May 2, 2012

Japanese Motion Graphic Creators 2012



The latest practice and expression of selected 100 motion graphics creators in Japan. To overlook the motion pictures beyond genre, this book is a "2012 edition" must item  (including 50mins movie samples DVD). 
The opening feature is about "International Movie Festivals". It introduces important festivals from all over the world and contains from their history to latest screening information.
 
Author: Kurando Furuya,Yusuke Shouno, Natsumi Fujita
 Price: 3,800 yen+tax (ISBN 978-4-86100-824-5)
Format: 184×257 mm /256 pages, Softcover with Jacket
Language: English-Japanese Bilingual / 26th April 2012
Contain 1 DVD-ROM ( Contains 50mins creators' movie samples )


Contents:
FEATURE: INTERNATIONAL MOVIE FESTIVALS
001 onedotzero/002 The One Show/003 SIGGRARH Asia Computer Animation Festival/004 DOTMOV FESTIVAL/005 JAPAN MEDIA ARTS FESTIVAL/006 The Ottawa International Animation Festival/007 Hiroshima International Animation Festival/008 FUTURE FILM FESTIVAL/009 Annecy International Animation Film Festival/010 Sónar/011 Short Shorts Film Festival & Asia/012 Cannes Lions Internaional Festival of Creativity/013 PromaxBDA/014 ARS ELECTRONICA/015 Vimeo Festival + Awards/FESTIVALS CALENDAR

ARCHIVES OF WORK AND PROFILES
001 AC-bu/002 aircord/003 Hayato Ando/004 ANSWR/005 Eri Asahi/006 Takuya Demura/007 digidelic inc./008 EDP graphic works Co., Ltd./009 ELECTRONIK/010 EUPHRATES/011 Fantasista Utamaro/012 Kentaro Hagiwara/013 Reina Hamane/014 Daisuke Hashimoto/015 Satoru Higa/016 Hiroaki Higashi/017 Ryo Hirano/018 HORSTON/019 Takuya Hosogane/020 Kazuma Ikeda/021 Mari Inaba/022 Shoko Ise/023 Hiroyasu Ishida/024 Gabin Ito/025 Kensaku Kakimoto/026 Sojiro Kamatani/027 Hideyuki Katsumata/028 Jun Kawaguchi/029 Masashi Kawamura/030 Natsuki Kida/031 Junji Kojima/032 KOO-KI/033 Satoshi Kuroda/034 Ryoichi Kurokawa/035 lipogram/036 Teppei Maki/037 Daito Manabe/038 maxilla inc./039 Akiyoshi Mishima/040 Takuma Miyamoto/041 Akira Miyanaga/042 Yoriko Mizushiri/043 Masatsugu Nagasoe/044 Kouhei Nakama/045 Takeshi Nakamura/046 nicographics/047 Isao Nishigori/048 Akinori Okada/049 Noriko Okaku/050 Masanori Okamoto/051 Keita Onishi/052 onnacodomo/053 Seishi Ono/054 Sou Ootsuki/055 POWER GRAPHIXX inc./056 rakudasan/057 SAIGO NO SHUDAN/058 Jin Saito/059 Wataru Saito/060 Shota Sakamoto/061 Kazuaki Seki/062 Kosai Sekine/063 Daihei Shibata/064 Go Shibata/065 Takumi Shiga/066 Daisuke Shimada/067 Seiichiro Shimizu/068 Yasuhiko Shimizu/069 Yukihiro Shoda/070 Yoshihide Sodeoka/071 Sota/072 Shun'ichi SUGE/073 Kousuke Sugimoto/074 Kent Takahashi/075 Akiko Takamatsu/076 Naoki Takano/077 Jun Tamukai/078 Hidenobu Tanabe/079 Katsuki Tanaka/080 Yusuke Tanaka/081 TANGE FILMS/082 Atsushi Tani/083 Akihiko Taniguchi/084 teamLab/085 Kazumasa Teshigawara/086 THE DIRECTORS GUILD/087 Takafumi Tsuchiya(TAKCOM)/088 Koichiro Tsujikawa/089 Takeshi Tsunehashi/090 Masato Tsutsui/091 TYMOTE/092 ucnv/093 Wataru Uekusa/094 wakamura P/095 WOW/096 Daichi Yasuda/097 Takahiro Yasuda/098 YKBX a.k.a Masaki Yokobe/099 Kohei Yoshino/100 ZUMI

CREATORS’ WORK PROFILES











Apr 9, 2012

OSAMU WATANABE ART WORKS
SWEET OR UNSWEET ?


