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PERCEPTION OF ANIME CARTOON CHARACTERS DEPENDING ON THEIR VISUAL TRAITS AND FACIAL FEATURES

Yıl 2025, Cilt: 27 Sayı: 1, 82 - 108
https://doi.org/10.16953/deusosbil.1475098

Öz

Even though the usage of computer-animated figures in anime with their visual traits and facial features has been a research topic, there is no research on how these characters' appearances affect their general perception. This study aims to investigate how these characters' visual appearances affect and how their acts are perceived by people who don’t have anime literacy but have visual graphic design knowledge. If these visual texts are to justify their status as stories, readers have to look for and construct such ‘actants’ and ‘existents’ from the resources generic comics provide. A qualitative approach based on an interpretive paradigm with inductive reasoning has been used as the major methodology for obtaining information to understand how these visual texts justify their status. To reach this aim perception analysis has been used as a method, four images of cartoon characters have been shown to one hundred and fifty-six participants and open-ended short answer questions have been asked about them. This study was applied to people who were unfamiliar with selected Japanese anime characters, had a visual design background, and could not easily read coded expressions. Additionally, two separate focus group studies were conducted on twenty-four Digital Game Design students to obtain additional opinions from Digital Game Design students. It has been found that people's perceptions are shaped by their personal experiences. It was concluded that even if they know the basic visual design elements, they may misinterpret the visual features and facial features of anime characters if they do not have anime literacy in their perception.

