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Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation
Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Tuomas Sibakov Master’s Thesis East Asian Studies Faculty of Humanities University of Helsinki November 2020 Tiedekunta – Fakultet – Faculty Koulutusohjelma – Utbildningsprogram – Degree Programme Faculty of Humanities East Asian Studies Opintosuunta – Studieinriktning – Study Track East Asian Studies Tekijä – Författare – Author Tuomas Valtteri Sibakov Työn nimi – Arbetets titel – Title Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Työn laji – Arbetets art – Level Aika – Datum – Month and Sivumäärä– Sidoantal – Number of pages Master’s Thesis year 83 November 2020 Tiivistelmä – Referat – Abstract In this work I examine how imōto-moe, a recent trend in Japanese animation and manga in which incestual connotations and relationships between brothers and sisters is shown, contributes to the sexualization of girls in the Japanese society. This is done by analysing four different series from 2010s, in which incest is a major theme. The analysis is done using visual analysis. The study concludes that although the series can show sexualization of drawn underage girls, reading the works as if they would posit either real or fictional little sisters as sexual targets. Instead, the analysis suggests that following the narrative, the works should be read as fictional underage girls expressing a pure feelings and sexuality, unspoiled by adult corruption. To understand moe, it is necessary to understand the history of Japanese animation. Much of the genres, themes and styles in manga and anime are due to Tezuka Osamu, the “god of manga” and “god of animation”. From the 1950s, Tezuka was influenced by Disney and other western animators at the time. -
Il Giappone Dei Manga LO SPECCHIO DELLA SOCIETÀ GIAPPONESE NEL FUMETTO E NEL CINEMA DI ANIMAZIONE Di Gianluca Di Fratta
Il Giappone dei Manga LO SPECCHIO DELLA SOCIETÀ GIAPPONESE NEL FUMETTO E NEL CINEMA DI ANIMAZIONE di Gianluca Di Fratta Università degli Studi di Milano-Bicocca 11 ottobre 2018 L’utilizzo di testo e immagini è riservato Le origini del manga in Giappone sono fatte risalire all’epoca Meiji (1868-1912) e riportate all’esempio dei primi disegnatori stranieri che furono attivi in quegli anni. La nascita di un giornalismo illustrato favorisce la diffusione di una vignetta, spesso umoristica o satirica, interessata agli avvenimenti politici e all’evoluzione dei costumi, che vede tra i suoi principali esponenti Kitazawa Rakuten. In epoca Taisho (1912-1926) il manga risente del clima di fermento culturale che caratterizza il periodo: - grande editoria - edizioni economiche - produzione di massa - movimenti di avanguardia occidentali Emergono i primi esempi di manga indirizzati a un pubblico giovanile grazie ad autori quali Kabashima Katsuichi (Shochan no boken) e Aso Yutaka (Nonkina tosan): - fukidashi - linguaggio scritto e iconico - convenzioni grafiche - katei manga Gli anni Trenta vedono l’affermazione del potere militare in Giappone e il manga è utilizzato per la propaganda imperialistica del paese. Ciò non influisce sulla qualità dei disegni e dei contenuti come dimostra l’opera di Tagawa Suiho (Norakuro) e di Sakamoto Gajo (Tanku Tankuro) e l’abbondante produzione di manga per ragazzi che continuerà fino al diretto coinvolgimento degli autori nelle azioni di sostegno alla guerra. Soggetto favorito dei manga del dopoguerra è la realtà quotidiana colta con toni realistici, intenti satirici o caricaturali, vigore polemico: - nuovi costumi - situazione economica - bilancio delle vittime - interrogativi sulle responsabilità Nella seconda metà degli anni Quaranta nei manga emerge l’immagine di un Giappone in ricostruzione di cui si fanno portavoce Nanbu Shotaro e Hasegawa Machiko (Sazae-san) attraverso la loro produzione umoristica. -
Os Mangás E a Prática De Scanlation No Contexto De Convergência Midiática
