2014 Rubensaraujomenezesde

Total Page:16

File Type:pdf, Size:1020Kb

2014 Rubensaraujomenezesde UNIVERSIDADE DE SÃO PAULO FACULDADE DE FILOSOFIA, LETRAS E CIÊNCIAS HUMANAS DEPARTAMENTO DE HISTÓRIA PROGRAMA DE PÓS-GRADUAÇÃO EM HISTÓRIA SOCIAL OS DONOS DAS IDEIAS História e Conflitos do Direito Autoral, do Copyright e das Patentes na Crise Contemporânea do Capital: da Rodada Uruguai (1986) aos Partidos Piratas (2006) Rubens Araujo Menezes de Souza Filho Tese apresentada ao Programa de Pós-Graduação em História Social do Departamento de História da Faculdade de Filosofia Letras e Ciências Humanas da Universidade de São Paulo, para obtenção do título de Doutor em História. Orientador: Prof. Dr. Gildo Magalhães dos Santos Filho São Paulo 2014 2 de 295 Licenciamento ATRIBUIÇÃO – NÃO COMERCIAL – COMPARTILHA IGUAL 3.0 BRASIL (CC BY-NC-SA 3.0 BR) 1 Você tem o direito de: • Compartilhar — copiar e redistribuir o material em qualquer suporte ou formato • Adaptar — remixar, transformar, e criar a partir do material O licenciante não pode revogar estes direitos desde que você respeite os termos da licença. De acordo com os termos seguintes: Atribuição — Você deve atribuir o devido crédito, fornecer um link2 para a licença, e indicar se foram feitas alterações. Você pode fazê-lo de qualquer forma razoável, mas não de uma forma que sugira que o licenciante o apoia ou aprova o seu uso. Não Comercial — Você não pode usar o material para fins comerciais. Compartilha Igual — Se você remixar, transformar, ou criar a partir do material, tem de distribuir as suas contribuições sob a mesma licença que o original. Sem restrições adicionais — Você não pode aplicar termos jurídicos ou medidas de caráter tecnológico que restrinjam legalmente outros de fazerem algo que a licença permita. Avisos: Você não tem de cumprir com os termos da licença relativamente a elementos do material que estejam no domínio público ou cuja utilização seja permitida por uma exceção ou limitação que seja aplicável. Não são dadas quaisquer garantias. A licença pode não lhe dar todas as autorizações necessárias para o uso pretendido. Por exemplo, outros direitos, tais como direitos de imagem, de privacidade ou direitos morais, podem limitar o uso do material. 1 O texto integral da licença pode ser encontrado no Anexo IX: Atribuição – Não Comercial – Compartilha Igual 3.0 Brasil (CC BY-NC-SA 3.0 BR) 2 http://creativecommons.org/licenses/by-nc-sa/3.0/br/ 3 de 295 Resumo Com a análise histórica da chamada “propriedade intelectual”, em especial das patentes, copyright e direitos autorais, esta tese trata da crise do capitalismo contemporâneo, e analisa a tendência dissimulada de ascensão de Estados, que com o uso da tecnologia informática e o recrudescimento das legislações, se tornam cada vez mais autoritários e avançam sobre direitos e liberdades civis. Para isso é reconstituída a história dos computadores, da Internet, do Movimento do Software Livre, dos Partidos Piratas, do movimento do Software Livre no Brasil, das legislações de propriedade intelectual no mundo ocidental e da globalização do comércio e das finanças. PALAVRAS-CHAVES: DIREITOS AUTORAIS; DIREITO DE AUTOR; FUNÇÃO SOCIAL DA PROPRIEDADE; PROPRIEDADE INTELECTUAL; GLOBALIZAÇÃO DO COMÉRCIO; TRIPS; COMPARTILHAMENTO DE ARQUIVOS; SOFTWARE LIVRE; SOFTWARES; INTERNET; HISTÓRIA DA INTERNET; OMC; OMPI; HISTÓRIA DO COMPUTADOR; DIREITO DIGITAL; COMMONS; DIREITO À EDUCAÇÃO; DIREITO À CULTURA; PIRATARIA; PARTIDO PIRATA. Abstract Through the historical analysis of the "intellectual property", in particular patents, copyright and authors rights, this thesis deals with the crisis of contemporary capitalism, and analyzes the covert increasing trend of states, that with the use of computer technology and the intensification of laws, become increasingly authoritarian, eroding civil rights and liberties secured by populations long ago. To reach this objective the history of computers, the Internet, the Free Software Movement, the Pirate Parties, the Free Software movement in Brazil, the intellectual property laws in the Western world and the globalization of trade and finance are reconstituted. KEYWORDS: COPYRIGHT; COPYRIGHT; SOCIAL FUNCTION OF PROPERTY; INTELLECTUAL PROPERTY; GLOBALIZATION OF TRADE; WTO; WIPO; TRIPS; FILE SHARING; FREE SOFTWARE; SOFTWARE; THE INTERNET; HISTORY OF THE INTERNET; COMPUTER HISTORY; DIGITAL RIGHTS; COMMONS; RIGHT TO EDUCATION; RIGHT TO CULTURE; PIRACY; PIRATE PARTY. 4 de 295 Dedicatória Ao meu filho Rubens Hutz Menezes de Souza, por quem continuo acreditando que a história se dedica ao futuro. 