Junko Mizuno
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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......... -
DAIDO MORIYAMA Born 1938 Ikeda City, Osaka, Japan Lives and Works in Tokyo, Japan
DAIDO MORIYAMA Born 1938 Ikeda City, Osaka, Japan Lives and works in Tokyo, Japan AWARDS 2012, Lifetime Achievement Infinity Award, International Center for Photography, New York, NY 2004, Culture Award, Deutsche Gesellschaft für Photographie, Cologne, Germany 2004, Lifetime Achievement Award, Photographic Society of Japan 2003, 44th Mainichi Art Award, Japan 1983, Photographer of the Year Award, Photographic Society of Japan 1967, New Artist Award, Japan Photo Critics Association SOLO EXHIBITIONS 2017 Artist Rooms: Daido Moriyama, Tate Modern, London, England Daido Moriyama, Miyanomori International Museum of Art, Sapporo, Japan Daido Moriyama: Tokyo Color, Luhring Augustine Bushwick, Brooklyn, NY Daido Moriyama: Pretty Woman, Akio Nagasawa, Tokyo, Japan* 2016 Color + tights, Taka Ishii Gallery Kitsando, Tokyo, Japan Color 1970-1990, Taka Ishii Gallery Paris, Paris, France Daido Moriyama: Marrakech 2015 (Record no. 30), Galerie Folia, Paris, France Daido Moriyama: Prints and Books from 1960s–1980s, Singapore International Photography Festival, DECK, Singapore Daido Moriyama: Terayama, Shuji Terayama Museum, Aomori, Japan Daido Moriyama: Tokyo Meshed World, Yoshii Gallery, New York, NY Daido Tokyo, Fondation Cartier pour l’Art Contemporain, Paris, France* Scandalous, Akio Nagasawa Gallery, Tokyo, Japan 2015–2016 Daido Moriyama in Color, Galleria Carla Sozzani, Milan, Italy 2015 Catching Eye, Catching Mind, Kwai Fung Hin Art Gallery, Hong Kong, China Fragments: Silkscreens of Daido Moriyama, Three Shadows Photography Art Centre, Xiamen, China Kiss, Taka Ishii Gallery Paris, Paris, France A Room, Aura Gallery, Taipei, Taiwan 2014 Accident, Shadai Gallery, Tokyo, Japan Daido Moriyama: Dazai, Art Space AM, Tokyo, Japan Daido Moriyama Endless Works N/S, Okinawa Prefectural Museum and Art Museum, Naha, Japan* Hokkaido, Miyanomori International Museum of Art, Sapporo, Japan Searching Journeys, Simon Lee Gallery, Hong Kong, China Tono 2014, Canon Gallery S, Tokyo, Japan * A catalogue was published with this exhibition. -
Exhibitor List ①
Appendix Page.2 Exhibitor List ① General Area ACQUIRE CORPORATION MORI TOYS CO., LTD. AKELLA NAMCO LIMITED ASK Corporation NTT DoCoMo, Inc. ATARI JAPAN NUBYTECH ATI TECHNOLOGIES(JAPAN) INC. RAZER GROUP ATLUS CO., LTD. RHOCEO CO., LTD. Bandai Co., Ltd. SANWA SUPPLY INC. BigWorld / Solid Networks Inc. / Trymedia Systems Inc. Scansoft, Inc. BROCCOLI CO., LTD. SEGA CORPORATION CAPCOM CO., LTD. Sega Logistics Service Co., Ltd. CLIMAX Inc. Seoul City Pavilion Core Colors, Inc. BinaryCraft Corporation CREEK & RIVER Co., Ltd. CFN Co.,Ltd. Crest Co., Ltd. COONG Entertainment Inc. D3 PUBLISHER Inc. DreamSuare Co.,Ltd. DISC GO TECHNOLOGIES E3NET CO.,Ltd. eMagin Corporation KNetP Co.,Ltd. ENTERBRAIN, INC. Mirinae Entertainment Inc. ESEL INTERNATIONAL COMPANY LIMITED Mowelsoft Inc. Excite Japan Co., Ltd. Web EnG Korea Co.,Ltd. FUJIWORK CO., LTD. SNK PLAYMORE CORPORATION GAME INFINITY ~G★ Sony Computer Entertainment Inc. (game)land SQUARE ENIX CO., LTD. GDEX TAITO CORPORATION GENKI Co., Ltd. TAIWAN Game Pavilion GEO-BB Incorporated EASYFUN ENTERTAINMENT CORP. GRAVITY Co., Ltd. SOFTSTAR ENTERTAINMENT INC. GungHo Online Entertainment, Inc. Taiwan Trade Center HAMSTER Corporation ZEROPLUS TECHNOLOGY CO., LTD. HAVOK TECMO, LTD. HOLON, Inc. TOMY Company, Ltd. INTERNET RADIO ONSEN TOPPLAYER INC. KDDI CORPORATION UBISOFT KOEI CO., Ltd. UKR GAME EXPORT KONAMI CORPORATION Winble Japan, Inc. Media Works Inc. XTREME LTD Microsoft Co., Ltd. Appendix Page.3 Exhibitor List ② Mobile Content Area Game School Area ABILIT Co., Ltd ACT Information & Business College Ambition, Ltd Aso Business Computer College Aruze Corp. Clark Akihabara IT Campus BTD STUDIO CO., LTD. DENGEKI SCHOOL MAGAZINE DAITO GIKEN, INC. Digital Entertainment Academy Co., Ltd. DP CORPORATION DIGITAL HOLLYWOOD/DIGITAL HOLLYWOOD UNIVERSITY FromSoftware, Inc. -
Audition How Does the 1999 Film Relate to the Issues That Japanese Men and Women Face in Relation to Romantic Pairing?
