定格动画《鬼新娘》剧本、画面分镜台本创作外文翻译资料

 2022-01-18 21:22:42

The needs of the development of the Chinese animation Why the development of cultural industries such as animation and game? Who is the model for the development of animation and game industry in China? By following the survey report in Japan and the U.S. can be seen, animation, games and other cultural industries to each country to bring much benefit. Not ugly, social progress, to a certain period of time, the development of cultural industries is inevitable.

Japan#39;s animation industry can be described as a model, and therefore the reference object and catch up with the target of China#39;s animation industry. However, reporters found that a series of data on the Japanese animation industry is also confusing, especially back in five or six years ago, a number of widely cited data today seems very absurd.

In many articles in 2006, reporters foundthat when the output value of the global animation industry between $ 200,000,000,000 to $ 500,000,000,000, the annual output value of Japan#39;s animation industry to reach 230 trillion yen, Japan#39;s second-pillar industry. ' According to the 2010 release in Japan this year Japan#39;s gross domestic product (GDP) at current prices of479.1791 trillion yen, while Japan#39;s economic growth in recent years is not, you can estimate when the Japanese animation industry, the proportion of GDP is likely to exceed 50%!

The most popular data is the Japanese animation industry share of GDP over 10%, this estimate, the Japanese anime industry output should be about 48 trillion yen, which is $ 800,000,000,000. Which is basically the global animation industry and its industrial output value ofderivatives and the United States topped the list where the shelter?

According to the Japan Association of digital content, the White Paper 2004 'of the' digital animation industry as an important part of Japanese culture and creative industries, the output value in 2004 reached 12.8 trillion yen, accounting for Japan#39;s gross domestic product 2.5%, Imaging Products 4.4 trillion yen, 1.7 trillion yen of the music products, books and periodicals published 5.6 trillion yen, 1.1 trillion yen of the game, more than agriculture, forestry, aquatic production value of 10 trillion yen. And

communications, information services, printing, advertising, appliances and other aggregate, it is up to the scale of 59 trillion yen. Only in this way the scope oftrillion yen. Only in this way the scope of the animation industry generalized, so as to achieve 10% of the proportion of domestic widespread.

The integration of information seems relatively reasonable, 'White Paper on digital content 2004 to data released, with some reference value, that is, Japan#39;s animation industry#39;s share of GDP should be between 2-5%. This way, the domestic animation industry is also a lot less pressure, but the runner-up position in the global animation industry, is the total GDP has exceeded Japan#39;s, China is still beyond the reach of being the so-called efforts will be necessary.

About 20% of GDP of the U.S. cultural industries, especially following a set of data appear most frequently in a variety of articles: 2006 U.S. GDP was $ 13.22 trillion, the cultural industries for the $ 2.64 trillion; cultural products occupy 40%of international market share. The United States controlled 75 percent of global production and production of television programs; the American animation industry output accounted for almost 30% of the global market to reach $ 31 billion; film production in the United States accounted for 6.7 percent of the world, but occupied 50% of the world screening time; In addition, the total size of the sports industry in the United States is about $ 300 000 000 000, accounting for 2.3% of GDP which only NBA a $ 10 billion. However, we can see that this so-called American culture industry output is included, including sports and related industries, its scope is greater than the domestic cultural industry classification.

Last article published on the web on the proportion of cultural industry in the United States, the earliest dating back to the Economic Daily News October 27, 2000 published in the Chinese culturendustry, academic Yearbook (1979-2002 V olume) cultural entrepreneurship space is there much '. Mentioned According to statistics, 18-25 percent of the U.S. cultural industries accounted for the total GDP, the 400 richest American companies, there are 72 cultural enterprises, the U.S. audio and video have been more than the aerospace industry ranks exports trade first. ' Since then, the concept of 'cultural industries' in the Research Office of CPC Central Committee from 2002 release of '2001-2002: China Cultural Industry Development Report', the official presentation of its background 'article is the first official document reference the data. Now, the 'Economic Daily News, the data from where

has been untraceable, however, has passed 10 years, the data are still widely various articles and government documents referenced, just a littlefloating, such as to 1/3 or dropped to 12%, the value ratio of 72 cultural enterprises 'in the past 10 years has never been subject to change. At least the data, has 11 years, there is a problem.

The definition of cultural industries, the classification system, statistical methods and cultural enterprises related to the composition. Culture Research Center of the Chinese Academy of Social Sciences, deputy director Zhang Xiaoming, in an interview with reporters: 'to a large extent, today#39;s American culture industry is more from multinational companies to operate these multinational corporations majority of United States as the main body. This seems to be one kind of paradox: American culture industry backed by multinational companies to benefit from all over the world, but the ultimate holding company lies in the hands of the merchants of othercountries, although the country is still the biggest beneficiary the

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The needs of the development of the Chinese animation Why the development of cultural industries such as animation and game? Who is the model for the development of animation and game industry in China? By following the survey report in Japan and the U.S. can be seen, animation, games and other cultural industries to each country to bring much benefit. Not ugly, social progress, to a certain period of time, the development of cultural industries is inevitable.

