Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes
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Duckduckgo Search Engines Android
Duckduckgo search engines android Continue 1 5.65.0 10.8MB DuckduckGo Privacy Browser 1 5.64.0 10.8MB DuckduckGo Privacy Browser 1 5.63.1 10.78MB DuckduckGo Privacy Browser 1 5.62.0 10.36MB DuckduckGo Privacy Browser 1 5.61.2 10.36MB DuckduckGo Privacy Browser 1 5.60.0 10.35MB DuckduckGo Privacy Browser 1 5.59.1 10.35MB DuckduckGo Privacy Browser 1 5.58.1 10.33MB DuckduckGo Privacy Browser 1 5.57.1 10.31MB DuckduckGo Privacy browser © DuckduckGo. Privacy, simplified. This article is about the search engine. For children's play, see duck, duck, goose. Internet search engine DuckDuckGoScreenshot home page DuckDuckGo on 2018Type search engine siteWeb Unavailable inMultilingualHeadquarters20 Paoli PikePaoli, Pennsylvania, USA Area servedWorldwideOwnerDuck Duck Go, Inc., createdGabriel WeinbergURLduckduckgo.comAlexa rank 158 (October 2020 update) CommercialRegregedSeptember 25, 2008; 12 years ago (2008-09-25) was an Internet search engine that emphasized the privacy of search engines and avoided the filter bubble of personalized search results. DuckDuckGo differs from other search engines by not profiling its users and showing all users the same search results for this search term. The company is based in Paoli, Pennsylvania, in Greater Philadelphia and has 111 employees since October 2020. The name of the company is a reference to the children's game duck, duck, goose. The results of the DuckDuckGo Survey are a compilation of more than 400 sources, including Yahoo! Search BOSS, Wolfram Alpha, Bing, Yandex, own web scanner (DuckDuckBot) and others. It also uses data from crowdsourcing sites, including Wikipedia, to fill in the knowledge panel boxes to the right of the results. -
The Popular Image of Japanese Femininity Inside the Anime and Manga Culture of Japan and Sydney Jennifer M
University of Wollongong Research Online University of Wollongong Thesis Collection University of Wollongong Thesis Collections 2009 The popular image of Japanese femininity inside the anime and manga culture of Japan and Sydney Jennifer M. Stockins University of Wollongong Recommended Citation Stockins, Jennifer M., The popular image of Japanese femininity inside the anime and manga culture of Japan and Sydney, Master of Arts - Research thesis, University of Wollongong. School of Art and Design, University of Wollongong, 2009. http://ro.uow.edu.au/ theses/3164 Research Online is the open access institutional repository for the University of Wollongong. For further information contact Manager Repository Services: [email protected]. The Popular Image of Japanese Femininity Inside the Anime and Manga Culture of Japan and Sydney A thesis submitted in partial fulfillment of the requirements for the award of the degree Master of Arts - Research (MA-Res) UNIVERSITY OF WOLLONGONG Jennifer M. Stockins, BCA (Hons) Faculty of Creative Arts, School of Art and Design 2009 ii Stockins Statement of Declaration I certify that this thesis has not been submitted for a degree to any other university or institution and, to the best of my knowledge and belief, contains no material previously published or written by any other person, except where due reference has been made in the text. Jennifer M. Stockins iii Stockins Abstract Manga (Japanese comic books), Anime (Japanese animation) and Superflat (the contemporary art by movement created Takashi Murakami) all share a common ancestry in the woodblock prints of the Edo period, which were once mass-produced as a form of entertainment. -
How Law Made Silicon Valley
Emory Law Journal Volume 63 Issue 3 2014 How Law Made Silicon Valley Anupam Chander Follow this and additional works at: https://scholarlycommons.law.emory.edu/elj Recommended Citation Anupam Chander, How Law Made Silicon Valley, 63 Emory L. J. 639 (2014). Available at: https://scholarlycommons.law.emory.edu/elj/vol63/iss3/3 This Article is brought to you for free and open access by the Journals at Emory Law Scholarly Commons. It has been accepted for inclusion in Emory Law Journal by an authorized editor of Emory Law Scholarly Commons. For more information, please contact [email protected]. CHANDER GALLEYSPROOFS2 2/17/2014 9:02 AM HOW LAW MADE SILICON VALLEY Anupam Chander* ABSTRACT Explanations for the success of Silicon Valley focus on the confluence of capital and education. In this Article, I put forward a new explanation, one that better elucidates the rise of Silicon Valley as a global trader. Just as nineteenth-century American judges altered the common law in order to subsidize industrial development, American judges and legislators altered the law at the turn of the Millennium to promote the development of Internet enterprise. Europe and Asia, by contrast, imposed strict intermediary liability regimes, inflexible intellectual property rules, and strong privacy constraints, impeding local Internet entrepreneurs. This study challenges the conventional wisdom that holds that strong intellectual property rights undergird innovation. While American law favored both commerce and speech enabled by this new medium, European and Asian jurisdictions attended more to the risks to intellectual property rights holders and, to a lesser extent, ordinary individuals. -