Kaynakça

  • Arshad, M. R. Bin, & Kim, H.-Y. (2020). Exploring visual perception and character appearances in Malaysian animated film characters: A cinematic empathy among Malaysian animation audiences. The Korean Journal of Animation, 16 (2), 120–137. https://doi.org/10.51467/asko.2020.06.16.2.120
  • Bates, J. (1994). The role of emotion in believable agents. Communications of the ACM, 37 (7), 122–125. https://doi.org/10.1145/176789.176803
  • Brenner, R. E. (2007). Understanding manga and anime. Libraries Unlimited, The Greenwood Publishing Group, Inc.
  • Bryce, M., Barber, C., Kelly, J., Kunwar, S. & Plumb, A. (2010). Manga and anime: Fluidity and hybridity in global imagery. Electronic Journal of Contemporary Japanese Studies. (1)
  • Chaos Wiki. (n.d.). Frieza (3rd form). https://chaostic.fandom.com/wiki/Frieza(3rd_form)
  • Dictionary.com. (n.d.) Definition of animation. https://www.dictionary.com/browse/animation.
  • Donovan, M. (2008). Analyzing the appeal of manga: Teaching information literacy skills through Japanese popular culture. Education About Asia: Online Archives, 13(3). https://www.asianstudies.org/publications/eaa/archives/analyzing-the-appeal-of-manga-teaching-information-literacy-skills-through-japanese-popular-culture/
  • Dragon Ball Wiki. (2024a). Goku. https://dragonball.fandom.com/wiki/Goku
  • Dragon Ball Wiki. (2024b). Vegeta. https://dragonball.fandom.com/wiki/Vegeta
  • Ekman, P., & Friesen, W. V. (1975). Unmasking the face: A guide to recognizing emotions from facial expressions. Prentice-Hall.
  • Ekman, P., Friesen, W. V., & Hager, J. C. (2002). Facial action coding system. Manual and investigator’s guide. In P. Ekman, W. V. Friesen, & J. C. Hager (Eds.), Encyclopedia of multimedia technology and networking. Research Nexus.
  • Elad, B. (2023, December 3). Anime statistics and facts by revenue, country, rating, market size and demographic. Enterprise Apps today. https://www.enterpriseappstoday.com/stats/anime-statistics.html?utm_content=cmp-true
  • Ge, C., & Chen, D. (2023). How does the character’s visual design help convey the character’s background in Genshin Impact? [Bachelor Thesis]. Uppsala Universitet.
  • Griesser, R. T., Cunningham, D. W., Wallraven, C., & Bülthoff, H. H. (2007). Psychophysical investigation of facial expressions using computer animated faces. In Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization. https://doi.org/10.1145/1272582.1272585
  • Heroes Wiki. (n.d.-a). Ash Ketchum. https://hero.fandom.com/wiki/Ash_Ketchum
  • Heroes Wiki. (n.d.-b). Naruto Uzumaki. https://hero.fandom.com/wiki/Naruto_Uzumaki
  • Hey Arnold Wiki. (2024). Arnold Shortman. https://heyarnold.fandom.com/wiki/Arnold_Shortman
  • Hinton, P. (2017). Implicit stereotypes and the predictive brain: cognition and culture in “biased” person perception. Palgrave Communications, 3(1). https://doi.org/10.1057/palcomms.2017.86
  • Hodgins, J., Jörg, S., O’Sullivan, C., Park, S. Il, & Mahler, M. (2010). The saliency of anomalies in animated human characters. ACM Transactions on Applied Perception, 7(4), 1–14. https://doi.org/10.1145/1823738.1823740
  • IMBd. (2024a). My Hero Academia. https://www.imdb.com/title/tt5626028/?ref_=ttawd_ov
  • IMBd. (2024b). One Punch Man: Wanpanman. https://www.imdb.com/title/tt4508902/
  • Johnston, O., & Thomas, F. (1984). Disney animation: The illusion of life. Abbeville Press.
  • Lasseter, D. (2021). Representation and participation in anime [PhD, Georgia State University]. https://doi.org/10.57709/24252196
  • Lasseter, J. (1987). Principles of Traditional Animation Applied to 3D Computer Animation. In Proceedings of the 14th annual conference on Computer graphics and interactive techniques (SIGGRAPH '87). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/37401.37407
  • Maestri, G. (2006). Digital character animation 3. New Riders.
  • Mauro, R., & Kubovy, M. (1992). Caricature and face recognition. Memory & Cognition, 20 (4), 433–440. https://doi.org/10.3758/BF03210927
  • Maxwell, J. A., & Mason, G. (2012). Qualitative research design: An interactive approach. SAGE Publications, Inc.
  • McDonnell, R., Jörg, S., McHugh, J., Newell, F., & O’Sullivan, C. (2008). Evaluating the emotional content of human motions on real and virtual characters. Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization. https://doi.org/10.1145/1394281.1394294
  • Mori, M. (1970). The uncanny valley. Energy, 33–35.
  • Mori, M. (2012, June). The uncanny valley: The original essay by Masahiro Mori. IEEE Robotics & Automation Magazine. https://spectrum.ieee.org/the-uncanny-valley
  • My Hero Academia Wiki. (n.d.). Ectoplasm. https://myheroacademia.fandom.com/wiki/Ectoplasm
  • MyAnimeList. (2024, March 8). Top anime by popularity. https://myanimelist.net/topanime.php?limit=2024
  • Nunez, D. (2004). How is presence in non-immersive, non-realistic virtual environments possible? Afrigraph '04: Proceedings of the 3rd International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa. Association for Computing Machinery, New York, NY, USA https://doi.org/10.1145/1029949.102996
  • Plus Ultra. (2021, March 18). All Might Plus Ultra in 5 languages. https://www.youtube.com/watch?v=K5SNc8eIxOY
  • Porter, T., & Susman, G. (2000). On site: Creating lifelike characters in Pixar movies. Communications of the ACM, 43 (1), 25. https://doi.org/10.1145/323830.323839
  • Rich. (2015, July 1). Anime’s great deception – The difference between anime and cartoons.’ Tofugu. https://www.tofugu.com/japan/anime-vs-cartoons/.
  • RiNNE. (2022, November 18). Most popular anime (2004 - 2022) *with boss music*. https://www.youtube.com/watch?v=SaxigvTY6rU
  • Seyama, I., & Nagayama, R. S. (2007). The uncanny valley: Effect of realism on the impression of artificial human faces. Presence: Teleoperators and Virtual Environments, 16 (4): 337–351. https://doi.org/10.1162/pres.16.4.337
  • Steele, C. (2022). Exploring Japanese anime and its impact on character design in US animation. [Masters, Drexel University].
  • Takagi, H., & Terada, K. (2021). The effect of anime character’s facial expressions and eye blinking on donation behavior. Scientific Reports, 11 (1). https://doi.org/10.1038/s41598-021-87827-2
  • Technavio (2024, Feb). Manga Market Analysis APAC, Europe, North America, South America, Middle East and Africa - US, Japan, China, South Korea, France - Size and Forecast 2024-2028. https://www.technavio.com/report/manga-market-industry-analysis
  • Thomas, F., & Johnston, O. (1981). Disney animation: The illusion of life. Abbeville Press.
  • Wages, R., Grünvogel, S.M., Grützmacher, B. (2004). How Realistic is Realism? Considerations on the Aesthetics of Computer Games. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_28.
  • Wallraven, C., Breidt, M., Cunningham, D. W., & BüLthoff, H. H. (2008). Evaluating the perceptual realism of animated facial expressions. ACM Transactions on Applied Perception, 4 (4), 1–20. https://doi.org/10.1145/1278760.1278764
  • Zanello, Z. R., (2021). What Is Medium Mean in Art? Kooness. https://www.kooness.com/posts/magazine/what-does-medium-mean-in-art.

