Friday, April 12, 2013

Japanese Influence on Western Design

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.
In Japan, people of all ages read manga. The medium includes works in a broad range of genres: action-adventure, romance, sports and games, historical drama, comedy, science fiction and fantasy, mystery, suspense, detective, horror, sexuality, and business/commerce, among others.  Since the 1950s, manga has steadily become a major part of the Japanese publishing industry, representing a ¥406 billion market in Japan in 2007 approximately $3.6 billion in 2009. Manga have also gained a significant worldwide audience.  In Europe and the Middle East the market is worth $250 million.  In 2008, in the U.S. and Canada, the manga market was valued at $175 million. The markets in France and the United States are about the same size. Manga stories are typically printed in black-and-white,  although some full-color manga exist. In Japan, manga are usually serialized in large manga magazines, often containing many stories, each presented in a single episode to be continued in the next issue. If the series is successful, collected chapters may be republished in paperback books called tankōbon. A manga artist, mangaka in Japanese typically works with a few assistants in a small studio and is associated with a creative editor from a commercial publishing company.  If a manga series is popular enough, it may be animated after or even during its run. Sometimes manga are drawn centering on previously existing live-action or animated films.
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  a Japanese term that refers to people with obsessive interests, commonly the anime and manga fandom. Its contemporary usage originated with Akio Nakamori's 1983 essay in Manga Burikko. Otaku can be used as a pejorative; its negativity stems from the stereotypical view of otaku and the media's reporting on Tsutomu Miyazaki's "The Otaku Murder" in 1989. According to studies published in 2013, the term has become less negative, and many people now self-identify as otaku.
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.
In modern Japanese slang, the term otaku is mostly equivalent to "geek" or "nerd".  However, it can relate to any fan of any particular theme, topic, hobby or form of entertainment.  "When these people are referred to as otaku, they are judged for their behaviors - and people suddenly see an “otaku” as a person unable to relate to reality". The word entered English as a loanword from the Japanese language. It is typically used to refer to a fan of anime or manga but can also refer to Japanese video games or Japanese culture in general. The American magazine Otaku USA popularizes and covers these aspects. The usage of the word is a source of contention among some fans, owing to its negative connotations and stereotyping of the fandom. Widespread English exposure to the term came in 1988 with the release of Gunbuster, which referred to anime fans as otaku. Gunbuster was released officially in English in March 1990. The term's usage spread throughout rec.arts.anime with discussions about Otaku no Video's portrayal of otaku before its 1994 English release. Positive and negative aspects, including the pejorative usage, were intermixed. The term was also popularized by William Gibson's 1996 novel Idoru. which references otaku.


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

Kawaii is the quality of cuteness in the context of Japanese culture.  It has become a prominent aspect of Japanese popular culture, entertainment, clothing, food, toys, personal appearance, behavior, and mannerisms. The noun iskawaisa is literally, lovability, cuteness or adorableness.The root word is "kawai", formed from the kanji ka, meaning acceptable, and ai, meaning love". The term kawaii has taken on the secondary meanings of cool, groovy, acceptable, desirable, charming, non-threatening and innocence.

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.
In Japan, cuteness is expected of men and women. There is a trend of men shaving their legs to mimic the neotenic look. Japanese women often try to act cute to attract men. A study by Kanebo, a cosmetic company, found that Japanese women in their 20s and 30s favored the "cute look" with a "childish round face". Women also employ a look of innocence in order to further play out this idea of cuteness. Having large eyes is one aspect that exemplifies innocence; therefore many Japanese women attempt to alter the size of their eyes. To create this illusion, women may wear large contacts, false eyelashes, drastic eye makeup, and even have an East Asian blepharoplasty, commonly known as double eyelid surgery.
Alot of western cartoons lately have these elements in the designing of their cartoons.  the next picture is a clear example of how the Powerpuff Girls, a western cartoon is influenced by kawaii. 


Idols are media personalities in their teens and twenties who are considered particularly attractive or cute and who will, for a period ranging from several months to a few years, regularly appear in the mass media, as singers for pop groups, bit-part actors, TV personalities, models in photo spreads published in magazines, advertisements, and so forth but not every young celebrity is considered an idol. Young celebrities who wish to cultivate a rebellious image, such as many rock musicians, reject the idol label. Speed, Morning Musume, AKB48, Momoiro Clover Zare examples of popular idol groups in Japan during the 2000s & 2010s.


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.
The advent of anime stylizations appearing in Western animation questioned the established meaning of "anime." There are several Western animators who collaborated with anime creators while producing Western animations. For example, production on The Animatrix began when theWachowskis visited some of the creators of the anime films that had been a strong influence on their work, and decided to collaborate with them.The collaboration between Western and Japanese animators dates back to the early 1980s, such as the Dungeons & Dragons animated series being a co-production between Marvel Animation and Toei Animation. A number of other American animations of the 1980s and 1990s were outsourced to Japanese anime studios, most notably TMS Entertainment, which animated popular television productions such as DuckTales,, Batman: The Animated Series, Animaniacs, and Spider-Man.
The Boondocks is a successful and controversial anime-influenced American animation based on the comic strip of the same name. Unlike the shows mentioned earlier, The Boondocks is aimed at adults and airs on Adult Swim, a mature-oriented TV network that shares channel space with Cartoon Network. Aaron McGruder, the creator of both the comic and the animation says in an interview that the series was influenced by his love of anime and manga. He cites Cowboy Bebop and Samurai Champloo as sources of inspiration for the series' fight scenes. The opening sequence of season 1 is also remarkably similar to that of Samurai Champloo. Some of the humor is based on the characters' anime-style movements. The second season features segments animated by Japanese animation studio Madhouse. As a result, the second season of the series has more detailed animation as well as minor updates for most of the character designs.

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