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is animation originating in Japan. The world outside Japan regards ''anime'' as "Japanese animation". While the earliest known Japanese animation dates from 1917, and many original Japanese cartoons were produced in the ensuing decades, the characteristic anime style developed in the 1960s - notably with the work of Osamu Tezuka - and became known outside Japan in the 1980s. Anime, like manga, has a large audience in Japan and recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online. Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. Anime gained early

History

'' (1944), the first feature-length anime film Anime began at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States, and Russia. Early pioneers included Shimokawa Oten, Jun'ichi Kouchi, and Seitarō Kitayama. By the 1930s animation became an alternative format of storytelling to the live-action industry in Japan. But it suffered competition from foreign producers and many animators, such as Noburō Ōfuji and Yasuji Murata still worked in cheaper cutout not cel animation, although with masterful results. The first feature length animated film was ''Momotaro's Divine Sea Warriors'' directed by Seo in 1945 with sponsorship by the Imperial Japanese Navy. Official booklet, ''The Roots of Japanese Anime'', DVD, Zakka Films, 2009. The success of The Walt Disney Company's 1937 feature film ''Snow White and the Seven Dwarfs'' influenced Japanese animators. In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified many Disney animation-techniques to reduce costs and to limit the number of frames in productions. He intended this as a temporary measure to allow him to produce material on a tight schedule with inexperienced animation-staff. The 1970s saw a surge of growth in the popularity of manga – many of them later animated. The work of Osamu Tezuka drew particular attention: he has been called a "legend" His work – and that of other pioneers in the field – inspired characteristics and genres that remain fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the ''Gundam'' and ''The Super Dimension Fortress Macross'' series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century.

Terminology

Japanese write the English term "animation" in ''katakana'' as アニメーション (''animēshon'', pronounced Others claim that the word derives from the French phrase ''dessin animé''. Japanese-speakers use both the original and abbreviated forms interchangeably, but the shorter form occurs more commonly. The pronunciation of ''anime'' in Japanese,

IPA|[anime]
, differs significantly from the Standard English , which has different vowels and stress. (In Japanese each mora carries equal stress.) As with a few other Japanese words such as ''saké'', ''Pokémon'', and ''Kobo Abé,'' English-language texts sometimes spell ''anime'' as ''animé'' (as in French), with an acute accent over the final ''e'', to cue the reader to pronounce the letter, not to leave it silent as English orthography might suggest.

Word usage

In Japan, the term ''anime'' does not specify an animation's nation of origin or style; instead, it serves as a blanket term to refer to all forms of animation from around the world. English-language dictionaries define ''anime'' as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan". Non-Japanese works that borrow stylization from anime are commonly referred to as "anime-influenced animation" but it is not unusual for a viewer who does not know the country of origin of such material to refer to it as simply "anime". Some works result from co-productions with non-Japanese companies, such as most of the traditionally animated Rankin/Bass works, the Cartoon Network and Production I.G series ''IGPX'' or ''Ōban Star-Racers''; different viewers may or may not consider these anime. In the UK, many video shops will classify all adult-oriented animated videos in the "Anime" section for convenience, regardless of whether they show any stylistic similarities to Japanese animation. No evidence suggests that this has led to any change in the use of the word. In English, ''anime'', when used as a common noun, normally functions as a mass noun (for example: "Do you watch anime?", "How much anime have you collected?"). However, in casual usage the word also appears as a count noun. ''Anime'' can also be used as a suppletive adjective or classifier noun ("The anime '''' is different from the movie ''Guyver''").

Synonyms

English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse. In general, the term now only appears in nostalgic contexts. Since "anime" does not identify the country of origin in Japanese usage, "Japanimation" is used to distinguish Japanese work from that of the rest of the world. In Japan, "manga" can refer to both animation and comics. Among English speakers, "manga" has the stricter meaning of "Japanese comics", in parallel to the usage of "anime" in and outside of Japan. The term "ani-manga" is used to describe comics produced from animation cels. [http://www.animecornerstore.com/inuyaanno.html]

Visual characteristics

Many commentators refer to anime as an art form. As a visual medium, it can emphasize visual styles. The styles can vary from artist to artist or from studio to studio. Some titles make extensive use of common stylization: ''FLCL'', for example, has a reputation for wild, exaggerated stylization. Other titles use different methods: ''Only Yesterday'' or ''Jin-Roh'' take much more realistic approaches, featuring few stylistic exaggerations; ''Pokémon'' uses drawings which specifically do not distinguish the nationality of characters. While different titles and different artists have their own artistic styles, many stylistic elements have become so common that people describe them as definitive of anime in general. However, this does not mean that all modern anime share one strict, common art-style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings include "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography." The influences of Japanese calligraphy and Japanese painting also characterize linear qualities of the anime style. The round ink brush traditionally used for writing kanji and for painting, produces a stroke of widely varying thickness. Anime also tends to borrow many elements from manga, including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the anime ''Kare Kano''.