ANİME ÇİZGİ FİLM KARAKTERLERİNİN GÖRSEL ÖZELLİKLERİNE VE YÜZ ÖZELLİKLERİNE GÖRE ALGILANMASI

Yıl 2025, Cilt: 27 Sayı: 1, 82 - 108
https://doi.org/10.16953/deusosbil.1475098

Öz

Bilgisayar animasyonlu figürlerin görsel özellikleri ve yüz özellikleriyle animelerde kullanımı bir süredir araştırma konusu olmasına rağmen, bu karakterlerin görünüşlerinin genel algıyı nasıl etkilediğine dair bir araştırma bulunmuyor. Bu çalışma, bu karakterlerin görsel görünümlerinin nasıl etkilediğini ve eylemlerinin, anime okuryazarlığı olmayan ama görsel grafik tasarım bilgisi olan kişiler tarafından nasıl algılandığını araştırmayı amaçlamaktadır. Eğer bu görsel metinler hikaye olarak vermek istedikleri anlamı haklı çıkaracaksa, okuyucuların bu tür 'aktörleri' ve 'varoluşları' genel çizgi romanların sağladığı kaynaklardan araması ve oluşturması gerekir. Bu görsel metinlerin genel izleyici tarafından nasıl algılandığını anlamak için, bilgi edinmede ana metodoloji olarak tümevarımsal akıl yürütme ile yorumlayıcı bir paradigmaya dayanan niteliksel bir yaklaşım kullanılmıştır. Bu amaca ulaşmak için yöntem olarak algı analizi kullanılmış, yüz kırk dokuz katılımcıya dört adet anime karakteri görseli gösterilmiş ve bunlarla ilgili açık uçlu kısa cevaplı sorular sorulmuştur. Bu çalışma, seçilmiş Japon anime karakterlerine aşina olmayan, görsel tasarım geçmişi olan, kodlanmış ifadeleri kolayca okuyamayan kişilere uygulanmıştır. Ayrıca Dijital Oyun Tasarımı öğrencilerinden ek görüşler almak amacıyla yirmi dört Dijital Oyun Tasarımı öğrencisi üzerinde iki ayrı odak grup çalışması yürütülmüştür. İnsanların algılarının kişisel deneyimleriyle şekillendiği tespit edilmiştir. Temel görsel tasarım unsurlarını bilseler bile, eğer algılarında anime okuryazarlığı yoksa anime karakterlerinin görsel özelliklerini ve yüz özelliklerini yanlış yorum yapabilecekleri sonucuna varılmıştır.

Etik Beyan

Arkın Yaratıcı Sanatlar ve Tasarım Üniversitesi Etik KUrulu 2022-2023/001-15/01/2023 kararı ile onaylanmış Etik Kurul belgesi mevcuttur ve sisteme yüklenmiştir.

