, March comes in like a lion), the mobile game features the work of Gekidan Inucurry (Doroinu), who handles the designs for the Witches, as well as aokiume, who served as the original character designer for the anime series and contributed over ten new designs for the game. -
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. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States. -
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. -
January/February 2019
JANUARY/FEBRUARY 2019 MOBILE + VR ACCESSIBILITY + LITERACY THE DIGITAL FRONTIER SCOTLAND’S FINEST THE MACALLAN DISTILLERY & VISITOR EXPERIENCE DELIVERED BY BECK INTERIORS WORLD CLASS QUALITY EXCEPTIONAL SKILL & CRAFTSMANSHIP OUTSTANDING SERVICE PROUD WINNER OF THE QUEEN’S AWARD FOR ENTERPRISE: INTERNATIONAL TRADE 2018 Carol See: [email protected] - Mark Banham: [email protected] www.beckinteriors.com beckinteriors BECK +44 (0) 20 8974 0500 JANUARY FEBRUARY 2019 ISSUE CONTENTS DEPARTMENTS 5 From the President and CEO 6 By the Numbers 8 First Look 12 Point of View Are We Giving Up Too Much? 40 Alliance in Action FEATURES 44 Tributes and 16 Handheld and Expansive Transitions Mobile platforms help museums foster better visitor experiences. 48 Reflection By Deborah Howes 22 Exploring a Neurospeculative Future Cover: Data consists of valuable information that Ashley Baccus-Clark discusses the enhances people’s lives and it has so many stories storytelling promise of VR. to tell. Media Artist Refik Anadol utilized energy Interview by Elizabeth Merritt usage datasets from various buildings and explored new data universes in the shape of data sculptures. 28 A Winning Approach to Digital ©Refik Anadol Media Accessibility Improving accessibility enhances the visitor experience for everyone. By Susan Chun 34 Building a Framework The museum sector needs to rethink digital skills—from the ground up. By Carolyn Royston and Ross Parry 2 MUSEUM / January−February 2019 / aam-us.org 2019 Goal: Increased Visitor Engagement or Bust! Look to Guru to make it happen. Guru’s award-winning museum apps offer engaging, interactive, and customized visitor experiences that span media while leading the way in educational augmented reality. -
Aniplex Online Fest 2021 Returns This Summer Announcing First Round of Programming Line-Up
To view or embed the Aniplex Online Fest 2021 commercial via YouTube, please visit: https://youtu.be/WIgyVu38ULg FOR IMMEDIATE RELEASE MAY 27, 2021 Aniplex Online Fest 2021 Returns this Summer Announcing First Round of Programming Line-Up Dive into the world of anime as the online event hosted by Aniplex returns! SANTA MONICA, CA (MAY 27, 2021) – Aniplex of America is thrilled to announce the return of Aniplex Online Fest 2021 on Saturday, July 3, 2021 (PDT). After the successful inaugural event in July 2020, which welcomed over 800,000 viewers from all over the world, Aniplex Online Fest is scheduled to feature programming from popular Aniplex shows, performances from the biggest musical acts, and more, streaming worldwide for free this summer. Aniplex Online Fest 2021 is also proud to reveal the main visual illustrated by Saki Takahashi and the first round of the programming line-up, which includes Demon Slayer: Kimetsu no Yaiba, Sword Art Online the Movie -Progressive- Aria of a Starless Night, Fate/Grand Order ANIME PROJECT, and Puella Magi Madoka Magica 10th Anniversary Project x Magia Record: Puella Magi Madoka Magica Side Story. For more information on Aniplex Online Fest 2021, visit: https://aniplex-online-fest.com/en/ ABOUT [ ANIPLEX ONLINE FEST 2021 ] Event Name: Aniplex Online Fest 2021 Date: Saturday July 3, 2021, 6 PM – Midnight (PDT)* Organizer: Aniplex Inc. Co-sponsored by: Sony Music Entertainment (Japan) Inc. Streaming: YouTube Cost: Free Website: https://aniplex-online-fest.com/en/ *Streaming time is subject to change. -
Yuuna and the Haunted Hot Springs Premiering on Crunchyroll This July!
