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ACG时代的动画影像形态研究

发布时间:2018-09-01 11:21
【摘要】:近年来,动画(A)、漫画(C)、游戏(G)这三个在商业上相互独立的行业不断的相互影响融合,逐渐拥有了高度重合的受众群体。习惯于消费各种各样ACG产品的消费者们,逐渐形成了与群体外界相对独立的语言习惯、行为方式、以及符号识别系统。最终确立的以ACG为核心的动漫文化。动漫文化(又称ACG文化)的形成同时也确立了“ACG时代”的到来。在这样一个时代背景的影响下,无论是动画、漫画还是游戏的创作都受到了ACG文化的深刻影响。其中动画作为这三者中最纯粹的视听影像形式,更是最大程度的受到源自于ACG文化的渗透。 本文关注的是在ACG时代背景下,动画这种影像的形态所发生的变化。造成这种变化的因素多种多样,但总结起来主要来源于两个方面:分别是因世界范围内持续升温的“动画热”而孕育出的的动漫文化(或称ACG文化),,以及在影像制作领域迅速普及的数字技术。通过对于动漫文化和数字技术这组ACG时代最为明显的“对立轴”进行梳理,归纳总结动画影像的形态变化及其成因。希望以此来对动画的创作实践提供参考。 本文的第二章,界定了ACG概念的外延和内涵,并确立了以Anime动画的影像形态最为具体研究对象。在确立研究对象的同时,从横向(与漫画、与游戏)和纵向(与视觉特效)两个角度分析了anime影像与其相邻近艺术形式的异同。以此类归纳出anime影像的宏观特征。在第三章中,本文着重从技术变革和文化影响两个角度对于anime影像形态进行梳理,归纳总结各种表现形式的成因。在技术和文化两方面因素的共同影响之下,anime影像表现出对数字技术选择性吸收,并且同时保持相对独立的ACG审美取向的趋势。对于这样既顺应技术变革潮流,有不丧失其本体特征的趋势,本文在第四章将其总结为“艺术挑战科技,科技启发艺术”的结论。
[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".
【学位授予单位】:南京航空航天大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:J905

【参考文献】

相关期刊论文 前1条

1 常方圆;;小议新房昭之的动画影像艺术风格[J];电影评介;2010年15期



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