UNIVERSIDADE FEDERAL DO CEARÁ INSTITUTO DE CULTURA E ARTE CURSO DE JORNALISMO RÔMULO OLIVEIRA BARBOSA OS MANGÁS E A PRÁTICA DE SCANLATION NO CONTEXTO DE CONVERGÊNCIA MIDIÁTICA FORTALEZA 2019 RÔMULO OLIVEIRA BARBOSA OS MANGÁS E A PRÁTICA DE SCANLATION NO CONTEXTO DE CONVERGÊNCIA MIDIÁTICA Monografia apresentada ao Curso de Comunicação Social da Universidade Federal do Ceará como requisito para a obtenção do grau de Bacharel em Comunicação Social - Jornalismo, sob a orientação do Prof. José Riverson Araújo Cysne Rios. Fortaleza 2019 ______________________________________________________________________ _____ Página reservada para ficha catalográfica. Utilize a ferramenta online Catalog! para elaborar a ficha catalográfica de seu trabalho acadêmico, gerando-a em arquivo PDF, disponível para download e/ou impressão. (http://www.fichacatalografica.ufc.br/) RÔMULO OLIVEIRA BARBOSA OS MANGÁS E A PRÁTICA DE SCANLATION NO CONTEXTO DE CONVERGÊNCIA MIDIÁTICA Esta monografia foi submetida ao Curso de Comunicação Social - Jornalismo da Universidade Federal do Ceará como requisito parcial para a obtenção do título de Bacharel. A citação de qualquer trecho desta monografia é permitida desde que feita de acordo com as normas da ética científica. Monografia apresentada à Banca Examinadora: _________________________________________________ Prof. Ph.D. José Riverson Araújo Cysne Rios (Orientador) Universidade Federal do Ceará _________________________________________________ Prof. M.e. Raimundo Nonato de Lima Universidade Federal do Ceará _________________________________________________ Prof. esp. Lauriberto Carneiro Braga Centro Universitário Estácio do Ceará Aos meus familiares e amigos AGRADECIMENTOS Dedico este trabalho primeiramente à minha família. Meu irmão Marcos Vinícius, meu pai Nilton Araújo, minha mãe Maria Neuda, que de maneira ousada e sempre contundente fez sempre o que esteve ao seu alcance para me educar e me dar o conforto de um lar. -
Introduction: Frictive Pictures 1 Cartoon Internationale
Notes Introduction: Frictive Pictures 1. There may be even earlier social groups united by an interest in pre-cinematic visual technologies or animation-like performances such as shadow-plays. But before animation came into being as a cinematic genre between 1898 and 1906 (Crafton 1993, 6–9, 21), these groups could not be properly termed “anima- tion fan communities,” and should be called something else, such as “zoetrope hobbyists” or “utsushi-e [Japanese magic lantern] audiences.” For that reason, I have chosen to begin with film animation in the early twentieth century, starting specifically in 1906–7 with the earliest verifiable hand-drawn ani- mated films in the West and somewhat less-verifiable experiments in Japan. Readers interested in the international influences of earlier visual media such as painting and printmaking on animation should consult Susan J. Napier’s fascinating history of fine arts influences between Japan and Europe, From Impressionism to Anime (2007). 1 Cartoon Internationale 1. For more on the technical specs of the Matsumoto Fragment, see Frederick S. Litten’s “Japanese color animation from ca. 1907 to 1945” available at http:// litten.de/fulltext/color.pdf. 2. Since the mid-2000s, there has been a small but heartening swell of inter- est in recovering and preserving early anime among film conservators and distributors. Some major DVD collections of pre-1945 animation include: Japanese Anime Classic Collection. Tokyo: Digital Meme, 2009 (4 discs, English, Korean, and Chinese subtitles); The Roots of Japanese Anime Until the End of WWII [United States]: Zakka Films, 2008 (English subtitles); Ōfuji Noburō Collected Works. -
Robotics in Germany and Japan DRESDEN PHILOSOPHY of TECHNOLOGY STUDIES DRESDNER STUDIEN ZUR PHILOSOPHIE DER TECHNOLOGIE
Robotics in Germany and Japan DRESDEN PHILOSOPHY OF TECHNOLOGY STUDIES DRESDNER STUDIEN ZUR PHILOSOPHIE DER TECHNOLOGIE Edited by /Herausgegeben von Bernhard Irrgang Vol./Bd. 5 Michael Funk / Bernhard Irrgang (eds.) Robotics in Germany and Japan Philosophical and Technical Perspectives Bibliographic Information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data is available in the internet at http://dnb.d-nb.de. Library of Congress Cataloging-in-Publication Data Robotics in Germany and Japan : philosophical and technical perspectives / Michael Funk, Bernhard Irrgang (eds.). pages cm ----- (Dresden philosophy of technology perspectives, ISSN 1861- -- 423X ; v. 5) ISBN 978-3-631-62071-7 ----- ISBN 978-3-653-03976-4 (ebook) 1. Robotics-----Germany----- Popular works. 2. Robotics----- Japan--Popular works. 