5 de 295 Sumário Licenciamento..................................................................................................................................2 Resumo............................................................................................................................................3 Abstract............................................................................................................................................3 Dedicatória.......................................................................................................................................4 Agradecimentos...............................................................................................................................6 Apresentação....................................................................................................................................7 Introdução e declaração de intenções...............................................................................................9 Capítulo 1: Estruturas de liberdade equilibradas em infraestruturas de controle....................15 1.1 Uma máquina que é todas as máquinas...................................................................................16 1.2 O sistema operacional portável, a rede de computadores e o nascimento de uma cultura......28 1.3 A política que nasce da tecnologia: o software que é livre......................................................50 1.4 A política que nasce da tecnologia: os Piratas Políticos..........................................................70 1.5 A política que nasce da tecnologia: Software Livre, o caso brasileiro...................................111 Capítulo 2: Bens imateriais: leis sobre a propriedade intelectual na história de Estados Nacionais.........................................................................................................................................142 2.1 Ideias sob o domínio das leis.................................................................................................142 2.2 Ideias sob o domínio das leis no Brasil..................................................................................169 2.3 Um comentário sobre a tendência maximalista da propriedade intelectual ..........................189 Capítulo 3: Da mundialização do capital para a globalização das leis......................................194 3.1 O domínio do comércio.........................................................................................................194 3.2 Padrões técnicos internacionais e propriedade intelectual: o bastante concreto peso da “soft law”..............................................................................................................................................204 Considerações Finais: A crise do capitalismo na ascensão dos Estados Totalitários Dissimulados...................................................................................................................................229 4.1 “As relações materiais predominantes apresentadas sob a forma de ideias”.........................230 4.2 O domínio da finança.............................................................................................................238 4.3 O Estado Totalitário Dissimulado..........................................................................................240 Bibliografia......................................................................................................................................249 Anexos..............................................................................................................................................267 Anexo I: GNU General Public License, version 1..................................................................267 Anexo II: A Declaration of the Independence of Cyberspace ................................................273 Anexo III: Excertos de interesse da Lei de 16 de Dezembro de 1830, o Código Criminal do Império do Brazil ...................................................................................................................275 Anexo IV: Excertos de interesse do Decreto nº 847 de 11 de Outubro de 1890 que promulga o Código Penal...........................................................................................................................280 Anexo V: Lei nº 9.296, de 24 de Julho de 1996 .....................................................................287 Anexo VII: Atari Teenage Riot - Digital Decay......................................................................290 Anexo VIII: Flyer do website Free Anakata!..........................................................................291 Flyer distribuído pelo site http://free.anakata.info e disponível para download no endereço http://free.anaKata.info/wp-content/uploads/2014/01/gswflyer-1.pdf (Acesso em 12/05/2014) .................................................................................................................................................291 Anexo IX: Atribuição
Recommended publications
  • The Anime Galaxy Japanese Animation As New Media
    i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia.........
