@article { author = {Hosnaee, Mohammad Reza and dehestani, amir and momeni irdmousa, sepehr}, title = {The Evolution of Japanese Action Anime, from Tezuka to the Present in Visual Form}, journal = {Journal of Fine Arts: Performing Arts & Music}, volume = {26}, number = {3}, pages = {25-31}, year = {2021}, publisher = {University of Tehran College of Fine Arts}, issn = {2228-6012}, eissn = {2676-7422}, doi = {10.22059/jfadram.2021.316692.615510}, abstract = {This article seeks to achieve a structure that can be used to study and reproduce action scenes in other types of animation by studying the construction procedure and the points affecting the action scenes in Japanese anime. Japanese anime, with its unique way of capturing action-packed scenes, has for years been a good source of inspiration for many international productions.The article seeks to study the history of the formation of anime from the time of Osamu Tezuka, known as the creator of anime, to the present day, to examine the course of changes observed in the elements of animation, camera movements, decoupage and other factors in action scenes. Then, by selecting the methods of the selected animators, a number of the best works among the anime in the action genre are examined in order to recover the structures used in these works. By resisting anime reading Miyazaki’s films draws a line between anime and other Japanese animations. Ultimately, however, the impact of all Miyazaki films on anime frameworks is undeniable.This article historically / analytically examines and identifies the principles and foundations in the formation of action scenes in Japanese anime, especially in animation methods, decoupage and  camera movements, space and the effect of background. The results of the article indicate that one of the most important factors affecting the action scenes of anime is the limited animation, camera movement and visual effects.The most important developments that have taken place throughout the history of the action genre in anime from a technical and visual point of view can be the maturity of the use of limited animation, optimal use of camera movements, the introduction of exaggerated image angles such as viewing from more extreme angles or fisheye lenses, the importance of exaggeration in lighting and contrast, use of texture both in character design lines and in visual surfaces and understanding the importance of categories such as speed and realism in anime. In animating animes, by emphasizing realistic forms, an attempt is made to exaggerate and transform the same forms. Also, the presence of the main keys is much more colorful than the middle keys, and it is tried that the different components of each object or body have integration in their animation. Creating a flow of motion that varies sinusoidally between high-speed and slow-motion movements is another important point of these scenes.The most important thing in camera movements (in Japanese anime) is to create a camera on the shoulder effect in such a way that the camera is constantly trying to follow the events of the scene in the image and, like a real camera, it vibrates, changes focus and locks. Coordinating the camera with the direction of movement and the background position is also very effective in conveying a sense of engagement. Also, visual effects such as collision frames, dust animation in different layers and the formation of a shock wave are other basic factors in creating action scenes in anime.}, keywords = {action,animation,Anime,Tezuka}, title_fa = {سیر تحول انیمه‌های پر زد و خورد ژاپنی از تزوکا تاکنون در فرم بصری}, abstract_fa = {این مقاله در پی آن است تا با مطالعه‌ی رویه‌ی ساخت و نکات مؤثر بر صحنه‌های پر زد و خورد (اکشن) در انیمه‌های ژاپنی بتواند به ساختاری قابل‌ارائه برای الگو برداری و بازتولید صحنه‌های پر زد و خورد در انواع دیگر انیمیشن‌ دست یابد. انیمه‌های ژاپنی با روش منحصربه‌فرد خود در به تصویرکشیدن صحنه‌های پر زد و خورد، سال‌هاست که به مرجع خوبی برای الهام‌گیری توسط بسیاری از تولیدات بین‌المللی تبدیل شده‌اند.مقاله با مطالعه تاریخچه شکل‌گیری انیمه‌ها از دوران تزوکا (به‌عنوان خالق انیمه)‌ تا دوران حاضر، به بررسی مسیرهای مختلف تحول‌ در عناصر متحرک‌سازی و عوامل مؤثر در صحنه‌های پر زد و خورد ‌می‌پردازد، سپس به بررسی تعدادی از آثار برتر در بین انیمه‌ها در ژانر پر زد و خورد پرداخته تا بتوان ساختارهای بکار رفته در این آثار را بازیابی نمود.این مقاله به صورت تاریخی تحلیلی به بررسی و شناسایی اصول و مبانی موجود در شکل‌گیری صحنه‌های پر زد و خورد در انیمه‌های ژاپنی بخصوص در روش‌های متحرک‌سازی، نحوه دکوپاژ و حرکت دوربین، فضاسازی و تأثیر پسزمینه و پیشزمینه در آن‌ها پرداخت. نتایج مقاله بیانگر این است‌که از مهم‌ترین عوامل مؤثر بر صحنه‌های پر زد و خورد انیمه‌ها نحوه متحرک‌سازی محدود، حرکت دوربین و افکت‌های تصویری می‌باشد.}, keywords_fa = {انیمیشن,انیمه,پر زد و خورد,دکوپاژ,متحرک‌سازی,تزوکا}, url = {https://jfadram.ut.ac.ir/article_84180.html}, eprint = {https://jfadram.ut.ac.ir/article_84180_62045775e7f1a8e0093b21b0761d3090.pdf} }