The Social and Economic Dynamics of Japan's Animation Industry
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UPA : Redesigning Animation
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously -
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. -
Historical Film Notes by Jerry Beck
UCLA Preserved Animation Website: HISTORICAL FILM NOTES BY JERRY BECK Theatre De Hula Hula (19--) Here is one in a long list of mystery films from the silent era. Clearly designed to be shown either in a vaudeville house or at a special exhibition requiring several musicians to accompany the action, it looks even to have had a specific score to match movements of the dancers. The film is processed in reverse to provide a negative effect that imparts an appropriate darkened-theater ambience to the proceedings. The bottom third of the picture is an animation “cycle” (a series of drawings repeated over and over) which gives a furious feel to the musicians. Most silent animation is based on wordplay and gag situations, but here the comical dance routines represent a wonderful early use of animation created for purely humorous effect. The animation itself is quite funny and charming, but those responsible for this delightful little gem probably will remain unknown. The Enchanted Drawing (1900) Cartoonist J. Stuart Blackton (1875-1941) was born in England and immigrated to the United States at the age of ten. In 1895, after a brief stint in vaudeville, Blackton became a reporter and cartoonist for the New York Evening World. A year later, Blackton was working for Thomas Edison’s film company, where he appeared on screen (as he does here) doing “Lightning Sketches” -- drawing at a rapid speed to the delight of onlookers. Inspired by Edison’s motion pictures, Blackton co-founded the Vitagraph studio to create films and distribute them to early nickelodeons. -
Overview of History of Irish Animation
Overview of History of Irish Animation i) The history of animation here and the pattern of its development, ii) ii) The contemporary scene, iii) iii) Funding and support, iv) iv) The technological advancement, which can allow filmmakers do more and do it more excitingly, v) v) The educational background. i) History and Development. The history of animation in Ireland is comparable to the history of live action film in Ireland in that in the early years it offered the promise of much to come and stopped really before it got started; indeed in the final analysis animation has even far less to show for itself than its early live action cousin. One outstanding exception is the pioneering work of James Horgan. Horgan became involved in cinema at the end of the 19th century when he acquired a Lumiere camera and established his own moving picture exhibition company for the south show to his audiences - mostly religious events. However soon his eager mind began to turn to the Munster region. As well as projecting regular international shows, Horgan shot local footage to look into cinematography in a scientific way and in fact he made some money by patenting a cog for film traction in the camera, which was widely used. He also experimented with Polaroid film. He then began to dabble in stop frame work - animation - around the year 1909 and considering that the first animation was made in 1906, this is quite significant. His most famous and most popular piece was his dancing Youghal Clock Tower - where the town's best known landmark has to hop into the frame and "manipulate" itself frame by frame into its rightful place in the main street in Youghal. -
Computerising 2D Animation and the Cleanup Power of Snakes
Computerising 2D Animation and the Cleanup Power of Snakes. Fionnuala Johnson Submitted for the degree of Master of Science University of Glasgow, The Department of Computing Science. January 1998 ProQuest Number: 13818622 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 13818622 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 GLASGOW UNIVERSITY LIBRARY U3 ^coji^ \ Abstract Traditional 2D animation remains largely a hand drawn process. Computer-assisted animation systems do exists. Unfortunately the overheads these systems incur have prevented them from being introduced into the traditional studio. One such prob lem area involves the transferral of the animator’s line drawings into the computer system. The systems, which are presently available, require the images to be over- cleaned prior to scanning. The resulting raster images are of unacceptable quality. Therefore the question this thesis examines is; given a sketchy raster image is it possible to extract a cleaned-up vector image? Current solutions fail to extract the true line from the sketch because they possess no knowledge of the problem area. -
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. -
I TEAM JAPAN: THEMES of 'JAPANESENESS' in MASS MEDIA
i TEAM JAPAN: THEMES OF ‘JAPANESENESS’ IN MASS MEDIA SPORTS NARRATIVES A Dissertation submitted to the Temple University Graduate Board In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Michael Plugh July 2015 Examining Committee Members: Fabienne Darling-Wolf, Advisory Chair, Media and Communication Doctoral Program Nancy Morris, Media and Communication Doctoral Program John Campbell, Media and Communication Doctoral Program Lance Strate, External Member, Fordham University ii © Copyright 2015 by MichaelPlugh All Rights Reserved iii Abstract This dissertation concerns the reproduction and negotiation of Japanese national identity at the intersection between sports, media, and globalization. The research includes the analysis of newspaper coverage of the most significant sporting events in recent Japanese history, including the 2014 Koshien National High School Baseball Championships, the awarding of the People’s Honor Award, the 2011 FIFA Women’s World Cup, wrestler Hakuho’s record breaking victories in the sumo ring, and the bidding process for the 2020 Olympic Games. 2054 Japanese language articles were examined by thematic analysis in order to identify the extent to which established themes of “Japaneseness” were reproduced or renegotiated in the coverage. The research contributes to a broader understanding of national identity negotiation by illustrating the manner in which established symbolic boundaries are reproduced in service of the nation, particularly via mass media. Furthermore, the manner in which change is negotiated through processes of assimilation and rejection was considered through the lens of hybridity theory. iv To my wife, Ari, and my children, Hiroto and Mia. Your love sustained me throughout this process. -
7.5 Heian Notes