University of Roskilde Audition How does the 1999 film relate to the issues that Japanese men and women face in relation to romantic pairing? Supervisor: Björn Hakon Lingner Group members: Student number: Anna Klis 62507 Avin Mesbah 61779 Dejan Omerbasic 55201 Mads F. B. Hansen 64518 In-depth project Characters: 148,702 Fall 2018 University of Roskilde Table of content Problem Area ........................................................................................................................................... 7 Problem Formulation .............................................................................................................................. 9 Motivation ............................................................................................................................................... 9 Delimitation ........................................................................................................................................... 10 Method .................................................................................................................................................. 11 Theory .................................................................................................................................................... 12 Literature review ............................................................................................................................... 12 Social Exchange Theory .................................................................................................................... -
Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
TOKYO GAME SHOW 2011 Visitors Survey Report November 2011
TOKYO GAME SHOW 2011 Visitors Survey Report November 2011 Computer Entertainment Supplier's Association ■ Contents ■ Outline of Survey 3 Ⅰ.Visitors' Characteristics 4 1.Gender -------------------------------------------------------------------------- 4 2.Age ---------------------------------------------------------------------------- 4 3.Residential area --------------------------------------------------------------- 5 4.Occupation --------------------------------------------------------------------- 5 5.Hobbies and interests --------------------------------------------------------------- 6 Ⅱ.Household Videogames 9 1.Hardware ownership・Hardware most frequently used -------------------------------------- 9 2.Hardware the respondents wish to purchase --------------------------------------------- 12 3.Favorite game genres ---------------------------------------------------------------- 15 4.Frequency of game playing ----------------------------------------------------------- 19 5.Duration of game playing ------------------------------------------------------------- 21 6.Tendency of software purchases ------------------------------------------------------ 24 7.Tendency of software purchases by downloading ----------------------------------------- 27 Ⅲ.Social Games 28 1.Familiarity with SNS and social games -------------------------------------------------- 28 2.Hardware used for SNS 【All SNS users】 ------------------------------------------------ 31 3.Frequency of game playing 【All social game players】 ------------------------------------- -
Never Gonna Fall for Modern Love
Háskóli Íslands Hugvísindasvið Japanskt mál og menning Never Gonna Fall for Modern Love The Negative Population Growth of Japan Explored Ritgerð til BA-prófs Sunna Axelsdóttir Kt.: 151092-2929 Leiðbeinandi: Gunnella Þorgeirsdóttir Maí 2015 Abstract The main purpose of this essay is to attempt to shed light on possible underlying causes behind the drastic negative population growth in Japan. Additionally, similar trends of negative population growth around the world will be looked at, in light of the situation in Japan. The first chapter of this essay provides a brief outline of statistics both from Japan and other countries showing the development of the birth rate in those regions. Following the outline is a subchapter which aims to explain the statistics, and subsequently outline the consequences of negative population growth on the planet and the economy. Through this analysis of statistical data the goal is to gain insight into possible problems the governments of various countries are facing. The second chapter explores how various social changes within the Japanese society have affected the birth rate in Japan. The third chapter attempts to describe the sexual behavior of the younger generations in Japan today, as well as explore the various services many in Japan have begun to use as substitutes for relationships, contemplating whether these factors can be linked with the declining birth rate. The fourth and final chapter discusses the Japanese government’s methods and attempts to increase the birthrate. These methods are then compared with measures taken by other nations with similar problems. 