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Piracy Or Productivity: Unlawful Practices in Anime Fansubbing
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Aaltodoc Publication Archive Aalto-yliopisto Teknillinen korkeakoulu Informaatio- ja luonnontieteiden tiedekunta Tietotekniikan tutkinto-/koulutusohjelma Teemu Mäntylä Piracy or productivity: unlawful practices in anime fansubbing Diplomityö Espoo 3. kesäkuuta 2010 Valvoja: Professori Tapio Takala Ohjaaja: - 2 Abstract Piracy or productivity: unlawful practices in anime fansubbing Over a short period of time, Japanese animation or anime has grown explosively in popularity worldwide. In the United States this growth has been based on copyright infringement, where fans have subtitled anime series and released them as fansubs. In the absence of official releases fansubs have created the current popularity of anime, which companies can now benefit from. From the beginning the companies have tolerated and even encouraged the fan activity, partly because the fans have followed their own rules, intended to stop the distribution of fansubs after official licensing. The work explores the history and current situation of fansubs, and seeks to explain how these practices adopted by fans have arisen, why both fans and companies accept them and act according to them, and whether the situation is sustainable. Keywords: Japanese animation, anime, fansub, copyright, piracy Tiivistelmä Piratismia vai tuottavuutta: laittomat toimintatavat animen fanikäännöksissä Japanilaisen animaation eli animen suosio maailmalla on lyhyessä ajassa kasvanut räjähdysmäisesti. Tämä kasvu on Yhdysvalloissa perustunut tekijänoikeuksien rikkomiseen, missä fanit ovat tekstittäneet animesarjoja itse ja julkaisseet ne fanikäännöksinä. Virallisten julkaisujen puutteessa fanikäännökset ovat luoneet animen nykyisen suosion, jota yhtiöt voivat nyt hyödyntää. Yhtiöt ovat alusta asti sietäneet ja jopa kannustaneet fanien toimia, osaksi koska fanit ovat noudattaneet omia sääntöjään, joiden on tarkoitus estää fanikäännösten levitys virallisen lisensoinnin jälkeen. -
The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States. -
Unit 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1
UNIT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 UNIT 1 - DIGITAL INFORMATION UNIT OVERVIEW Students explore the way computers store and represent complex information like numbers, text, images, and sound. The unit begins with students investigating what it means to represent information, and challenges students to design their own representation systems. Students then learn the ideas behind real-world systems used to represent complex information. Later lessons focus on the challenges that arise from digitizing information, such as the need to compress it, or questions of intellectual property. The unit project emphasizes the profound impact digital information has on modern life. UNIT PHILOSOPHY AND PEDAGOGY ESTABLISHING A STRONG CLASSROOM CULTURE: This unit is designed to be hands-on, collaborative, and exploratory. A major focus of the unit is building a positive classroom culture in which students work together, explore problems, and communicate about their thinking. Most lessons either feature physical manipulatives or a digital widget, and the bulk of lesson time should be spent with students exploring these tools together to develop an understanding of the concepts they highlight. The course intentionally does not start with programming since, in many classrooms, some students have experience with programming and others do not. Choosing to begin with digital information and the internet lets you build community in the room while exploring a topic that is likely to be accessible to all students. The supportive and inclusive classroom environment built in this unit should help set a positive tone that can be carried through the school year. -
The Brain That Changes Itself
The Brain That Changes Itself Stories of Personal Triumph from the Frontiers of Brain Science NORMAN DOIDGE, M.D. For Eugene L. Goldberg, M.D., because you said you might like to read it Contents 1 A Woman Perpetually Falling . Rescued by the Man Who Discovered the Plasticity of Our Senses 2 Building Herself a Better Brain A Woman Labeled "Retarded" Discovers How to Heal Herself 3 Redesigning the Brain A Scientist Changes Brains to Sharpen Perception and Memory, Increase Speed of Thought, and Heal Learning Problems 4 Acquiring Tastes and Loves What Neuroplasticity Teaches Us About Sexual Attraction and Love 5 Midnight Resurrections Stroke Victims Learn to Move and Speak Again 6 Brain Lock Unlocked Using Plasticity to Stop Worries, OPsessions, Compulsions, and Bad Habits 7 Pain The Dark Side of Plasticity 8 Imagination How Thinking Makes It So 9 Turning Our Ghosts into Ancestors Psychoanalysis as a Neuroplastic Therapy 10 Rejuvenation The Discovery of the Neuronal Stem Cell and Lessons for Preserving Our Brains 11 More than the Sum of Her Parts A Woman Shows Us How Radically Plastic the Brain Can Be Appendix 1 The Culturally Modified Brain Appendix 2 Plasticity and the Idea of Progress Note to the Reader All the names of people who have undergone neuroplastic transformations are real, except in the few places indicated, and in the cases of children and their families. The Notes and References section at the end of the book includes comments on both the chapters and the appendices. Preface This book is about the revolutionary discovery that the human brain can change itself, as told through the stories of the scientists, doctors, and patients who have together brought about these astonishing transformations. -
Animagazin 5. Sz. (2013. Szeptember 16.)
