Teamlab Selected Group Exhibitions 2018
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Bahamut - [email protected] Based on the “Touhou Project” series of games by Team Shanghai Alice / ZUN. http://www16.big.or.jp/~zun/ The Touhou Project and its related properties are ©Team Shanghai Alice / ZUN. The Team Shanghai Alice logo is ©Team Shanghai Alice / ZUN. Illustrations © their respective owners. Used without permission. Tale of Phantasmal Land text & gameplay ©2011 Bahamut. This document is provided “as is”. Your possession of this document, either in an altered or unaltered state signifies that you agree to absolve, excuse, or otherwise not hold responsible Team Shanghai Alice / ZUN and/or Bahamut, and/or any other individuals or entities whose works appear herein for any and/or all liabilities, damages, etc. associated with the possession of this document. This document is not associated with, or endorsed by Team Shanghai Alice / ZUN. This is a not-for-profit personal interest work, and is not intended, nor should it be construed, as a challenge to Team Shanghai Alice / ZUN’s ownership of its Touhou Project copyrights and other related properties. License to distribute this work is freely given provided that it remains in an unaltered state and is not used for any commercial purposes whatsoever. All Rights Reserved. Introduction Choosing a Race (Cont.’d) What Is This Game All About? . 1 Magician . .20 Too Long; Didn’t Read Version . 1 Moon Rabbit . .20 Here’s the Situation . 1 Oni . .21 But Wait! There’s More! . 1 Tengu . .21 Crow Tengu . .22 About This Game . 2 White Wolf Tengu . .22 About the Touhou Project . 2 Vampire . .23 About Role-Playing Games . -
Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Aportaciones Desde El Mundo Digital De Teamlab Al Panorama Del Arte Contemporáneo
Aportaciones desde el mundo digital de teamLab al panorama del arte contemporáneo. Pilar Cabañas Moreno Universidad Complutense de Madrid Esta comunicación pretende dar a conocer la investigación realizada en torno al grupo artístico japonés conocido como teamLab, formado por artistas, diseñadores, ingenieros informáticos, técnicos, etc., que trabajan piezas de arte digital de carácter proyectivo e interactivo de gran complejidad, que nadie de un modo independiente, no colaborativo podría lograr realizar. Fue fundado en 2001 por Inoko Toshiyuki (Tokushima, 1977), el mencionado Takashi Kudo, y tres amigos más, dos ingenieros Aoki Shunsuke graduado en Ingeniería Matemática y Física de la Información, Hironori Sugiro, graduado en Tecnología y Arte, que ejerce de Desarrollador interactivo y Yoshimura Jō, amigo de la infancia de Inoko, formado en el Instituto de Tecnología de Tokio. En 2019 eran ya un equipo con 650 personas, y en crecimiento, con profesionales de distintas nacionalidades y especialidades: artistas, programadores, ingenieros, dibujantes y “animadores” por ordenador, matemáticos y arquitectos. Las palabras elegidas para el nombre, tomadas del inglés para tener una mayor facilidad en su posicionamiento a nivel internacional, pero también por el carácter de modernidad que le otorga en el entorno japonés, reflejan bien lo que son y su propósito. Un equipo, team, y Laboratory, no un Studio or a Company. Buscaban una plataforma para auto-expresarse, experimentar y crear, y lo fundaron. Según sus propias definiciones teamLab es un -
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PIXIV ALMANAC BY VARIOUS DOWNLOAD EBOOK : PIXIV ALMANAC BY VARIOUS PDF Click link bellow and free register to download ebook: PIXIV ALMANAC BY VARIOUS DOWNLOAD FROM OUR ONLINE LIBRARY PIXIV ALMANAC BY VARIOUS PDF There is without a doubt that publication Pixiv Almanac By Various will certainly consistently give you motivations. Even this is just a publication Pixiv Almanac By Various; you can locate lots of styles and types of publications. From captivating to experience to politic, as well as scientific researches are all given. As what we specify, below we provide those all, from famous writers and also author on the planet. This Pixiv Almanac By Various is among the collections. Are you interested? Take it now. How is the way? Learn more this write-up! PIXIV ALMANAC BY VARIOUS PDF Download: PIXIV ALMANAC BY VARIOUS PDF Envision that you get such particular spectacular experience and expertise by only checking out a publication Pixiv Almanac By Various. How can? It seems to be higher when a publication can be the most effective point to uncover. Publications now will appear in printed and soft file collection. One of them is this e-book Pixiv Almanac By Various It is so typical with the printed books. Nonetheless, numerous people in some cases have no space to bring the publication for them; this is why they cannot read guide wherever they desire. For everybody, if you wish to start joining with others to check out a book, this Pixiv Almanac By Various is much suggested. And you should get guide Pixiv Almanac By Various here, in the link download that we give. -