1 Table of Contents Abstract.................................................................................Error! Bookmark not defined. -
「TOKYO GAME SHOW 2006」Exhibitor List 2006.8.4 General Area AQ INTERACTIVE INC
「TOKYO GAME SHOW 2006」Exhibitor List 2006.8.4 General Area AQ INTERACTIVE INC. Toamec Corporation BROCCOLI CO., LTD. TOMY COMPANY, LTD. Canada Pavilion TOOL - DESIGNED GAMING ACCESSORIES ATI Technologies Inc. TOPPAN PRINTING CO., LTD. Autodesk Ltd TWENTIETH CENTURY FOX Enzyme Testing Labs Vodafone K.K. GestureTek Inc Groove Games Mobile Contents Area Humagade Inc Ambition Inc. SilverBirch Studios Inc BTD STUDIO Co., ltd. SplitFish Gameware Inc DAITO GIKEN, INC. Wave Generation Inc. DIGITAL WORKS ENTERTAINMENT Canadian Embassy DP-CORPORATION CAPCOM CO., LTD. FromSoftware, Inc. Cykan Entertainment Co., Ltd. Interactive Brains Co., LTD. D3PUBLISHER Inc. KOTOBUKI SOLUTION CO., LTD. D4Enterprise, Inc. Media Magic Co., Ltd. ELEVEN-UP Inc. NIHON ENTERPRISE CO., LTD. ELSA Japan Inc. PROVENCE PROMOTION EMA INNOVATION LLC - NETHRONE Quattro Media Corporation ENTERBRAIN, INC. RideonJapan, Inc. EYE POWER SPORTS co., ltd. SEALZ, Inc. FREEM CO LTD. Serendipity Co., Ltd. GAMEINSTINCT Spicysoft Corporation GENKI Co., Ltd. T2i Entertainment Co., Ltd. G-star Organizing Committee UAT Corporation HAMSTER Corporation HUDSON SOFT COMPANY, LIMITED Kids' Area INTERNET RADIO STATION <ONSEN> CAPCOM CO., LTD. IREM SOFTWARE ENGINEERING INC. NAMCO BANDAI Games Inc. KDDI CORPORATION NHN Japan Corporation KOEI CO., Ltd. Konami Digital Entertainment Co., Ltd. Game School Area Marvelous Interactive Inc. ACT College of Information & Communication Technology Media Works Inc. Aso Business Computer College Microsoft Co., Ltd. Digital Entertainment Academy Corporation MOCOMTECH CO., LTD. Higashi-Nihon Design & Computer College MOMOTARO KINGDOM International Art & Design College MORI TOYS CO., LTD. JAPAN ELECTRONICS COLLEGE NAMCO BANDAI Games Inc. Kanagawa Computer Culture College NeoWiz Japan Corporation Kobe Institute of Computing / Kobe College of Computing NETTS CO., LTD. -
Introduction
Introduction The Ohio Japan Project began in the mid-1980’s when Ohio agreed to join with Michigan, Minnesota, and Wisconsin to form The Great Lakes in the Schools Project, funded by the U.S.-Japan Foundation. The members of the project from Ohio developed a series of lessons on Japan. During a trip to Japan in 1988, the Ohio team discussed these lessons with educators in Japan and had them formally critiqued by the International Society for Educational Information, Inc. in Tokyo. The society published a version of the lessons in Japan, while in Ohio they were published as Learning About Our World: Japan. Again with funding form the U.S.-Japan Foundation, the Ohio Japan Project sent a delegation of teachers in Ohio to Japan for two weeks in June-July, 2001. While there, the teachers gathered information to update the lessons previously published and to develop new ones, which reflect more current developments in Japan. Before and during the trip to Japan, the participants spent a great deal of time studying how the Japanese develop lessons that enhance deeper understanding by the students of the concepts to be taught. These lessons reflect the way Japanese teachers construct their lessons to accomplish that deeper level of knowledge and skill development. In this way, students retain the information for a longer period of time, which will help them be more successful on the future state achievement tests and the Ohio Graduation Test. The original publication of lessons identified the connections to the social studies and foreign languages curriculum models. -