Japan#39;s animation industry can be described as a model, and therefore the reference object and catch up with the target of China#39;s animation industry. However, reporters found that a series of data on the Japanese animation industry is also confusing, especially back in five or six years ago, a number of widely cited data today seems very absurd.

In many articles in 2006, reporters foundthat when the output value of the global animation industry between $ 200,000,000,000 to $ 500,000,000,000, the annual output value of Japan#39;s animation industry to reach 230 trillion yen, Japan#39;s second-pillar industry. ' According to the 2010 release in Japan this year Japan#39;s gross domestic product (GDP) at current prices of479.1791 trillion yen, while Japan#39;s economic growth in recent years is not, you can estimate when the Japanese animation industry, the proportion of GDP is likely to exceed 50%!

The most popular data is the Japanese animation industry share of GDP over 10%, this estimate, the Japanese anime industry output should be about 48 trillion yen, which is $ 800,000,000,000. Which is basically the global animation industry and its industrial output value ofderivatives and the United States topped the list where the shelter?

According to the Japan Association of digital content, the White Paper 2004 'of the' digital animation industry as an important part of Japanese culture and creative industries, the output value in 2004 reached 12.8 trillion yen, accounting for Japan#39;s gross domestic product 2.5%, Imaging Products 4.4 trillion yen, 1.7 trillion yen of the music products, books and periodicals published 5.6 trillion yen, 1.1 trillion yen of the game, more than agriculture, forestry, aquatic production value of 10 trillion yen. And

communications, information services, printing, advertising, appliances and other aggregate, it is up to the scale of 59 trillion yen. Only in this way the scope oftrillion yen. Only in this way the scope of the animation industry generalized, so as to achieve 10% of the proportion of domestic widespread.

The integration of information seems relatively reasonable, 'White Paper on digital content 2004 to data released, with some reference value, that is, Japan#39;s animation industry#39;s share of GDP should be between 2-5%. This way, the domestic animation industry is also a lot less pressure, but the runner-up position in the global animation industry, is the total GDP has exceeded Japan#39;s, China is still beyond the reach of being the so-called efforts will be necessary.

About 20% of GDP of the U.S. cultural industries, especially following a set of data appear most frequently in a variety of articles: 2006 U.S. GDP was $ 13.22 trillion, the cultural industries for the $ 2.64 trillion; cultural products occupy 40%of international market share. The United States controlled 75 percent of global production and production of television programs; the American animation industry output accounted for almost 30% of the global market to reach $ 31 billion; film production in the United States accounted for 6.7 percent of the world, but occupied 50% of the world screening time; In addition, the total size of the sports industry in the United States is about $ 300 000 000 000, accounting for 2.3% of GDP which only NBA a $ 10 billion. However, we can see that this so-called American culture industry output is included, including sports and related industries, its scope is greater than the domestic cultural industry classification.

Last article published on the web on the proportion of cultural industry in the United States, the earliest dating back to the Economic Daily News October 27, 2000 published in the Chinese culturendustry, academic Yearbook (1979-2002 V olume) cultural entrepreneurship space is there much '. Mentioned According to statistics, 18-25 percent of the U.S. cultural industries accounted for the total GDP, the 400 richest American companies, there are 72 cultural enterprises, the U.S. audio and video have been more than the aerospace industry ranks exports trade first. ' Since then, the concept of 'cultural industries' in the Research Office of CPC Central Committee from 2002 release of '2001-2002: China Cultural Industry Development Report', the official presentation of its background 'article is the first official document reference the data. Now, the 'Economic Daily News, the data from where

has been untraceable, however, has passed 10 years, the data are still widely various articles and government documents referenced, just a littlefloating, such as to 1/3 or dropped to 12%, the value ratio of 72 cultural enterprises 'in the past 10 years has never been subject to change. At least the data, has 11 years, there is a problem.

The definition of cultural industries, the classification system, statistical methods and cultural enterprises related to the composition. Culture Research Center of the Chinese Academy of Social Sciences, deputy director Zhang Xiaoming, in an interview with reporters: 'to a large extent, today#39;s American culture industry is more from multinational companies to operate these multinational corporations majority of United States as the main body. This seems to be one kind of paradox: American culture industry backed by multinational companies to benefit from all over the world, but the ultimate holding company lies in the hands of the merchants of othercountries, although the country is still the biggest beneficiary the

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