Art Styles in Computer Games and the Default Bias
University of Huddersfield Repository Jarvis, Nathan Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Original Citation Jarvis, Nathan (2013) Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/19756/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ THE UNIVERSITY OF HUDDERSFIELD Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Master of Research (MRes) Thesis Nathan Jarvis - U0859020010 18/09/2013 Supervisor: Daryl Marples Co-Supervisor: Duke Gledhill 1.0.0 – Contents. 1.0.0 – CONTENTS. 1 2.0.0 – ABSTRACT. 4 2.1.0 – LITERATURE REVIEW. 4 2.2.0 – SUMMARY OF CHANGES (SEPTEMBER 2013). -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
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. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
Girl Power: Feminine Motifs in Japanese Popular Culture David Endresak [email protected]
Eastern Michigan University DigitalCommons@EMU Senior Honors Theses Honors College 2006 Girl Power: Feminine Motifs in Japanese Popular Culture David Endresak [email protected] Follow this and additional works at: http://commons.emich.edu/honors Recommended Citation Endresak, David, "Girl Power: Feminine Motifs in Japanese Popular Culture" (2006). Senior Honors Theses. 322. http://commons.emich.edu/honors/322 This Open Access Senior Honors Thesis is brought to you for free and open access by the Honors College at DigitalCommons@EMU. It has been accepted for inclusion in Senior Honors Theses by an authorized administrator of DigitalCommons@EMU. For more information, please contact lib- [email protected]. Girl Power: Feminine Motifs in Japanese Popular Culture Degree Type Open Access Senior Honors Thesis Department Women's and Gender Studies First Advisor Dr. Gary Evans Second Advisor Dr. Kate Mehuron Third Advisor Dr. Linda Schott This open access senior honors thesis is available at DigitalCommons@EMU: http://commons.emich.edu/honors/322 GIRL POWER: FEMININE MOTIFS IN JAPANESE POPULAR CULTURE By David Endresak A Senior Thesis Submitted to the Eastern Michigan University Honors Program in Partial Fulfillment of the Requirements for Graduation with Honors in Women's and Gender Studies Approved at Ypsilanti, Michigan, on this date _______________________ Dr. Gary Evans___________________________ Supervising Instructor (Print Name and have signed) Dr. Kate Mehuron_________________________ Honors Advisor (Print Name and have signed) Dr. Linda Schott__________________________ Dennis Beagan__________________________ Department Head (Print Name and have signed) Department Head (Print Name and have signed) Dr. Heather L. S. Holmes___________________ Honors Director (Print Name and have signed) 1 Table of Contents Chapter 1: Printed Media.................................................................................................. -
Referencia Bibliográfica: Saito, K. (2011). Desire in Subtext: Gender
Referencia bibliográfica: Saito, K. (2011). Desire in Subtext: Gender, Fandom, and Women’s Male-Male Homoerotic Parodies in Contemporary Japan. Mechademia, 6, 171–191. Disponible en https://muse.jhu.edu/article/454422 ISSN: - 'HVLUHLQ6XEWH[W*HQGHU)DQGRPDQG:RPHQ V0DOH0DOH +RPRHURWLF3DURGLHVLQ&RQWHPSRUDU\-DSDQ .XPLNR6DLWR Mechademia, Volume 6, 2011, pp. 171-191 (Article) 3XEOLVKHGE\8QLYHUVLW\RI0LQQHVRWD3UHVV DOI: 10.1353/mec.2011.0000 For additional information about this article http://muse.jhu.edu/journals/mec/summary/v006/6.saito.html Access provided by University of Sydney Library (13 Nov 2015 18:03 GMT) KumiKo saito Desire in Subtext: Gender, Fandom, and Women’s Male–Male Homoerotic Parodies in Contemporary Japan Manga and anime fan cultures in postwar Japan have expanded rapidly in a manner similar to British and American science fiction fandoms that devel- oped through conventions. From the 1970s to the present, the Comic Market (hereafter Comiket) has been a leading venue for manga and anime fan activi- ties in Japan. Over the three days of the convention, more than thirty-seven thousand groups participate, and their dōjinshi (self-published fan fiction) and character goods generate ¥10 billion in sales.1 Contrary to the common stereo- type of anime/manga cult fans—the so-called otaku—who are males in their twenties and thirties, more than 70 percent of the participants in this fan fic- tion market are reported to be women in their twenties and thirties.2 Dōjinshi have created a locus where female fans vigorously explore identities and desires that are usually not expressed openly in public. The overwhelming majority of women’s fan fiction consists of stories that adapt characters from official me- dia to portray male–male homosexual romance and/or erotica. -
