关于动画的毕业设计论文英文文献翻译
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1、中文 1800 字 附 录 附录 A:外文资料翻译原文部分 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, a
2、nimation, 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. Japans animation industry can be described as a model, and therefore the reference object and catch up wi
3、th the target of Chinas 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 found that when the ou
4、tput value of the global animation industry between $ 200,000,000,000 to $ 500,000,000,000, the annual output value of Japans animation industry to reach 230 trillion yen, Japans second-pillar industry. According to the 2010 release in Japan this year Japans gross domestic product (GDP) at current p
5、rices of479.1791 trillion yen, while Japans 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
6、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 of derivatives and the United States topped the list where the shelter? According to the Japan Association of digital content, the White Paper
7、 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 Japans gross domestic product 2.5%, Imaging Products 4.4 trillion yen, 1.7 trillion yen of the music products, books and period
8、icals 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 th
9、e 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, Japans animation industrys share of GDP
10、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 Japans, China is still beyond the reach of being the so-called efforts will be necessary. About 20% of GDP of the
11、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 gl
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