    [Show full text]
  • Elements of Realism in Japanese Animation Thesis Presented In
    Elements of Realism in Japanese Animation Thesis Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the Graduate School of The Ohio State University By George Andrew Stey Graduate Program in East Asian Studies The Ohio State University 2009 Thesis Committee: Professor Richard Edgar Torrance, Advisor Professor Maureen Hildegarde Donovan Professor Philip C. Brown Copyright by George Andrew Stey 2009 Abstract Certain works of Japanese animation appear to strive to approach reality, showing elements of realism in the visuals as well as the narrative, yet theories of film realism have not often been applied to animation. The goal of this thesis is to systematically isolate the various elements of realism in Japanese animation. This is pursued by focusing on the effect that film produces on the viewer and employing Roland Barthes‟ theory of the reality effect, which gives the viewer the sense of mimicking the surface appearance of the world, and Michel Foucault‟s theory of the truth effect, which is produced when filmic representations agree with the viewer‟s conception of the real world. Three directors‟ works are analyzed using this methodology: Kon Satoshi, Oshii Mamoru, and Miyazaki Hayao. It is argued based on the analysis of these directors‟ works in this study that reality effects arise in the visuals of films, and truth effects emerge from the narratives. Furthermore, the results show detailed settings to be a reality effect common to all the directors, and the portrayal of real-world problems and issues to be a truth effect shared among all. As such, the results suggest that these are common elements of realism found in the art of Japanese animation.
    [Show full text]
  • Press Release
    Contact: Kristyn Souder Communications Director Email: [email protected] Phone: (267)536-9566 PRESS RELEASE Zenkaikon Convention to Bring Anime and Science Fiction Fans to Lancaster in March Hatboro, PA – January 21, 2013: On March 22-24, 2013, Zenkaikon will hold its seventh annual convention in a new location at the Lancaster County Convention Center in Lancaster, Pennsylvania. The convention expects to welcome over two thousand fans of Japanese animation (anime), comics (manga), gaming, and science fiction to downtown Lancaster for the weekend-long event. Zenkaikon had typically been held in the Valley Forge area of Pennsylvania. However, with the conversion of the Valley Forge Convention Center to a casino and the continued growth of the event, Zenkaikon moved its convention to Lancaster. Many convention attendees don costumes of their favorite characters to attend the annual convention. Planned convention events include a variety of educational panels and workshops hosted by volunteers and guests; anime and live action screenings; a costume and skit competition (the "Masquerade"); a hall costume contest; performances by musical guests; a live action role play ("LARP") event; video game tournaments and tabletop gaming; a formal ball and informal dances; and an exhibit hall of anime-themed merchandise and handmade creations from artists. A number of Guests of Honor have already been announced for Zenkaikon 2013. John de Lancie, best known for his roles on Star Trek and Stargate SG-1, and more recently known for his role as Discord on My Little Pony: Friendship is Magic, will be hosting panels and meeting attendees. Prolific voice and live action actor Richard Epcar (Ghost in the Shell, The Legend of Korra, Kingdom Hearts) and actress Ellyn Stern (Robotech, Gundam Unicorn, Bleach) will also be participating in a variety of programming.
    [Show full text]
  • El Anime De Los Noventa Como Un Reflejo De La Interacción Entre El Hombre/Usuario E Internet
    UNIVERSIDAD JUAN AGUSTÍN MAZA FACULTAD DE PERIODISMO LICENCIATURA EN COMUNICACIÓN SOCIAL DE LO FANTÁSTICO A LO REAL: EL ANIME DE LOS NOVENTA COMO UN REFLEJO DE LA INTERACCIÓN ENTRE EL HOMBRE/USUARIO E INTERNET Alumna: Lourdes Micaela Arrieta Tutor disciplinario: Lic. Andrea Ginestar Tutor metodológico: Lic. Guillermo Gallardo MENDOZA 2016 Mediante la presente tesina y la defensa del mismo aspiro al título de Licenciatura en Comunicación Social. Alumno: Lourdes Micaela Arrieta DNI: 37.298.417 Matrícula: 2.029 Fecha del examen final: Docentes del Tribunal Evaluador: Calificación: Lourdes Micaela Arrieta I DEDICATORIA “Entonces, cuando aprendió a navegar por la Red, nuestro mundo se derrumbó. Se dejó llevar por los signos calientes y empezó conocer sin caras. Los perfiles adúlteros de los espectros femeninos (y si es que los eran), condujeron a desconocernos. Fue, cuando como espías cibergálacticos, incursionamos (los tres) a engañar a las maestras de la seducción virtual. ¡Qué fácil era embaucar con datos falsos las ilusiones de las destructoras de familias! Parece ser, son las mujeres de entre 40 y 50 años de viejas, las que se registran para jugar a los detestables clicks en los “gatos” (o chats) y las redes sociales (no lo sé, me imagino una red pesquera y alrededor cientos de individuos, en un mismo bote, todos hablándole a la mar) y pretenden, quizá, escapar de sus maridos, sus hijos u otro contacto ‘romántico’. No le hallo la gracia… De adolescente me pasaba un largo rato en Internet; indagaba cómo burlar los datos, aunque no son conocimientos de un hacker, es más básico. Pensándolo bien, no logro comprender el dolor de ella, ante semejantes artimañas de él, y tampoco de él, el querer abandonarnos por signos efímeros y ¿reales? Lo cierto, es que con mi hermano llorábamos muy mucho.