Őszi anime premierek (a kimaradt TV soro- Sato Junichi és az zatok a későbbi olda- Amazing Twins lakon kerülnek bemu- Hírek AniMagazin Sato Junichi a Sailor Moon, Ka- tatásra): // leido Star stb alkotója új animével jelentkezik. A címe Zetsumetsu Kigu Szeptember: Shōjo Amazing Twins. Satónak 10 4-én: Hazai hírek Watanabe Shinichiro év óta ez az első saját munkája. Mari - Genshiken Nidaime új animéje Okada (Ano Hana) fogja írni a for- Special (BD) gatókönyvet és segédkezik a törté- 5-én: Rendezvények A Cowboy Bebop és a Samu- netben is, Takehito Harada pedig a - Tamagotchi! Miracle rai Champloo rendezője új anime karakter dizájnért felel. A főhős To- Friends (TV) Íme itt vannak a következő tv-sorozatot készít, melynek címe doroki Amane egy őszinte, érzékeny, Space Dandy. A főszereplő Dandy ám kissé buta lány és minden helyzet- 7-én: hónapokban megrendezésre kerülő ☆ robotjával és macskájával Meow-val ben igyekszik teljes erővel küzdeni. - Captain Harlock (Film) conok időpontjai. Cosplayer Expo: 2013. 09. 21. karöltve átszelik az univerzumot ed- 11-én: (tehát ehét szombat), helyszín: Mil- dig felfedezetlen földönkívüli fajok ANN - Free! Special (BD) lenáris után kutatva. A műfaját tekintve 13-án: Őszi Mondocon: 2013. 10. 5.-6., vígjáték lesz. Az anime 2014 január- - Chihayafuru (OAD) helyszín: Hungexpo jában startol, az animációs stúdió a - Terra e… Film Extra Bones lesz. (BD) ANN 14-én: - Code Geass: Boukoku no Akito 2 – Hikisaka- Anime reshi Yokuryuu (Film) - Takanashi Rikka Kai: Chuunibyou demo Koi Monogatari folytatás ga Shitai! (Film) 19-én: A monogatari történetek újabb - Yahari Ore no Seishun darabja a Hanamonogatari jövőre Love Comedy wa Machi- kerül a tv képernyőkre. -
Anime and Japanese Uniqueness: the Cultural Authenticity of Japanese Animation
ANIME AND JAPANESE UNIQUENESS: THE CULTURAL AUTHENTICITY OF JAPANESE ANIMATION by David Tyler Crump A Thesis Submitted to the Graduate Faculty of George Mason University in Partial Fulfillment of The Requirements for the Degree of Master of Arts Anthropology Committee: ___________________________________________ Director ___________________________________________ ___________________________________________ ___________________________________________ Department Chairperson ___________________________________________ Dean, College of Humanities and Social Sciences Date: _____________________________________ Spring Semester 2018 George Mason University Fairfax, VA Anime and Japanese Uniqueness: The Cultural Authenticity of Japanese Animation A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts at George Mason University by David Tyler Crump Bachelor of Science University of Mary Washington, 2013 Director: Susan Trencher, Associate Professor Department of Sociology and Anthropology Spring Semester 2018 George Mason University Fairfax, VA © 2018 David Tyler Crump ii ACKNOWLEDGEMENTS I would like to thank my friends, family, and other supporters who have helped me come this far. Specifically, my mother and father who encouraged me to receive a higher education, my older sister Alyssa who attended George Mason with me and helped me adjust to graduate life, and especially to Drs. Trencher, Hemmann, Hughes-Rinker and Schiller, as well as all my university professors, who helped guide me to completing -
… … Mushi Production
1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Mushi Production (ancien) † / 1961 – 1973 Tezuka Productions / 1968 – Group TAC † / 1968 – 2010 Satelight / 1995 – GoHands / 2008 – 8-Bit / 2008 – Diomédéa / 2005 – Sunrise / 1971 – Deen / 1975 – Studio Kuma / 1977 – Studio Matrix / 2000 – Studio Dub / 1983 – Studio Takuranke / 1987 – Studio Gazelle / 1993 – Bones / 1998 – Kinema Citrus / 2008 – Lay-Duce / 2013 – Manglobe † / 2002 – 2015 Studio Bridge / 2007 – Bandai Namco Pictures / 2015 – Madhouse / 1972 – Triangle Staff † / 1987 – 2000 Studio Palm / 1999 – A.C.G.T. / 2000 – Nomad / 2003 – Studio Chizu / 2011 – MAPPA / 2011 – Studio Uni / 1972 – Tsuchida Pro † / 1976 – 1986 Studio Hibari / 1979 – Larx Entertainment / 2006 – Project No.9 / 2009 – Lerche / 2011 – Studio Fantasia / 1983 – 2016 Chaos Project / 1995 – Studio Comet / 1986 – Nakamura Production / 1974 – Shaft / 1975 – Studio Live / 1976 – Mushi Production (nouveau) / 1977 – A.P.P.P. / 1984 – Imagin / 1992 – Kyoto Animation / 1985 – Animation Do / 2000 – Ordet / 2007 – Mushi production 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … 1948 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 … Tatsunoko Production / 1962 – Ashi Production >> Production Reed / 1975 – Studio Plum / 1996/97 (?) – Actas / 1998 – I Move (アイムーヴ) / 2000 – Kaname Prod. -
