Monday, December 18, 2017

LAUAN501 : Introduction

What makes subcontinental fictional female character design so effective and visually appealing not just in Japan, but across Asia and even the globe?


For the last couple of decades, Japanese culture has seen a significant rise in influence across the globe, most notable of which is media such as video games, anime and manga. With these new platforms and genres came a whole new set of aesthetic for design that has categorically defined these media, as well as inspiring millions of adoring fans, artists and designers, among which, the most passionate stills lies within the border of the nation of the rising sun itself, and with it, set up new social/cultural understanding, interaction and relationships.


This essay will be diving deep in to that new relationship, in particular, the near-obsession of the Japanese male audience with fictional female character design and in it, seek to answer the question, what makes these designs so effective and visually appealing not just in Japan, but across Asia and even the globe. To do this, we will tackle abstract concepts such as:

“bishoujo” – The traits of beautiful girls,

“Moe”- the burning passion for a particular character/ aspect of media

and how these two concepts intertwine with each other to create appealing characters.

With theoretical examples from works like miss Masami Toku’s International perspective on shojo and shojo manga, Patrick Galbrait’s Moe manifesto, or Sabine Fruhstuck and Anne Wathall’s Recreating Japanese men, where we can see how “moe” is both considered “pure and innocent” yet centered around “the inappropriate desire by relatively grown men for immature girls”- a controversial paradox, as well as looking at real case study for this obsession such as the Vocaloids – digital divas.

Finally, understanding these theories would then contribute to our answer for the question stated above, through a practical of attempt of designing the most mass-appealing female character possible, supported by practical knowledge from Laura Miller’s Beauty Up: Exploring contemporary Japanese body aesthetics.


 Whether our not the outcome is considered “successful” is up to your judgement.

Thursday, November 30, 2017

LAUAN501 : Animism animation


LAUAN501 - Study Task 5 : Practical proposal


For my practical answer to the research question, I intend to create a character design that in theory, would have the most appeal to Japanese male audience. Apart from being a topic that is the closest to my future career aim (Concept artist and character design) which I’m extremely keen on, Japanese media culture has always been a fascinating and appealing subject for me, given my roots allowed me to grew up under that cultural influence bubble. The activities included in this practical answer would include at first , some slides in my visual sketchbook to support some theoretical assets in my essays i.e The difference in aesthetic and culture between Western and Easter media, case studies of Vocaloids or Japan’s obsession with school girls , idols, anime and games.


After this initial pages, I would start the design process almost like your are creating a game character , where I would present  a series of “base models” – from which you can choose and move on to select from a variety of options for hair, limbs, outfit , personality,… all being supported by theories of bishoujo, moe , and even theoretical examples of Japanese beauty trend. Perhaps, I can even put up a poll online to see how the internet would create an appealing character. Overall, at the end of the process, I’m looking to have a, or a series of characters ( which can be either presented in artboards , turnaround or any other way). Whether it’ll actually looks good, or it will turn into a grotesque Frankenstein experiment. That will be interesting to see

Thursday, November 9, 2017

LAUAN501 - Study Task 4: Overview Triangulation

Final question at hand : What consideration is taken when designing a female character for the Japanese male audience.

General information : design of a appealing female character make use of "bishojo" features which stems from the contemporary standard of beauty for Asian women in general, but also make use of cultural trends/ fetish such as the fascination for highschool girls or idol to inject the "moe" factor into the character which is truly what make them popular with male fans. Moe means a burning passion for something and the word itself balance between innocence/purity and sexualisation/fetish.



Core text:

-International perspective on shojo and shojo manga : The influence of girl culture ( Masami  Toku)
-Recreating the Japanese man - Sabine Fruhstruck, Anne Wathall
-Beauty up : Exploring contemporary Japanese body aesthetic 
-Understanding Manga and anime
-Moe manifesto: An insider look at the world of manga, anime and gaming
-The art of drawing manga and comic book characters 

Case study : Vocaloids - Digital idols
=> An example of how popular can a digital design be in the context of Japan, where these digital idols combines bishojo and moe traits to create a sense of endearing , caring and protectiveness over millions of fans world wide => Often enough , the sense of pure , innocence and youthfulness





Practical work
- exemplifying some Japanese design compare to their Western counterparts
- Breaking down the characters by body parts to, in a Frankenstein kind of way , finding out what aspect for what part have the most appeal and in the end putting it all together to create the most " appealing" character of all.