    [Show full text]
  • Protoculture Addicts #65
    Sample file CONTENTS 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ PROTOCULTURE ✾ PRESENTATION ........................................................................................................... 4 STAFF NEWS ANIME & MANGA NEWS ........................................................................................................ 5 Claude J. Pelletier [CJP] — Publisher / Manager ANIME & MANGA RELEASES ................................................................................................. 6 Martin Ouellette [MO] — Editor-in-Chief PRODUCTS RELEASES ............................................................................................................ 8 Miyako Matsuda [MM] — Editor / Translator NEW RELEASES ..................................................................................................................... 11 Contributors Aaron & Keith Dawe, Kevin Lillard, James S. Taylor REVIEWS LIVE-ACTION ........................................................................................................................ 16 Layout BOOKS: Gilles Poitras' Anime Essentials ................................................................................. 18 The Safe House MODELS: Comparative Review Bendi/Bandai, Perfect Grade Gundam W ................................ 32 MANGA: ComicsOne manga & The eBook Technology .......................................................... 46 Cover MANGA: Various (English & French) ......................................................................................
    [Show full text]
  • The Portrayal of Suicide in Postmodern Japanese Literature and Popular Culture Media
    University of Vermont ScholarWorks @ UVM UVM Honors College Senior Theses Undergraduate Theses 2014 The orP trayal of Suicide in Postmodern Japanese Literature and Popular Culture Media Pedro M. Teixeira Follow this and additional works at: https://scholarworks.uvm.edu/hcoltheses Recommended Citation Teixeira, Pedro M., "The orP trayal of Suicide in Postmodern Japanese Literature and Popular Culture Media" (2014). UVM Honors College Senior Theses. 15. https://scholarworks.uvm.edu/hcoltheses/15 This Honors College Thesis is brought to you for free and open access by the Undergraduate Theses at ScholarWorks @ UVM. It has been accepted for inclusion in UVM Honors College Senior Theses by an authorized administrator of ScholarWorks @ UVM. For more information, please contact [email protected]. THE PORTRAYAL OF SUICIDE IN POSTMODERN JAPANESE LITERATURE AND POPULAR CULTURE MEDIA Pedro Manço Teixeira Honors Thesis Final Draft, Spring 2014 Thesis Advisor: Kyle Keoni Ikeda INTRODUCTION Within Japanese society, suicide has been a recurring cultural and social concern explored extensively in various literary and artistic forms, and has evolved into a serious societal epidemic by the end of the 20 th century. This project investigates contemporary Japan’s suicide epidemic through an analysis of the portrayal of suicide in post-1970s Japanese literature, films, and popular culture media of manga 1 and anime 2, and in comparison to empirical data on suicide in Japan as presented in peer-reviewed psychology articles. In the analysis of these contemporary works, particular attention was given to their targeted demographic, the profiles of the suicide victims in the stories, the justifications for suicide, and the relevance of suicide to the plot of each work.