Neuroscience: the Science of the Brain
NEUROSCIENCE SCIENCE OF THE BRAIN AN INTRODUCTION FOR YOUNG STUDENTS British Neuroscience Association European Dana Alliance for the Brain Neuroscience: the Science of the Brain 1 The Nervous System P2 2 Neurons and the Action Potential P4 3 Chemical Messengers P7 4 Drugs and the Brain P9 5 Touch and Pain P11 6 Vision P14 Inside our heads, weighing about 1.5 kg, is an astonishing living organ consisting of 7 Movement P19 billions of tiny cells. It enables us to sense the world around us, to think and to talk. The human brain is the most complex organ of the body, and arguably the most 8 The Developing P22 complex thing on earth. This booklet is an introduction for young students. Nervous System In this booklet, we describe what we know about how the brain works and how much 9 Dyslexia P25 there still is to learn. Its study involves scientists and medical doctors from many disciplines, ranging from molecular biology through to experimental psychology, as well as the disciplines of anatomy, physiology and pharmacology. Their shared 10 Plasticity P27 interest has led to a new discipline called neuroscience - the science of the brain. 11 Learning and Memory P30 The brain described in our booklet can do a lot but not everything. It has nerve cells - its building blocks - and these are connected together in networks. These 12 Stress P35 networks are in a constant state of electrical and chemical activity. The brain we describe can see and feel. It can sense pain and its chemical tricks help control the uncomfortable effects of pain. -
Solving the Equation: the Variables for Women's Success
SOLVING THE EQUATION The Variables for Women’s Success in Engineering and Computing SOLVING THE EQUATION The Variables for Women’s Success in Engineering and Computing Christianne Corbett, M.A., AAUW Senior Researcher Catherine Hill, Ph.D., AAUW Vice President of Research Published by AAUW 1111 Sixteenth St. NW Washington, DC 20036 202.785.7700 [email protected] www.aauw.org Copyright © 2015 AAUW All rights reserved Printed in the United States of America First printing: March 2015 Library of Congress Control Number: 2015933064 ISBN: 978-1-879922-45-7 082-15 05M 03/15 AAUW deeply appreciates the following generous contributors for their support of this research report. AAUW gratefully acknowledges the financial support of the National Science Foundation, Research on Gender in Science and Engineering award 1420214, for the production and dissemination of this report. Any opinions, findings, and con- clusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation. AAUW gratefully acknowledges AT&T, the exclusive Information and Communications Technology Member of AAUW’s STEM Workforce Coalition. AT&T’s leadership support will help the report inspire maximum impact among the broadest audience possible. The views expressed in this report do not necessarily reflect the views of AT&T. AAUW gratefully acknowledges the members of the Mooneen Lecce Giving Circle for their generous support and encouragement of AAUW’s research for the past eight years. Their work honors the legacy of Mooneen Lecce, whose passion for AAUW’s mission continues to inspire volunteerism and charitable giving dedicated to improving the lives of women and girls. -
Bab 1 Pendahuluan
KETIDAKADILAN GENDER YANG DIALAMI TOKOH YUI KOMORI DALAM ANIME DIABOLIK LOVERS EPISODE SATU SAMPAI ENAM 「DIABOLIK LOVERS」第 1 話〜第 6 話における「小森ユイ」というキャラに経験 した男女不平等 Skripsi Diajukan sebagai Salah Satu Syarat untuk Memenuhi Ujian Sarjana Program Strata 1 Humaniora dalam Ilmu Bahasa dan Sastra Jepang Fakultas Ilmu Budaya Universitas Diponegoro Disusun Oleh: MAHDA ADZKIA NIM 13050112130077 PROGRAM STUDI S1 SASTRA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS DIPONEGORO SEMARANG 2017 KETIDAKADILAN GENDER YANG DIALAMI TOKOH YUI KOMORI DALAM ANIME DIABOLIK LOVERS EPISODE SATU SAMPAI ENAM 「DIABOLIK LOVERS」第 1 話〜第 6 話における「小森 ユイ」というキャラに経験 した男女不平等 Skripsi Diajukan sebagai Salah Satu Syarat untuk Memenuhi Ujian Sarjana Program Strata 1 Humaniora dalam Ilmu Bahasa dan Sastra Jepang Fakultas Ilmu Budaya Universitas Diponegoro Disusun Oleh: MAHDA ADZKIA NIM 13050112130077 PROGRAM STUDI S1 