japanese robopophilia
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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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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:
LEONARDO,
Vol.
31,
No.
5,
pp.
367-369, 1998
367
1998
Mark
Gilson,
received
I
May
1998
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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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