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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. -
Parts List Cover Sheet
Genco Mine Service P.O. Box 581 Phone (435) 687-2464 630 North 400 East Fax (435) 687-9256 Huntington, Utah 1 (800) 662-1257 84528 [email protected] PARTS LIST Bucyrus, Fletcher, Joy, & Wagner. Components for Bucyrus & Joy January 2011 We appreciate your business, Thank You! PARTS LIST Bucyrus Parts Part Number Description 010176 Nut 010177X1 Spacer 010179 Flange 012300-1 Shaft 012300-11 Pin 012300-3 Cable Guide 012300-4 Bracket 012300-5 Bushing 012300-7 Spring 012300-8 Guide 012300-9 Pin 012336 Pin 012588X1 Bumper 013627X1-1 U-Joint 016848X1 Bearing 016863X1 Pin 016863X2 Pin 016914 Spacer 016918 Center Section Assembly 0201819 Strainer 0902812 Accelerator 1090180 Switch 1090182 Switch 1090387 Switch 1110149 Contact 1190380 Plug 14149-009 Shaft 14150-080 Coupling 14928-000 Cap 17076X3 Filter 2050000 Master Cylinder 210147 Switch 211044 Valve 2457 Nut Page 1 PARTS LIST Bucyrus Parts Part Number Description 286035 Retainer 290098 Pin 292505 Pin 293D1A1 Shaft 293D1B2 Splined 293D1B3 Flinger 293D1B4 Gear 293D1B5 Shaft 295217 Valve 3/8 X 4 Cotter Pin 3/8 X 5 Cotter Pin 3006-7839 Contr 76/114V 3030253 Gear 3030268 Gear 3030314 Pinion 3030318 Pinion 305E151 Filter 3060589 Shaft 3066458 Drive Shaft Assembly 3097483 Nut 3120230 Bushing 3120231 Split Brass 3126 CL Conn Link 3150139 Spring 3150155 Spring 3210038 Brake Disc 3210050 Washer 3210083 Brake 3230114 Shim 3230139 Shim 3230140 Shim 3410108 Cover 34427 Tip 3908-0106 Monitor 3908-1237 Filter 4-010010-530 Hub 4-010018-003 Motor Page 2 PARTS LIST Bucyrus Parts Part Number Description 4-010468-300 -
A Case Study of Anime Fansubbing
King’s Research Portal DOI: 10.1177/0163443711418271 Link to publication record in King's Research Portal Citation for published version (APA): Lee, H. K. (2011). Participatory media fandom: a case study of anime fansubbing. Media Culture & Society, 33(8), 1131-1147. https://doi.org/10.1177/0163443711418271 Citing this paper Please note that where the full-text provided on King's Research Portal is the Author Accepted Manuscript or Post-Print version this may differ from the final Published version. If citing, it is advised that you check and use the publisher's definitive version for pagination, volume/issue, and date of publication details. And where the final published version is provided on the Research Portal, if citing you are again advised to check the publisher's website for any subsequent corrections. General rights Copyright and moral rights for the publications made accessible in the Research Portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognize and abide by the legal requirements associated with these rights. •Users may download and print one copy of any publication from the Research Portal for the purpose of private study or research. •You may not further distribute the material or use it for any profit-making activity or commercial gain •You may freely distribute the URL identifying the publication in the Research Portal Take down policy If you believe that this document breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. -
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. -
How to Draw Poses for Beginners Anime
1 How To Draw Poses For Beginners Anime Drawing the neck. Beware Too Much Praise. If you haven t seen Akira, it takes place in an unfriendly and foreboding urban, post-apocalyptic Tokyo, named Neo-Tokyo , populated by biker gangs and other cyberpunk elements which have stood the test of time. Once again consider the running pose for the legs in this particular pose. However, just be wary of where the source of praise is coming from, especially if you are looking for a deep, critical eye for your work. the whole way through. Let s examine some of the fundamentals of the running pose, followed by a step-by-step breakdown of how to do it yourself. Keep the arms bent at the elbow. Drawing the neck in a punching pose will have