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  • 8/11/2019 Japanese Robopophilia

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    The MIT Press and Leonardoare collaborating with JSTOR to digitize, preserve and extend access to Leonardo.

    http://www.jstor.org

    eon rdo

    A Brief History of Japanese RobophiliaAuthor(s): Mark GilsonSource: Leonardo, Vol. 31, No. 5, Sixth Annual New York Digital Salon (1998), pp. 367-369Published by: The MIT PressStable URL: http://www.jstor.org/stable/1576597

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  • 8/11/2019 Japanese Robopophilia

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    r i e f

    i s t o r y

    o

    apanese

    obophilia

    Mark

    Gilson

    Abstract

    Theauthor

    discusses

    the

    particular

    enchant

    owards

    robots

    exhibited

    by

    the

    Japanese

    and

    attempts

    to

    explain

    he

    origins

    of

    this

    phenomenon

    hrough

    an analysisof Japanesepopculturecharacters.

    There

    was

    a

    time when

    people

    believed that

    by

    1998

    the

    world

    would

    be

    overrun

    by

    robots,

    not unlike the

    classic

    195os

    vision of the

    future

    wherein

    we all

    rode in

    flying

    cars to our

    cities

    in

    the

    skies,

    where

    our robot

    servants

    attended to our

    every

    need.

    In

    fact,

    the

    advancementof robots and

    robotics

    has

    been

    a

    rather

    quiet

    affair,

    outshined

    in

    recent

    years

    by

    cloned

    sheep

    and the

    like.

    In

    the

    age

    of

    the

    Internet,

    technology

    has

    become a

    provider

    of what is

    nowadays

    called

    content,

    and

    desktop

    computers

    are an

    important

    facet of

    mass

    media.

    The

    technological

    threat is

    gone,

    and

    with it the

    fear

    of the metal

    men.

    The word

    'robot'

    has taken

    on

    a

    completely

    different

    meaning

    in the

    1990S,

    and these

    days,

    everyone

    would rather

    have a

    node

    on

    the

    network

    than a

    robot butler.

    This is not

    a

    universal

    sentiment,

    however. One

    nation has

    slowly

    but

    surely

    been

    integrating

    robots

    into

    daily

    life,

    both in

    the

    open

    and

    behind the

    scenes. In contrast

    to

    the

    West,

    Japan

    has

    always

    exhibited

    a

    unique

    form of

    what

    can be

    describedas

    robophilia. Japanese

    roboticist Ichiro

    Kato has

    enthusiastically

    stated that Japanese obot technology will changethe world [1].

    The roots of this

    robophilia

    are

    part

    of a

    larger

    philosophy

    in

    regard

    to

    technology

    that

    developed

    along

    with

    postwarJapan

    to

    make

    it

    the

    power

    it

    is

    today.

    In

    World War

    II,

    Japan

    experi-

    enced

    firsthand the

    devastating power

    of

    modern

    technology

    in

    the form

    of

    the

    atomic

    bomb.

    In

    postwar

    Japan, technology

    would become

    Japan's

    savior. The

    noted

    expert

    on

    Japanese

    cul-

    ture Karl

    Taro

    Greenfeld

    describes

    Tokyo

    as a

    society

    in

    sym-

    biosis with the

    machine.

    Exactly

    where

    human

    beings

    end and

    machines

    begin

    can

    become

    confusing

    in

    a

    city

    that

    resembles

    more

    than

    any

    other

    city

    on

    the

    planet

    a

    neon-lit circuit

    board

    writ

    gigantic

    [2].

    Most

    people's imagery

    of

    robots comes

    from the

    world of

    fantasy.

    Ask

    some

    friends to

    draw their

    conception

    of a

    robot,

    and most will draw

    you

    the classic metal man, and not the

    industrial

    riveting

    arm

    from

    the Detroit

    auto

    factory.