──The first anthology of Osamu Watanabe!
The art works of Osamu Watanabe,
romantically decorated utilizing fake foods such as cream, ice cream and fruit, are popular among art-loving women, and this book was longed to be released by such fans.It is not only an anthology but there is also a story as pages go by showing his 50 latest and main works.
Needless to say,this book is suitable for those who love Japanese contemporary pop art,
but also for everybody who loves charming objects.
【by Nobuyuki Hiromoto】


Author:Osamu Watanabe
Photographer : Kazuna Iida
Price : 2,500 yen+tax (ISBN 978-4-86100-810-8
Format:
190×249㎜/96pages, Hardcover with Jacket
Language: JapaneseEnglish / 13th April 2012




Mar 19, 2012

Antique Arrange Book

simple and stylish ways to make daily goods like antiques


This book will show you how to transform familiar and spick-and-span
goods,
even things found in the 100-yen shops,
to transform into fabulous antique goods!
Have you ever seen WOLCA's website where you can learn how to make a thing like an antique look
,
and download its material data?
You can transform a brand new paper into an old-fashioned one
and a bottle sold in the 100-yen shop into the one like an antique if you follow the technique of the site.
Moreover,the best appeal of the book is,"easy" and "high quality" are guaranteed.
This book fully introduces WOLCA's way of arranging techniques and ideas to give something an antique look.
Besides, there is a limited material data to download inside
and you can easily step in to any ideas you like.
Lots of tips for handmade lovers to come practice!


Author:WOLCA
Price : 1,200yen+tax (ISBN 978-4-86100-794-1
Format:
150×210㎜/96pages, Softcover with Jacket
Language: Japanese / 25th October 2011


contents:
PART1〈arrange〉transform daily life goods like antiques

antique paper made of plain paper
wax coated paper made of an antique book
retro picture made of glossy paper
retro picture made of matt paper
vintage-look bottles
original masking tapes of favorite images
just to print out, an antique-look musical score
a ranscriptional original photo frame
a message card with outline characters
lame contained sealing wax

PART2〈application〉practical ideas of creating zakka using arranged materials and WOLCA's original materials

vintage style book cover
WOLCA's original matchbox
postcard photo panel
an apple shaped object made of an antique book
candle holder made of wax coated paper
storage&display 1: napkin ring
storage&display 2: toilet paper cover
colorful animal-shaped paper ornament
German stamps paper ornament

PART3〈gift〉original gift wrapping to give an antique look

small gift boxes of various patterns
stylish and old-fashioned taste wrapping paper
small paper bags with favorite materials
a gift box with an antique look


GRAPHIC DESIGN FOR CELEBRATION


The designs for celebrating and sharing auspicious events with people you care. Such as paper items for wedding and greeting cards, tools to open a shop or build up a brand, and for anniversaries, this book contains the design for auspicious announcements. From private original works to tools, products, service for clients, it introduces various
works by graphic designers sorted by categories in wedding, greeting, announcement, and anniversary.


Price:2,500yen+tax (
ISBN 978-4-86100-812-2
Format:
183×242㎜/240pages, Softcover with Jacket
Language: Japanese / 23rd March 2012






Contents

WEDDING
celebration and announcement regarding wedding

GREETING
anniversary / birthday /public holiday/seasonal greetings

ANNOUNCEMENT 
establishment /open/relocation/invitation for a party and an event

ANNIVERSARY
year anniversary / jubilee event and announcement

Mar 5, 2012

15 YEARS OF MEDIA ARTS 1997-2011

It has been 15 years since Japan Media Arts Festival and ICC began. These 15 years, our media environments have changed dramatically. We can say this kind of change (technology and products) and the evolution of media arts have always developed collaterally. To overlook the works appeared in past 15 years is neither more nor less than we experience vicariously what creators have questioned against social change and answers the era has led to.
This book is to overview the outcomes that Japanese media arts have achieved through trials. It is divided in 6 categories such as, media art / anime / manga / video game / motion graphics / internet. We could also gaze next 15 years by re-verifying what had been produced and become trends in relation to technology × society × art and making them meaningful.