Destekleyen Kurum

-

Teşekkür

-

Kaynakça

  • Arshad, M. R. Bin, & Kim, H.-Y. (2020). Exploring visual perception and character appearances in Malaysian animated film characters: A cinematic empathy among Malaysian animation audiences. The Korean Journal of Animation, 16 (2), 120–137. https://doi.org/10.51467/asko.2020.06.16.2.120
  • Bates, J. (1994). The role of emotion in believable agents. Communications of the ACM, 37 (7), 122–125. https://doi.org/10.1145/176789.176803
  • Brenner, R. E. (2007). Understanding manga and anime. Libraries Unlimited, The Greenwood Publishing Group, Inc.
  • Bryce, M., Barber, C., Kelly, J., Kunwar, S. & Plumb, A. (2010). Manga and anime: Fluidity and hybridity in global imagery. Electronic Journal of Contemporary Japanese Studies. (1)
  • Chaos Wiki. (n.d.). Frieza (3rd form). https://chaostic.fandom.com/wiki/Frieza(3rd_form)
  • Dictionary.com. (n.d.) Definition of animation. https://www.dictionary.com/browse/animation.
  • Donovan, M. (2008). Analyzing the appeal of manga: Teaching information literacy skills through Japanese popular culture. Education About Asia: Online Archives, 13(3). https://www.asianstudies.org/publications/eaa/archives/analyzing-the-appeal-of-manga-teaching-information-literacy-skills-through-japanese-popular-culture/
  • Dragon Ball Wiki. (2024a). Goku. https://dragonball.fandom.com/wiki/Goku
  • Dragon Ball Wiki. (2024b). Vegeta. https://dragonball.fandom.com/wiki/Vegeta
  • Ekman, P., & Friesen, W. V. (1975). Unmasking the face: A guide to recognizing emotions from facial expressions. Prentice-Hall.
  • Ekman, P., Friesen, W. V., & Hager, J. C. (2002). Facial action coding system. Manual and investigator’s guide. In P. Ekman, W. V. Friesen, & J. C. Hager (Eds.), Encyclopedia of multimedia technology and networking. Research Nexus.
  • Elad, B. (2023, December 3). Anime statistics and facts by revenue, country, rating, market size and demographic. Enterprise Apps today. https://www.enterpriseappstoday.com/stats/anime-statistics.html?utm_content=cmp-true
  • Ge, C., & Chen, D. (2023). How does the character’s visual design help convey the character’s background in Genshin Impact? [Bachelor Thesis]. Uppsala Universitet.
  • Griesser, R. T., Cunningham, D. W., Wallraven, C., & Bülthoff, H. H. (2007). Psychophysical investigation of facial expressions using computer animated faces. In Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization. https://doi.org/10.1145/1272582.1272585
  • Heroes Wiki. (n.d.-a). Ash Ketchum. https://hero.fandom.com/wiki/Ash_Ketchum
  • Heroes Wiki. (n.d.-b). Naruto Uzumaki. https://hero.fandom.com/wiki/Naruto_Uzumaki
  • Hey Arnold Wiki. (2024). Arnold Shortman. https://heyarnold.fandom.com/wiki/Arnold_Shortman
  • Hinton, P. (2017). Implicit stereotypes and the predictive brain: cognition and culture in “biased” person perception. Palgrave Communications, 3(1). https://doi.org/10.1057/palcomms.2017.86
  • Hodgins, J., Jörg, S., O’Sullivan, C., Park, S. Il, & Mahler, M. (2010). The saliency of anomalies in animated human characters. ACM Transactions on Applied Perception, 7(4), 1–14. https://doi.org/10.1145/1823738.1823740
  • IMBd. (2024a). My Hero Academia. https://www.imdb.com/title/tt5626028/?ref_=ttawd_ov
  • IMBd. (2024b). One Punch Man: Wanpanman. https://www.imdb.com/title/tt4508902/
  • Johnston, O., & Thomas, F. (1984). Disney animation: The illusion of life. Abbeville Press.
  • Lasseter, D. (2021). Representation and participation in anime [PhD, Georgia State University]. https://doi.org/10.57709/24252196
  • Lasseter, J. (1987). Principles of Traditional Animation Applied to 3D Computer Animation. In Proceedings of the 14th annual conference on Computer graphics and interactive techniques (SIGGRAPH '87). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/37401.37407
  • Maestri, G. (2006). Digital character animation 3. New Riders.