Thursday, November 2, 2017

LAUAN501 - Study task 3 : Images and Theories

Selected terms :

Bishoujo : "pretty girl", the characteristically Japanese style of design beautiful-looking female characters which made up much of the majority of the current anime / manga media

Moe: meaning a burning passion for a particular subject , that subject here being the characters
=> a slightly abstract series of design traits that make the character more appealing to a particular group.

These 2 concepts are created and geared toward the Japanese/ Asian audience in mind , as it aligns more with what many Asian culture considered as the "standard" of beauty, however it has start to slipped more and more into Western media as well

   
 


 Typical examples of "bishoujou" characters : 2B from Nier Automata and Asuna from Sword Art Online. Although designed to be in different mediums (3D and 2D) they all share the same "bishoujou" traits that again are considered real-life beauty standards in asian culture :

+ Big eyes
+ Slender figure / arms and legs 
+ V-line jaws
+ Petit mouth/ nose  (particular for Asuna and other 2D characters
+ Smaller more petit bodies => larger heads. 

Age is also an important aspect, as bishojous are typically very young characters or if are designed to look younger than there actual age, which relates to the controversial topic of the obsessiveness of Japanese culture with young girls / schoolgirl, which you can observed from mangas to Idol groups.
This also tides in with the concept of "Moe" as younger characters like the above usually invokes in the audience a sense of protectiveness and loving - similar to how you would react when seeing a cute puppy perhaps => the design/ characters are regarded as very Moe.

The fact that how Japan and Asian cultures have becomes such avid supporter of and where to lines when it comes to political correctness , feminism, Western ideals and difference in culture can be an interesting theoretical debate, while on a more practical aspect, we can ask how effective this style is in creating an appealing characters. 

 


Sentient Landscape


Thursday, October 26, 2017

LAUAN501: Study Task 2- Understanding text

Text:

Masami Toku (2015) International perspectve on shojo and shojo manga: The influence of girl culture , Routledge.






An exploration on the artistic and aesthetic development of shojo manga, Chapter 10 discuss the concept of "Bishojo" (pretty girl) in the context of the Taiwanese fandom and the culture thats surrounds it. Within this, the author highlights the wide range of target audience of "bishoujo" characters , not only limiting to the male audience but extend to quite a significant female base as well mostly in their teens and mid-twenties, and in this particular case of Taiwan, the female base holds the majority. It also highlights the close relationship between bishojo and the term "moe" meaning the burning passion for a particular character type and the the otakus- fans who are obsessed with virtual characters. "Moe" can encompassed various aspect of the character from appearance to personality and the particular type that appeals to a certain audience shape their concept of what a bishojou is. Such as the example of the magical girl genre given by the author through the series Sailor moon,  exemplifying the otome-moe ( young maiden ) or Cardcaptor Sakura and characters such as Shimikaze from Kancolle or Shiro from No game no life representing the lolicon type (fascination for young girls). Understanding these different types and their audience can be the key to create the most effective bishoujo character that have the widest reach across the genre.



  

Thursday, October 19, 2017

LAUAN501 :Study task 1- Initial Ideas

- Initial finding:
Main are of interest : Female characters
- Phenomenons : Hypersexualisation of female characters 
                            Otaku and Bishoujo culture in Japanese design 
                            Emergence of strong female characters in recent media
-Sources :
Kotaku article : "Sexism , Character design and the role of women in created worlds"
Artist Takashi Murakami's "Nurse Ko2"
Book: Virtual character design for games and interactive media 
- Potential sources: book : Creative character design 
                                reference images : Lara Croft 
=> Seeing a development of sexual icon to a strong female role 
Result for this topic can discuss the process of creating a "strong" female character. 

Monday, October 2, 2017

LAUAN501: Preparatory task

- Culture is a massive force in the creation o an animation ,which is why for my theme for this year's COP , I've gone with seeing how cultural context  impact the contents and function of an animation.

The Simpsons (1989- present) - United State :

- A massive pop-cultural force in modern U.S , the long running series is comedy parody of the "average working-class family" in the States, and doesn't shy away from touching controversial and relevant social issues that had happened along is 618 episode airing.

- The number of cultural and global event that has happened during its airing are numerous, but I think the most influential one would still be the rise of the Internet and the digital era.



 









Ghost in the shell (1995)-Japan

Director Mamoru Oshii's vision of the future shares a message that was seen as happening at the time with the rise of the digital age and technology , especially in Japan , and how that rise has changed how we think and who we are as a member of society, eventually became culture itself. Interestingly enough, 1995 was also the year the the US first introduced the iconic "Predator" drone, closing the gap on what is fiction and what is real further more.