Note to Users
NOTE TO USERS Page(s) not included in the original manuscript and are unavailable from the author or university. The manuscript was scanned as received. Pages 25-27, and 66 This reproduction is the best copy available. ® UMI Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Cybercultures from the East: Japanese Rock Music Fans in North America By An Nguyen, B.A. A thesis submitted to The Faculty of Graduate Studies and Research In partial fulfillment of the requirements for the degree MASTER OF ARTS Department of Sociology and Anthropology Carleton University Ottawa, Ontario April 2007 © An Nguyen 2007 Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliotheque et Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-26963-3 Our file Notre reference ISBN: 978-0-494-26963-3 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce,Canada de reproduire, publier, archiver, publish, archive, preserve, conserve,sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet,distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non sur support microforme, papier, electronique commercial purposes, in microform,et/ou autres formats. -
Kagerou Daze: (Novel) Over the Dimension Vol. 6 Free Download
KAGEROU DAZE: (NOVEL) OVER THE DIMENSION VOL. 6 FREE DOWNLOAD Jin,Sidu | 176 pages | 31 Jan 2017 | Little, Brown & Company | 9780316466646 | English | New York, United States Kagerou Days Be the first to ask a question about Kagerou Daze, Vol. It will vary, depending of the day-to-day exchange rate. It is suggested that he may have had a part to play in Heat Haze especially with Clearing Eyes' later noted involvements around the same timeframes. You know the saying: There's no time like the present The series became infamous on the video sharing website Niconico after the release of the music video and song for "Kagerou Daze", which primarily featured character Hibiya Amamiya supporting character Hiyori Asahina referred to only in the song's lyricsalso gave the series its name. This song quickly became popular after its music video release. Want to Read Currently Reading Read. Namespaces Article Talk. The first volume was released on May 30, by Enterbrain on their KCG Bunko imprintand will conclude in the eighth volume on December 29, ReadingFrog rated it did not like it Mar 13, Sidu's afterword. Uni 4. July 19, [19] Receive a redemption code to send to a recipient to through e-mails, SNS, etc. From Wikipedia, the free encyclopedia. The soundtracks were produced by Jin and released by IA Project. September 29, [14] It has reached over 3, views in Nico Nico Douga. This eBook has a region limitation. Retrieved April 21, Apart from being the first song in the series, it is also Shizen no Teki-P's first work. -
Chapter 1: the Semiotic Conditions of Videogame Authorship
UC San Diego UC San Diego Electronic Theses and Dissertations Title The Foundations of Videogame Authorship Permalink https://escholarship.org/uc/item/96x08750 Author Huber, William Humberto Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO The Foundations of Videogame Authorship A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Art History, Theory and Criticism by William Humberto Huber Committee in charge: Professor Lev Manovich, Chair Professor Grant Kester Professor Kuiyi Shen Professor Stefan Tanaka Professor Noah Wardrip-Fruin 2013 © William Humberto Huber, 2013 All rights reserved. SIGNATURE PAGE The Dissertation of William Humberto Huber is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION With gratitude to friends, family and colleagues. To Samantha, with deepest devotion, for her friendship, affection and patience. To Rafael, for whom play is everything. iv EPIGRAPH Art is a game between all people, of all periods. – Marcel Duchamp v TABLE OF CONTENTS Signature Page ............................................................................................................... iii Dedication ..................................................................................................................... iv Epigraph ..........................................................................................................................v