Anime ( アニメ ? , an abbreviated pronunciation in Japanese of "animation", pronounced in Japanese, but typically
/ˈænəˌmeɪ/ (help·info) or /ˈænəˌmə/ in English) is animation originating in Japan. The world outside Japan regards anime as "Japanese animation". Anime originated about 1917.
Anime, like manga (Japanese comics), has a large audience in Japan and high 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 popularity in East and Southeast Asia and has garnered more-recent popularity in the Western World.
History
Main article: History of animeAnime 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. The oldest known anime in existence first screened in 1917 – a two-minute clip of a samurai trying to test a new sword on his target, only to suffer defeat. The first talkie anime was Chikara to Onna no Yo no Naka , released in 1933.
By the 1930s, animation became an alternative format of storytelling to the underdeveloped live-action industry in Japan. Unlike in the United States, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that do not naturally involve Japan. Animation allowed artists to create any characters and settings.
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" and the "god of manga". 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 ), and the term anime (アニメ) emerged in the 1970s as an abbreviation, though some state 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, , differs significantly from the Standard English /ˈænɪmeɪ/ , 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 are 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 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 Guyver is different from the movie Guyver ").
Synonyms
English-speakers occasionally refer to anime as Japanimation , but this term has fallen into disuse. Japanimation saw the most usage during the 1970s and 1980s, but the term anime supplanted it in the mid-1990s as the material became more widely known in English-speaking countries. In general, the term now only appears in nostalgic contexts. Although the term was coined outside Japan to refer to animation imported from Japan, it is now used primarily in Japan, to refer to domestic animation; 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 additionally refer to both animation and comics (although the use of manga to refer to animation mostly occurs only among non-fans). Among English speakers, manga usually has the stricter meaning of "Japanese comics". An alternate explanation is that it is due to the prominence of Manga Entertainment, a distributor of anime to the US and UK markets. Because Manga Entertainment originated in the UK the use of the term is common outside of Japan. The term "animanga" has been used to collectively refer to anime and manga, though it is also a term used to describe comics produced from animation cels.
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 by studio to studio. Some titles make extensive use of common stylization: FLCL , for example, is known for its wild, exaggerated stylization. Other titles use different methods: Only Yesterday or Jin-Roh take much more realistic approaches, featuring few stylistic exaggerations; Pokemon 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 borrowing panel layouts from the manga as well. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the well-known anime Kare Kano .
Character design
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