    As

    of

    yet,

    our

    strongest

    images

    of robots

    are

    derived from these

    represen-

    tations. It

    should come

    as no

    surprise

    that with

    the birth of

    the

    Japanese

    comics

    industry

    in the

    195os,

    the

    first hero

    it

    spawned

    was a robot.

    Mighty

    Atom

    [3]

    would later be

    known

    as

    Astroboy

    in the

    United

    States,

    while in

    Japan,

    his

    notoriety

    would

    gain

    his

    creator

    Osamu

    Tezuka

    the title

    of

    manga

    no

    kamisama;

    he

    god

    of

    comics.

    Atom's

    appeal

    lies in his

    humanity,

    even

    though

    he is a

    robot.

    In a

    way,

    his

    story

    is like that

    of

    Pinocchio,

    built to

    be a

    replacement

    for the

    son lost

    by

    his creator in

    a

    traffic

    accident.

    So

    right

    away,

    Japan's

    image

    of robots

    was

    a

    nurturing

    one.

    Atom

    was

    Japan's

    son.

    It's not

    unthinkable that

    many

    Japanese

    who lost

    sons to the

    war

    effort could

    relate

    very

    personally

    to

    the

    concept

    behind Atom.

    (As

    I

    write

    this,

    the

    verbal

    similarity

    in

    English

    between

    Atom

    and

    Adam

    also

    becomes

    appar-

    ent.)

    Tezuka

    was a

    medical

    student who

    originally

    ntended for

    Atom

    to be a sort

    of

    parody,

    but he

    recalls that

    publishers

    wanted me to

    stress a

    peaceful

    future,

    where

    Japanese

    science

    and

    technology

    were

    advanced,

    and nuclear

    power

    was used

    for

    peaceful

    purposes [4].

    Author

    Frederick

    Schodt,

    arguably

    the

    foremost

    expert

    on

    the

    topic

    of

    Japanese

    comics,

    notes that

    over the years,Atom and robots became linked with a wonder-

    ful

    future

    that science

    and

    technology

    could

    provide [5].

    An

    important part

    of

    Atom's character

    development

    was

    his

    weaknesses.

    His

    powers

    were to some

    extent

    based on

    principles

    of

    hydraulics

    and

    electromagnetics.

    Schematics

    of his

    internal

    Mark

    Gilson,

    3

    Stuyvesant

    Oval

    #sF,

    New

    York,

    NY

    10009,

    U.S.A.

    Email:

    [email protected].

    LEONARDO,

    Vol.

    31,

    No.

    5,

    pp.

    367-369, 1998

    367

    1998

    Mark

    Gilson,

    received

    I

    May

    1998

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  • 8/11/2019 Japanese Robopophilia

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    circuitry

    were

    published,

    and it

    was not at

    all

    unusual

    for

    Atom to

    require repairs

    at

    some

    point during

    his adventures

    [6].

    As the father

    of

    Japanese

    comics,

    Tezuka set

    the

    trend that would be fol-

    lowed

    by many

    others. Tezuka's success

    was soon

    followed

    by

    the

    debut of Iron

    Man #28

    [7],

    by

    artist

    Mitsuteru

    Yokoya-

    ma.

    Iron

    Man #28

    occupies

    an

    interesting

    niche in the development of the Japanese

    fantasy

    robot.

    He

    was

    essentially

    a

    giant

    remote-controlled robot

    piloted by

    Shotaro

    Kinta

    against

    various nefarious

    types.

    Schodt

    makes the

    interesting

    obser-

    vation

    that Atom and Iron Man are the

    ancestors

    of all

    subsequent Japanese

    fan-

    tasy

    robots,

    particularly

    wo distinct

    gen-

    res

    seen

    today: truly

    autonomous robots

    and

    those that

    require

    human intervention

    for their

    operation

    [8].

    Could

    Iron

    Man

    #28

    have

    influenced the

    Japanese pen-

    chant for

    gadgets?

    I wouldn't be sur-

    prised.