Title a Rewards-Based Crowdfunding
Title A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Sub Title Author 劉, 通(Liu, Tong) 中村, 伊知哉(Nakamura, Ichiya) Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2015 Jtitle Abstract Notes 修士学位論文. 2015年度メディアデザイン学 第431号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 5-0431 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master's Thesis Academic Year 2015 A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Graduate School of Media Design, Keio University Tong Liu A Master's Thesis submitted to Graduate School of Media Design, Keio University in partial fulfillment of the requirements for the degree of MASTER of Media Design Tong Liu Thesis Committee: Professor Ichiya Nakamura (Supervisor) Associate Professor Kazunori Sugiura (Co-supervisor) Professor Sam Furukawa (Member) Abstract of Master's Thesis of Academic Year 2015 A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Category: Design Summary Doujin is stated as a general Japanese term for a group of people who share an interest, activity, hobbies, or achievement. In the field of doujin, amateur self- published works are called doujin works, including but not limited to fan fiction, illustration, comic, music, and game. Doujin work is a part of a wider category of doujin. -
Teamlab: Digital Playgrounds
TEAMLAB: DIGITAL PLAYGROUNDS by Kim Phan Nguyễn Bachelor of General Studies, 2015 Texas Woman’s University Denton, Texas A Thesis Submitted to the Faculty of College of Fine Arts Texas Christian University in partial fulfillment of the requirements for the degree of Master of Arts in Art History May 2021 APPROVAL TEAMLAB: DIGITAL PLAYGROUNDS by Kim Phan Nguyễn Thesis approved: Major Professor, Dr. Jessica Fripp, Associate Professor of Art History Sara-Jayne Parsons, Director & Curator at the Art Galleries at TCU Dr. Vivian Li, The Lupe Murchison Curator of Contemporary Art at the Dallas Museum of Art TABLE OF CONTENTS List of Figures ................................................................................................................................. v Introduction ..................................................................................................................................... 1 Imagining a World without Borders ............................................................................................... 3 Super Happy!: The Digital Optimism of teamLab ....................................................................... 12 Unfolding and Flattening Worlds: The Ultrasubjective Space ..................................................... 17 A Legacy of Collectivism and Technology: Historicizing teamLab ............................................ 23 Playful Aesthetics ......................................................................................................................... 34 Conclusion ................................................................................................................................... -
Tripping the Light Fantastic
LIFE | ART The Japanese art collective was founded in 2001 by physics, mathematics and IT graduate Toshiyuki Inoko, who set out—with fellow University of Tokyo graduates, mainly majors ave you ever walked in science and engineering—to “explore art into a gallery and found through digital media. I wanted to create a a floating cube of LEDs place where people could collaborate and sorts of boundaries in the physical world programmed to shimmer explore across the different fields of science that can be eliminated through digital in patterns resembling a and technology and art,” he says. art,” says Inoko, explaining how teamLab’s fireplace? Or journeyed through a labyrinth of Through a clever combination of installations demand the involvement of Tripping the suspended crystals whose glittering patterns projectors, motion sensors, LEDs and the viewer. Unlike traditional art, which in you can control via smartphone? Or drawn a computers “hooked up to think and some senses is a one-way conversation, the fish and scanned it into a computer, only to communicate with each other,” says interactive elements of teamLab creations have it appear seconds later swimming across Kazumasa Nonaka, a member of the group, enable the artwork itself to change in Light Fantastic a vast seabed projection on an adjacent wall? teamLab creates large digital artworks response to the viewer’s behaviour. No. Then you probably haven’t encountered that envelop visitors in an audio-visual At a teamLab exhibition in Tokyo last With its highly Instagrammable one of teamLab’s ultra-technological, experience like no other. “There are all summer, for example, a dark room filled knee- installations, the creative collective interactive and synaesthetic visual, acoustic high with water was alive with projections (and occasionally olfactory) experiences. -
