Import 2016 8 1039 Character Ecru 3 from Japan at wholesale prices

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BIJUTSU SHUPPAN-SHA CO., LTD.

Address 3-1-1 Kamiosaki Shinagawaku Tokyo, JAPAN ZIP:141-8203
Representative Name TAKAYUKI TOYAMA
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Feature Articles
Character Generation
3DCG and VR - How will our "reality" change?
How will the latest technologies such as 3DCG and VR update our view of character?
How will the latest technologies such as 3DCG and VR update our view of characters?
In Japan, where manga and anime are loved by all generations
In Japan, where manga and anime are loved by people of all ages, there is a trend toward two-dimensional character modeling rather than the 3DCG models that dominate Western anime.
The Japanese have developed their own unique expressions, such as a preference for two-dimensional character modeling rather than 3DCG models, which is the mainstream in Western animation.
However, in recent years, with changes in communication due to the spread of SNS and the popularity of experiential content, the use of video images has become more important than ever.
The popularity of content that emphasizes experience, and technological innovations in visual expression have all contributed to a shift in the "realism" of characters.
New expressions that pursue the "reality" of characters have emerged in response to changes in communication due to the spread of SNS, the popularity of content that emphasizes experience, and technological innovations in visual expression.
Characters that appear as if they are right in front of us through VR are now being expressed in a new way that pursues the "reality" of characters.
The characters that appear as if they are right in front of us through VR are inextricably linked to the "2.5-dimensional culture" featured in the previous issue of this magazine.
The characters that emerge as if they are right in front of us through VR will lead us to a new relationship with them.
Through the words of creators and researchers, we will explore the concept of character as it exists today.
SPECIAL FEATURE
Character Generation Theory
3DCG, VR - How will our "reality" change?
PART 1
3DCG Animation
The Practitioners Who Breathe Life into Characters
Polygon*Pictures, Inc.
Interview with Shuzo Shiota, President and Representative Director
Animation Production Flow
Hiroyuki Seshimo [Ajin] General Director Interview
Interview with Mitsunori Katanori (Sculpting Director) and Yuki Moriyama (Character Designer)
CREATORS FILE
Sanzigen
Interview with Hiroaki Matsuura, President and Representative Director
Animation Production Flow
[Bubuki*Blanki Episode 8 Playback
Amazing Animator's Technique: This Cut is Amazing!
Takashi Nagasaki (Polygon*Pictures) and Shuichi Ibeko (Sanzigen) talk
Discussion: On the Non-Existent Z-Axis - Introduction to 3DCG Animation Yu Tsukada=Writer
Ryoji Ishioka's [super]lecture on character culture
PART 2
VR/Games
Technology to Extend Human and Character
PlayStation VR PS VR experience report Kiyoshi Tane=Writing
Interview with PlayStation VR developer Shuhei Yoshida
Interview with [Summer Lesson] developers Katsuhiro Harada and Aya Tamaki
Human Capabilities Expanded by VR Interview with Junichi Kalimoto
Discussion: Where characters stand - Can Japanese games be conscious of spatial realism?
PART 3
Character Theory in 2016
Trilogy: Tsuyoshi Ito x Tomoyo Iwashita x Sayawaka The future of representational culture pioneered by characters
Discussion 1: A Quick Look! The Development of Character Theory Seiichi Tsuchiya=Writing
Essay 2: The Technology of [Kawaii] Akiko Sugawa=Writing
3: Characters are Mobilizing: [Moe] Propaganda in the 21st Century? Masanori Tsujita=Writing
..............................
Beautiful Inspiration Vol.17
Fernand Leger ANGELA x TOD'S
Photo by LESLIE KEE
Special Issue
Techniques Revealed: On Some Limitations of Today's Art Criticism
Written by Grant Kester, Translated by Toshikatsu Omori
ARTIST INTERVIEW
Yuki Okumura Yuki Okumura, Shinya Sugawara=interviewer

