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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......... -
Semana Do Anime, Na Cinemateca Filmes & Educação Enviado Por: [email protected] Postado Em:26/01/2009
Disciplina - Cinema - Semana do Anime, na Cinemateca Filmes & Educação Enviado por: [email protected] Postado em:26/01/2009 Os filmes de animação serão a atração da Cinemateca de Curitiba de 25 a 31 de janeiro. Grandes produções dos Estúdios Disney, bem como outros excelentes filmes serão exibidos durante toda a semana, com entrada gratuita. Bom programa para os pais que estão com seus filhos em férias escolares!Leia mais: Semana do Anime na Cinemateca De 25 a 31 de janeiro a Cinemateca promove a Semana do Anime. Confira aqui a programação. 25 de janeiro: 16h - Doraemon - O Dinossauro de Nobita - (Japão, 2006) Direção de Ayumu Watanabe. Produtor Fujiko Fujio. Diretor Executivo Kozo Kusuba. 107 min, (legendas em espanhol). Classificação livre. Diferente dos outros filmes de Doraemon (o gato robótico), este será um remake do primeiro filme, também chamado DINOSSAURO DE NOBITA, exibido em 1980. O filme é sobre Nobita, que encontra um ovo de dinossauro e, sem condições para criar o animal, resolve levá-lo para a época dos dinossauros com a máquina do tempo. Nobita, Doraemon e seus amigos ficam presos por causa de uma falha na máquina do tempo. 20h - A Viagem de Chihiro – (Japão, 2001) Direção de Hayao Miyazaki. 125 min. (Dublado em português). Classificação livre Ganhador do Oscar de Melhor Longa-Metragem de Animação, “A viagem de Chihiro” é um filme que encantou e emocionou platéias em todos os países onde foi exibido. Um desenho feito para crianças de todas as idades. Chihiro, uma menina esperta de 10 anos, e seus pais, estão de mudança. -
Animation: Types
Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film. -
Seven Seas Entertainment Manga
SEVEN SEAS ENTERTAINMENT Just added to August 2017 Nirvana, vol. 1 Story by Jin x Sayuki (ZOWLS) Art by Sayuki Faith and heroism will take on fate in this brand new action fantasy series! itose Yachiyo has always strived to be Hhelpful, volunteering and sacrificing her time and energy in respect of her late Mother’s memory. When the opportunity arises to travel overseas as a relief volunteer, Hitose is quick to accept. But when her plane crashes, she suddenly awakens to find herself in a strange world of magic and mysticism. In a realm where reincarnations and fate dictate the lives of those with in it, Hitose must discover how to get home, and why a mysterious keepsake from her Mother may be more important than she ever imagined. • COORDINATED DEBUT: English edition is scheduled within months of the original in Japan NEW SERIES Jin is a Japanese author best known for Nirvana and his submission to the Trinity Seven MANGA Comic Anthology. Trade Paperback ISBN: 978-1-626926-39-4 Sayuki is a Japanese manga artist best known for Gekka no Hazure Gedou and Nirvana. Rated: Teen (13+) On Sale: August 8, 2017 5” x 7.125”/ 180 pages $12.99/US | $14.99/CAN SEVEN SEAS ENTERTAINMENT October 2017 Captain Harlock: Dimensional Voyage, vol. 1 Story by Leiji Matsumoto Art by Kouichi Shimahoshi An all-new series featuring a contemporary take on one of the most revered and recognizable characters in science fiction history! hen Tadashi Daiba’s father is murdered Wby invaders known as the Mazon, he becomes frustrated in the face of the Earth government’s flippant attitude. -
Protoculture Addicts
PA #88 // CONTENTS PA A N I M E N E W S N E T W O R K ' S ANIME VOICES 4 Letter From The Publisher PROTOCULTURE¯:paKu]-PROTOCULTURE ADDICTS 5 Page 5 Editorial Issue #88 (Summer 2006) 6 Contributors Spotlight SPOTLIGHTS 98 Letters 25 BASILISK NEWS Overview Character Profiles 8 Anime Releases (R1 DVDs) Story Primer 10 Related Products Releases Shinobi: The live-action movie 12 Manga Releases By Miyako Matsuda & C.J. Pelletier 17 Anime & Manga News 32 URUSEI YATSURA An interview with Robert Woodhead MANGA PREVIEW An Introduction By Zac Bertschy & Therron Martin 53 ES: Eternal Sabbath 35 VIZ MEDIA ANIME WORLD An interview with Alvin Lu By Zac Bertschy 73 Convention Guide 78 Interview ANIME STORIES Hitoshi Ariga 80 Making The Band 55 BEWITCHED AGNES 10 Tips from Full Moon on Becoming a Popstar Okusama Wa Maho Shoujo 82 Fantasia Genre Film Festival By Miyako Matsuda & C.J. Pelletier Sample fileKamikaze Girls 58 BLOOD + The Taste Of Tea By Miyako Matsuda & C. Macdonald 84 The Modern Japanese Music Database Part 35: Home Page 19: Triceratops 60 ELEMENTAL GELADE By Miyako Matsuda REVIEWS 63 GALLERY FAKE 86 Books Howl’s Moving Castle Novel By Miyako Matsuda & C.J. Pelletier Le Guide Phénix Du Manga 65 GUN SWORD Love Hina, Novel Vol. 1 By Miyako Matsuda & C.J. Pelletier 87 Live-Action Lorelei 67 KAMICHU! 88 Manga Kamisama Wa Chugakusei 90 Related Products By Miyako Matsuda CD Soundtracks 69 TIDELINE BLUE Otaku Unite! By Miyako Matsuda & C.J. Pelletier 91 Anime More on: www.protoculture-mag.com & www.animenewsnetwork.com 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ LETTER FROM THE PUBLISHER A N I M E N E W S N E T W O R K ' S PROTOCULTUREPROTOCULTURE¯:paKu]- ADDICTS Over seven years of writing and editing anime reviews, I’ve put a lot of thought into what a Issue #88 (Summer 2006) review should be and should do, as well as what is shouldn’t be and shouldn’t do. -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
