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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 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. -
… … 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. -
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. -
Nostalgia in Anime: Redefining Japanese Cultural Identity in Global Media Texts
NOSTALGIA IN ANIME: REDEFINING JAPANESE CULTURAL IDENTITY IN GLOBAL MEDIA TEXTS A Thesis submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Masters of Arts in Communication, Culture and Technology By Susan S. Noh, B.A. Washington, DC April 24, 2017 Copyright 2017 by Susan S. Noh All Rights Reserved ii NOSTALGIA IN ANIME: REDEFINING JAPANESE CULTURAL IDENTITY IN GLOBAL MEDIA TEXT Susan S. Noh, B.A. Thesis Advisor: Michael S. Macovski, Ph.D. ABSTRACT Anime has become a ubiquitous facet of the transnational global media flow, and continues to serve as a unique and acknowledged example of a non-Western media form that has successfully penetrated the global market. Because of its remarkable popularity abroad and a trend towards invasive localization techniques, there have been observations made by Japanese culture scholars, such as Koichi Iwabuchi, who claim that anime is a stateless medium that is unsuitable for representing any true or authentic depiction of Japanese culture and identity. In this paper, I will be exploring this notion of statelessness within the anime medium and reveal how unique sociocultural tensions are reflected centrally within anime narratives or at the contextual peripheries, in which the narrative acts as an indirect response to larger societal concerns. In particular, I apply the notions of reflective and restorative nostalgia, as outlined by Svetlana Boym to reveal how modern Japanese identity is recreated and redefined through anime. In this sense, while anime may appeal to a larger global public, it is far from being a culturally stateless medium. -
Anime in America, Disney in Japan: the Global Exchange of Popular Media Visualized Through Disney’S “Stitch”
Anime in America, Disney in Japan: The Global Exchange of Popular Media Visualized through Disney’s “Stitch” Nicolette Lucinda Pisha Asheville, North Carolina Bachelor of Arts, University of North Carolina at Chapel Hill, 2008 A Thesis presented to the Graduate Faculty of the College^oEWilliam and Mary in Candidacy for the Degree of Master of Arts American Studies Program The College of William and Mary January, 2010 APPROVAL PAGE This Thesis is submitted in partial fulfillment of the requirements for the degree of Master of Arts NicoletteAucinda Pisha Approved ®y the £r, 2009 Associate Professor Arthur Knight, American Studies and English The College of William and Mary,, Visiting Assistant Professor Timothy Barnard, American Studies The College of William and Mary Assistant Professor Hiroshi Kitamura, History The College of William and Mary ABSTRACT PAGE My thesis examines the complexities of Disney’s Stitch character, a space alien that appeals to both American and Japanese audiences. The substitutive theory of Americanization is often associated with the Disney Company’s global expansion; however, my work looks at this idea as multifaceted. By focusing on the Disney Company’s relationship with the Japanese consumer market, I am able to provide evidence of instances when influence from the local Japanese culture appears in both Disney animation and products. For example, Stitch contains many of the same physical characteristics found in both Japanese anime and manga characters, and a small shop selling local Japanese crafts is located inside the Tokyo Disneyland theme park. I completed onsite research at Tokyo Disneyland and learned about city life in Tokyo. -
Spatial Encounters of Fantasy and Punishment in the Deadman Wonderland Anime
Online Journal of Art and Design volume 3, issue 3, 2015 Spatial Encounters of Fantasy and Punishment in the Deadman Wonderland Anime Dr. Deniz Balık DokuzEylül University, Faculty of Architecture, Department of Architecture [email protected] ABSTRACT This paper intends to contribute to the interdisciplinary studies of architectural discourse and anime as an art form.Being not limited to pure visual aesthetics and entertainment per se, anime narratives engage with theory by using characters and architectural spaces as a means to make social, political, and philosophical critique. As a case study, this paper focuses on the Japanese anime series Deadman Wonderland (2011), and argues that the architectural design in this anime is a deliberate maneuver to intensify the intended connotations and symbolic meanings, rather than being merely casual background settings and enrichments for the narrative. It is indicated that the anime uses the particular motif of amusement park as the primary metaphor of fantasy, and the specific motif of prison as the ideal metaphor of punishment.Drawing close associations with the views of Michel Foucault, Jean Baudrillard, and Louis Marin, this paper uses the narratives of prison and amusement park as a tool tounfoldthe concepts of power relations, social anxiety, uncanny, repression of trauma and memory. Keywords: Architectural design, anime, cinematic narrative, amusement park, prison, Tokyo. INTRODUCTION Within the context of cinematic fiction and image, architecture plays a major role in transferring the narrative to audience in various scales, ranging from a city silhouette to an interior space design. Architecture contributes to cinematic atmosphere, as it helps the audience to be absorbed into the frames of space/time. -