SD item code:5421869

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Bijutsu Techo Editorial Department
美術手帖編集部
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Details
Item added on: 2017/5/2
Dimensions
21.2cm x 14.4cm x 1.2cm
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Country of manufacture: Japan
Material / component: paper
Product tag: None

Description

Feature Articles
Character Generation
3DCG and VR - How will our "reality" change?
How will the latest technologies such as 3DCG and VR update our view of character?
How will the latest technologies such as 3DCG and VR update our view of characters?
In Japan, where manga and anime are loved by all generations
In Japan, where manga and anime are loved by people of all ages, there is a trend toward two-dimensional character modeling rather than the 3DCG models that dominate Western anime.
The Japanese have developed their own unique expressions, such as a preference for two-dimensional character modeling rather than 3DCG models, which is the mainstream in Western animation.
However, in recent years, with changes in communication due to the spread of SNS and the popularity of experiential content, the use of video images has become more important than ever.
The popularity of content that emphasizes experience, and technological innovations in visual expression have all contributed to a shift in the "realism" of characters.
New expressions that pursue the "reality" of characters have emerged in response to changes in communication due to the spread of SNS, the popularity of content that emphasizes experience, and technological innovations in visual expression.
Characters that appear as if they are right in front of us through VR are now being expressed in a new way that pursues the "reality" of characters.
The characters that appear as if they are right in front of us through VR are inextricably linked to the "2.5-dimensional culture" featured in the previous issue of this magazine.
The characters that emerge as if they are right in front of us through VR will lead us to a new relationship with them.
Through the words of creators and researchers, we will explore the concept of character as it exists today.
SPECIAL FEATURE
Character Generation Theory
3DCG, VR - How will our "reality" change?
PART 1
3DCG Animation
The Practitioners Who Breathe Life into Characters
Polygon*Pictures, Inc.
Interview with Shuzo Shiota, President and Representative Director
Animation Production Flow
Hiroyuki Seshimo [Ajin] General Director Interview
Interview with Mitsunori Katanori (Sculpting Director) and Yuki Moriyama (Character Designer)
CREATORS FILE
Sanzigen
Interview with Hiroaki Matsuura, President and Representative Director
Animation Production Flow
[Bubuki*Blanki Episode 8 Playback
Amazing Animator's Technique: This Cut is Amazing!
Takashi Nagasaki (Polygon*Pictures) and Shuichi Ibeko (Sanzigen) talk
Discussion: On the Non-Existent Z-Axis - Introduction to 3DCG Animation Yu Tsukada=Writer
Ryoji Ishioka's [super]lecture on character culture
PART 2
VR/Games
Technology to Extend Human and Character
PlayStation VR PS VR experience report Kiyoshi Tane=Writing
Interview with PlayStation VR developer Shuhei Yoshida
Interview with [Summer Lesson] developers Katsuhiro Harada and Aya Tamaki
Human Capabilities Expanded by VR Interview with Junichi Kalimoto
Discussion: Where characters stand - Can Japanese games be conscious of spatial realism?
PART 3
Character Theory in 2016
Trilogy: Tsuyoshi Ito x Tomoyo Iwashita x Sayawaka The future of representational culture pioneered by characters
Discussion 1: A Quick Look! The Development of Character Theory Seiichi Tsuchiya=Writing
Essay 2: The Technology of [Kawaii] Akiko Sugawa=Writing
3: Characters are Mobilizing: [Moe] Propaganda in the 21st Century? Masanori Tsujita=Writing
..............................
Beautiful Inspiration Vol.17
Fernand Leger ANGELA x TOD'S
Photo by LESLIE KEE
Special Issue
Techniques Revealed: On Some Limitations of Today's Art Criticism
Written by Grant Kester, Translated by Toshikatsu Omori
ARTIST INTERVIEW
Yuki Okumura Yuki Okumura, Shinya Sugawara=interviewer

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