SASTRA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS DIPONEGORO SEMARANG 2017 HALAMAN PERNYATAAN Dengan sebenarnya, penulis menyatakan bahwa skripsi ini disusun tanpa mengambil bahan hasil penelitian baik untuk memperoleh suatu gelar sarjana atau diploma yang sudah ada di universitas lain maupun hasil penelitian lainnya. Penulis juga menyatakan bahwa skripsi ini tidak mengambil bahan dari publikasi atau tulisan orang lain kecuali yang sudah disebutkan dalam rujukan dan dalam Daftar Pustaka. Penulis bersedia menerima sanksi jika terbukti melakukan plagiasi/ penjiplakan. Semarang, Penulis Mahda Adzkia ii HALAMAN PERSETUJUAN Disetujui oleh: Dosen Pembimbing I Dosen Pembimbing II Zaki Ainul Fadli, S.S, M.Hum. Dewi Saraswati Sakariah, S.S, M.Si. NIK19780616012015011024 NIK197407222014092001 iii HALAMAN PENGESAHAN Skripsi dengan judul “Ketidakadilan Gender Yang Dialami Tokoh Yui Komori dalam Anime Diabolik Lovers Episode Satu Sampai Enam” ini telah diterima dan disahkan Panitia Ujian Skripsi Program Strata-1 Jurusan Sastra Jepang Fakultas Ilmu Budaya Universitas Diponegoro pada tanggal 27 Juli 2017 Tim Penguji Skripsi Ketua Zaki Ainul Fadli, SS, M.Hum ........................................... -
Exploitation and Social Reproduction in the Japanese Animation Industry
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses Capstone Projects and Master's Theses 5-2018 Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes_all Part of the Asian Studies Commons, Behavioral Economics Commons, Labor Economics Commons, Labor History Commons, and the Other History Commons Recommended Citation Garrett, James, "Exploitation and Social Reproduction in the Japanese Animation Industry" (2018). Capstone Projects and Master's Theses. 329. https://digitalcommons.csumb.edu/caps_thes_all/329 This Capstone Project (Open Access) is brought to you for free and open access by the Capstone Projects and Master's Theses at Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. For more information, please contact [email protected]. Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett Senior Capstone School of Social, Behavior & Global Studies: Global Studies Major Capstone Advisors: Ajit Abraham & Richard Harris 1 Acknowledgements I would like to thank the Global Studies department and faculty of California State University, Monterey Bay, for the dedication of their pursuit of understanding and acknowledging the complexities of global changes and shifts through an interdisciplinary curriculum. In particular, I would like to thank Dr. Angie Tran and Dr. Robina Bhatti for helping me to develop a more complex understanding of advanced capitalist societies and the place of labor within those societies. I would also like to thank Dr. -
The Dissemination and Localization of Anime in China: Case Study on the Chinese Mobile Video Game Onmyoji
The dissemination and localization of anime in China: Case study on the Chinese mobile video game Onmyoji Wuqian Qian The Department of Asian, Middle Eastern and Turkish Studies Master Program in Asian Studies, 120 hp Autumn term 2016 Supervisor: Jaqueline Berndt English title: Professor Abstract In the 2017 Chinese Gaming Industry Report, a new type of video games called 二次 元 game is noted as a growing force in the game industry. Onmyoji is one of those games produced by Netease and highly popular with over 200 million registered players in China alone. 二次元 games are characterized by Japanese-language dubbing and anime style in character design. However, Onmyoji uses also Japanese folklore, which raises two questions: one is why Netease chose to make such a 二次元 game, the other why a Chinese game using Japanese folklore is so popular among Chinese players. The attractiveness of an exotic culture may help to explain the latter, but it does not work for the first. Thus, this thesis implements a media studies perspective in order to substantiate its hypothesis that it is the dissemination of anime in China that has made Onmyoji possible and successful. Unlike critics who regard anime as an imported product from Japan which is different from domestic Chinese animation and impairs its development, this study pays attention to the interrelation between media platforms and viewer (or user) demographics, and it explores the positive influence of Japanese anime on the Chinese creative industry, implying the feasibility of anime or 二次元 products to be created in other countries than Japan.