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. -
Re-Imagining Animation the Changing Face of The
RiA cover UK AW.qxd 6/3/08 10:40 AM Page 1 – – – – – – Chapter 05 Chapter 04 Chapter 03 Chapter 02 Chapter 01 The disciplinary shift Approaches and outlooks The bigger picture Paul Wells / Johnny Hardstaff Paul Wells Re-imagining Animation RE-IMAGINING RE-IMAGINING ANIMATION ANIMATION – The Changing Face of the Moving Image The Changing Face Professor Paul Wells is Director of the Re-imagining Animation is a vivid, insightful Re-imagining Animation Other titles of interest in AVA's Animation Academy at Loughborough and challenging interrogation of the animated addresses animation’s role at the heart THE CHANGING THEAcademia CHANG range include: University, UK, and has published widely film as it becomes central to moving image of moving-image practice through an in the field of animation, including practices in the contemporary era. engagement with a range of moving-image Visible Signs: The Fundamentals of Animation and Animation was once works – looking at the context in which FACE OF THE FACEAn introduction OF to semiotics THE Basics Animation: Scriptwriting. constructed frame-by-frame, one image they were produced; the approach to their following another in the process of preparation and construction; the process of Visual Research: Johnny Hardstaff is an internationally constructing imagined phases of motion, their making; the critical agenda related to MOVING IMAGE MOVINGAn introduction to research IM established, award-winning designer, film- but now the creation and manipulation the research; developmental and applied methodologies in graphic design maker and artist. He is the creator of The of the moving image has changed. aspects of the work; the moving-image History of Gaming and The Future of With the digital revolution outcomes; and the status of the work within Visual Communication: Gaming, and innovative popular music videos, invading every creative enterprise and form contemporary art and design practices. -
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. -
HART1023 Introduction to Experimental Animation (1 Credit)
2021-22 Fall HART1023 Introduction to Experimental Animation (1 Credit) Course Instructor: Mr Jamsen Law ([email protected] ) Program Officer: Ms Vickie Wong ([email protected]) Time: Mondays; 10:30am – 12:20 pm Venue: E-Learning classroom A (LG1) Office Hours: By appointment Course Description This introductory course aims at guiding students to explore the art of animation through producing drawing, cut-ups, roto-scoping, photographic and object animation with both digital and traditional tools. By introducing non-mainstream techniques and mediums for creating time-based imagery, students will learn both practical skills and theories of animation as a visual art form for artistic expression and communication. Through brief lecturing, students will acquaint themselves with the history and development of experimental animation and its influences to moving image arts in general. The hands-on activities will allow students to explore freely the principles of animation starting from pencil and paper to digital software and tools. Intended Learning Outcomes Upon completion of this course, students are expected to be able to: 1. Describe and appreciate the history and development of experimental animation 2. Identify and explain the stylistic and narrative elements of experimental animation 3. Develop abstract ideas into experimental animation works 1 Course Syllabus and Schedule Lesson Date Topic ILO(s) Part 1 : Pre-cinema visual media 1 6 Sep Topic: Introduction 1,2 • What is experimental and mainstream animation • What are the tools and materials -
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. -
Ohjelmalehden .Pdf-Versio
8.–10.6.2018 Sisällys TIETOA JA OHJEITA ....................4 ILTAOHJELMA ......................... 11 CONISSA TAPAHTUU ...................5 LAHDEN KARTTA .....................12 JÄRJESTYSSÄÄNNÖT ..................6 SIBELIUSTALON KARTTA ...........13 MEIDOKAHVILA .........................7 OHJELMAKARTTA ....................14 KUNNIAVIERAAT ........................8 OHJELMA .............................16 COSPLAY ............................... 10 CREDITS ............................... 27 Arvon conikävijät Desuconin uutena pääjärjestäjänä minulla on ilo ja kunnia olla mukana teidän kanssanne todistamassa Desuconin juhlavuoden käynnistymistä! Olen kiertänyt erilaisia con-tapahtumia yli kymmenen vuoden ajan ja joka tapahtumassa on mahtavaa nähdä, miten intohimoiset harrastajat tekevät kerta toisensa jälkeen laadukkaampia coneja. Tapahtumia pyritään aina parantamaan ja vaikka muutokset eivät aina näy suoraan kaikille kävijöille, kehitystä tapahtuu vähintään pienten hienosäätöjen kautta. Juhlavuoden kunniaksi haluamme tietysti kunnianhimoisesti tuottaa teille parasta mahdollista kokemusta, johon pääsemme vain ja ainoastaan teidän avullanne. Olemme vuosien saatossa saaneet teiltä loistavia ideoita palautteen muodossa, mutta nyt tarvitsemme teitä enemmän kuin koskaan! Tavoitteena on tietysti iskeä juhlavuoden tapahtuma täyteen spektaakkeleita, jotka lyövät kaikki kävijät ällikällä! Nauti siis Desucon Frostbitestä täysin rinnoin, oli kiinnostuksesi sitten luennoissa, kunniavieraissa, cosplayssa, AMV:issa, peleissä tai muissa aktiviteeteissa.