    [Show full text]
  • Fantasy, Reality, and Terminal Identity in "Neon Genesis Evangelion" and "Serial Experiments Lain"
    When the MachHainve elibsr aSrty oacpce:s sF? Laongint aThsryo,u gRh eYoaulri Ltiyb,ra arynd Terminal Identity in "Neon Genesis Evangelion" and "Serial Experiments Lain. Download Search JSTOR Browse Login Register Science Fiction Studies / Vol. 29, No. 3, Nov., 2002 / When the Machines St... JOURNAL ARTICLE When the Machines Stop: Fantasy, Reality, and Terminal Identity in "Neon Genesis Evangelion" and "Serial Experiments Lain" Susan J. Napier Science Fiction Studies Vol. 29, No. 3, Japanese Science Fiction (Nov., 2002), pp. 418-435 Published by: SF-TH Inc Stable URL: http://www.jstor.org/stable/4241108 Page Count: 18 Topics: Anime, Japanese culture, Narratives, Technology, Animated films, Science fiction, Neon, Identity, Machinery, Animated cartoons Were these topics helpful? See something inaccurate? Let us know! Read Online (Free) Subscribe ($9.99) Add to My Lists Cite this Item Journal Info Article References PREVIEW Preview not available Abstract This article examines two major works in recent Japanese anime, the science- fiction series "Neon Genesis Evangelion" (1997) and "Serial Experiments Lain" (1999) in terms of their exploration of the human subject vis-à-vis an apocalyptic vision of technology and the real at the end of the twentieth century. While a number of popular anime have dealt with this subject since the 1970s, Evangelion and Lain are characterized by a unique approach: a concern with what happens to human identity when the machines stop-i.e., is there still subjectivity outside of technology? Evangelion answers the question in ambiguous fashion, highlighting the artifice inherent in animation itself to suggest a world of infinite possibilities, where the "real" is simply what the imagination creates.
    [Show full text]
  • Future Pioneers - Macross Plus As Both Nexus and New Paradigm for Genre Tropes in 90S Anime
    Masters dissertation awarded by the department of East Asian Languages and Cultures, SOAS University of London eprints.soas.ac.uk/id/eprint/29828 Future pioneers - Macross Plus as both nexus and new paradigm for genre tropes in 90s anime Laurence Green 1 Table of Contents Abstract 2 Introduction 3 Part 1: ‘Post-Human’ entities - The machine in imitation of life 5 Part 2: ‘Stateless’ states - Crafting a culturally diverse future-topia 13 Part 3: A carnival of genres - Robots, romance and revelry 25 Conclusion 32 Bibliography 33 2 Abstract Traditionally, studies of the cyberpunk genre within anime have centered around landmark films such as Akira (1988) and Ghost in the Shell (1995); their techno-orientalist aesthetic contributing toward a ‘boom’ in anime’s popularity in the West. In contrast, I take Shōji Kawamori & Shinichirō Watanabe’s Macross Plus (1994) as my focal point, examining how the film blends and remixes diverse audio and visual influences to present a more globalistic, culturally-blended vision of the future. I argue that this distinctly postmodern, stateless quality allows the film to act as both nexus between old modes and new, as well as a lens through which me might better understand how key genre tropes have evolved as part of anime’s wider media mix. Introduction 3 The 1990s represented a crucial turning point for Japanese animation - marking a watershed for the medium’s burgeoning fandom in the West, whilst also encapsulating rapidly evolving visual and stylistic trends; driven forward by a new generation of creative figures - born in the 60s, voraciously consuming a broad range of media of both Eastern and Western origin as they grew up, and now coming of age.
    [Show full text]
  • Reality Bonsai Animism and Science-Fiction As a Blueprint for Media Art in Contemporary Japan
    Reality Bonsai Animism and Science-Fiction as a Blueprint for Media Art in Contemporary Japan Mauro Arrighi A thesis submitted in partial fulfilment of the requirements of the Southampton Solent University for the degree of Master of Philosophy March 2018 ‘This work is the intellectual property of Mauro Arrighi. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed in the owner(s) of the Intellectual Property Rights’. Table of Contents Section 1 1 Abstract………………………………………………………………………………...........3 2 Introduction…………………………………………………………………….....................4 2.1 Aims.....………………………………………………………………………........9 3 Research Methods…………………………………………………………………….........10 4 Literature Survey…………………………………………………………………………..12 5 Historical and Theoretical Frameworks that Inform Japanese Media Art……………........22 6 Convergence of the Real and the Virtual in Japanese Society 6.1 The Relationship Between Escapism and Media Art...………..............................25 7 Case study: Media Artist Takahiro Hayakawa…………………...…...……….……...........35 8 Case study: Media Artist Kazuhiko Hachiya………………………………………..…......38 9 Conclusion………………………………………………………………………….............43 10 List of Illustrations……………………………………………………………………......44 Section 2 1 Evidence of Practical work……………………………………………………....................47