    It is also

    interesting

    to

    note that

    within

    the

    genres

    of comics and

    anima-

    tion,

    colossal

    super-robots

    such

    as Iron

    Man

    would

    soon become

    the

    norm.

    The

    next

    big

    robot

    icon to

    sweep

    Japan

    was

    Doraemon

    [9],

    created

    in

    1970

    by

    the team

    known

    as

    Fujiko Fujio.

    Doraemon

    is a robot cat sent

    from the

    future to watch over

    a

    boy

    named Nobi-

    ta.

    Doraemon worked

    on

    many

    subtle

    levels.

    Nobita

    is a classic slacker

    whose

    laziness

    winds

    up

    causing

    all sorts of

    trouble

    for his descendants.

    Doraemon

    was

    sent

    from the

    future to set

    him

    straight,

    as

    it were. The

    Japanese

    verb

    nobirumeans

    to

    do

    things

    in a lackadaisi-

    cal manner. The

    past

    tense

    of this verb

    is

    nobita,

    the

    same

    as our

    protagonist's

    name.

    There is a distinct

    undercurrent

    visible

    in

    Doraemon:

    technology

    from the

    future comes

    back

    in time to ensure

    our

    hero's

    well-being-

    the

    idea

    of technolo-

    gy as savior.

    Another

    extremely important ingredi-

    ent of Doraemon's

    success was his

    char-

    acter

    design.

    He

    very

    well

    may

    have been

    the first

    character

    designed

    in

    a

    style

    that

    would

    come to be known

    in

    the

    genre

    as

    super-deformed

    or SD. Doraemon

    has a

    perfectly

    round head

    disproportion-

    ately

    large

    in

    comparison

    to the rest of

    his

    small,

    soft-edged

    limbs and

    body.

    This

    is a formula that

    the Sanrio

    company

    would

    later

    turn

    into a literal merchandis-

    ing empire

    with

    the

    1976

    debut of

    the

    adorable iconic cat character

    Hello

    Kitty

    [lo].

    The formula

    worked,

    and

    Doraemon

    is

    still

    an icon

    in

    Japan.

    It is

    interesting

    to consider how Dorae-

    mon's success

    came

    to be. He

    is

    called

    a

    robot cat but

    actually

    looks like neither

    robot nor

    cat-

    making

    him a

    universal,

    neutral icon. He has incrediblepowers, all

    based on

    technology

    from the future

    (most

    notably

    the

    doko de

    mo

    doa,

    a door-

    way

    that leads to

    anywhere

    you

    want

    to

    go).

    Whereas Atom

    is

    essentially

    a model

    superhuman,

    Doraemon is closer to

    a

    superpet,

    a cute

    bearer of the

    technologi-

    cal

    wonders

    of

    the future. In recent

    years,

    Japan

    (and

    later

    America)

    was

    swept

    with

    a

    fad

    known

    as

    the

    virtual

    pet.

    These

    small

    devices fall somewhere

    between

    a

    toy

    and

    a

    game

    and

    are about

    the size of

    a

    digital

    watch. Players hatch a sort of

    digital embryo

    (not

    unlike a

    tadpole)

    which

    they

    must

    then raise to

    adulthood

    and

    keep

    alive

    through

    functions such as

    cleaning, feeding, discipline,

    and

    play.

    The most

    famous of these

    virtual

    pets,

    the Bandai

    company's

    Tamagotchi

    (the

    name is a

    play

    on the

    Japanese

    tamago,

    meaning egg)

    was a

    phenomenal

    success

    and took

    many by surprise,

    so

    that

    sup-

    plies

    were

    quickly

    unable

    to

    meet

    demand.

    Looking

    at

    characters

    such as

    Doraemon, however,

    we can

    clearly

    see

    the roots

    of the

    Tamagotchi phe-

    nomenon.

    Japan

    has had

    an

    endearing

    attitude

    towards cute

    technological

    crea-

    tures for close

    to

    thirty years

    [11].