PARTICLE POETRY: a Show Case by Teamlab
FOR IMMEDIATE RELEASE GAJAH GALLERY SINGAPORE PRESENTS PARTICLE POETRY: a show case by teamLab ÓteamLab Courtesy of Ikkan Art International Impermanent Life, at the Confluence of Spacetime New Space and Time is Born Digital Work, 4 Channels, Continuous Loop 121 x 271 x 15cm Edition of 8 teamLab Gajah Gallery Singapore presents Particle Poetry, a showcase of six single-channel and multiple- channel works by the art collective teamLab, presented in collaboration with Ikkan Art International. Known as “ultra technologists”, interdisciplinary art collective teamLab leads the field of digital installation and multimedia art, navigating the confluence of art, science, technology and the natural world. Several digital installations by teamLab can be found across Singapore in public and permanent collections, including Resonating Forest – Shiseido Forest Valley which opened at Jewel Changi Airport in April 2019, and has marvelled travellers and visitors from across the world. The digital works at Gajah Gallery span a six-year period of 2012 to 2018, including Impermanent Life, at the Confluence of Spacetime New Space and Time is Born, Sunflower Phoenix, Gold Waves, and Flower and Corpse Glitch. Particle Poetry opens on Friday, 26 February at Gajah Gallery, in Tanjong Pagar Distripark in Singapore. As Gajah Gallery celebrates our 25th Anniversary, we also look to the future of art within the region of Southeast Asia by presenting contemporary mediums and collaborative projects. FOR IMMEDIATE RELEASE teamLab (f. 2001) is an international art collective, an interdisciplinary group of various specialists such as artists, programmers, engineers, CG animators, mathematicians and architects whose collaborative practice seeks to navigate the confluence of art, science, technology, and the natural world. -
Subculture As Social Knowledge: a Hopeful Reading of Otaku Culture
DE GRUYTER Contemporary Japan 2016; 28(1): 33–57 Open Access Brett Hack* Subculture as social knowledge: a hopeful reading of otaku culture DOI 10.1515/cj-2016-0003 Abstract: This essay analyzes Japan’s otaku subculture using Hirokazu Miya- zaki’s (2006) definition of hope as a “reorientation of knowledge.” Erosion of postwar social systems has tended to instill a sense of hopelessness among many Japanese youth. Hopelessness manifests as two analogous kinds of refus- al: individual social withdrawal and recourse to solipsistic neonationalist ideol- ogy. Previous analyses of otaku have demonstrated its connections with these two reactions. Here, I interrogate otaku culture’s relationship to neonationalism by investigating its interaction with the xenophobic online subculture known as the netto uyoku. Characterizing both subcultures as discursive practices, I argue that the similarity between netto uyoku and otaku is not one of identity but one of method. Netto uyoku discourse serves to perform an imagined na- tionalist persona. While otaku elements can be incorporated into netto uyoku performance, other net users invoke the otaku faculty of parody to highlight the constructed nature of netto uyoku identity through ironic recontextualiza- tion. This application of otaku principles enables a description of otaku culture as a form of social knowledge, reoriented here to defuse the climate of hope- lessness purveyed by the netto uyoku. In the final section, I offer examples of subcultural knowledge being applied to national and international issues in order to indicate its further potential as a source of enabling hope for Japanese youth. Keywords: otaku, subculture, nationalism, Internet, media studies, Japanese studies, cultural studies 1 Introduction This essay investigates social orientations within Japanese subcultures accord- ing to anthropologist Hirokazu Miyazaki’s (2006: 160) definition of hope as a * Corresponding author: Brett Hack, Aichi Prefectural University, E-mail: [email protected] © 2016 Brett Hack, licensee De Gruyter. -
Reimagining Riben Guizi: Japanese Tactical Media Performance After the 2010 Senkaku/Diaoyu Boat Collision Incident
