Anime and Japanese Uniqueness: the Cultural Authenticity of Japanese Animation
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Use Style: Paper Title
International Journal on Recent and Innovation Trends in Computing and Communication ISSN: 2321-8169 Volume: 4 Issue: 6 494 - 497 ____________________________________________________________________________________________________________________ Study of Manga, Animation and Anime as an Art Form Steena. J. Mathews Department of Master Of Computer Application(MCA) University Of Mumbai Dr.G.D.Pol Foundation YMT College of Management Sector-4 Kharghar, Navi Mumbai-410210, India [email protected] ne 1 (of Affiliation): dept. name of organization Abstract—Manga is from Japanese for comics or whimsical images. Manga grow from combining of Ukiyo-e and from Western style drawing and it’s currently soon after World War II. Part from Manga's covers which is usually issued in black and white. But it is usual to find introductions to chapters to be in color and is read from top to bottom and then right to left, alike to the layout of a Japanese basic text. Anime relates to the animation style developed in Japan. It is characterized by particular characters and backgrounds which are hand drawn or computer generated that visually and confined set it apart from other forms of animation. Plots may include a variety of imaginary or ancient characters, events and settings. Anime is a complex art form that includes various themes, animation styles, messages, and aspects of Japanese culture. Each member will understand the differences in theme, style, animation, and cultural influences between Anime, Manga and American animation. As mass- produced art, anime has a stature and recognition even American animated films, long accepted as a respectable style of film making, have yet to achieve. -
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. -
By: Angelina Chen When and Where Was Anime Created?
Anime and Manga By: Angelina Chen When and Where was Anime Created? The word “anime” is simply an abbreviation of the word “animation”. In Japan, “anime is used to refer to all animation, whereas everywhere else in the world uses “anime” referring to only animations from Japan. Anime was first created in Japan as an influence from Western cartoons. The earliest examples of anime can be traced back all the way from 1917. It was extremely similar to Disney Credit: “7 Oldest Anime Ever Created”. Oldest. https://www.oldest.org/culture/anime/. cartoons and became more of its own Japanese style we know today in the Namakura Gatana, the oldest anime. 1960s through the work of Osamu Tezuka. How did Anime Begin? The history of anime stretches back to more than the 20th century. At first, traditional Japanese art was done on scrolls. This form of art was very time-consuming and expensive, so artists decided to create a new form of art called manga. Western cartoons inspired Japanese manga to go wider through cartoon characters that entertain others through newspapers and magazines. In America, Walt Disney and other cartoonists used the idea of silent films—films American Animation featuring humans that are silent—and created a way for the cartoons to come alive as animations. Japanese followed their example and while the Western cartoons advanced to more realistic character expressions, they continued to have dramatic movements and other features that truly define their work as Japanese. This is why the word “anime” only means all the animation of Japan, whereas the word “animation” refers to all the animations from the rest of the world. -
Piracy Or Productivity: Unlawful Practices in Anime Fansubbing
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Aaltodoc Publication Archive Aalto-yliopisto Teknillinen korkeakoulu Informaatio- ja luonnontieteiden tiedekunta Tietotekniikan tutkinto-/koulutusohjelma Teemu Mäntylä Piracy or productivity: unlawful practices in anime fansubbing Diplomityö Espoo 3. kesäkuuta 2010 Valvoja: Professori Tapio Takala Ohjaaja: - 2 Abstract Piracy or productivity: unlawful practices in anime fansubbing Over a short period of time, Japanese animation or anime has grown explosively in popularity worldwide. In the United States this growth has been based on copyright infringement, where fans have subtitled anime series and released them as fansubs. In the absence of official releases fansubs have created the current popularity of anime, which companies can now benefit from. From the beginning the companies have tolerated and even encouraged the fan activity, partly because the fans have followed their own rules, intended to stop the distribution of fansubs after official licensing. The work explores the history and current situation of fansubs, and seeks to explain how these practices adopted by fans have arisen, why both fans and companies accept them and act according to them, and whether the situation is sustainable. Keywords: Japanese animation, anime, fansub, copyright, piracy Tiivistelmä Piratismia vai tuottavuutta: laittomat toimintatavat animen fanikäännöksissä Japanilaisen animaation eli animen suosio maailmalla on lyhyessä ajassa kasvanut räjähdysmäisesti. Tämä kasvu on Yhdysvalloissa perustunut tekijänoikeuksien rikkomiseen, missä fanit ovat tekstittäneet animesarjoja itse ja julkaisseet ne fanikäännöksinä. Virallisten julkaisujen puutteessa fanikäännökset ovat luoneet animen nykyisen suosion, jota yhtiöt voivat nyt hyödyntää. Yhtiöt ovat alusta asti sietäneet ja jopa kannustaneet fanien toimia, osaksi koska fanit ovat noudattaneet omia sääntöjään, joiden on tarkoitus estää fanikäännösten levitys virallisen lisensoinnin jälkeen. -
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. -
Stop-Motion Animation an Introduction What Is Animation?