    [Show full text]
  • Blu- Ray/DVD Combo
    Dragonball Z - Season 4 - Blu-ray Not Final Art Key Selling Points • Dragon Ball Z is the # 1 selling anime brand of all-time (Nielsen VideoScan) • Available on Blu-ray for the first time • Remastered HD footage offers the best picture quality to date • Converted to a modern, 16:9 aspect ratio using pan & scan technology to ensure a frame-by-frame, optimal viewing experience • Exclusive, never-before-seen artwork is being created specifically for the packaging of all Dragon Ball Z (Blu-ray) releases • Dragon Ball Z Kai and Dragon Ball GT currently airing on NickToons and Vortexx (Saturday morning CW programming) Synopsis Having returned victorious from their battle with Frieza, the Z-fighters can at last breathe a collective sigh of relief… But they won’t have long to rest. A new host of villains has appeared, ready to wreak havoc on the Earth—and Goku, the Z-Fighters’ greatest hero is still missing! [ Watch Trailer ] Studio: FUNimation For the first time ever, the Dragon Ball Z season sets are available on Blu-ray! This Street Date: 5/13/2014 epic collection presents episodes 108-139 of the legendary series in remastered, high Pre-Order: 4/8/2014 definition quality and 16:9 aspect ratio using frame by frame, pan and scran Catalogue #: FN-01554 technology. An elite team of Capsule Corp. scientists worked around the clock to put Material #: 8116723 the greatest anime in history on the cutting edge of modern technology. You may UPC: 704400015540 think you’ve seen all there is to see in the DBZ universe, but you’re wrong.
    [Show full text]
  • Serial Experiments Lain's Body
    INSTITUTO POLITÉCNICO DE LISBOA ESCOLA SUPERIOR DE COMUNICAÇÃO SOCIAL Mestrado em Audiovisual e Multimédia 2011/2013 SERIAL EXPERIMENTS LAIN ’S BODY : O CORPO ENQUANTO FRONTEIRA ENTRE O FÍSICO E O VIRTUAL Bianca Côrte-Real Novembro de 2013 Orientador: Prof. Doutor Jorge Souto Escola Superior de Comunicação Social Índice Agradecimentos ................................................................................................. 3 Declaração de compromisso anti-plágio ............................................................ 4 Resumo .............................................................................................................. 5 Introdução .......................................................................................................... 7 Enquadramento teórico ...................................................................................... 8 Serial Experiments Lain enquanto audiovisual ............................................. 16 O género ficção científica em Serial Experiments Lain: cyberpunk japonês . 20 A discussão em torno do Corpo e o pós-humanismo aplicado a Lain .......... 24 Métodos ........................................................................................................... 30 Método adoptado e o motivo da presente investigação ................................ 30 Análise geral de Serial Experiments Lain ..................................................... 35 Layer: 01 – Weird ...................................................................................... 37 Layer: 02
    [Show full text]
  • The Otaku Lifestyle: Examining Soundtracks in the Anime Canon
    THE OTAKU LIFESTYLE: EXAMINING SOUNDTRACKS IN THE ANIME CANON A THESIS IN Musicology Presented to the Faculty of the University of Missouri-Kansas City in partial fulfillment of the requirements for the degree MASTER OF MUSIC by MICHELLE JURKIEWICZ B.M., University of Central Missouri, 2014 Kansas City, Missouri 2019 © 2019 MICHELLE JURKIEWICZ ALL RIGHTS RESERVED THE OTAKU LIFESTYLE: EXAMINING SOUNDTRACKS IN THE ANIME CANON Michelle Jurkiewicz, Candidate for the Master of Music Degree University of Missouri-Kansas City, 2019 ABSTRACT Japanese animation, or anime, has been popular around the globe for the last sixty years. Anime has its own fan culture in the United States known as otaku, or the obsessive lifestyle surrounding manga and anime, which has resulted in American production companies creating their own “anime.” Japanese filmmakers do not regard anime simply as a cartoon, but instead realize it as genre of film, such as action or comedy. However, Japanese anime is not only dynamic and influential because of its storylines, characters, and themes, but also for its purposeful choices in music. Since the first anime Astro Boy and through films such as Akira, Japanese animation companies combine their history from the past century with modern or “westernized” music. Unlike cartoon films produced by Disney or Pixar, Japanese anime do not use music to mimic the actions on-screen; instead, music heightens and deepens the plot and emotions. This concept is practiced in live-action feature films, and although anime consists of hand-drawn and computer-generated cartoons, Japanese directors and animators create a “film” experience with their dramatic choice of music.
    [Show full text]