Name: Date: Topic: Japan’s Heian Period Period: Main Ideas/ Questions Notes Row Leaders get Textbooks + Setup Cornell Notes + Put graded work away A New Capital • In 794, the Emperor Kammu built a new capital city for Japan, called Heian-Kyo. • Today, it is called Kyoto. • The Heian Period is called Japan’s “Golden Age” Essential Question: What does “Golden Age” mean? Inside the city • Wealthy families lived in mansions surrounded by gardens. A Powerful Family • The Fujiwara family controlled Japan for over 300 years. • They had more power than the emperor and made important decisions for Japan. Beauty and Fashion • Beauty was important in Heian society. • Men and women blackened their teeth. • Women plucked their eyebrows and painted them higher on their foreheads. Beauty and Fashion • Heian women wore as many as 12 silk robes at a time. • Long hair was also considered beautiful. Entertainment • The aristocracy had time for diversions such as go (a board game), kemari (keep the ball in play) and bugaku theater. Art • Yamato-e was a style of Japanese art that reflected nature from the Japanese religion of Shinto. Writing and Literature • The Tale of Genji was written by Murasaki Shikibu, a woman, and is considered the world’s first novel. Japanese Origami Book Blah blah blah blah. Blah blah blah blah. Blah blah blah blah. Blah blah blah blah. Blah blah blah blah. Blah blah blah blah. . -
Leonardoelectronicalma
/ ____ / / /\ / /-- /__\ /______/____ / \ ________________________________________________________________ Leonardo Electronic Almanac volume 11, number 9, September 2003 ________________________________________________________________ ISSN #1071-4391 ____________ | | | CONTENTS | |____________| ________________________________________________________________ EDITORIAL --------- < Art and Weightlessness: The MIR Campaign 2003 in Star City, by Annick Bureaud > FEATURES -------- < Art and Weightlessness: The MIR Campaign 2003 in Star City, by Annick Bureaud > < The Multidisciplinary Research Laboratory, by Nicola Triscott > < An Artist in Space - An Achievable Goal?, by Rob LaFrenais > < Projekt Atol Flight Operations and the MIR Network, by Marko Peljhan > < Contextualizing Zero-Gravity Art, by Roger Malina > < Art Critic in Microgravity, by Annick Bureaud > < May the Force Be with You, by Alex Adriaansens > < Transpermia - Dédalo Project, by Marcel.lí Antúnez Roca > < Open Sky and Microgravity, by Ewen Chardronnet > < Initial Report on the Pilot Study on the Military and Behavioral Preconditions for Permanent Habitation in Microgravity, by The Otolith Group (Kodwo Eshun, Richard Couzins, Anjalika Sagar) > < Filming in Microgravity, by Richard Couzins > < Kaplegraf 0g (Drops Orbits), by Vadim Fishkin, Livia Páldi > < The Celestial Vault, by Stefan Gec > LEONARDO REVIEWS ---------------- < Consciousness Reframed 2003: Art and Consciousness in the Post-Biological Era, Reviewed by Pia Tikka > < Coded Characters: Media Art by Jill Scott, Reviewed -
Keywords Studios 2019 Annual Report
Keywords Studios plc Studios Keywords Annual Report Annual Report and Accounts 2019 and Accounts 2019 Building our platform for growth Keywords Studios plc Overview Strategic report Annual Report and Accounts 2019 Pages 1–6 Pages 8–44 Highlights 1 Q&A with Andrew Day 8 At a glance 2 Chief Executive’s review 10 Investment summary 4 Market outlook 16 Chairman’s statement 6 Business model 18 Our strategy 22 Service line review 24 Our people, our culture 28 KPIs 34 Financial and operating review 36 Responsible Business report 40 Board engagement with our stakeholders 43 Principal risks and uncertainties 45 2019 Highlights Our vision is to be the world’s leading technical and creative services platform for the video games industry and beyond. At Keywords Studios (Keywords), we are using our passion for games, technology and media to create a global services platform. In 2019, we delivered strong growth as we invested in a strengthened and more diversified services platform. Alternative performance measures* The Group reports certain Alternative performance measures (APMs) to present the financial performance of the business which are not GAAP measures as defined by International Financial Reporting Standards (IFRS). Management believes these measures provide valuable additional information for the users of the financial information to understand the underlying trading performance of the business. In particular, adjusted profit measures are used to provide the users of the accounts a clear understanding of the underlying profitability of the business over time. For full definitions and explanations of these measures and a reconciliation to the most directly referenceable IFRS line item, please see pages 135 to 143. -
Teachers Guide
Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation. -
Murakami Haruki's Short Fiction and the Japanese Consumer Society By
Murakami Haruki’s Short Fiction and the Japanese Consumer Society By © 2019 Jacob Clements B.A. University of Northern Iowa, 2013 Submitted to the graduate degree program in East Asian Language and Cultures and the Graduate Faculty of the University of Kansas in partial fulfillment of the requirements for the degree of Master of Arts. ___________________________ Chair: Dr. Elaine Gerbert ___________________________ Dr. Margaret Childs ___________________________ Dr. Ayako Mizumura Date Defended: 19 April 2019 The thesis committee for Jacob Clements certifies that this is the approved version of the following thesis: Murakami Haruki’s Short Fiction and the Japanese Consumer Society _________________________ Chair: Dr. Elaine Gerbert Date Approved: 16 May 2019 ii Abstract This thesis seeks to describe the Japanese novelist Murakami Haruki’s continuing critique of Japan’s modern consumer-oriented society in his fiction. The first chapter provides a brief history of Japan’s consumer-oriented society, beginning with the Meiji Restoration and continuing to the 21st Century. A literature review of critical works on Murakami’s fiction, especially those on themes of identity and consumerism, makes up the second chapter. Finally, the third chapter introduces three of Murakami Haruki’s short stories. These short stories, though taken from three different periods of Murakami’s career, can be taken together to show a legacy of critiquing Japan’s consumer-oriented society. iii Acknowledgments I would like to thank my committee, Dr. Maggie Childs and Dr. Ayako Mizumura, for their guidance and support throughout my Master's degree process. In particular, I would like to thank Dr. Elaine Gerbert her guidance throughout my degree and through the creation of this thesis.