FOR IMMEDIATE RELEASE June 20, 2018 Yuuna and the Haunted Hot Springs Premiering on Crunchyroll This July! ©TADAHIRO MIURA/SHUEISHA, YURAGISONOYUNASAN COMMITTEE A slightly sexy hot springs and ghost love comedy! SANTA MONICA, CA (June 20, 2018) – On the Aniplex Live! show on Facebook, Aniplex of America announced that the hilarious and sexy love comedy, Yuuna and the Haunted Hot Springs, will be premiering on Crunchyroll, the world’s largest destination for anime and manga in the world, this summer. Based on a popular manga by Tadahiro Miura and published by SHUEISHA, the supernatural series centers around a psychic Kogarashi Fuyuzora who is curiously described as being very “hands on.” Through a series of unfortunate events, he finds himself in need of a cheap room to rent and finds one at a hot springs inn with some ghostly residents called the Yuragi Inn. Voiced by popular voice actor Yuki Ono from GRANBLUE FANTASY The Animation and VALVRAVE the Liberator, Kogarashi encounters a voluptuous ghost named Yuuna, voiced by newcomer Miyuri Shimabukuro in her breakout role. Other cast members include Eri Suzuki (Monster Strike the Animation, Nanana’s Buried Treasure), Rie Takahashi (Fate/Grand Order – First Order-, KonoSuba –God’s blessing on this wonderful world!), Ai Kakuma (ALDNOAH.ZERO, The Asterisk War), Mikako Komatsu, (Eromanga Sensei, Nisekoi), and Anzu Haruno from BLEND-S. The series will be directed by Tsuyoshi Nagasawa (Kyo no Gononi, Nyaruko: Crawling With Love!) with character design by Kyoko Taketani (Pókemon the Movie: Black –Victini and Reshiram, Oreca Battle). Animation production will be handled by XEBEC (Love Hina, BanG Dream!, To Love-Ru) featuring music by Tomoki Kikuya of Nisekoi, BLEND- S, and Eromanga Sensei fame. -
Representations and Reality: Defining the Ongoing Relationship Between Anime and Otaku Cultures By: Priscilla Pham
Representations and Reality: Defining the Ongoing Relationship between Anime and Otaku Cultures By: Priscilla Pham Submitted to OCAD University in partial fulfillment of the requirements for the degree of Master of Arts in Contemporary Art, Design, and New Media Art Histories Toronto, Ontario, Canada, April 2021 © Priscilla Pham, 2021 Abstract This major research paper investigates the ongoing relationship between anime and otaku culture through four case studies; each study considers a single situation that demonstrates how this relationship changes through different interactions with representation. The first case study considers the early transmedia interventions that began to engage fans. The second uses Takashi Murakami’s theory of Superflat to connect the origins of the otaku with the interactions otaku have with representation. The third examines the shifting role of the otaku from that of consumer to producer by means of engagement with the hierarchies of perception, multiple identities, and displays of sexualities in the production of fan-created works. The final case study reflects on the 2.5D phenomenon, through which 2D representations are brought to 3D environments. Together, these case studies reveal the drivers of the otaku evolution and that the anime–otaku relationship exists on a spectrum that teeters between reality and representation. i Acknowledgements I would like to express my deepest gratitude to my primary advisor, Ala Roushan, for her continued support and confidence in my writing throughout this paper’s development. Her constructive advice, constant guidance, and critical insights helped me form this paper. Thank you to Dr. David McIntosh, my secondary reader, for his knowledge on anime and the otaku world, which allowed me to change my perspective of a world that I am constantly lost in. -
The Flower We Saw That Day from Wikipedia, the Free Encyclopedia
Anohana: The Flower We Saw That Day From Wikipedia, the free encyclopedia Anohana: The Flower We Saw That Day (あの日見た花の 名前を僕達はまだ知らない。 Ano Hi Mita Hana no Anohana: The Flower We Saw That Namae o Bokutachi wa Mada Shiranai., lit. "We Still Don't Day Know the Name of the Flower We Saw That Day.") is an 11- episode 2011 Japanese anime television series produced by A-1 Pictures and directed by Tatsuyuki Nagai. The anime aired in Fuji TV's noitamina block between April and June 2011. The anime is licensed in North America by NIS America. An anime film was released in Japanese theaters on August 31, 2013. A novelization by Mari Okada was serialized in Media Factory's Da Vinci magazine from March to July 2011. A manga adaptation illustrated by Mitsu Izumi began serialization in the May 2012 issue of Shueisha's Jump Square magazine. A visual novel adaptation for the PlayStation Portable was released by 5pb. in August 2012. A television drama airing on Fuji TV will premiere in August 2015. Contents Jinta and Meiko on the cover of the first DVD volume 1 Plot あの日見た花の名前を僕達はまだ知らな 2 Characters い。 3 Media (Ano Hi Mita Hana no Namae o Bokutachi wa 3.1 Printed media Mada Shiranai.) 3.2 Anime 3.2.1 Episode list Genre Drama, Romance, Supernatural, 3.3 Visual novel Tragedy 3.4 Live-action drama Serial novel 4 Reception 5 See also Written by Mari Okada 6 References Published by Media Factory 7 External links Imprint MF Bunko Da Vinci Magazine Da Vinci Plot Original run March 2011 – July 2011 Volumes 2 A group of six childhood friends drift apart after one of them, Anime television series Meiko "Menma" Honma, dies in an accident.