Editor:Kurando Furuya, Yusuke Shono, Arina Tsukada
Price: 3000yen+tax
(ISBN 978-4-86100-817-7)
Format :
185×240㎜,240pages, Softcover with Jacket
Language: Japanese / 1st March 2012








contents

【 MEDIA ART 】

fixation and expansion of media arts in Japan by Minoru Hatanaka

15 years history of device art by Machiko Kusahara

Media art as an installation : collection of reality and historicity by Kazunao Abe

1997 birth of media art platform

2011 genuine start of exploration in media art archives


【 ANIME 】

change of receptivity in animation by Tsunehiro Uno

anime, something like anime, world, future by Toshiyuki Inoko

daily anime as a tidemark of Moe-anime by Hidekuni Shida

1997 dawning of picture + CG

2011 
solidification of daily anime


【 MANGA 】

transition of manga market by Go Ito

revolution, she said: 15 years of manga subculture by Ami Yoshida

1997 legend of『ONE PIECE』begun

2011 sensitivity after 3.11


【 VIDEO GAME 】

15 years history of home TV game by Rolling Uchizawa

15 years history of game war between Japan and America by Takeshi Uechi

making a game like a body and making a body a like a game by Kotaro Tanaka

1997 dawning of Play Station

2011 big hits or D.I.Y. speed up of dichotomization


【 MOTION GRAPHICS 】

Was design by numbers and calculation able to get a new art stream by Shunichi Suge

MV history after MTV in Japan by Nagako Hayashi

1997/1998

2011 to new user experience


【 INTERNET 】

free culture and internet by Dominique Chen

Internet history of mood / mode by Barbora

relationship between internet and art by Yosuke kurita

grandpa, grandma, foolish, kid, internet by Gabin Ito

1997 the end of internet dawning

2011 reconsideration of information spread

a chronological table of media art in past 15 years

writers' profiles








Feb 20, 2012

design based on logical thinking
a basic and practical method to construct form


This is a textbook about design technique by engineering approach,
that is getting the most important part for product development for next generation!

This book explains the foundations and the practice method for creating and developing two-dimensional and three-dimensional modeling from an engineering point of view.
The author, Professor Yamaoka is a specialist in ergonomics and an expert about a product development process of major manufacturers. Needless to say, not only about modeling based on ergonomics, but structuring a design concept,characteristic and processing technique of material, user's sensibility research, and how to evaluate products, this book encompasses design techniques through essential logical thinking in product development.

A special appendix of Yamaoka method [70 points in design] check-list is also included at the end of the book.











Author:
Toshiki Yamaoka
Price: 2400yen+tax (ISBN 978-4-86100-805-4)
Format :
150×210㎜,224pages, Softcover with Jacket
Language: Japanese / 24th February 2012

《Author》
Toshiki Yamaoka
Joined Tokyo Shibaura Electric Co., Ltd. [now Toshiba Corporation].
Graduated Chiba University,Faculty of engineering, Department of Design. Ph.D., Chiba University Graduate School of Science and Technology. Professor in Wakayama University, Faculty of Systems Engineering, Department of Design and Information Sciences (Ph.D.) after head of Research Center for Human Interface Technology Laboratory Research (incl.) Director of Design Center, Toshiba Corporation,. Ergonomics specialist (certified ergonomics expert Japan Ergonomics Research Society), the user interface, industrial design, product development, engineering services, engineering observation, universal design, design management. executive director of Human Ergology Society,executive director of Human-Centered Design Promotion Organization, ISO/TC159 (ergonomics) committee , the United States ergonomics society (HFES) member. As major works,"Human Design Technology "(Morikita Publishing),"Ergonomics lectures in hardware and software design", (Musashino Art University press), "observation engineering to produce a hit product," (Kyoritsu Publishing) etc.


Table of Contents:

Chapter 1
basic principles about modeling


Ⅰ HMI data
Ⅱ sense data
Ⅲ composition elements data
Ⅳ creation data

Chapter 2
what is modeling
Ⅰ what is engineering design and modeling
Ⅱ a reason of shallow modeling

Chapter 3
about modeling methods(three-dimentional)
Ⅰ about form and curve

Ⅱ about simple form
Ⅲ about an accent
Ⅳ about volume

Chapter 4

about modeling methods (two-dimentional)
Ⅰ an abstraction of user's demands
Ⅱ importance of mental model
Ⅲ information structuring
Ⅳ 3 principles of visualisation
Ⅴ 6 principles if surface interface design