 







Valuable Kopeck , (1941) - Soviet union

- Culture dictates function , which is why in 1949 Soviet union , animation became more a less a mean of propaganda. This piece in particular , aimed to criticized the financial institution and purpose of the West and the whole of capitalism itself. This was among the shift in attitudes towards the West from allies against the Nazis during WWII to bitter rivals, which would culminate into the Cold War, also evidence in 1949 being the year that the Soviet first test their nuclear bomb.











Totally Spies! (2001)-French-Canadian

- A extremely popular and far-reaching series, its was created during the rise of girl -bands and pop stars of the early 2000s ( with icons such as Britney Spears at the time) . This coupled with the release of Charlie's angel open up a whole new market for "girl properties" as little to none has existed up until that point.


 




Princess Iron Fan (1941)-China

Created by the Wan brothers in the midst of WWII and the Japanese occupation of China, this was the first animated feature created by the country telling a piece the tale of the popular Chinese literature work : Journey to the West.  It was fuelled by the ambition of making a product that would match the standard of Snow White in the US , which coincide with the feeling of nationalistic pride among many Chinese during the occupation at the time.

 
 








































Friday, March 31, 2017

Proposal slides

https://issuu.com/bachdo-bd261905/docs/issuu_slides

COP Visual Investigation : 6-12 image squence

https://issuu.com/bachdo-bd261905/stacks/0279f8aaa40f42c798226236a63731ea

COP1 : Critical reflection and Proposal

Evaluation :

The first Context of practice module for me was quite an interesting experience to say the least . One could say that I never had much of a relationship with theoretical studies, going so far as it being one of the reason I decided to study abroad instead of staying in Vietnam. However , I found myself quite intrigued when it came to dealing with Context of practice subjects, perhaps because of the more social and political nature of it that encouraged to speak out more , especially in the current political state of the world , with nationalism and conservatism on the rise all over.

The topics itself is quite diverse I must say , ranging  anything from weird abstract animation to semiotics to post-modernism. Weirdly enough , I always managed to find someway to connect each topic to my relevant work, thereby creating a substantial amount of reference material that were a major help in doing my essay , particularly on semiotics where I found my academic writing has improved dramatically since the days of my IELTS exams. Doing the essays also opened me up to new views on the world , while also pushing to look for competing ideas , thereby creating an objective non-bias understanding. On top of that , it helped to coordinate my research in the most efficient and sensible way , hence helping me a lot with any future essays.

If we go down to the more specific details , the fact that the 3 essays have to tie in with each other in terms of using the contents of other, this really got me to think  about how to word each of them , as well as making work hard to find the links between each essays and source material , rather than just go wild on everything ,which was the way we would do it back in Vietnam where we had to do Literature writings. On top of that , visual investigation takes it to another step by producing practical work objectives that is based on theory , therefore we do not only just research with works, but we also have to think visually , and applied all the skill that’s is necessary as a animator to create the final product . So a very good bag of a mixture of contents I must say . With all that said, if there is anything I’d like to improve, is that I still limits myself to a small amount of reference material when I do my writings. Perhaps its for efficiency and time management sake , but definitely to like myself to break out of those barriers more, and gathering more sources in the future.

With that said , for COP 2 , I’m looking forward to continue improving my skill in academic writing  and social research, perhaps by choosing a more relevant topic to the current social situation, such as women’s rights, which can tie in with animation via the generalization/sexualisation of women in modern animation and society. I think that is something that is interesting to write about ( me being a guy and all ) and have a good amount of source material that I can draw from.







With that said , the question in focus for Cop 2 :

Sexualisation of women in media and pop culture

The topic of women’s depiction in media has always been hotly debated , ranging from publicity to films to comic books and animation. With this I’m aiming to start from the beginning , contextualizing some facts about women sexualisation such as its origin that stem from old social beliefs , then moving on identifying the factors that contribute to its establishment , from the woman herself as well as external forces. Finally , moving on to the main subject of depicting sexualisation in the context of  films, animation and comic, with the first part being about western culture then moving on to Eastern culture represented by Japan’s obsession with high school girls and the otaku culture. With this I’m hoping to answer the following :

-       How far can you sexualize a person ?

-       there an appropriate type of sexualisation , say an equal representation of both gender and if so , to what extent ?