A Blue Cat on the Galactic Railroad: Anime and Cosmic Subjectivity
PAUL ROQUET A Blue Cat on the Galactic Railroad: Anime and Cosmic Subjectivity L OOKING UP AT THE STARS does not demand much in the way of movement: the muscles in the back of the neck contract, the head lifts. But in this simple turn from the interpersonal realm of the Earth’s surface to the expansive spread of the night sky, subjectivity undergoes a quietly radical transformation. Social identity falls away as the human body gazes into the light and darkness of its own distant past. To turn to the stars is to locate the material substrate of the self within the vast expanse of the cosmos. In the 1985 adaptation of Miyazawa Kenji’s classic Japanese children’s tale Night on the Galactic Railroad by anime studio Group TAC, this turn to look up at the Milky Way comes to serve as an alternate horizon of self- discovery for a young boy who feels ostracized at school and has difficulty making friends. The film experiments with the emergent anime aesthetics of limited animation, sound, and character design, reworking these styles for a larger cultural turn away from social identities toward what I will call cosmic subjectivity, a form of self-understanding drawn not through social frames, but by reflecting the self against the backdrop of the larger galaxy. The film’s primary audience consisted of school-age children born in the 1970s, the first generation to come of age in Japan’s post-1960s con- sumer society. Many would have first encountered Miyazawa’s Night on the Galactic Railroad (Ginga tetsudo¯ no yoru; also known by the Esperanto title Neokto de la Galaksia Fervojo) as assigned reading in elementary school. -
Aachi Wa Ssipak Afro Samurai Afro Samurai Resurrection Air Air Gear
1001 Nights Burn Up! Excess Dragon Ball Z Movies 3 Busou Renkin Druaga no Tou: the Aegis of Uruk Byousoku 5 Centimeter Druaga no Tou: the Sword of Uruk AA! Megami-sama (2005) Durarara!! Aachi wa Ssipak Dwaejiui Wang Afro Samurai C Afro Samurai Resurrection Canaan Air Card Captor Sakura Edens Bowy Air Gear Casshern Sins El Cazador de la Bruja Akira Chaos;Head Elfen Lied Angel Beats! Chihayafuru Erementar Gerad Animatrix, The Chii's Sweet Home Evangelion Ano Natsu de Matteru Chii's Sweet Home: Atarashii Evangelion Shin Gekijouban: Ha Ao no Exorcist O'uchi Evangelion Shin Gekijouban: Jo Appleseed +(2004) Chobits Appleseed Saga Ex Machina Choujuushin Gravion Argento Soma Choujuushin Gravion Zwei Fate/Stay Night Aria the Animation Chrno Crusade Fate/Stay Night: Unlimited Blade Asobi ni Iku yo! +Ova Chuunibyou demo Koi ga Shitai! Works Ayakashi: Samurai Horror Tales Clannad Figure 17: Tsubasa & Hikaru Azumanga Daioh Clannad After Story Final Fantasy Claymore Final Fantasy Unlimited Code Geass Hangyaku no Lelouch Final Fantasy VII: Advent Children B Gata H Kei Code Geass Hangyaku no Lelouch Final Fantasy: The Spirits Within Baccano! R2 Freedom Baka to Test to Shoukanjuu Colorful Fruits Basket Bakemonogatari Cossette no Shouzou Full Metal Panic! Bakuman. Cowboy Bebop Full Metal Panic? Fumoffu + TSR Bakumatsu Kikansetsu Coyote Ragtime Show Furi Kuri Irohanihoheto Cyber City Oedo 808 Fushigi Yuugi Bakuretsu Tenshi +Ova Bamboo Blade Bartender D.Gray-man Gad Guard Basilisk: Kouga Ninpou Chou D.N. Angel Gakuen Mokushiroku: High School Beck Dance in -
Learning Japanese Through Anime
ISSN 1798-4769 Journal of Language Teaching and Research, Vol. 8, No. 3, pp. 485-495, May 2017 DOI: http://dx.doi.org/10.17507/jltr.0803.06 Learning Japanese through Anime Yee-Han Chan Faculty of Languages and Linguistics, University of Malaya, Malaysia Ngan-Ling Wong Faculty of Languages and Linguistics, University of Malaya, Malaysia Abstract—While studies have confirmed that there is apparent connection between interest in anime and Japanese language learning among the Japanese language learners (Manion, 2005; Fukunaga, 2006; William, 2006; Abe, 2009), the practical use of anime in teaching Japanese Language as a Foreign Language has not been studied in depth. The present study aimed to discover the language features that can be learned by the Japanese language learners through critical viewing of anime in classroom. A course named “Learning Japanese language through Anime” was carried out in one public university in Malaysia for a duration of 10 weeks. Along with the administration of the course, the participants’ worksheets on language analysis and learning diaries were collected. The findings showed that language used in anime is more casual in most of the contexts involving daily life. This language use is quite different from what the students usually listen to and use in the classroom where the educators heavily emphasis on the polite ways of speaking using the material designed specifically for pedagogical purposes such as textbooks. Although at times, the language presented in anime maybe even harsh or rough in an exaggerated way, rather than ignore this, it may be better to address it critically under the guidance of educator.