Chapter 5
how to look in modeling
Ⅰ think modeling from a rendering drawing point of view
Ⅱ check a strength of design elements
Ⅲ check form, accent and volume
Ⅳ modeling seen in semiotics
Ⅴ modeling seen in design sense
Ⅵ analyse and integrate modeling and get an image

Chapter 6
survey modeling image
Ⅰ search modeling image
explore image modeling in a simple way

explore image modeling using correspondence analysis
Ⅳ explore image modeling using FCA
Ⅴ explore a trend of modeling

Chapter 7
make a concept of structured modeling

Ⅰwhat is user's demand
Ⅱwhat is a concept if structured modeling
make a concept of structured modeling

Chapter 8
a way of structured modeling based on a concept
Ⅰ do modeling along structured modeling
processing technique for three-dimensional form

processing technique for two-dimensional form

Chapter 9
evaluate modeling
validate against a concept of structured modeling

formative evaluation (validation)
evaluate using an evaluation criteria
evaluate using a simple pair comparison method
evaluation by AHP
simple evaluation method of product
simple evaluation method of screen (1)
simple evaluation method of screen (2)

Chapter 10
management to modeling
have a strategy to do design

adapt other engineering services
design into one of management strategy

Appendix
70 necessary points in design


Feb 10, 2012

Pd Recipe Book ―Let's begin sound programming with Pure Data

This is a basic how-to-book about "Pure Data (Pd)", an open source software to learn sound programming
utilizing graphical programming environment. Pd has the same roots as Max/MSP, and plays the sounds by
connecting small boxes called "object" to control data flow.
This gives you a recipe of rhythm machine, synthesizer, and many more to build up interactive system structure.
Suitable for beginners.













Author: Seiichiro Matsumura Price: 3400yen +tax (ISBN 978-4-86100-780-4)
Format: 182×257㎜,344pages, Softcover with Jacket
Language: Japanese / 24th February 2012


Introduction
This is a basic how-to-book about "Pure Data (Pd)", an open source software to learn sound programming
utilizing graphical programming environment.
"What is sound programming?" "What is different from normal making of music?" "I have never heard about Pure Data, how can I use it?" I can imagine many questions from you.

Plainly speaking, sound programming is to design a play sound by computer programming. It depends on the person who utilizes it if it becomes a "normal music". One might come to the point of what is the definition of "normal music" as proceeding sound programming. The real thrill of it is to make a program by trial and error by approaching sound data directly.

"What if I hit a sound on this condition?"
"What if I create a sound with this data?"
"What if I pull this sound apart and put them into a process
to reconstruct based on a specific rule?"

Through trials and errors like above, the result will be a different value from "normal music".
In short, that will become a value as "YOUR MUSIC".

Computer technology has accomplished a remarkable progress and the environment which surrounds music production has also changed it a lot. The best change is especially that the equipment of music production has become "cheap" and "high performance."
When you would like to make a sound like powerful orchestra, it is possible by around 30,000 yen synthesizer, and, if you would like to attach the effect of rich reverberation to the sound, a free plug-in PC software is developed by volunteers, and is exhibited through internet.

Music software such as the sequencers to create musical sequence (performance data) and
DAW software, which used to be more than 100,000yen once, have fallen to about 20,000yen.
It is just an overwhelming environment for a music creator and the one aim to be.
Moreover, such a tool is very easy-to-use, and it is not so hard to learn the operation method, either. You can master immediately even if you do not know how the inside of the tool operates and is processing as well as you can drive a car even though you do not know a mechanism of an engine.

Of course, I do not intend to deny a user mastering such useful tools overflowing in public, and making a sound and music for one's purpose at all. The merit of getting expected effects easily and quickly brings unfathomable beneficence in music production,and the existence of the tool which helps its realization is indispensable.

However, if one, who has this book in hand, think to get an expression of music or sound from a different point of view? After understanding the principle of sound process as digital data using useful tools such as electronic instruments and software products, which realize as if it is something simple, what if one thought that he would like to try various ideas about the sounds which he had?

It may be said that it is an inefficient distance while swinging by here and there,instead of the distance in a straight line making full use of the useful tools toward the goal of "music to express."

However, it is also true that there are the people those who want to enjoy the process of combining parts and finishing a plastic model of a car over many hours rather than looking at it and enjoying the completed one.
it is no doubt that the same pleasure exists as for sound expression, too. Is it a thorny path that,to dare to choose and apply a trial-and-error method in the present environment where is a flood of useful tools, or is it rather extravagant?