Stop-motion Animation An Introduction What is Animation? In its simplest form, animation is essentially making something that doesn’t move (inanimate) look like it is moving (animate). This can be done through repeated drawings or paintings (traditional 2D), using puppets or clay (stop-motion) and using computer programmes and software (CG and 3D). All of these methods have one aim in mind: to create ‘the illusion of life’. Key Resource: The Evolution of Animation The following video shows how animation has evolved from it’s very first days using contraptions like the ‘Zoetrope’. Whilst you watch these clips, think about the different types of animation used. How many of these films do you recognise? The Evolution of Animation 1833-2017 https://www.youtube.com/watch?v=z6TOQzCDO7Y Many older animations are available to watch on Youtube, such as ‘Gertie the Dinosaur’ and ‘Felix the Cat’, and it’s important to appreciate these as being the roots of modern animation. Younger Animators might also get a kick out of watching some classic ‘Looney Tunes’ cartoons. What is movement? A movement is when something goes from point A to point B in a certain amount of time. The amount of time it takes dictates how fast that movement is. In other words, if something goes from point A to B in a short amount of time then it is a fast movement, and if it takes a long time then it is a slow movement. Experiment: Try out some actions like waving, spinning in a circle and walking all at different speeds. -
Japanese Cinema at the Digital Turn Laura Lee, Florida State University
1 Between Frames: Japanese Cinema at the Digital Turn Laura Lee, Florida State University Abstract: This article explores how the appearance of composite media arrangements and the prominence of the cinematic mechanism in Japanese film are connected to a nostalgic preoccupation with the materiality of the filmic image, and to a new critical function for film-based cinema in the digital age. Many popular Japanese films from the early 2000s layer perceptually distinct media forms within the image. Manipulation of the interval between film frames—for example with stop-motion, slow-motion and time-lapse techniques—often overlays the insisted-upon interval between separate media forms at these sites of media layering. Exploiting cinema’s temporal interval in this way not only foregrounds the filmic mechanism, but it in effect stages the cinematic apparatus, displaying it at a medial remove as a spectacular site of difference. In other words, cinema itself becomes refracted through these hybrid media combinations, which paradoxically facilitate a renewed encounter with cinema by reawakening a sensuous attachment to it at the very instant that it appears to be under threat. This particular response to developments in digital technologies suggests how we might more generally conceive of cinema finding itself anew in the contemporary media landscape. The advent of digital media and the perceived danger it has implied for the status of cinema have resulted in an inevitable nostalgia for the unique properties of the latter. In many Japanese films at the digital turn this manifests itself as a staging of the cinematic apparatus, in 1 which cinema is refracted through composite media arrangements. -
Stop Motion Animation
C O M M O N W E A L C O M M U N I T Y A R T S Artful Isolation Activities Week Two: Stop Motion Animation Create a captivating short story, by bringing toys and other objects to life. What is Stop Motion Animation? Stop motion is a form of animation that is created by photographing physical objects one frame 1at time, with the objects being moved incrementally between frames. When you play back the sequence of images rapidly, it creates the illusion of movement.