you drawing it a bit tilted forward, and motley tucked into the front of the torso and under the chin. This could also vary, as you could have the character s head be parallel to the ground if your character is really sprinting. I was perusing the Internet as I often do, and I found a video of the talented team of animators who were in charge of creating environments and stills for the 1988 movie, Akira. Any good, action-packed anime involves multiple running poses to put characters in. This is where the concept of constructive criticism comes in. The Itano Circus creates mind-blowing visuals, especially in animes that are fast-paced. Drawing the Arms. Final Thoughts. Drawing the Head. Drawing the legs is where the figure really starts to take shape. -
Digital Radio Technology and Applications
it DIGITAL RADIO TECHNOLOGY AND APPLICATIONS Proceedings of an International Workshop organized by the International Development Research Centre, Volunteers in Technical Assistance, and United Nations University, held in Nairobi, Kenya, 24-26 August 1992 Edited by Harun Baiya (VITA, Kenya) David Balson (IDRC, Canada) Gary Garriott (VITA, USA) 1 1 X 1594 F SN % , IleCl- -.01 INTERNATIONAL DEVELOPMENT RESEARCH CENTRE Ottawa Cairo Dakar Johannesburg Montevideo Nairobi New Delhi 0 Singapore 141 V /IL s 0 /'A- 0 . Preface The International Workshop on Digital Radio Technology and Applications was a milestone event. For the first time, it brought together many of those using low-cost radio systems for development and humanitarian-based computer communications in Africa and Asia, in both terrestrial and satellite environments. Ten years ago the prospect of seeing all these people in one place to share their experiences was only a far-off dream. At that time no one really had a clue whether there would be interest, funding and expertise available to exploit these technologies for relief and development applications. VITA and IDRC are pleased to have been involved in various capacities in these efforts right from the beginning. As mentioned in VITA's welcome at the Workshop, we can all be proud to have participated in a pioneering effort to bring the benefits of modern information and communications technology to those that most need and deserve it. But now the Workshop is history. We hope that the next ten years will take these technologies beyond the realm of experimentation and demonstration into the mainstream of development strategies and programs. -
Anime and Manga for the 2017 Florida Conference of Historians
H-Ethnic CFP: Anime and Manga for the 2017 Florida Conference of Historians Discussion published by Daniel Fandino on Thursday, April 21, 2016 Type: Call for Papers Date: November 12, 2016 Location: Florida, United States Subject Fields: American History / Studies, Japanese History / Studies, Popular Culture Studies, World History / Studies Florida Conference of Historians 2017 Annual Meeting Florida Southwestern State College March 10-12, 2017 | Punta Gorda, FL http://www.floridaconferenceofhistorians.org The Media, Arts, and Culture Special Interest Section of the Florida Conference of Historians (FCH) invites proposals on anime, manga and related topics for its 57th annual meeting. Other aspects of East Asian popular culture will also be considered. The FCH accepts proposals in four categories: individual papers, panels, posters, and film/media. Early-career scholars, graduate students, undergraduates, and independent researchers are especially encouraged to submit proposals. Video, animation, and interactive media submissions are particularly welcome. Potential areas/topics the proposals can address include: Fan culture and practices – cosplay, fansubbing, conventions Regionalization and censorship Influences on American popular culture The use of anime and manga in the classroom Depictions of history in anime The 25th anniversary of the Sailor Moon anime Japanese – American co-productions Anime production companies: Studio Ghibli, Shaft, Gainax Japanese soft power U.S. – Japan relations Selected papers will be considered for publication in theFCH Annals: Journal of the Florida Conference of Historians, a peer-reviewed journal. Papers published in the journal are eligible to compete for prizes in several categories: the Thomas M. Campbell Award (faculty and independent scholars), the Blaine Browne Award (graduate students), and the J. -