    The

    1970S

    also saw the birth

    of a

    completely

    new

    concept

    in

    fantasy

    robots

    pioneered

    by

    artists such

    as Go

    Nagai.

    Says

    Nagai,

    I

    wanted

    to create some-

    thing

    different,

    and

    I

    thought

    it

    would

    be

    interesting

    to have

    a

    robot

    that

    you

    could

    drive, like a car

    [12].

    He did just that

    with

    the

    creation

    of

    Mazinger

    Z

    [13],

    a

    giant

    robot that was

    piloted

    by

    means

    of

    a small

    flying

    car and command

    center

    that docked inside the head.

    Nagai's

    cre-

    ations

    (most notably

    Mazinger

    Z)

    are

    today

    considered to be

    the classic

    Japanese super-robots.

    Rendered

    in

    bright

    primary

    colors,

    and

    styled

    somewhere

    between

    military

    equipment

    and samurai

    armor

    (to

    this

    day,

    almost

    all

    Japanese

    fantasy

    robots

    carry

    some kind of

    sword),

    Mazinger

    Z is an

    archetype

    for the fanta-

    sy

    robot.

    Nagai's

    creation

    subsequently

    touched

    on an

    issue that is

    still

    the sub-

    ject

    of

    research,

    the

    concept

    of

    the

    inter-

    face between

    robot

    and

    human. Schodt

    notes that

    Mazinger

    Z and

    its successors

    served to

    solve

    an

    old

    problem

    in

    robot

    fiction,

    the

    problem

    of

    personifying

    the

    machine [14].

    Nagai's

    robots were

    successes in comic

    and later

    in

    animated form but went on

    to

    develop

    into

    a

    form that

    undoubtedly

    had a

    phenomenal

    impact

    on the

    youth

    of

    Japan: toys.

    With

    attributes such

    as

    fists

    that shot off and miniature

    ships

    that

    docked

    in the

    robots

    themselves,

    Nagai's

    creations translated

    perfectly

    into

    toys.

    In

    fact,

    at the

    request

    of

    toymakers, Nagai

    would later create

    Combattara

    [15],

    the

    first robot that was

    made of smallercom-

    ponent robots and the predecessor of all

    the

    transforming

    robot

    toys

    that

    swept

    through Japan

    and America

    in the

    198os

    [16].

    More

    importantly,

    Nagai's

    robots

    became

    not

    only

    heroes but

    playthings.

    A

    generation

    of

    Japanese

    children

    was liter-

    ally

    brought up

    playing

    with

    robots.

    The next

    development,

    and

    arguably

    the one with

    the

    most

    profound

    impact

    on the

    genre

    of

    Japanese

    fantasy

    robots,

    came

    in

    1979

    when

    Nippon

    Sunrise ani-

    mation aired

    Mobile Suit

    Gundam

    [17].

    Gundam was

    the creation

    of

    Yoshiyuki

    Tomino,

    who

    took a

    radically

    different

    approach

    to

    the

    super-robot

    standard.

    Whereas

    in the

    Mazinger

    Z series the

    robot

    is the central focus of the

    story,

    Tomino

    placed

    his

    focus

    on

    characteriza-

    tion. As

    the name

    implies,

    the

    robots

    are

    in fact

    giant

    mobile

    suits

    of armor

    (like

    a

    humanoid

    tank),

    bearing

    only

    classifica-

    tions and

    not names. The

    focus

    was

    on

    the

    struggles

    between

    colonies

    in

    outer

    space. Mobile Suit Gundam was a war

    story,

    and

    it

    targeted

    the

    blurring

    of the

    lines between

    good

    and evil

    and the

    effects

    of

    war

    on the

    people

    who

    fight.

    Additionally,

    Mobile Suit

    Gundam takes

    place

    in

    deep

    space,

    allowing

    for fantastic

    epic

    battle

    scenes.

    Gundam's

    popularity

    and effect

    on

    robot

    ideology

    can

    not

    be stressed

    enough.