3. Robotics-----Philosophy. I. Funk, Michael, 1985- -- editor of compilation. II. Irrgang, Bernhard, editor of compilation. TJ211.15.R626 2014 629.8'920943----- dc23 2013045885 Cover illustration: Humanoid Robot “ARMAR” (KIT, Germany), Photograph: Michael Funk An electronic version of this book is freely available, thanks to the support of libraries working with Knowledge Unlatched. KU is a collaborative initiative designed to make high quality books Open Access for the public good. More information about the initiative and links to the Open Access version can be found at www.knowledgeunlatched.org ISSN 1861-423X • ISBN 978-3-631-62071-7 (Print) E-ISBN 978-3-653-03976-4 (E-PDF) • E-ISBN 978-3-653-99964-8 (EPUB) E-ISBN 978-3-653-99963-1 (MOBI) • DOI 10.3726/978-3-653-03976-4 Open Access: This work is licensed under a Creative Commons Attribution NonCommercial NoDerivatives 4.0 unported license. -
Animation Fandom in North America and East Asia from 1906–2010 By
Animating Transcultural Communities: Animation Fandom in North America and East Asia from 1906–2010 By Sandra Annett A thesis submitted to the Faculty of Graduate Studies of The University of Manitoba in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Department of English, Film, and Theatre University of Manitoba Winnipeg © 2011 Sandra Annett Abstract This dissertation examines the role that animation plays in the formation of transcultural fan communities. A ―transcultural fan community‖ is defined as a group in which members from many national, cultural, and ethnic backgrounds find a sense of connection across difference, engaging with each other through a mutual interest in animation while negotiating the frictions that result from their differing social and historical contexts. The transcultural model acts as an intervention into polarized academic discourses on media globalization which frame animation as either structural neo-imperial domination or as a wellspring of active, resistant readings. Rather than focusing on top-down oppression or bottom-up resistance, this dissertation demonstrates that it is in the intersections and conflicts between different uses of texts that transcultural fan communities are born. The methodologies of this dissertations are drawn from film/media studies, cultural studies, and ethnography. The first two parts employ textual close reading and historical research to show how film animation in the early twentieth century (mainly works by the Fleischer Brothers, Ōfuji Noburō, Walt Disney, and Seo Mitsuyo) and television animation in the late twentieth century (such as The Jetsons, Astro Boy and Cowboy Bebop) depicted and generated nationally and ethnically diverse audiences. -
Marko Kosonen & Toni Talja Sarjakuvan Historia, Klassikot, Arvo
Marko Kosonen & Toni Talja Sarjakuvan historia, klassikot, arvo ja tuntemus Pipon ja Myssyn Sarjakuva-projekti Opinnäytetyö Kevät 2010 Kulttuurituotannon yksikkö Kirjasto- ja tietopalvelun Koulutusohjelma 1 SEINÄJOEN AMMATTIKORKEAKOULU Opinnäytetyön tiivistelmä Koulutusyksikkö: Kulttuurialan yksikkö Koulutusohjelma: Kirjasto- ja tietopalvelun koulutusohjelma Tekijä: Toni Talja ja Marko Kosonen Työn nimi: Sarjakuvan historia, klassikot, arvo ja tuntemus Ohjaaja: Ari Haasio Vuosi: 2010 Sivumäärä: 142 Liitteiden lukumäärä: 3 Päättötyömme aiheena on sarjakuvien pitkä historia ja niistä tehty kahdeksan vii- kon näyttelyn mahdolliset vaikutukset kolmessa kirjastossa (Kurikan kaupunginkir- jastossa, Seinäjoen Maakuntakirjastossa ja Seinäjoen Nurmon kirjastossa) koros- taaksemme sarjakuvien monipuolisuutta ja lisätäksemme asiakkaiden tietoutta siitä miten paljon erilaista, laadukasta, aineistoa on. Päättötyömme on tarkoitus on toimia oppaana sellaisen kerronnan historiaan ja nykyisyyteen, josta ei pidetä paljoa ääntä kirjastokoulutuksessa, tai muussakaan koulutuksessa, vaikka nähdäksemme se kuuluu kirjallisuuden, elokuvien ja musii- kin kanssa tasa-arvoisena kokoelmien joukkoon, eikä sen historiaa tai laatua pidä väheksyä tietämättömyyttä. Järjestimme näyttelyt kolmeen yhteistyökirjastoon ja hoidimme sen kierron. Toim- me paljon tekijöitä esiin pitkän näyttelyn aikana ja yhden teoksen kultakin tekijältä arvioimme mahdollisimman lukijaystävälliseen tapaan. Kysyimme sitten asiakas- palautteen sekä kirjastojen henkilökunnan palautteen näyttelymme -
Crowdsourcing and Relay Translation of Manga: an Analysis the Special One-Shot Death Note Never Complete
