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Tiffcom2o2o Market Report Topics トピックス
TIFFCOM2O2O MARKET REPORT TOPICS トピックス TIFFCOM2020 was held in an all-online format to accommodate the "New Normal". TIFFCOM2020 explored the possibility of a new content market in an on-demand environment that is not restricted by time and space. TIFFCOM2020は、新しい生活様式に合わせたオール・オンラインでの開催を実施。時間と空間に囚われないオンデマンドな環境下で新たなコンテンツマーケットの可能性を探りました。 ONLINE BUSINESS ONLINE BOOTH MATCHING By adopting a virtual booth(VR), we provided a one- In order to provide benefi cial business opportunities for stop environment for buyers to obtain various content exhibitors and buyers, we provided search functions information and exhibitor information stress-free. such as detailed searches by industry and category, and recommendations based on registered information. バ ーチャルブ ース(VR)を採用し、ストレスフリーでの各種コンテンツ情 報や出展者情報が、ワンストップで入手できる環境を提供。 業種やカテゴリーによる詳細検索、登録情報に基づいたレコメンド検索 機能といった、出展者とバイヤーとの有益な商談機会に繋がる環境を提 供。 Search Participants Exhibitor Details 2 16 ONLINE SCREENING ONLINE SEMINAR Provided an online screening service that connected Featured 18 seminars highlighting the latest trends and exhibitors and buyers in a secure environment(DRM). personalities in film, TV, and streaming platforms.The Equipped with a search function with detailed keynote speaker was Jim Gianopulos, Chairman and categorization and convenient functions for content CEO of Paramount Pictures. matching. 映画、TV、配信といった各ジャンルの最新テーマや人物にスポットを当 セキュアな環境下(DRM)での出展者とバイヤーを繋ぐオンラインスクリ てた18プログラムを実施。キーノートには、ジム・ジアノプロス氏(パラ ーニングサービスを提供。細かくカテゴリ分けされた検索機能やコンテ マウント・ピクチャーズ会長兼CEO)が登壇。 ンツマッチングに便利な機能を採用。 SUMMARY 総括 TIFFCOM2020 was -
Aniplex of America Announces Mobile Game Magia Record: Puella Magi Madoka Magica Side Story English Release in U.S
FOR IMMEDIATE RELEASE APRIL 19, 2019 Aniplex of America Announces Mobile Game Magia Record: Puella Magi Madoka Magica Side Story English Release in U.S. and Canada ©Magica Quartet/Aniplex, Magia Record Partners Unravel the mysteries of Kamihama City with this brand new Magical Girl RPG! SANTA MONICA, CA (APRIL 19, 2019) – Aniplex of America is thrilled to announce that the English version of hit mobile game, Magia Record: Puella Magi Madoka Magica Side Story will be coming to the U.S. and Canada this summer. Based on the popular anime series that revolutionized the magical girl genre, the highly anticipated mobile game is developed by f4samurai, whose past projects include mobile games Ange Vierge Girls Battle and Hortensia Saga, which reached 9 million users in Asia. At their industry panel at Sakura-Con in Seattle, Washington, Aniplex of America welcomed producers Masaki Sato of f4samurai and Yusuke Toyama of Aniplex, who introduced one of the central characters of the mobile game, Iroha Tamaki, voiced by Momo Asakura from High School Fleet, Kaguya-sama: Love is War, and FAIRY TAIL. Initially released in Japan in 2017, Magia Record: Puella Magi Madoka Magica Side Story brings you a brand-new Magical Girl story from the creative team behind the immensely popular Puella Magi Madoka Magica anime series. In addition to the opening animation, which was done by SHAFT (MONOGATARI Series, March comes in like a lion), the mobile game features the work of Gekidan Inucurry (Doroinu), who handles the designs for the Witches, as well as aokiume, who served as the original character designer for the anime series and contributed over ten new designs for the game. -
Western Literature in Japanese Film (1910-1938) Alex Pinar
ADVERTIMENT. Lʼaccés als continguts dʼaquesta tesi doctoral i la seva utilització ha de respectar els drets de la persona autora. Pot ser utilitzada per a consulta o estudi personal, així com en activitats o materials dʼinvestigació i docència en els termes establerts a lʼart. 32 del Text Refós de la Llei de Propietat Intel·lectual (RDL 1/1996). Per altres utilitzacions es requereix lʼautorització prèvia i expressa de la persona autora. En qualsevol cas, en la utilització dels seus continguts caldrà indicar de forma clara el nom i cognoms de la persona autora i el títol de la tesi doctoral. No sʼautoritza la seva reproducció o altres formes dʼexplotació efectuades amb finalitats de lucre ni la seva comunicació pública des dʼun lloc aliè al servei TDX. Tampoc sʼautoritza la presentació del seu contingut en una finestra o marc aliè a TDX (framing). Aquesta reserva de drets afecta tant als continguts de la tesi com als seus resums i índexs. ADVERTENCIA. El acceso a los contenidos de esta tesis doctoral y su utilización debe respetar los derechos de la persona autora. Puede ser utilizada para consulta o estudio personal, así como en actividades o materiales de investigación y docencia en los términos establecidos en el art. 32 del Texto Refundido de la Ley de Propiedad Intelectual (RDL 1/1996). Para otros usos se requiere la autorización previa y expresa de la persona autora. En cualquier caso, en la utilización de sus contenidos se deberá indicar de forma clara el nombre y apellidos de la persona autora y el título de la tesis doctoral. -
Vaitoskirjascientific MASCULINITY and NATIONAL IMAGES IN