Character design

=

Proportions

= Body proportions emulated in anime come from proportions of the human body. The height of the head is considered by the artist as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall. Variations to proportion can be modded by the artist. Super-deformed characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like ''Crayon Shin-chan'' completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased in proportion. =

Eye styles

= Many anime and manga characters feature large eyes. Osamu Tezuka, who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as Betty Boop, Mickey Mouse, and Disney's ''Bambi''. Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing ''Ribbon no Kishi'', the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through ''Ribbon no Kishi'', Tezuka set a stylistic template that later ''shōjo'' artists tended to follow. Coloring is added to give eyes, particularly to the cornea, some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. Cultural anthropologist Matt Thorn argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign. However, not all anime have large eyes. For example, some of the work of Hayao Miyazaki and Toshiro Kawamoto are known for having realistically proportioned eyes, as well as realistic hair colors on their characters. In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art. =

Facial expressions

= Anime characters may employ wide variety of facial expressions to denote moods and thoughts. These techniques are often different in form than their counterparts in western animation. There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "face fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike another character with it, mainly for the sake of slapstick comedy. Male characters will develop a bloody nose around their female love interests (typically to indicate arousal, which is a play on an old wives' tale). Embarrassed or stressed characters either produce a massive sweat-drop (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Characters who want to childishly taunt someone may pull an akanbe face (by pulling an eyelid down with a finger to expose the red underside).

Animation technique

Like all animation, the production processes of storyboarding, voice acting, character design, cel production and so on still apply. With improvements in computer technology, computer animation increased the efficiency of the whole production process. Anime is often considered a form of limited animation. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there is more movement than there is. Many of the techniques used are comprised with cost-cutting measures while working under a set budget. Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere. Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show perspective. The large majority of anime uses traditional animation, which better allows for division of labor, pose to pose approach and checking of drawings before they are shot – practices favoured by the anime industry.

Distribution

While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization". Anime has also had commercial success in Asia, Europe and Latin America, where anime has become more mainstream than in the United States. For example, the ''Saint Seiya'' video game was released in Europe due to the popularity of the show even years after the series has been off-air. Anime distribution companies handled the licensing and distribution of anime outside Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions. Some editing of cultural references may occur to better follow the references of the non-Japanese culture. Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. ''Voltron''), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of ''Naruto'' and Cartoon Network's Adult Swim programming block, both of which employ minor edits. ''Robotech'' and ''Star Blazers'' were the earliest attempts to present anime (albeit still modified) to North American television audiences without harsh censoring for violence and mature themes. With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact. TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK. Although it violates copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community. The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.

Influence on world culture

Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as ''Astro Boy'', have revealed. Critics and the general anime fanbase do not consider them as anime. Some American animated television-series have singled out anime styling with satirical intent, for example ''South Park'' (with "Chinpokomon" and with "Good Times with Weapons"). ''South Park'' has a notable drawing style, itself parodied in "Brittle Bullet", the fifth episode of the anime ''FLCL'', released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of ''Kappa Mikey'', a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as ''Perfect Hair Forever''. Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe.

Anime and American audiences

The Japanese term ''otaku'' is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted ''otaku'' fan base, which can be attributed highly to technological advances. Also, shows like ''Pokémon'' and ''Dragon Ball Z'' provided a pivotal introduction of anime's conventions, animation methods, and Shinto influences to many American children. Ancient Japanese myths – often deriving from the animistic nature worship of Shinto – have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show ''Hercules'' will be no stranger to the Greek myths and legends it is based on, while the same person watching the show ''Tenchi Muyo!'' might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of ''Amaterasu and Susano''.

See also


Anime industry
Anime music video
Animated cartoon

Original video animation
Q-version
Seiyū
Hentai
Anime and manga fandom
List of anime companies
List of anime conventions
List of anime series by episode count
(for long-running series)
List of anime theatrically released in America
List of animated television series
List of animated feature-length films

References

External links


fonte: Wikipedia

Anime

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