Università degli Studi di Padova Dipartimento di Studi Linguistici e Letterari Corso di Laurea Magistrale in Lingue Moderne per la Comunicazione e la Cooperazione Internazionale Classe LM-38 Tesi di Laurea Crowdsourcing and Relay Translation of Manga: An Analysis The Special One-shot Death Note Never Complete Relatore Prof.ssa Maria Teresa Musacchio Laureando Correlatore Anna Marchionda Prof.ssa Carla Quinci n° matr.1211305 / LMLCC Anno Accademico 2020 / 2021 Table of contents Introduction…………………………………………………………………………..3 1. Manga and its impact on western countries……………………………….5 1.1 Anime, manga, and graphic novels……………………………………………....5 1.2 What is manga?......................................................................................................6 1.3 Differences between Japanese and western comics………………………………9 1.4 A brief overview on manga history…………………………………………….16 1.5 Anime and manga in the USA and in the UK…………………………………..20 1.6 Anime and manga in Italy………………………………………………………30 1.7 Death Note…………………………………………………………………..….37 2. Comics translation, relay translation and crowdsourcing…………….41 2.1 Comics translation………………………………………..……………………..41 2.1.1 The process of translating a comic………………………………………..41 2.1.2 The four potential loci of translation………………………………………45 2.1.3 The translation strategies for the linguistic paratext………………………46 2.1.4 The translation of sound effects…………………………………………...48 2.1.5 The translation of humour………………………………………………...52 2.1.6 The translation of culture-specific items and of cultural references………54 2.1.7 -
Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes
Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes Edited by Manuel Hernández-Pérez Printed Edition of the Special Issue Published in Arts www.mdpi.com/journal/arts Japanese Media Cultures in Japan and Abroad Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes Special Issue Editor Manuel Hern´andez-P´erez MDPI • Basel • Beijing • Wuhan • Barcelona • Belgrade Special Issue Editor Manuel Hernandez-P´ erez´ University of Hull UK Editorial Office MDPI St. Alban-Anlage 66 4052 Basel, Switzerland This is a reprint of articles from the Special Issue published online in the open access journal Arts (ISSN 2076-0752) from 2018 to 2019 (available at: https://www.mdpi.com/journal/arts/special issues/japanese media consumption). For citation purposes, cite each article independently as indicated on the article page online and as indicated below: LastName, A.A.; LastName, B.B.; LastName, C.C. Article Title. Journal Name Year, Article Number, Page Range. ISBN 978-3-03921-008-4 (Pbk) ISBN 978-3-03921-009-1 (PDF) Cover image courtesy of Manuel Hernandez-P´ erez.´ c 2019 by the authors. Articles in this book are Open Access and distributed under the Creative Commons Attribution (CC BY) license, which allows users to download, copy and build upon published articles, as long as the author and publisher are properly credited, which ensures maximum dissemination and a wider impact of our publications. The book as a whole is distributed by MDPI under the terms and conditions of the Creative Commons license CC BY-NC-ND. -
Soul of Anime
the soul of anime experimental futures Technological Lives, Scientific Arts, Anthropological Voices A series edited by Michael M. J. Fischer and Joseph Dumit the soul of anime Collaborative Creativity and Japan’s Media Success Story ian condry Duke University Press Durham and London 2013 ∫ 2013 Duke University Press All rights reserved Printed in the United States of America on acid-free paper ! Designed by Jennifer Hill Typeset in Garamond Premier Pro by Keystone Typesetting, Inc. Library of Congress Cataloging-in- Publication Data appear on the last printed page of this book. This work is licensed under the Creative Commons Attribution-NonCommer- cial-NoDerivs 3.0 Unported License. To view a copy of this license, visit http:// creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Com- mons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. ‘‘Noncommercial’’ as defined in this license specifically excludes any sale of this work or any portion thereof for money, even if the sale does not result in a profit by the seller or if the sale is by a 501(c)(3) nonprofit or ngo. For Nick, Jackson, and Alec contents ix Note on Translations and Names 1 introduction * Who Makes Anime? 