Aniplex of America Announces U.S. Premiere of -KIZUMONOGATARI- PART 2: NEKKETSU
FOR IMMEDIATE RELEASE August 13, 2016 Aniplex of America Announces U.S. Premiere of -KIZUMONOGATARI- PART 2: NEKKETSU ©NISIOISIN/KODANSHA, ANIPLEX, SHAFT SANTA MONICA, CA (August 13, 2016) –Aniplex of America announced today at their industry panel at OTAKON (Baltimore, MD), their plans to premiere -KIZUMONOGATARI- PART 2: NEKKETSU in the U.S. starting in October 2016. This is the highly anticipated second installment of the -KIZUMONOGATARI- film trilogy. Aniplex of America premiered the first film, -KIZUMONOGATARI- PART 1: TEKKETSU this past February across the U.S. and also in Canada starting on August 28th. Aniplex of America also confirmed that theater patrons will receive an exclusive giveaway item with each purchased ticket while supplies last. Ticket sales for -KIZUMONOGATARI- PART 2: NEKKETSU will begin at a later date through the official -KIZUMONOGATARI- website (www.Kizumonogatari-USA.com). -KIZUMONOGATARI- PART 2: NEKKETSU will be distributed by AZOLAND PICTURES in the original Japanese language with English subtitles. -KIZUMONOGATARI- PART 2: NEKKETSU features the origin story of the highly popular Monogatari Series originally created by author NISIOISIN and is a direct prequel to the BAKEMONOGATARI television series. The story follows the protagonist Koyomi Araragi and his encounter with the horrifying vampire, Kiss-shot Acerola-orion Heart-under-blade A.K.A. the “King of Apparitions.” Koyomi saves the fatally wounded Kiss-shot by offering his blood to her in exchange for his own life as a human. This highly anticipated film will be bringing together an all-star creative staff including Director Tatsuya Oishi (Series Director of BAKEMONOGATARI), Character Designer Akio Watanabe, who worked on the entire Monogatari series, and Chief Director Akiyuki Shimbou (Madoka Magica, Monogatari Series, NISEKOI). -
… … 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. -
Commercials Issueissue
May 1997 • MAGAZINE • Vol. 2 No. 2 CommercialsCommercials IssueIssue Profiles of: Acme Filmworks Blue Sky Studios PGA Karl Cohen on (Colossal)Õs Life After Chapter 11 Gunnar Str¿mÕs Fumes From The Fjords An Interview With AardmanÕs Peter Lord Table of Contents 3 Words From the Publisher A few changes 'round here. 5 Editor’s Notebook 6 Letters to the Editor QAS responds to the ASIFA Canada/Ottawa Festival discussion. 9 Acme Filmworks:The Independent's Commercial Studio Marcy Gardner explores the vision and diverse talents of this unique collective production company. 13 (Colossal) Pictures Proves There is Life After Chapter 11 Karl Cohen chronicles the saga of San Francisco's (Colossal) Pictures. 18 Ray Tracing With Blue Sky Studios Susan Ohmer profiles one of the leading edge computer animation studios working in the U.S. 21 Fumes From the Fjords Gunnar Strøm investigates the history behind pre-WWII Norwegian animated cigarette commercials. 25 The PGA Connection Gene Walz offers a look back at Canadian commercial studio Phillips, Gutkin and Associates. 28 Making the Cel:Women in Commercials Bonita Versh profiles some of the commercial industry's leading female animation directors. 31 An Interview With Peter Lord Wendy Jackson talks with co-founder and award winning director of Aardman Animation Studio. Festivals, Events: 1997 37 Cartoons on the Bay Giannalberto Bendazzi reports on the second annual gathering in Amalfi. 40 The World Animation Celebration The return of Los Angeles' only animation festival was bigger than ever. 43 The Hong Kong Film Festival Gigi Hu screens animation in Hong Kong on the dawn of a new era.