Con A de animación - No 13 (2021): Mundos imaginados

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Tabla de contenidos



Editorial

  • Editorial: mundos imaginados


Investigación

  • Una reflexión en torno a Animación.es, una historia de la animación en España en una exposición
  • Jordi Amorós, EQUIP y las producciones infantiles y juveniles: Mofli, el último koala y Despertaferro, el grito del fuego
  • Ver para leer: una lectura diacrónica para los cruces entre manga, anime y literatura universal
  • Hamefura o cómo vivir en un juego otome y no morir en el intento
  • Paisajes animados como remediación y premediación: ciudades cíborgs y mundos virtuales en los anime japoneses
  • Mundos imaginados y videoclip: una aproximación a la integración de gráficos 3D animados para su implementación escénica
  • Financiación pública autonómica del cortometraje animado en España (2008-2019)

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Recent Submissions

Now showing 1 - 5 of 8
  • Publication
    Financiación pública autonómica del cortometraje animado en España (2008-2019)
    (Universitat Politècnica de València, 2021-09-27) Navarro Álvarez, Adriana
    [EN] This article analyzes the general panorama of public subsidies granted to animated short films in Spain by the Governments of the Autonomous Communities between 2008-2019. A quantitative analysis of these regional subsidies for these films will be carried out. However, first, we will make a brief historicist approach to the implementation of these incentives for short films in the Autonomous Communities that have made them effective, as well as the legislative evolution dedicated to the promotion of these types of movies. The main objective of this study is to map the situation and economic evolution of the production of animated short films in Spain in that decade. The results show the relationship between the promotion of cultural policies in the above mentioned period in favor of the incentive of regional animated short films with the level of production of these films in different parts of the country.
  • Publication
    Mundos imaginados y videoclip: una aproximación a la integración de gráficos 3D animados para su implementación escénica
    (Universitat Politècnica de València, 2021-09-27) Vegas Molina, Francisco
    [EN] Music videos can be used as an audiovisualadvertising tool; by making use of technological advances, they are usually synonymous with effectiveness, intertextuality, and complex visual framework. This article analyzes the advantages of the integration of animated 3D models for the development of unreal worlds as a part of the music video scenography. From the early cases to the present ones, there have been several examples that have worked as a chronological sample of the evolution of3D animation in music video to determine its contribution to the relationship between scenography and narration, and their suitability as a link to the referential frameworks used in the film format.
  • Publication
    Paisajes animados como remediación y premediación: ciudades cíborgs y mundos virtuales en los anime japoneses
    (Universitat Politècnica de València, 2021-09-27) Maselli, Vincenzo
    [EN] Cyberpunk anime often stage postapocalyptic and hyper-technological futures. By recognizing the narrative power of animated landscapes, this article describes the background of these anime and explores scenarios in which space and technology are hybridized in one narrative and aesthetic device. Examined landscapes are taken from anime: Future boy Conan (Mirai shōnen Konan, 1978), Akira (1988), Metropolis (Metoroporisu, 2001), Neon Genesis Evangelion (Shin seiki Evangerion, 1995), Digimon (1999), and Sword Art Online (2012). The analysis is diegetic, stylistic and symptomatic, and is divided into two main sections: in the first one technological cities are described as re-mediation (Grusin, 2017) of the architectures of the Japanese “Metabolists” of the 1960s; in the second one cyber-fantasy settings are explored as pre-mediation (ibídem) of immersive virtual worlds. In conclusion, the article recognizes anime as valuable medium to reveal and question social issues related to technology.
  • Publication
    Hamefura o cómo vivir en un juego otome y no morir en el intento
    (Universitat Politècnica de València, 2021-09-27) Gutiérrez Montañés, María
    [EN] This paper approaches to the Japanese animation series Hamefura (Keisuke Inoue, 2020), adapting a series of light novels by the author Yamaguchi Satoru, which narrates the adventures of Catarina Claes and her rebirth in a new world based on an otome game called Fortune Lover. We will carry out a definition of these games as well as the isekai genre, in which the series is framed, and then we will do a complete analysis of the loans and characteristics of this type of games that are represented in the first season of Hamefura, highlighting the outstanding nature of this adaptation that has little to do with what has been done so far in relation to these visual novels.
  • Publication
    Ver para leer: una lectura diacrónica para los cruces entre manga, anime y literatura universal
    (Universitat Politècnica de València, 2021-09-27) Hernán Rosain, Diego
    [EN] Manga and anime have been closely related to literature since their origins. At the beginning, they were linked to native textuality and they have gradually been expanding to include books from all over the world. In the following article, we will draw a timeline to determine the characteristics that the usage of literature in manga and anime have acquired over the centuries, while proposing a classification to address different modern productions and the diverse ways they refer to the world-renowned universal classics, which are part of the established canon. Finally, we will present as an example the study of a particular anime from the described model’s point of view. To do this we are going to use both the tools provided by cultural history and the ones from comparative literature, in order to provide new tools for future literary studies linked to Japanese mass culture.