The Multiplanar Image
THOMAS LAMARRE The Multiplanar Image When I take the Shinkansen, I love watching the countryside stream past the windows. I can’t help but recall Paul Virilio’s remark, that the landscape seen from the train window is art, just as much as the works of Pablo Picasso or Paul Klee. Virilio calls the eff ect of speed on the landscape an “art of the engine.”¹ And he associates it with cinema. “What happens in the train win- dow, in the car windshield, in the television screen, is the same kind of cin- ematism,” he writes.² For Virilio, this art of the engine, these eff ects of speed, for all their beauty, are deadly. Cinematism entails an optical logistics that ultimately prepares us for the bomb’s-eye view, consigning us to a life at one end or the other of a gun, or missile, or some other ballistic system. Maybe it’s just me, but as I look at the landscape from the bullet train, I watch how the countryside seems to separate into the diff erent layers of motion, and how structures transform into silhouettes. Th ese eff ects make me wonder if there is not also an “animetism” generated through the eff ects of speed. Th is animetism does not turn its eyes from the window in order to align them with the speeding locomotive or bullet or robot. It remains intent on looking at the eff ects of speed laterally, sideways, or crossways. Consequently, ani- metism emphasizes how speed divides the landscape into diff erent planes or 120 layers. -
The Problematic Internationalization Strategy of the Japanese Manga
By Ching-Heng Melody Tu Configuring Appropriate Support: The Problematic Internationalization Strategy of the Japanese Manga and Anime Industry Global Markets, Local Creativities Master’s Program at Erasmus University Rotterdam Erasmus University Rotterdam 2019/7/10 Table of Contents Chapter 1. Introduction ............................................................................................. 4 1.1 Purpose .................................................................................................. 6 1.2 Research Question ................................................................................. 7 1.3 Conceptual Framework ........................................................................ 10 1.4 The Research Method .......................................................................... 12 1.5 Research Scope and Limitation of the Study ......................................... 13 1.5.1 Research Scope ............................................................................... 13 1.5.2 Limitations of the Study .................................................................. 14 1.6 Definition of Terms .............................................................................. 15 1.6.1 Manga ............................................................................................. 15 1.6.2 Anime.............................................................................................. 15 1.6.3 Fansub ............................................................................................ 16 1.7 -
The Great Commodore Forgotten, but Not Lost: Matthew C. Perry in American History and Memory, 1854-2018
The Great Commodore Forgotten, but not Lost: Matthew C. Perry in American History and Memory, 1854-2018 By Chester J. Jones Submitted in Partial Fulfilment of the Requirements for the Degree of Master of Arts in the History Program May 2020 The Great Commodore Forgotten, but not Lost: Matthew C. Perry in American History and Memory, 1854-2018 Chester J. Jones I hereby release this thesis to the public. I understand that this thesis will be made available from the OhioLINK ETD Center and the Maag Library Circulation Desk for public access. I also authorize the University or other individuals to make copies of this thesis as needed for scholarly research. Signature: ____________________________________ Chester J. Jones, Student Date Approvals: __________________________________ Dr. Amy Fluker, Thesis Advisor Date __________________________________ Dr. Brian Bonhomme, Committee Member Date __________________________________ Dr. David Simonelli, Committee Member Date __________________________________ Dr. Salvatore A. Sanders, Dean of Graduate Studies Date Abstract Commodore Matthew Perry was impactful for the United States Navy and the expansion of America's diplomacy around the world. He played a vital role in negotiating the 1854 Treaty of Kanagawa, which established trade between the United States and Japan, and helped reform the United States Navy. The new changes he implemented, like schooling and officer ranks, are still used in modern America. Nevertheless, the memory of Commodore Matthew Perry has faded from the American public over the decades since his death. He is not taught in American schools, hardly written about, and barely remembered by the American people. The goal of this paper is to find out what has caused Matthew Perry to disappear from America's public memory.