* Why Stop Motion Animation? For years, our Northern Artistic Director, Judy McNaughton, has created movement in her artworks using stop motion animation and robotics. You can see some examples on her website. Judy was eager to engage her seven year old son, Xavier, in a creative project during this extra time at home and decided to see where his curiosity might lead him. While watching an animated Lego video, Xavier asked “what makes the Legos move?” This was her chance! They watched DIY animation videos together and found an easy stop motion app for her phone. Xavier was soon immersed, making lego reenactments of his favourite Star Wars scenes to send to family and friends. *https://www.studiobinder.com/blog/what-is-stop-motion-animation/ PHOTOS PROVIDED BY JUDY MCNAUGHTON. ACTIVITY SHEET CREATED BY COMMON WEAL COMMUNITY ARTS IN SASKATCHEWAN. FOR MORE COMMUNITY-MINDED ART ACTIVITIES, PLEASE VISIT US ON FACEBOOK OR EMAIL US AT [email protected] Suitable For: Ages 6+ (the stop motion app is simple to use but young ones will need help at first). -
Stop Motion Is an Animation Technique to Make a Physically Manipulated Object Appear to Move on Its Own
STOP MOTION ANIMATION WORKSHOP What is Stop Motion? Stop motion is an animation technique to make a physically manipulated object appear to move on its own. The object is moved in small increments between individually photographed frames, creating the illusion of movement when played as a continuous sequence. A lot of companies opt for CGI nowadays, but stop motion is cheaper and better at displaying textures, which is why directors such as Tim Burton like to use this method. Examples of Stop Motion films “Joyful Skeleton” (1897) https://www.youtube.com/watch?v=uNReoA8BV_Y “Funny Faces” (1906) https://www.youtube.com/watch?v=jjn4T5LlZpI “The Cameraman’s Revenge” (1912) https://www.youtube.com/watch?v=TCQCxk8M0Ls&list=PL9CDBFD1E3BB5750D “The Lost World” (1925) https://www.youtube.com/watch?v=ubdH7FQpZ9A “Jason and the Argonauts” (1963) https://www.youtube.com/watch?v=pF_Fi7x93PY “Star Wars” (1977) https://www.youtube.com/watch?v=cZE_gN4hB44 “California Raisins” commercials (1980s) https://www.youtube.com/watch?v=mkbA3E363So “Sledgehammer” music video (1986) https://www.youtube.com/watch?v=OJWJE0x7T4Q “Nightmare Before Christmas” (1993) https://www.youtube.com/watch?v=xpvdAJYvofI “Fantastic Mr. Fox” (2009) https://www.youtube.com/watch?v=n2igjYFojUo “In Your Arms” music video https://www.youtube.com/watch?v=IOu0DuxFAT0 Making of “In Your Arms” https://www.youtube.com/watch?v=cIH4MJAC2Tg Stop Motion App Keep your concept simple! Every second of a stop motion film requires 24 individual photos. Therefore, a 10-second film requires 240 photos. -
After Effects, Or Velvet Revolution Lev Manovich, University of California, San Diego
2007 | Volume I, Issue 2 | Pages 67–75 After Effects, or Velvet Revolution Lev Manovich, University of California, San Diego This article is a first part of the series devoted to INTRODUCTION the analysis of the new hybrid visual language of During the heyday of postmodern debates, at least moving images that emerged during the period one critic in America noted the connection between postmodern pastiche and computerization. In his 1993–1998. Today this language dominates our book After the Great Divide, Andreas Huyssen writes: visual culture. It can be seen in commercials, “All modern and avantgardist techniques, forms music videos, motion graphics, TV graphics, and and images are now stored for instant recall in the other types of short non-narrative films and moving computerized memory banks of our culture. But the image sequences being produced around the world same memory also stores all of premodernist art by the media professionals including companies, as well as the genres, codes, and image worlds of popular cultures and modern mass culture” (1986, p. individual designers and artists, and students. This 196). article analyzes a particular software application which played the key role in the emergence of His analysis is accurate – except that these “computerized memory banks” did not really became this language: After Effects. Introduced in 1993, commonplace for another 15 years. Only when After Effects was the first software designed to the Web absorbed enough of the media archives do animation, compositing, and special effects on did it become this universal cultural memory bank the personal computer. Its broad effect on moving accessible to all cultural producers. -
… … 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.