  • Mauro, R., & Kubovy, M. (1992). Caricature and face recognition. Memory & Cognition, 20 (4), 433–440. https://doi.org/10.3758/BF03210927
  • Maxwell, J. A., & Mason, G. (2012). Qualitative research design: An interactive approach. SAGE Publications, Inc.
  • McDonnell, R., Jörg, S., McHugh, J., Newell, F., & O’Sullivan, C. (2008). Evaluating the emotional content of human motions on real and virtual characters. Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization. https://doi.org/10.1145/1394281.1394294
  • Mori, M. (1970). The uncanny valley. Energy, 33–35.
  • Mori, M. (2012, June). The uncanny valley: The original essay by Masahiro Mori. IEEE Robotics & Automation Magazine. https://spectrum.ieee.org/the-uncanny-valley
  • My Hero Academia Wiki. (n.d.). Ectoplasm. https://myheroacademia.fandom.com/wiki/Ectoplasm
  • MyAnimeList. (2024, March 8). Top anime by popularity. https://myanimelist.net/topanime.php?limit=2024
  • Nunez, D. (2004). How is presence in non-immersive, non-realistic virtual environments possible? Afrigraph '04: Proceedings of the 3rd International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa. Association for Computing Machinery, New York, NY, USA https://doi.org/10.1145/1029949.102996
  • Plus Ultra. (2021, March 18). All Might Plus Ultra in 5 languages. https://www.youtube.com/watch?v=K5SNc8eIxOY
  • Porter, T., & Susman, G. (2000). On site: Creating lifelike characters in Pixar movies. Communications of the ACM, 43 (1), 25. https://doi.org/10.1145/323830.323839
  • Rich. (2015, July 1). Anime’s great deception – The difference between anime and cartoons.’ Tofugu. https://www.tofugu.com/japan/anime-vs-cartoons/.
  • RiNNE. (2022, November 18). Most popular anime (2004 - 2022) *with boss music*. https://www.youtube.com/watch?v=SaxigvTY6rU
  • Seyama, I., & Nagayama, R. S. (2007). The uncanny valley: Effect of realism on the impression of artificial human faces. Presence: Teleoperators and Virtual Environments, 16 (4): 337–351. https://doi.org/10.1162/pres.16.4.337
  • Steele, C. (2022). Exploring Japanese anime and its impact on character design in US animation. [Masters, Drexel University].
  • Takagi, H., & Terada, K. (2021). The effect of anime character’s facial expressions and eye blinking on donation behavior. Scientific Reports, 11 (1). https://doi.org/10.1038/s41598-021-87827-2
  • Technavio (2024, Feb). Manga Market Analysis APAC, Europe, North America, South America, Middle East and Africa - US, Japan, China, South Korea, France - Size and Forecast 2024-2028. https://www.technavio.com/report/manga-market-industry-analysis
  • Thomas, F., & Johnston, O. (1981). Disney animation: The illusion of life. Abbeville Press.
  • Wages, R., Grünvogel, S.M., Grützmacher, B. (2004). How Realistic is Realism? Considerations on the Aesthetics of Computer Games. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_28.
  • Wallraven, C., Breidt, M., Cunningham, D. W., & BüLthoff, H. H. (2008). Evaluating the perceptual realism of animated facial expressions. ACM Transactions on Applied Perception, 4 (4), 1–20. https://doi.org/10.1145/1278760.1278764
  • Zanello, Z. R., (2021). What Is Medium Mean in Art? Kooness. https://www.kooness.com/posts/magazine/what-does-medium-mean-in-art.
Toplam 45 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları (Diğer)
Bölüm Makaleler
Yazarlar

Nuran Öze 0000-0003-0879-205X

Görkem Esengöl 0000-0001-8559-3105

Erken Görünüm Tarihi 25 Şubat 2025
Yayımlanma Tarihi
Gönderilme Tarihi 29 Nisan 2024
Kabul Tarihi 10 Aralık 2024
Yayımlandığı Sayı Yıl 2025 Cilt: 27 Sayı: 1

Kaynak Göster

APA Öze, N., & Esengöl, G. (2025). PERCEPTION OF ANIME CARTOON CHARACTERS DEPENDING ON THEIR VISUAL TRAITS AND FACIAL FEATURES. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 27(1), 82-108. https://doi.org/10.16953/deusosbil.1475098