ACG時(shí)代的動(dòng)畫影像形態(tài)研究
發(fā)布時(shí)間:2018-09-01 11:21
【摘要】:近年來(lái),動(dòng)畫(A)、漫畫(C)、游戲(G)這三個(gè)在商業(yè)上相互獨(dú)立的行業(yè)不斷的相互影響融合,逐漸擁有了高度重合的受眾群體。習(xí)慣于消費(fèi)各種各樣ACG產(chǎn)品的消費(fèi)者們,逐漸形成了與群體外界相對(duì)獨(dú)立的語(yǔ)言習(xí)慣、行為方式、以及符號(hào)識(shí)別系統(tǒng)。最終確立的以ACG為核心的動(dòng)漫文化。動(dòng)漫文化(又稱ACG文化)的形成同時(shí)也確立了“ACG時(shí)代”的到來(lái)。在這樣一個(gè)時(shí)代背景的影響下,無(wú)論是動(dòng)畫、漫畫還是游戲的創(chuàng)作都受到了ACG文化的深刻影響。其中動(dòng)畫作為這三者中最純粹的視聽影像形式,更是最大程度的受到源自于ACG文化的滲透。 本文關(guān)注的是在ACG時(shí)代背景下,動(dòng)畫這種影像的形態(tài)所發(fā)生的變化。造成這種變化的因素多種多樣,但總結(jié)起來(lái)主要來(lái)源于兩個(gè)方面:分別是因世界范圍內(nèi)持續(xù)升溫的“動(dòng)畫熱”而孕育出的的動(dòng)漫文化(或稱ACG文化),,以及在影像制作領(lǐng)域迅速普及的數(shù)字技術(shù)。通過(guò)對(duì)于動(dòng)漫文化和數(shù)字技術(shù)這組ACG時(shí)代最為明顯的“對(duì)立軸”進(jìn)行梳理,歸納總結(jié)動(dòng)畫影像的形態(tài)變化及其成因。希望以此來(lái)對(duì)動(dòng)畫的創(chuàng)作實(shí)踐提供參考。 本文的第二章,界定了ACG概念的外延和內(nèi)涵,并確立了以Anime動(dòng)畫的影像形態(tài)最為具體研究對(duì)象。在確立研究對(duì)象的同時(shí),從橫向(與漫畫、與游戲)和縱向(與視覺特效)兩個(gè)角度分析了anime影像與其相鄰近藝術(shù)形式的異同。以此類歸納出anime影像的宏觀特征。在第三章中,本文著重從技術(shù)變革和文化影響兩個(gè)角度對(duì)于anime影像形態(tài)進(jìn)行梳理,歸納總結(jié)各種表現(xiàn)形式的成因。在技術(shù)和文化兩方面因素的共同影響之下,anime影像表現(xiàn)出對(duì)數(shù)字技術(shù)選擇性吸收,并且同時(shí)保持相對(duì)獨(dú)立的ACG審美取向的趨勢(shì)。對(duì)于這樣既順應(yīng)技術(shù)變革潮流,有不喪失其本體特征的趨勢(shì),本文在第四章將其總結(jié)為“藝術(shù)挑戰(zhàn)科技,科技啟發(fā)藝術(shù)”的結(jié)論。
[Abstract]:In recent years, the animation (A), comic (C), game (G), the three commercially independent industries, has been continuously interacting with each other, and gradually has a highly overlapping audience. Consumers who are used to consuming a variety of ACG products have gradually developed language habits, behavior patterns, and symbol recognition systems that are relatively independent of the group. Finally, the establishment of ACG as the core of the animation culture. The formation of animation culture (also known as ACG culture) also established the arrival of "ACG era". Under the influence of such an era background, the creation of animation, cartoon and game is deeply influenced by ACG culture. Animation, as the purest form of audiovisual images in these three, has been permeated by ACG culture to the greatest extent. This paper focuses on the changes in the form of animation in the context of the ACG era. This change is caused by a variety of factors, But it comes mainly from two aspects: animation culture (or ACG culture), which is bred by the "animation fever" in the world, and digital technology which is popularized rapidly in the field of image production. Through combing the culture of animation and digital technology, which is the most obvious "vertical axis" in the ACG era, the paper sums up the morphological changes of animation images and their causes. I hope to provide reference for animation creation practice. In the second chapter, the extension and connotation of ACG concept are defined, and the most specific object of study is the image form of Anime animation. At the same time, this paper analyzes the similarities and differences between anime image and its adjacent art form from two angles: horizontal (and comic, and game) and longitudinal (with visual effects). The macroscopic features of anime images are summed up. In the third chapter, this paper focuses on combing the form of anime images from two angles of technological change and cultural influence, and summarizes the causes of various forms of expression. Under the influence of both technology and culture, the image shows the tendency of selective absorption of digital technology and maintaining a relatively independent aesthetic orientation of ACG at the same time. In the fourth chapter, it is concluded that "art challenges science and technology and enlightens art".
【學(xué)位授予單位】:南京航空航天大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2012
【分類號(hào)】:J905
本文編號(hào):2217041
[Abstract]:In recent years, the animation (A), comic (C), game (G), the three commercially independent industries, has been continuously interacting with each other, and gradually has a highly overlapping audience. Consumers who are used to consuming a variety of ACG products have gradually developed language habits, behavior patterns, and symbol recognition systems that are relatively independent of the group. Finally, the establishment of ACG as the core of the animation culture. The formation of animation culture (also known as ACG culture) also established the arrival of "ACG era". Under the influence of such an era background, the creation of animation, cartoon and game is deeply influenced by ACG culture. Animation, as the purest form of audiovisual images in these three, has been permeated by ACG culture to the greatest extent. This paper focuses on the changes in the form of animation in the context of the ACG era. This change is caused by a variety of factors, But it comes mainly from two aspects: animation culture (or ACG culture), which is bred by the "animation fever" in the world, and digital technology which is popularized rapidly in the field of image production. Through combing the culture of animation and digital technology, which is the most obvious "vertical axis" in the ACG era, the paper sums up the morphological changes of animation images and their causes. I hope to provide reference for animation creation practice. In the second chapter, the extension and connotation of ACG concept are defined, and the most specific object of study is the image form of Anime animation. At the same time, this paper analyzes the similarities and differences between anime image and its adjacent art form from two angles: horizontal (and comic, and game) and longitudinal (with visual effects). The macroscopic features of anime images are summed up. In the third chapter, this paper focuses on combing the form of anime images from two angles of technological change and cultural influence, and summarizes the causes of various forms of expression. Under the influence of both technology and culture, the image shows the tendency of selective absorption of digital technology and maintaining a relatively independent aesthetic orientation of ACG at the same time. In the fourth chapter, it is concluded that "art challenges science and technology and enlightens art".
【學(xué)位授予單位】:南京航空航天大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2012
【分類號(hào)】:J905
【參考文獻(xiàn)】
相關(guān)期刊論文 前1條
1 常方圓;;小議新房昭之的動(dòng)畫影像藝術(shù)風(fēng)格[J];電影評(píng)介;2010年15期
本文編號(hào):2217041
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