Anyway, this book carries out to help you to go into the world of sound programming, using the excellent programming environment called Pure Data,which excels in approaching and doing a trial-and-error method for sound digital data.

This book is written to conquer two missions.

One is to broaden the world of sound programming for inexperienced people in touch with the way to think about programming and control of data flow.

Pure Data is not a kind of program environment which one inputs a character and write a program source code but has a graphical interface such as connecting a box called 'object' to another box by lining, and create a program called 'patch'. That is totally different interface from other programming languages, there is an easy aspect for inexperienced people in programming.

However,it is easy to enter though, not like a toy at all, a full-scale of sound processing is possible. Explaining about how to assemble the patch of such Pure Data step by step,the essence of sound programming can be learned simultaneously. And this book introduces various "sound ideas" to realize as "recipe" as indicated on the title.

The other one is to overcome a language difficulty.

Pure Data is a free open source software. Consequently, it has been accepted all over the world and there are many users and developers. Also a lot of communities on internet and its workshop is held monthly somewhere in the world. Moreover, many educational authorities apply Pure Data to study sound programming. Not only an academic world,but Pure Data is used in quite a lot of commercial industry.

However,unfortunately, it has not been become popular a lot in Japan. One of the main reasons is a language difficulty.Pure Data is all in English from menu to help file, even communications among communities on internet.
Moreover, no help file or objects (command) has been perfectly gathered based on a reason that it is an open source, or the contents of some files are for those who have already the knowledge of sound programming to some extent. However, I think it is very wasteful not to use this application currently used all over the world, and not to go into the world of sound programming because of its specialty or the barrier of language. So, this book explains to even a fine procedure supposing a beginner to use Pure Data. That is because I would like you to exceed and minimize the barrier of language variance.

I hope this book will help people to get into sound programming world as many as possible and let their ideas into forms in future.

Seiichiro Matsumura




contents:


CHAPTER 1 Introduction
 INTERVIEW Frank Barknecht

CHAPTER 2 Basic
2.1 Create Pd patch
2.2 Put menu / Help files
2.3 Object and help files
2.4 Details about each menu
 INTERVIEW Gunter Geiger

CHAPTER 3 Rhythm Machine
3.1 A brief overview about Rhythm Machine
3.2 step 1 Upload sound files
3.3 step 2 Play uploaded sound data in Array
3.4 step 3 Record a sequence
3.5 step 4 Play a sequence
3.6 step 5 Unite playing sound and loop sound of sequence
3.7 step 6 Sub patch conversion for easy to look
3.8 step 7 Put an oscillosope to check the sound
3.9 step 8 Operation when patch is open
3.10 step 9 Add tracks
 INTERVIEW Chun Lee

CHAPTER 4 Synthesizer
4.1 A brief overview about Synthesizer
4.2 step 1 Create a simple sine wave
4.3 step 2 Create attack and release of a sound
4.4 step 3 Program a free time code for attack and release of a sound
4.5 step 4 Alteration between attack and release
4.6 step 5 Improvement of Envelope Generator (EG)
4.7 step 6 Set up a slider
4.8 step 7 Put Envelope Generator(EG) part into Abstraction
4.9 step 8 create a sequencer of ON/OFF of sound, Pitch and Velocity
4.10 step 9 Unite synthesizer and sequencer on sine wave
4.11 step 10 Apply modulation for sound amplitude
4.12 step 11 Apply effect
4.13 step 12 Change a wave form of oscillator
4.14 step 13 Create various sound source of synthesizer

4.15 step 14 Apply a filter
 INTERVIEW Aymeric Mansoux

CHAPTER 5 Interactive System
5.1 Free Looper
5.2 Time span and sound at randam
5.3 Control instrumental sound by voice
5.4 Control playback movies by the pitch of voice
5.5 Air drumming through webcam
5.6 Change sound pitch and length freely
5.7 Phrase Slicer
 REPORT Pd-con report

APPENDIX:Pd object reference


also recommended;

Pd-Graz (ed.) bang. Pure Data (1. International PD-Convention Graz)
<http://www.wolke-verlag.de/bang.html>

Kreidler, Johannes loadbang. Programming Electronic Music in Pure Data
<http://www.wolke-verlag.de/loadbang.html>