
Vendor Profile
BIJUTSU SHUPPAN-SHA CO., LTD.
Address | 3-1-1 Kamiosaki Shinagawaku Tokyo, JAPAN ZIP:141-8203 |
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Representative Name | TAKAYUKI TOYAMA |
Annual Revenue | closed |
No. of Employees | 40 |
2016 8 1039 Character Ecru 3
SD item code:5421869
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S1 |
Bijutsu Techo Editorial Department
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美術手帖編集部
(831608)
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(831608)
Wholesale Price: Members Only
1 pc /set
In Stock
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Dimensions |
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21.2cm x 14.4cm x 1.2cm
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Country of manufacture: Japan
Material / component: paper
Product tag: None
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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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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
特集
キャラクター生成論
3DCG、VR――私たちの“リアル"はどう変わる?
3DCGやVRといった最新テクノロジーは、
私たちのキャラクター観をどのように更新するのか。
マンガやアニメが世代を問わず愛されている日本では、
欧米のアニメで主流の3DCGモデルよりも、2次元的なキャラクター造形が
志向されるなど、独自の表現が育まれてきた。
しかし近年、SNSの普及によるコミュニケーションの変化や、
体験性を重視するコンテンツの人気、映像表現の技術革新と呼応するように、
キャラクターの“実在感"を追求する新たな表現が生まれている。
VRによってまるで目の前にいるかのように立ち現れるキャラクターは、
前号で特集した「2.5次元文化」と表裏一体をなすように、
キャラクターと私たちを新たな関係へと導くだろう。
クリエイターや研究者の言葉を通して、キャラクター概念の現在に迫りたい。
SPECIAL FEATURE
キャラクター生成論
3DCG、VR――私たちの“リアル"はどう変わる?
PART 1
3DCGアニメーション
キャラクターに生命を吹き込む実践者たち
ポリゴン・ピクチュアズ
塩田周三 代表取締役社長インタビュー
アニメーション制作の流れ
瀬下寛之 『亜人』総監督インタビュー
片塰満則(造形監督)×森山佑樹(キャラクターデザイナー)対談
CREATORS FILE
サンジゲン
松浦裕暁 代表取締役社長インタビュー
アニメーション制作の流れ
『ブブキ・ブランキ』第八話誌上プレイバック
アニメーターの技に驚け このカットがすごい!
長崎高士(ポリゴン・ピクチュアズ)×瓶子修一(サンジゲン)対談
論考:非在化されたZ軸をめぐって-3DCGアニメ序説 塚田優=文
石岡良治のキャラクター文化「超」講義
PART 2
VR/ゲーム
人間とキャラクターを拡張するテクノロジー
PlayStation VR PS VR体験レポート 多根清史=文
PlayStation VR開発者に聞く 吉田修平
『サマーレッスン』開発者に聞く 原田勝弘×玉置絢
VRが拡張する人間の能力 暦本純一インタビュー
論考:キャラクターが立つ場所-日本のゲームは空間的リアリズムを意識しうるか さやわか=文
PART 3
2016年のキャラクター論
鼎談:伊藤剛×岩下朋世×さやわか キャラクターが拓く、表象文化の未来
論考1:すぐわかる! キャラクター論の展開 土屋誠一=文
論考2:「カワイイ」のテクノロジー 須川亜紀子=文
論考3:キャラクターは動員する 21世紀の「萌える」プロパガンダ? 辻田真佐憲=文
…………………………
Beautiful Inspiration Vol.17
Fernand Leger ANGELA×TOD'S
Photo by LESLIE KEE
特別掲載
露わにされた技法:今日の美術批評のいくつかの限界について
グラント・ケスター=文 大森俊克=訳
ARTIST INTERVIEW
奥村雄樹 Yuki Okumura 菅原伸也=聞き手