Showing posts with label Media Arts. Show all posts
Showing posts with label Media Arts. Show all posts

May 20, 2013

Japanese Motion Graphic Creators 2013

From movies through to CG and hand-drawn animations, there are 100 motion graphic talents in this book. The 2013 edition of this mega-hit series is now available. The bundled DVD-ROM includes a 50-minute movie clip from the creators. The first part of the book looks at colleges in Japan offering motion picture courses such as Tama Art University, Musashino Art University, Tokyo University of the Arts, and IAMAS—all of which offer unique and flexible curriculums.
Author: Kurando Furuya,Yusuke Shouno, Natsumi Fujita
Price: 3,800 yen+tax (ISBN 978-4-86100-868-9)
Format: 184×257 mm /256 pages, Softcover with Jacket
Language: English-Japanese Bilingual / 23rd April 2013
Contain 1 DVD-ROM











FEATURE: SCHOOLS TO STUDY MOTION GRAPHICS

| 001 | Tama Art University
| 002 | Musashino Art University
| 003 | Kyoto Seika University
| 004 | Tokyo University of the Arts
| 005 | IAMAS

ARCHIVES OF WORK AND PROFILES
001 Shingo Abe/002 AC-bu/003 Hayato Ando/004 ANSWR/005 Fuyu Arai/006 Eri Asahi/007 Takuya Demura/008 EUPHRATES/009 Fantasista Utamaro/010 flapper3/011 Reina Hamane/012 HARDLOVE/013 Yuji Hariu/014 Daisuke Hashimoto/015 Shin Hashimoto/016 Satoru Higa/017 Hiroaki Higashi/018 Ryo Hirano/019 Shiho Hirayama/020 Nobuaki Hongo/021 HORSTON/022 Takuya Hosogane/023 Kazuma Ikeda/024 Ukyo Inaba/025 Taku Inoue/026 Genki Ito/027 Daisuke Izumi/028 Tomoyoshi Joko/029 Kensaku Kakimoto/030 Kamikazedouga/031 Ryu Kato/032 Masashi Kawamura/033 Kezzardrix/034 Natsuki Kida/035 Yasuhiro Kobari/036 KOO-KI/037 Satoshi Kuroda/038 kwgt/039 Teppei Maki/040 Daito Manabe/041 maxilla inc./042 Akiyoshi Mishima/043 Naokazu Mitsuishi/044 Mirai Mizue/045 Yoriko Mizushiri/046 Aya Momose/047 Tatsuo Murai/048 Masatsugu Nagasoe/049 Steve Nakamura/050 Sayaka Nakane/051 Ayaka Nakata/052 NAKED inc./053 Isao Nishigori/054 nukyu/055 Shota Oga/056 Takashi Ohashi/057 Ryu Okubo/058 ONIONSKIN/059 Keita Onishi/060 onnacodomo/061 Seishi Ono/062 Sou Ootsuki/063 Tomoko Oshima/064 POWER GRAPHOXX inc./065 rapparu/066 RRRRRRRROLL/067 Wataru Saito/068 Shota Sakamoto/069 Kazuaki Seki/070 Kosai Sekine/071 Daihei Shibata/072 Takumi Shiga/073 Daisuke Shimada/074 Takaharu Shimizu/075 Yasuhiko Shimizu/076 Keiko Shiraishi/077 Yukihiro Shoda/078 Sota Sugahara/079 Akiko Takamatsu/080 Jun Tamukai/081 Katsuki Tanaka/082 Yusuke Tanaka/083 TANGE FILMS/084 Tetsuya Tatamitani/085 teamLab/086 Takafumi Tsuchiya(TAKCOM)/087 Koichiro Tsujikawa/088 TYMOTE/089 Atsushi Wada/090 Manami Wakai/091 WOW/092 Ryoji Yamada/093 Yuya Yamaguchi/094 Shishi Yamazaki/095 Show Yanagisawa/096 yang02/097 Yuko Yasunaga/098 YKBX/099  YOSHIMARUSHIN/100 YUKAI

CREATORS’ WORK PROFILES








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











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








Apr 15, 2011

Japanese Motion Graphic Creators 100

This is a yearbook of 100 Japanese Motion Graphic Creators, listing their works, profiles and contact details and comes with a sample DVD of their works. Readers only need to look at this book to view the latest motion graphic scenes!


Price: 3,800 yen + tax
Format: 164 x 246 mm (Full Color) Softcover with Jacket
Language: English-Japanese Bilingual
Contain 1 DVD ( Contains Movies, Music and Interactive contents)



Japanese Motion Graphic Creators 2011








Projection mapping techniques, datamosh, Ustream, 3D, AR ,etc...this book shows you the latest projects, and you can actually check their sample works for an hour by the attached DVD, moreover, featuring 5 projects of live motion graphics / directions at the end of the book. This is a mush have book for motion graphics enthusiast as you can overview of the latest and cross-genre motion graphics.

