Τετάρτη 9 Φεβρουαρίου 2011

Anime

Anime is commonly defined as animation originating in Japan. (アニメ?, an abbreviated pronunciation in Japanese of "animation", pronounced [anime]  ( listen) in Japanese, but typically /ˈænɨmeɪ/  ( listen) or /ˈænɨmə/ in English.) The definition sometimes changes depending on the context.[1] In English-speaking countries, anime is also referred to as "Japanese animation".[2]
While the earliest known Japanese animation dates to 1917,[3] 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[when?] popularity in East and Southeast Asia and also attained popularity in various communities throughout the world



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.[4] 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.[4] For example, anime often puts emphasis on changing seasons, as can be seen in numerous anime, such as Tenchi Muyo!. Sometimes actual settings have been duplicated into an anime. The backgrounds for the Melancholy of Haruhi Suzumiya are based on various locations within the suburb of Nishinomiya, Hyogo, Japan.[36]
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.[37] Directors can also choose camera effects within cinematography, such as panning, zooming, facial closeup, and panoramic.[38]
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 favored by the anime industry.[39] Other mediums are mostly limited to independently made short films,[40] examples of which are the silhouette and other cutout animation of Noburō Ōfuji,[39][41] the stop motion puppet animation of Tadahito Mochinaga, Kihachirō Kawamoto[42] and Tomoyasu Murata[43] and the computer animation of Satoshi Tomioka[44] (most famously Usavich).[45]

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".[46] 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.[47] 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.[citation needed] 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.
Some fans add subtitles to anime on their own and distribute the episodes. These are known as fansubs. Often, people will collect these fansubs and upload them to websites which they also put advertisements on so as to earn money, which violates copyright laws in many countries. The ethical implications of 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.[48] In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.[49]
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.[50] As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.[51]



                            info taken from www.wikipedia.org

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