    The

    original

    show was a

    phe-

    nomenon

    in

    Japan,

    and

    spawned

    a fran-

    368 Mark Gilson, A Brief History of Japanese Robophilia

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    chise that is

    still

    going strong.

    What Star

    Wars is to American

    twentysomethings,

    Gundam is

    to

    Japanese

    of

    the same

    age,

    in

    popularity, mpact

    on

    culture,

    and mer-

    chandising.

    It is

    considered

    one

    of

    the

    three

    greatest

    animated shows

    in

    Japanese

    history

    ( Space

    Cruiser

    Yamato and

    Neon

    Genesis

    Evangelion ,

    the latter

    another

    program featuring

    robots,

    are the

    other

    two).

    In

    fact, Bandai,

    the

    company

    that

    owns

    the master license

    for Gundam

    merchandise,

    made

    so

    much

    money

    from

    it over the

    years

    that

    they actually pur-

    chased

    Nippon

    Sunrise animation

    outright

    and ensured that the

    Gundam franchise

    would continue

    for

    years

    to

    come.

    Today,

    Japan's robophilia

    has extended

    into

    multiple applications

    that

    technology

    has

    allowed for.

    There was

    the aforemen-

    tioned

    Tamagotchi

    craze,

    which,

    like

    transforming

    robots,

    was

    a hit

    in

    the

    United States. Then there are the new

    robots,

    telepresences

    like

    the virtual idol

    Kyoko

    Date

    [18].

    Virtual idols

    have

    been

    a

    part

    of

    Japanese

    animation

    since at least

    1986,

    which

    saw

    the introduction

    of the

    characterof Eve

    in the

    original

    video ani-

    mation

    (OVA) Megagone

    3,

    and Eve

    has

    since

    been followed

    by

    characters such

    as

    Sharon

    Apple

    from

    1994's

    Macross

    Plus

    OVA.

    Curiously,

    both

    Eve and Sharon

    Apple's

    characters

    were idol

    singers, just

    like

    Kyoko

    Date.

    Modern

    young Japanese

    are

    growing up

    in

    an

    age

    in

    which

    cellular

    phones

    are considered

    a

    necessity

    and are

    surrounded with

    tech-friendly

    names

    such as

    Game

    Boy,

    DiscMan,

    and

    PlayStation.

    Even within

    the realm

    of

    consumer

    electronics,

    there is

    an almost

    anthropomorphic

    quality

    inherent

    in

    Japan's

    small,

    elegant

    gadgets.

    Looking

    at

    the

    history

    of

    Japanese

    fan-

    tasy

    robots,

    we can

    see where this sense

    of

    ease with

    technology

    has

    its roots.

    Robots were

    accepted

    in

    general

    as the

    tools

    to

    rebuild

    postwar Japan.

    Fantasy

    robots

    have

    served

    to

    represent

    technolo-

    gy

    in

    nearly

    every

    form

    in

    which it

    could

    present

    itself

    to

    Japan.

    Robots can be

    humanoid,

    like

    Atom,

    or a watchful

    superpet

    like Doraemon. Combattara and

    Mazinger

    Z

    represent components,

    expandability,

    and the user-machine inter-

    face.

    Gundam

    represents

    robots as

    weapons,

    and shows such

    as the

    popular

    Evangelion

    from

    1996

    have

    pushed

    the

    concept

    even

    further,

    as the robots from

    that

    particular

    series are hinted as

    having

    divine

    origins

    and

    are revealed

    to

    be

    bio-

    logically

    as well as

    mechanically

    derived.

    Where will the

    future

    concepts

    in

    robotics

    come

    from?

    Keep

    watching

    the

    cartoons.

    References

    nd

    Notes

    1. Frederick

    L.

    Schodt,

    Inside he

    Robot

    Kingdom:

    Japan,

    Mechatronics

    nd the

    Coming

    Robotopia

    (New

    York: Kodansha

    International,

    988)

    p.

