Exploring and defining terms
Anime- Japanese movie and television animation, often having a science fiction theme and sometimes including violent or explicitly sexual material. Anime is characterized by stark colorful graphics depicting vibrant characters in action-filled plots often with fantastic or futuristic theme.
Anime are Japanese animated productions featuring hand-drawn or computer
animation. The word is the abbreviated pronunciation of "animation" in
Japanese, where this term references all animation, but in English, the
term is defined as a Japanese-disseminated animation style often
characterized by colorful graphics, vibrant characters and fantastic themes. Arguably, the
stylization approach to the meaning may open up the possibility of anime
produced in countries other than Japan. For
simplicity, many Westerners strictly view anime as an animation product from
Japan.
The earliest
commercial Japanese animation dates to 1917, and production of anime works in
Japan has since continued to increase steadily. The characteristic anime art
style emerged in the 1960s with the works of Osamu Tezuka and spread internationally in the late
twentieth century, developing a large domestic and international audience.
Anime is distributed theatrically, by television broadcasts, directly to home
media, and over the internet and is classified into numerous genres targeting
diverse broad and niche audiences.
Anime is a diverse art
form with distinctive production methods and techniques that have been adapted
over time in response to emergent technologies. The production of anime differs
from Disney animation by focusing less on the
animation of movement and more on the realism of settings as well as the use of
camera effects, including panning, zooming and angle shots. No single art style
exists and character proportions and features can be quite varied, including
characteristically large emotive or realistically sized eyes.
The anime industry
consists of over 430 production studios including major names like Studio Ghibli, Gainax and Toei
Animation. Despite having a fraction of the domestic film market,
anime achieves a majority of DVD sales and has been an international success
after the rise of televised English dubs. This rise in international popularly
has resulted in non-Japanese productions using the anime art style, but these
works have been defined as anime-influenced animation by both fans and the industry.
Anime follows the typical production of animation, including storyboarding, voice acting, character design, and cel
production. Since the 1990s, animators have increasingly used computer animation to improve the efficiency of the
production process. Artists like Noburō Ōfujipioneered
the earliest anime works, which were experimental and consisted of images drawn
on blackboards, stop motion animation of paper cutouts, and silhouette animation. Cell animation grew in popularity until it
came to dominate the medium. In the 21st century, the use of other animation
techniques is mostly limited to independent short films, including
the stop motion puppet animation work produced by Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata. Computers were integrated into the
animation process in the 1990s, with works such as Ghost in the Shell and Princess
Mononoke mixing
cel animation with computer-generated images. Fuji Film,
a major cel production company, announced it would stop cel production,
producing an industry panic to procure cel imports and hastening the switch to
digital processes.
Prior to the digital
era, anime was produced with traditional animation methods using a pose to pose approach. The majority of
mainstream anime uses fewer expressive key frames and more in-between animation.
Japanese animation
studios were pioneers of many limited
animation techniques.
animators in Japan, like everywhere else, study the techniques of Disney in
school, but anime has a distinct set of conventions that Japanese animators
must learn and apply. Unlike Disney animation, where the emphasis is on the
movement, anime emphasizes the art quality as limited animation techniques
could make up for the lack of time spent on movement. Such techniques were
often used not only to meet deadlines but also as artistic devices. Anime scenes place
emphasis on achieving three-dimensional views, and backgrounds are instrumental
in creating the atmosphere of the work. The
backgrounds are not always invented and are occasionally based on real
locations, as exemplified in Howl's Moving Castleand The Melancholy of Haruhi Suzumiya. Oppliger stated that anime is one of the rare
mediums where putting together an all-star cast usually comes out looking
"tremendously impressive."
The cinematic effects
of anime differentiates itself from the stage plays found in American animation.
Anime is cinematically shot as if by camera, including panning, zooming,
distance and angle shots to more complex dynamic shots that would be difficult
to produce in reality. In anime,
the animation is produced before the voice acting, contrary to American
animation which does the voice acting first; this can cause lip sync errors in the Japanese version.
Manga - A Japanese genre of cartoons, comic books, and animated films, typically having a science-fiction or fantasy theme and sometimes. It is also define as a Japanese graphic novel, typically intended for adults, characterized by highly stylized art.
Manga are comics created in Japan, or by Japanese creators in the Japanese
language, conforming to a style developed in Japan in the late 19th
century. They have a long and
complex pre-history in earlier Japanese art.

The term manga is a Japanese word referring both to
comics and cartooning.
"Manga" as a term used outside Japan refers specifically to comics
originally published in Japan.
Manga-influenced comics, among original works, exist in
other parts of the world, particularly in Taiwan ("manhua"), South Korea
("manhwa"), and China, notably Hong Kong ("manhua"). In France, "la nouvelle
manga" has developed as a form of bande dessinée comics drawn in styles influenced by
manga.
Otaku- Young people who are highly skilled in or obsessed with computer technology to the detriment of their social skills. It is a negative word.

Otaku subculture is a central theme of various anime
and manga works, documentaries and academic research. The subculture began in
the 1980s as changing social mentalities and the nurturing of otaku traits by
Japanese schools combined with the resignation of such individuals to become
social outcasts. The subculture's birth coincided with the anime boom, after
the release of works like Mobile
Suit Gundam before branched into comic mar. Tkethe
definition of otaku subsequently became more complex, and numerous
classifications of otaku emerged. In 2005, the Nomura Research Institute
divided otaku into twelve groups and estimated the size and market impact of
each of these groups. Other institutions have split it further or focus on a
single otaku interest. These publications classify distinct groups including
anime, manga, camera, automobile, idol and electronics otaku. The economic
impact of otaku has been estimated to be as high as ¥2 trillion almost $18
billion.

Kawaii- Cute, especially in the context of Japanese culture. this one is my favourite by far.

Japanese
women who feign kawaii behaviours for example high-pitched voice, squealing
giggles that could be viewed as forced or inauthentic are called burikko and this is considered a gender performance. The term burikko is formed with buri , literally amberjack a fish, a pun on furi which is to pretend or pose as, and ko which
is child. It was a neologism developed in the 1980s by singer
Kuniko Yamada.


The influence of anime

On Western animation can be seen as far back as the 1980s,
when animations such as Transformers were inspired by mecha anime although the original Transformers animated series was Japanese-animated,
and its accompanying toy-line was a re-issue of Japanese toys. The influence of
mecha anime on the Transformers franchise continues today, with the
creators ofTransformers Animated
citing relatively recent Gainax productions, specifically Diebuster
and Gurren Lagann, as major influences.

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