Author: Reito Adachi
Publisher: Universal-Publishers
ISBN: 1612339484
Category : Literary Criticism
Languages : en
Pages : 295
Book Description
Despite the growing popularity and influence of Japanese animation in America and other parts of the world, the importance of anime studies as audio-visual translation has not been well-recognized academically. In order to throw new light on this problem, the author attempts to clarify distinctive characteristics of English dubs of Japanese animated films between the 1980s and the 2000s, including Hayao Miyazaki's, in descriptive ways: through a corpus-based statistical analysis of vocabulary and a qualitative case study approach to the multimodal text from a synchronic and diachronic point of view. Discussing how translation norms have changed on the spectrum from target-oriented to source-oriented, the author carefully examines what kind of shift occurred to translations of Japanese animation around the turn of the 21st century. Whereas the pre-2000 translations tend to give preference to linguistic persuasion (i.e., a preference for expository dialogue that sounds natural to the American audiences), the post-2000 translations attach higher priority to achieving dynamic equivalence of the multimodal situations as a whole. The translation of anime has been rapidly increasing its rich diversity these few decades, opening up new possibilities and directions for translating its unique visual and iconic language.
A Study of Japanese Animation as Translation
Author: Reito Adachi
Publisher: Universal-Publishers
ISBN: 1612339484
Category : Literary Criticism
Languages : en
Pages : 295
Book Description
Despite the growing popularity and influence of Japanese animation in America and other parts of the world, the importance of anime studies as audio-visual translation has not been well-recognized academically. In order to throw new light on this problem, the author attempts to clarify distinctive characteristics of English dubs of Japanese animated films between the 1980s and the 2000s, including Hayao Miyazaki's, in descriptive ways: through a corpus-based statistical analysis of vocabulary and a qualitative case study approach to the multimodal text from a synchronic and diachronic point of view. Discussing how translation norms have changed on the spectrum from target-oriented to source-oriented, the author carefully examines what kind of shift occurred to translations of Japanese animation around the turn of the 21st century. Whereas the pre-2000 translations tend to give preference to linguistic persuasion (i.e., a preference for expository dialogue that sounds natural to the American audiences), the post-2000 translations attach higher priority to achieving dynamic equivalence of the multimodal situations as a whole. The translation of anime has been rapidly increasing its rich diversity these few decades, opening up new possibilities and directions for translating its unique visual and iconic language.
Publisher: Universal-Publishers
ISBN: 1612339484
Category : Literary Criticism
Languages : en
Pages : 295
Book Description
Despite the growing popularity and influence of Japanese animation in America and other parts of the world, the importance of anime studies as audio-visual translation has not been well-recognized academically. In order to throw new light on this problem, the author attempts to clarify distinctive characteristics of English dubs of Japanese animated films between the 1980s and the 2000s, including Hayao Miyazaki's, in descriptive ways: through a corpus-based statistical analysis of vocabulary and a qualitative case study approach to the multimodal text from a synchronic and diachronic point of view. Discussing how translation norms have changed on the spectrum from target-oriented to source-oriented, the author carefully examines what kind of shift occurred to translations of Japanese animation around the turn of the 21st century. Whereas the pre-2000 translations tend to give preference to linguistic persuasion (i.e., a preference for expository dialogue that sounds natural to the American audiences), the post-2000 translations attach higher priority to achieving dynamic equivalence of the multimodal situations as a whole. The translation of anime has been rapidly increasing its rich diversity these few decades, opening up new possibilities and directions for translating its unique visual and iconic language.
Anime
Author: Andrea Baricordi
Publisher: Montréal : Protoculture
ISBN: 9782980575907
Category : Animated films
Languages : en
Pages : 311
Book Description
Publisher: Montréal : Protoculture
ISBN: 9782980575907
Category : Animated films
Languages : en
Pages : 311
Book Description
Rediscovered Classics of Japanese Animation
Author: Maria Chiara Oltolini
Publisher: Bloomsbury Publishing USA
ISBN: 1501389890
Category : Performing Arts
Languages : en
Pages : 211
Book Description
Rediscovered Classics of Japanese Animation is the first academic work to examine World Masterpiece Theater (Sekai Meisaku Gekijô, 1969-2009), which popularized the practice of adapting foreign children's books into long-running animated series and laid the groundwork for powerhouses like Studio Ghibli. World Masterpiece Theater (Sekai Meisaku Gekijô, 1969-2009) is a TV staple created by the Japanese studio Nippon Animation, which popularized the practice of adapting foreign children's books into long-running animated series. Once generally dismissed by critics, the series is now frequently investigated as a key early work of legendary animators Isao Takahata and Hayao Miyazaki. In the first book-length examination of the series, Maria Chiara Oltolini analyzes cultural significance of World Masterpiece Theater, and the ways in which the series pioneered the importance of children's fiction for Japanese animation studios and laid the groundwork for powerhouses like Studio Ghibli. Adapting a novel for animation also means decoding (and re-coding) socio-cultural patterns embedded in a narrative. World Masterpiece Theater stands as a unique example of this linguistic, medial, and cultural hybridisation. Popular children's classics such as Little Women, Peter Pan, and Anne of Green Gables became the starting point of a full-fledged negotiation process in which Japanese animators retold a whole range of narratives that have one basic formula in common: archetypal stories with an educational purpose. In particular, the series played a role in shaping the pop culture image of a young girl (shôjo). Examining the series through the lens of animation studies as well as adaptation studies, Oltolini sheds new light on this long-neglected staple of Japanese animation history.