Faculty of Arts University of Helsinki, Finland SCIENTIFIC MASCULINITY AND NATIONAL IMAGES IN JAPANESE SPECULATIVE CINEMA Leena Eerolainen DOCTORAL DISSERTATION To be presented for public discussion with the permission of the Faculty of Arts of the University of Helsinki, in Room 230, Aurora Building, on the 20th of August, 2020 at 14 o’clock. Helsinki 2020 Supervisors Henry Bacon, University of Helsinki, Finland Bart Gaens, University of Helsinki, Finland Pre-examiners Dolores Martinez, SOAS, University of London, UK Rikke Schubart, University of Southern Denmark, Denmark Opponent Dolores Martinez, SOAS, University of London, UK Custos Henry Bacon, University of Helsinki, Finland Copyright © 2020 Leena Eerolainen ISBN 978-951-51-6273-1 (paperback) ISBN 978-951-51-6274-8 (PDF) Helsinki: Unigrafia, 2020 The Faculty of Arts uses the Urkund system (plagiarism recognition) to examine all doctoral dissertations. ABSTRACT Science and technology have been paramount features of any modernized nation. In Japan they played an important role in the modernization and militarization of the nation, as well as its democratization and subsequent economic growth. Science and technology highlight the promises of a better tomorrow and future utopia, but their application can also present ethical issues. In fiction, they have historically played a significant role. Fictions of science continue to exert power via important multimedia platforms for considerations of the role of science and technology in our world. And, because of their importance for the development, ideologies and policies of any nation, these considerations can be correlated with the deliberation of the role of a nation in the world, including its internal and external images and imaginings. -
2020-08-05 Last Update: 2021-08-06 Shared Research Inc
Coverage initiated on: 2020-08-05 ResearCh Coverage Report By Shared ResearCh InC. Last update: 2021-08-06 3656 KLaB Shared ResearCh InC. has produCed this report By request from the Company disCussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared ResearCh InC. make every effort to provide an aCCurate, oBjeCtive, and neutral analysis. In order to highlight any Biases, we Clearly attriBute our data and findings. We will always present opinions from Company management as suCh. Our views are ours where stated. We do not try to ConvinCe or influenCe, only inform. We appreCiate your suggestions and feedBaCk. Write to us at [email protected] or find us on BloomBerg. INDEX ExeCutive summary . .3. Key finanCial data . .5. ReCent updates . .6. Trends and outlook . 8. Business . .1.8. Business overview . .1.8. Earnings model . .2.9. Strengths and weaknesses . 3. .4. Group Companies . .3.5. Market and value Chain . .3.5. HistoriCal performanCe . .4.3. InCome statement . .5.4. BalanCe sheet . .5.5. Cash flow statement . .5.7. Other information . 5. .8. News and topiCs . 6. .2. Company profile . .6.4. KLaB/ 3656 ResearCh Coverage Report By Shared ResearCh InC. | pdf.summary.Company_weBsite 2 ExeCutive summary Business overview Business desCription: KLaB InC. plans, develops, and operates moBile games*1. The majority of the Company’s revenue and profits Comes from the Game Business, whiCh aCCounted for 98.9% of total revenue and 97.7% of gross profit in FY12/20. With FY12/20 revenue of JPY34.0Bn, KLaB is a medium-sized speCialist Company Compared with industry leader Mixi, whiCh logged a segment revenue of JPY100.6Bn in its Digital Entertainment Business in FY03/21. -
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. -
Models of Time Travel
MODELS OF TIME TRAVEL A COMPARATIVE STUDY USING FILMS Guy Roland Micklethwait A thesis submitted for the degree of Doctor of Philosophy of The Australian National University July 2012 National Centre for the Public Awareness of Science ANU College of Physical and Mathematical Sciences APPENDIX I: FILMS REVIEWED Each of the following film reviews has been reduced to two pages. The first page of each of each review is objective; it includes factual information about the film and a synopsis not of the plot, but of how temporal phenomena were treated in the plot. The second page of the review is subjective; it includes the genre where I placed the film, my general comments and then a brief discussion about which model of time I felt was being used and why. It finishes with a diagrammatic representation of the timeline used in the film. Note that if a film has only one diagram, it is because the different journeys are using the same model of time in the same way. Sometimes several journeys are made. The present moment on any timeline is always taken at the start point of the first time travel journey, which is placed at the origin of the graph. The blue lines with arrows show where the time traveller’s trip began and ended. They can also be used to show how information is transmitted from one point on the timeline to another. When choosing a model of time for a particular film, I am not looking at what happened in the plot, but rather the type of timeline used in the film to describe the possible outcomes, as opposed to what happened. -
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 Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