International Journal of Communication 11(2017), 344–362 1932–8036/20170005 Reimagining Riben Guizi: Japanese Tactical Media Performance After the 2010 Senkaku/Diaoyu Boat Collision Incident YASUHITO ABE1 Doshisha University, Japan This article investigates a Japanese online participatory community, the Hinomoto Oniko project, that emerged after the Senkaku/Diaoyu boat collision incident of 2010 in the East China Sea. Drawing on tactical media as a conceptual framework, this study analyzes how the project challenged the prevailing meaning of a Chinese slur against the Japanese via tactical use of visual media and examines how its cultural and aesthetic performances were reproduced in the Japanese media landscape. This facilitates analysis of the implications of its cultural and aesthetic performances in a networked era. Keywords: tactical media, moe, history, Japan, China This study examines a Japanese online participatory community that emerged in Japan after the Senkaku/Diaoyu boat collision incident of 2010 in the East China Sea: the Hinomoto Oniko project. The project remade a Chinese term into various images of that term though visual media; specifically, the Hinomoto Oniko project transformed the pronunciation of the Chinese term into a Japanese reading and substituted cartoon-like characters for the term. In doing so, the project sought to create an alternative space for communication between Japanese and Chinese people, albeit briefly. The project did not necessarily succeed in making the most of an opportunity for promoting communication between Japanese and Chinese people, but the project highlights the characteristic of tactical media performance in East Asia. The Chinese term temporarily disrupted by the Hinomoto Oniko project is 日本鬼子 (Riben Guizi), which originally meant “Japanese are devils” in Chinese. -
Teamlab Research
Sotheby's Institute of Art Digital Commons @ SIA MA Theses Student Scholarship and Creative Work 2019 teamLab Research Chinchen Liu Sotheby's Institute of Art Follow this and additional works at: https://digitalcommons.sia.edu/stu_theses Part of the Contemporary Art Commons, Interactive Arts Commons, and the Interdisciplinary Arts and Media Commons Recommended Citation Liu, Chinchen, "teamLab Research" (2019). MA Theses. 29. https://digitalcommons.sia.edu/stu_theses/29 This Thesis - Open Access is brought to you for free and open access by the Student Scholarship and Creative Work at Digital Commons @ SIA. It has been accepted for inclusion in MA Theses by an authorized administrator of Digital Commons @ SIA. For more information, please contact [email protected]. teamLab Research “Tsinghua-Sotheby’s” Art Management Master’s Program Dissertation Liu Chinchen 2 December 2019 Abstract teamLab undoubtedly opened a new era of art. It allows professionals in multi-industries to use the latest science and technology to create art, they are all popular for local audiences from Japan to the United States, from Italy to China, wherever they go. As a significant representative form of the trendy show and immersive exhibition, teamLab's works are completely different from the past in terms of creative logic, exhibition experience, and collection methods. By going through the development history of teamLab, this article studies the characteristics of its exhibitions, audience, and the connection with traditional art, in order to explore the development -
Beauty Is in the Eye of the “Produser”: Japan's Virtual Idol Hatsune Miku from Software, to Network, to Stage
BEAUTY IS IN THE EYE OF THE “PRODUSER”: JAPAN'S VIRTUAL IDOL HATSUNE MIKU FROM SOFTWARE, TO NETWORK, Intermittence + Interference POST-SCREEN: TO STAGE ANA MATILDE SOUSA ANA MATILDE SOUSA 117 INTRODUCTION The “virtual idol” dream is not new, but Hatsune Miku — a cybercelebrity origi- nating from Japan who is steadily becoming a worldwide phenomenon — con- stitutes a paradigm shift in this lineage initiated in 1958 by the novelty group of anthropomorphic squirrels Alvin and the Chipmunks. Since then many have followed, from The Archies to Gorillaz and 2.0Pac. In Japan, HoriPro’s “digital kid”, Date Kyoko, pioneered the cyber frontier with her hit single “Love Commu- nication” in 1996 (Wolff, n.d.). While in 2011, the idol supergroup AKB48 pulled an infamous publicity stunt by revealing their new girl, Aimi Eguchi, was a com- puter-generated combination of other group members (Chen, 2011). So what does Miku have that they do not? Despite her apparent similar- ity to fictional characters such as Rei Toei from William Gibson’s Idoru, Miku’s phenomenon has less to do with futuristic prospects of technological singu- larity than with present-day renegotiations of the roles of author, work and fan in Web 2.0 media cultures. By addressing her softwarennetworknstage transformations, this study draws on a rapidly growing scholarship (Hama- saki, Takeda, & Nishimura, 2008; Le, 2013; Conner, 2014; Guga, 2014; Annett, 2015; Leavitt, Knight, & Yoshiba, 2016) to investigate how Miku’s appearance on screen(s) has shaped her construction as a virtual idol through grassroots- corporate “produsage” (Bruns, 2008). MIKU, FROM THE BEGINNING With a visionary name announcing the “First Sound of Future”, Hatsune POST-SCREEN: Intermittence + Interference POST-SCREEN: Miku, created in August 2007 by Sapporo-based company Crypton Future Me- dia, is the most popular avatar of Yamaha’s cutting-edge voice synthesizer VO- CALOID.