Publisher: Bloomsbury Publishing USA
ISBN: 1501389890
Category : Performing Arts
Languages : en
Pages : 211
Book Description
Rediscovered Classics of Japanese Animation is the first academic work to examine World Masterpiece Theater (Sekai Meisaku Gekijô, 1969-2009), which popularized the practice of adapting foreign children's books into long-running animated series and laid the groundwork for powerhouses like Studio Ghibli. World Masterpiece Theater (Sekai Meisaku Gekijô, 1969-2009) is a TV staple created by the Japanese studio Nippon Animation, which popularized the practice of adapting foreign children's books into long-running animated series. Once generally dismissed by critics, the series is now frequently investigated as a key early work of legendary animators Isao Takahata and Hayao Miyazaki. In the first book-length examination of the series, Maria Chiara Oltolini analyzes cultural significance of World Masterpiece Theater, and the ways in which the series pioneered the importance of children's fiction for Japanese animation studios and laid the groundwork for powerhouses like Studio Ghibli. Adapting a novel for animation also means decoding (and re-coding) socio-cultural patterns embedded in a narrative. World Masterpiece Theater stands as a unique example of this linguistic, medial, and cultural hybridisation. Popular children's classics such as Little Women, Peter Pan, and Anne of Green Gables became the starting point of a full-fledged negotiation process in which Japanese animators retold a whole range of narratives that have one basic formula in common: archetypal stories with an educational purpose. In particular, the series played a role in shaping the pop culture image of a young girl (shôjo). Examining the series through the lens of animation studies as well as adaptation studies, Oltolini sheds new light on this long-neglected staple of Japanese animation history.
The Anime Machine
Author: Thomas Lamarre
Publisher: U of Minnesota Press
ISBN: 145291477X
Category : Performing Arts
Languages : en
Pages : 684
Book Description
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Publisher: U of Minnesota Press
ISBN: 145291477X
Category : Performing Arts
Languages : en
Pages : 684
Book Description
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Focus On: 100 Most Popular Fantasy Anime and Manga
Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1062
Book Description
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1062
Book Description
Proceedings of the 7th International Conference on Kansei Engineering and Emotion Research 2018
Author: Anitawati Mohd Lokman
Publisher: Springer
ISBN: 9811086125
Category : Technology & Engineering
Languages : en
Pages : 911
Book Description
The proceedings gather a selection of refereed papers presented at the 7th International Conference on Kansei Engineering and Emotion Research 2018 (KEER 2018), which was held in Kuching, Malaysia from 19 to 22 March 2018. The contributions address the latest advances in and innovative applications of Kansei Engineering and Emotion Research. The subjects include: Kansei, Emotion and Games Kansei, Emotion and Computing Kansei, Emotion and Wellbeing / Quality of Life Kansei, Emotion and Design Kansei, Emotion and Health / Ergonomics Kansei, Emotion and Multidisciplinary Fields Kansei, Emotion and Culture Kansei, Emotion and Social computing Kansei, Emotion and Evaluation Kansei, Emotion and User Experience The book offers a valuable resource for all graduate students, experienced researchers and industrial practitioners interested in the fields of user experience/usability, engineering design, human factors, quality management, product development and design.
Publisher: Springer
ISBN: 9811086125
Category : Technology & Engineering
Languages : en
Pages : 911
Book Description
The proceedings gather a selection of refereed papers presented at the 7th International Conference on Kansei Engineering and Emotion Research 2018 (KEER 2018), which was held in Kuching, Malaysia from 19 to 22 March 2018. The contributions address the latest advances in and innovative applications of Kansei Engineering and Emotion Research. The subjects include: Kansei, Emotion and Games Kansei, Emotion and Computing Kansei, Emotion and Wellbeing / Quality of Life Kansei, Emotion and Design Kansei, Emotion and Health / Ergonomics Kansei, Emotion and Multidisciplinary Fields Kansei, Emotion and Culture Kansei, Emotion and Social computing Kansei, Emotion and Evaluation Kansei, Emotion and User Experience The book offers a valuable resource for all graduate students, experienced researchers and industrial practitioners interested in the fields of user experience/usability, engineering design, human factors, quality management, product development and design.