-       How society is reacting / combating it ?




Related subject #1: Sexualization of women in media

-Looking into the depiction of woman in the modern media context , including journalism, films and television which serves as a example of what a main-stream perception of woman is like ,especially for under pressure of modern feminist influence.

+ Examples could be US realities shows like “Keeping up with the Kardashian” or “The Bachelor”


Book :

+Culture, Heritage and Representation: Perspectives on Visuality and the Past
By Steve Watson, Emma Waterton -2016


+Gender and the Media
By Rosalind Gill-2007


Quote :

“With the shedding of clothes comes public licence to display sexual body for the sexualised gaze of others, be they fellow tourists or , as in this case, television viewers.”

“In today society, our bodies are bearers of symbolic values and some are worth much less than others- certain bodes are out of place in our body conscious, highly sexualised world, thus in the beach culture of these shows , ageing and over-weight women provide figures of fun and disgust , whilst men’s bodies are seen to be unremarkable and are unremarked upon , seemingly immune to the social  scrutiny of the narrator and his audience”

-Steve Watson ,Culture, Heritage and Representation: Perspectives on Visuality and the Past

Websites:

+Don’t Blame Girls for Their Own Sexualization- Huffington post :

 

 Inequality on screen-The sexualisation of men—not women—in film has worsened-The Economist : http://www.economist.com/blogs/prospero/2016/04/inequality-screen

 

 

+ Not an object : On sexualisation and exploitation of women and girls – Unicef



 



Related subject #2: Sexualisation of women in publicity

-Explore how the image of a sexualised female can be use an effective tool in advertising a product .








Quote :

“Frequent exposure to media images that sexualise girls and women affects how girls conceptualise femininity and sexuality. Image of female bodies are everywhere. Women-and their body parts- sell everything from food to cars.”

-Steve Watson ,Culture, Heritage and Representation: Perspectives on Visuality and the Past


Quote :

“As far as cosmetics are used for adornment in a conscious and creative way, they are not emblems of inauthenticity: it is when they are presented as the real thing, covering unsightly blemishes, disguising a repulsive thing so that it is acceptable to the world that their function is deeply suspect. The women who dare not go out without their false eyelashes are in serious psychic trouble.” 
― 
Germaine GreerThe Female Eunuch

“It is commonplace observation that women are forever trying to straighten their hair if it is curly and curl it if it is straight, bind their breasts if they are large and pad them if they are small, darken their hair if it is light and lighten it if it is dark. Not all these measures are dictated by the fantom of fashion. They all reflect dissatisfaction with the body as it is, and an insistent desire that it be otherwise, not natural but controlled, fabricated. Many of the devices adopted by women are not cosmetic or ornamental, but disguise of the actual, arising from fear and distaste.” 
― 
Germaine GreerThe Female Eunuch

=> This part can be tied in with the glamour studies done for brief 1 in cop1 , with writers like Virgina Postrel .





Related subject #3: Japan’s obsession with young girls.

Extending on the topic above , looking into how the “high school girl” image has became one of the most utilised advertising image in Japan pop culture , going so far as be popularized around the world and bleeds into the manga and anime culture, hiding behind it a darker side of the industry where young girls are exploited and the sexualisation is unchallenged –sometimes even endorsed.

Book:

+ Japanese Schoolgirl Confidential: How Teenage Girls Made a Nation Cool

By Brian Ashcraft (2014)

+The SAGE Handbook of Modern Japanese Studies (p.201-209)
edited by James D Babb-2014


 







Related subject #4: Fanservice in anime

-       Linking to the above, discussing Anime’s use of sexualised female images in order to catered to their target audience of young adults, as well as its supposedly overuse in the current anime environment.

Websites :

Anime fan service can be a minefield , Kotaku


+Looking at Female chracters in Anime and Manga through a Feminist lens- Mary Sue

Book :

+Anime: A Critical Introduction
By Rayna Denison (2015)


























Related subject #5 : Women in Western popculture

-Look in to how western animation and culture in general have portray the image of women , from the era of Disney to DC , Marvel, and more, thereby comparing it to Japan and answer the question , whether the west has changed for the better .

Website :

+Representation of Women in Japanese and American popculture





 Book :

+Good Girls and Wicked Witches: Changing Representations of Women in Disney's Feature animation...
By Amy M. Davis (2007)

Girls Gone Skank: The Sexualization of Girls in American Culture
By Patrice A. Oppliger (2008)