Format: 182 x 257 mm, 256 pages (Full color), Softcover with Jacket
Language: English-Japanese bilingual / Release Date: 25th April 2011




Japanese Motion Graphic Creators 2010

Pages:256, ISBN 978-4-86100-710-1, DVD: 1hour


Japanese Motion Graphic Creators 2009

Pages: 256, ISBN: 978-4-86100-643-2 DVD: 53 Works / 56 mins


Japanese Motion Graphic Creators 2008

Pages: 256, ISBN: 978-4-86100-576-3 DVD: 49 Works / 58 mins


Japanese Motion Graphic Creators 2007

Pages: 256,ISBN: 978-4-86100-500-8 DVD: 47 Works / 50 mins


Japanese Motion Graphic Creators

Pages: 272, ISBN: 978-4-86100-362-8 DVD: 57 Works / 60 mins

Jun 10, 2010

BUILT WITH PROCESSING -Programming for Design and Art-
[Revised Edition: Ver.1.x. compliant]





Processing is a programming environment with open source used widely in design and art production.
The revised edition of the first manual on Processing in Japan is finally published, adding the instructions of development process with new functions of Processing, and latest trends such as Processing.js. The book explores the attractive world of processing and explains basics of forming with programming for graphics, animation, and interactive purposes, and is perfect for anyone who interested in development of visual and interactive contents.

The author: Katarou Tanaka, Takashi Maekawa
Price: 2,500 yen + tax (ISBN: 978-4-86100-707-1)
Format: 182 x 257 mm, 224 pages (full color) Softcover with Jacket
Language: Japanese / Release Date: 10th June 2010

Feb 24, 2010

Beyond Interaction
-Introductory of openFrameworks programming for media art





This is the world's first book specializes and focus on openFrameworks, aim at learning openFrameworks with practical sample works as including variety of samples from basic to advance. openFrameworks is C++ framework, and it is the most remarkable programmings in the field of media art and interaction design.This book is suitable for everyone; beginners with no experience of programming or has interests in media art and interactive design, and also for who already has programming skills such as Processing and Flash but looking for more powerful programming environments.

Author: Atsushi Tadokoro, Satoru Higa, Akihiro, Kubota
Price: 3,400 yen + tax ( ISBN 978-4-86100-670-8 )
Format: 256 x 184 mm, 304 pages ( Full Color )
Language: Japanese / Release date: 24th February 2010

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welcome

openFrameworks is a toolkit for creative coding in C++, designed to help artists, hackers, and experimenters jump in and make software with minimal overhead.

It began in 2004, when I was teaching a group of graduate students at Parsons School of Design in New York City, and I wanted to give them a set of tools, similar to the kinds of tools I was using as a practicing artist, to make their work with. I had just started teaching and other professors warned me, Art students aren’t going to want to learn coding, and definitely not with C++. However, my students proved them wrong. Not only were they able to understand and jump in to the code in a way no one could never have predicted, they were able to make great, creative, compelling works.

Since those early days, the openFrameworks team has grown. We are now three core developers: Theo Watson, Arturo Castro and myself, and work with an ever larger development team. The OF community has also grown, but the roots of openFrameworks - a tool designed to help beginners get up and running has always stayed the same.

In addition to teaching and making artwork, I sometimes feel that I am also working as a preacher. One thing that I often preach is that artistic practice is a form research, just like the other sciences. In the way that a company would have a R&D (research and development) department, to develop products of the future, artistic practice is a form of R&D for humanity, imaging possible futures. openFrameworks is an attempt to take this idea of “art making as laboratory” seriously -- we publish our research in the form of open source tools. In that way, the code is /use driven/: we take the things we learn as we make projects and put them back into the toolkit to help others make work.

Another idea I preach is DIWO (Do it with others). There's been a big push recently for DIY culture (Do it Yourself), things like Make magazine and Instructables. The next step is doing with others. With openFrameworks, we've been trying to foster a tight community of hackers and experimenters, meeting both online, but also in workshops, informal gatherings, and research labs. We've even had the privilege of teaching several workshops in Japan, including YCAM (Yamaguchi Center for Arts and Media) and Kyushu University, each time we've been excited by how diverse and enthusiastic the OF community in Japan is.

The last thing I often preach is that making art is not hard, writing software, even in C++ is not (that!) hard, and we should try to have as much fun as possible along the way. It's my sincere hope that you have fun with this book, that you have fun with openFrameworks, and that if you are not already a part of the community, *welcome*.

Developer of openFrameworks

Zachary Lieberman