35 one * Collaborative Networks, Personal Futures 54 two * Characters and Worlds as Creative Platforms 85 three * Early Directions in Postwar Anime 112 four * When Anime Robots Became Real 135 five * Making a Cutting-Edge Anime Studio: The Value of the Gutter 161 six * Dark Energy: What Overseas Fans Reveal about the Copyright Wars 185 seven * Love Revolution: Otaku Fans in Japan 204 conclusion * Future Anime: Collaborative Creativity and Cultural Action 218 Acknowledgments 221 Notes 227 References 237 Index note on translations and names All interviews and sources in Japanese were translated by the author. -
The Emergence of the Anime Media Mix: Character
THE EMERGENCE OF THE ANIME MEDIA MIX: CHARACTER COMMUNICATION AND SERIAL CONSUMPTION BY MARC AARON STEINBERG B.A., MCGILL UNIVERSITY, 1999 M.A., MCGILL UNIVERSITY, 2002 A.M., BROWN UNIVERSITY, 2006 A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN THE DEPARTMENT OF MODERN CULTURE AND MEDIA AT BROWN UNIVERSITY PROVIDENCE, RHODE ISLAND MAY 2009 © Copyright 2009 by Marc Aaron Steinberg This dissertation by Marc Aaron Steinberg is accepted in its present form by the Department of Modern Culture and Media as satisfying the dissertation requirement for the degree of Doctor of Philosophy. Date___________________ _________________________________ Mary Ann Doane, Advisor Recommended to the Graduate Council Date___________________ _________________________________ Philip Rosen, Reader Date___________________ _________________________________ Thomas Lamarre, Reader Approved by the Graduate Council Date___________________ _________________________________ Sheila Bonde, Dean of the Graduate School ! """! VITA Marc Aaron Steinberg was born on July 27, 1977 in Montreal, Quebec, Canada. He attended McGill University where he received his B.A. in East Asian Studies in 1999, and his M.A. in East Asian Studies in 2002. He received his Ph.D. from Brown University in Modern Culture and Media in 2009. He has published articles on the subjects of contemporary art, architecture and Japanese animation! "$! !"#"$%&'(%! )*+,"'+-*./)*/0*'(#1+2$+34+*"#5/6-&#*"4%!6"3"*/7-#&,!&$'!8%(-#59/:&4'&#(/;/<-$+('5=/ ! "#! ACKNOWLEDGEMENTS This project reached completion thanks to the help, support, advice and contributions of family, friends and professors. I would like to extend particular thanks to Mary Ann Doane and Philip Rosen for their warm welcome to Brown, their intellectual guidance, encouragement and support over the years of graduate school, and their faith in this project. -
Japan Pop: La Cultura Popular Japonesa De Masses
Japan Pop: la cultura popular japonesa de masses. Manga, anime i més Dani Madrid Morales i Guillermo Martínez Taberner 1. Breu introducció al Japó contemporani 1.1. El Japó del segle XXI 1.2. Revisitant la societat japonesa: el debat homogeneïtat vs. diversitat cultural 1.3. La cultura popular japonesa: definició, evolució i noves manifestacions 2. Manga, el còmic japonès 2.1. 60 o 1000 anys de manga? Una història del còmic al Japó 2.2. El manga avui en dia: gèneres, estils i públics 2.3. Els grans autors de la postguerra a l’actualitat 2.4. Deu títols bàsics de manga 2.5. El manga més enllà del Japó 3. L’animació japonesa: l’anime 3.1. L’animació japonesa al llarg de la història 3.2. L’anime al cinema i l’anime a la televisió 3.3. La relació entre manga i anime 3.4. La internacionalització de l’anime 3.5. Els clàssics: autors, pel·lícules i sèries 4. Les múltiples cares del Japan Pop 4.1. El cinema japonès de terror ( j-horror ) 4.2. La música pop ( j-pop ) 4.3. Els culebrons i sèries de televisió ( j-drama ) 5. Un fenomen global: l’èxit de la cultura popular japonesa al món 5.1. El soft power japonès: la influència del Japó al món a través de la diplomàcia cultural 5.2. La globalització del Japan Pop . El fenomen a Àsia, els Estats Units i Europa 5.3. L’impacte de la cultura popular japonesa a Espanya i Catalunya Quan a la dècada dels setanta van arribar a les llars espanyoles personatges d’animació com Heidi, la nena de les muntanyes suïsses, o Maya, l’abella, gairebé ningú no sabia dir d’on venien, però tots dos personatges es van integrar ràpidament a la llista de referents culturals compartits de tota una generació, com ho havien fet abans Pere Picapedra o, més endavant, Scooby-Doo.