The Palgrave Handbook of Music and Sound in Japanese Animation
Author: Marco Pellitteri
Publisher: Springer Nature
ISBN: 9819704294
Category :
Languages : en
Pages : 1107
Book Description
Publisher: Springer Nature
ISBN: 9819704294
Category :
Languages : en
Pages : 1107
Book Description
The Soul of Anime
Author: Ian Condry
Publisher: Duke University Press
ISBN: 0822397552
Category : Social Science
Languages : en
Pages : 386
Book Description
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.
Publisher: Duke University Press
ISBN: 0822397552
Category : Social Science
Languages : en
Pages : 386
Book Description
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.
The Anime Companion 2
Author: Gilles Poitras
Publisher: Stone Bridge Press
ISBN: 1880656965
Category : Performing Arts
Languages : en
Pages : 170
Book Description
Become an expert on cultural details commonly seen in Japanese animation, movies, comics and TV shows.
Publisher: Stone Bridge Press
ISBN: 1880656965
Category : Performing Arts
Languages : en
Pages : 170
Book Description
Become an expert on cultural details commonly seen in Japanese animation, movies, comics and TV shows.
Comics in Translation
Author: Federico Zanettin
Publisher: Routledge
ISBN: 1317639901
Category : Language Arts & Disciplines
Languages : en
Pages : 386
Book Description
Comics are a pervasive art form and an intrinsic part of the cultural fabric of most countries. And yet, relatively little has been written on the translation of comics. Comics in Translation attempts to address this gap in the literature and to offer the first and most comprehensive account of various aspects of a diverse range of social practices subsumed under the label 'comics'. Focusing on the role played by translation in shaping graphic narratives that appear in various formats, different contributors examine various aspects of this popular phenomenon. Topics covered include the impact of globalization and localization processes on the ways in which translated comics are embedded in cultures; the import of editorial and publishing practices; textual strategies adopted in translating comics, including the translation of culture- and language-specific features; and the interplay between visual and verbal messages. Comics in translation examines comics that originate in different cultures, belong to quite different genres, and are aimed at readers of different age groups and cultural backgrounds, from Disney comics to Art Spiegelman's Maus, from Katsuhiro Ōtomo's Akira to Goscinny and Uderzo's Astérix. The contributions are based on first-hand research and exemplify a wide range of approaches. Languages covered include English, Italian, Spanish, Arabic, French, German, Japanese and Inuit. The volume features illustrations from the works discussed and an extensive annotated bibliography. Contributors include: Raffaella Baccolini, Nadine Celotti, Adele D'Arcangelo, Catherine Delesse, Elena Di Giovanni, Heike Elisabeth Jüngst, Valerio Rota, Carmen Valero-Garcés, Federico Zanettin and Jehan Zitawi.
Publisher: Routledge
ISBN: 1317639901
Category : Language Arts & Disciplines
Languages : en
Pages : 386
Book Description
Comics are a pervasive art form and an intrinsic part of the cultural fabric of most countries. And yet, relatively little has been written on the translation of comics. Comics in Translation attempts to address this gap in the literature and to offer the first and most comprehensive account of various aspects of a diverse range of social practices subsumed under the label 'comics'. Focusing on the role played by translation in shaping graphic narratives that appear in various formats, different contributors examine various aspects of this popular phenomenon. Topics covered include the impact of globalization and localization processes on the ways in which translated comics are embedded in cultures; the import of editorial and publishing practices; textual strategies adopted in translating comics, including the translation of culture- and language-specific features; and the interplay between visual and verbal messages. Comics in translation examines comics that originate in different cultures, belong to quite different genres, and are aimed at readers of different age groups and cultural backgrounds, from Disney comics to Art Spiegelman's Maus, from Katsuhiro Ōtomo's Akira to Goscinny and Uderzo's Astérix. The contributions are based on first-hand research and exemplify a wide range of approaches. Languages covered include English, Italian, Spanish, Arabic, French, German, Japanese and Inuit. The volume features illustrations from the works discussed and an extensive annotated bibliography. Contributors include: Raffaella Baccolini, Nadine Celotti, Adele D'Arcangelo, Catherine Delesse, Elena Di Giovanni, Heike Elisabeth Jüngst, Valerio Rota, Carmen Valero-Garcés, Federico Zanettin and Jehan Zitawi.