Archiving Movements: Short Essays on Materials of Anime and Visual Media V.1
Contents Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui ………… 2 Utilizing the Intermediate Materials of Anime: Royal Space Force: The Wings of Honnêamise Ishida Minori ………… 17 The Film through the Archive and the Archive through the Film: History, Technology and Progress in Royal Space Force: The Wings of Honnêamise Dario Lolli ………… 25 Interview with Yamaga Hiroyuki, Director of Royal Space Force: The Wings of Honnêamise What Do Archived Materials Tell Us about Anime? Kim Joon Yang ………… 31 Exhibiting Manga: Impulses to Gain from the Archiving/Unearthing Anime Project Jaqueline Berndt ………… 36 Analyzing “Regional Communities” with “Visual Media” and “Materials” Harada Ken’ichi ………… 41 About the Archive Center for Anime Studies in Niigata University ………… 45 Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui presumably, the majority are in various storage Background of the Project places after their production cycles. It is not The exhibition “A World is Born: The uncommon that they are forgotten, displaced or Emerging Arts and Designs in 1980s Japanese eventually discarded due to the expenses incurred Animation” (19-31 March 2018) hosted at DECK, for storage. In many ways, these materials an independent art space in Singapore, is encompass an often forgotten yet significant part of an ongoing research collaboration research resource essential for understanding between the researchers from Puttnam School key aspects of Japanese animation production of Film and Animation in Singapore and the cultures and practices. Archive Center for Anime Studies in Niigata “A World is Born” was an exhibition focusing University (ACASiN). -
RIAJ Yearbook 2018 1 Overview of Production of Recordings and Digital Music Sales in 2017
Statistics RIAJ YEARBOOK Trends 2018 The Recording Industry in Japan 2018 Contents Overview of Production of Recordings and Digital Music Sales in 2017 .................. 1 Statistics by Format (Unit Basis — Value Basis) .............................................................. 4 1. Total Recorded Music — Production on Unit Basis ............................................... 4 2. Total Audio Recordings — Production on Unit Basis ............................................ 4 3. Total CDs — Production on Unit Basis .................................................................... 4 4. Total Recorded Music — Production on Value Basis ............................................. 5 5. Total Audio Recordings — Production on Value Basis .......................................... 5 6. Total CDs — Production on Value Basis ................................................................. 5 7. CD Singles — Production on Unit Basis .................................................................. 6 8. 5" CD Albums — Production on Unit Basis ............................................................ 6 9. Music Videos — Production on Unit Basis ............................................................. 6 10. CD Singles — Production on Value Basis................................................................ 7 11. 5" CD Albums — Production on Value Basis.......................................................... 7 12. Music Videos — Production on Value Basis ........................................................... 7 13. Digital -
Keywords Studios 2019 Annual Report
Keywords Studios plc Studios Keywords Annual Report Annual Report and Accounts 2019 and Accounts 2019 Building our platform for growth Keywords Studios plc Overview Strategic report Annual Report and Accounts 2019 Pages 1–6 Pages 8–44 Highlights 1 Q&A with Andrew Day 8 At a glance 2 Chief Executive’s review 10 Investment summary 4 Market outlook 16 Chairman’s statement 6 Business model 18 Our strategy 22 Service line review 24 Our people, our culture 28 KPIs 34 Financial and operating review 36 Responsible Business report 40 Board engagement with our stakeholders 43 Principal risks and uncertainties 45 2019 Highlights Our vision is to be the world’s leading technical and creative services platform for the video games industry and beyond. At Keywords Studios (Keywords), we are using our passion for games, technology and media to create a global services platform. In 2019, we delivered strong growth as we invested in a strengthened and more diversified services platform. Alternative performance measures* The Group reports certain Alternative performance measures (APMs) to present the financial performance of the business which are not GAAP measures as defined by International Financial Reporting Standards (IFRS). Management believes these measures provide valuable additional information for the users of the financial information to understand the underlying trading performance of the business. In particular, adjusted profit measures are used to provide the users of the accounts a clear understanding of the underlying profitability of the business over time. For full definitions and explanations of these measures and a reconciliation to the most directly referenceable IFRS line item, please see pages 135 to 143.