    13.

    For more

    information about

    Japanese super-

    robots,

    see also

    Bandai's

    /iew

    Broadly:

    he

    Super-

    Robot

    Super

    Book

    (Tokyo:

    Bandai

    Company

    Media

    Works,

    1997).

    2.

    Karl

    Taro

    Greenfeld,

    Speed

    Tribes:

    Days

    and

    Nights

    with

    apan's

    Next Generation

    New

    York:

    Harper

    Collins,

    1994)

    p.

    17.

    3.

    Osamu

    Tezuka,

    Mighty

    Atom

    (Tetsuwan

    Atomu),

    Tezuka

    Productions,

    1951.

    Images

    of

    Mighty

    Atom can

    be found on the Web

    at

    www.tezuka.co.jp.

    4.

    Schodt

    [1]

    p.

    76.

    5.

    Schodt

    [1]

    p.

    76.

    6.

    Schodt

    [1]

    p.

    76.

    7.

    Mitsuteru

    Yokoyama,

    Iron Man

    #28

    (Tetsu-

    jin

    #28),

    Mitsuteru

    Yokoyama/Eiken,

    1956.

    8. Schodt

    [1]

    p.

    79.

    9.

    Fujiko/Fujio,

    Doraemon,

    Fujiko

    Pro,

    1970.

    Images

    of

    Doraemon can

    be

    found on the

    Web

    at

    www.kyoto-su.ac.jp/information/famous/

    doraemon.html.

    lo. Hello

    Kitty

    was created in

    1974 by

    Sanrio.

    More on Hello

    Kitty

    can be found on

    the Web at

    the

    company's

    home

    page,

    www.sanrio.com.

    11.

    Schodt

    [1]p.

    80.

    12.

    Schodt

    [1]

    p.

    83.

    13.

    Go

    Nagai, Mazinger

    Z,

    Dynamic

    Plan-

    ning/Fuji

    Television/Toei

    Films,1972.

    Images

    of

    Mazinger Z can be found on the Web at

    www.sfwj.or.jp/member/NAGAI-GO.e.html

    (home

    page

    of the

    Science Fiction Writers of

    Japan).

    14.

    Schodt

    [1]

    p.

    83.

    15.

    Go

    Nagai,

    Combattara

    ,

    Toei

    Films,

    1976.

    16. Schodt

    [1]

    pp.

    84-86.

    17. Yoshiyuki

    Tomino,

    Mobile Suit

    Gundam,

    Kuratsu

    Agency/Nippon

    Sunrise,

    1979.

    Models

    of the

    classic

    Mobile Suit

    Gundam can be

    found

    on the

    Web

    at

    www.pluto.dti.ne.jp/-hanaoka/

    gundam.htm.

    18. Matthieu

    Dumas,

    Kyoko

    Date Info

    Page,

    on the

    Web

    at

    www.etud.insa-tse.fr/-mdumas/

    kyoko.html.

    Mark Gilson is

    a

    graphic

    designer

    from

    New

    York

    City.

    His

    particular

    strain of

    Japanophilia

    began

    in

    his

    early years

    with

    the

    king

    of the

    monsters,

    Godzilla,

    and

    eventually

    led

    him

    to obtain

    an

    under-

    graduate

    degree

    in

    Japanese

    language

    and

    literature from Connecticut

    College.

    His

    favorite books are Haruki Murakami's

    Hardboiled

    Wonderland nd the

    End

    of

    the

    Worldand Scott McCloud's

    Understanding

    Comics,

    both of which

    he

    highly

    recom-

    mends. After a

    stopover

    at Parsons

    School

    of

    Design,

    he

    is

    currentlyworking

    towards

    his master's

    degree

    in

    computer

    art

    from

    the School

    of

    Visual

    Arts.

    Currently,

    he is obsessed with

    Japanese

    professional

    wrestling.

    Mark Gilson,A Brief History of Japanese Robophilia 369

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