Anime Music Video (AMV): Data-Visualization Methods for Video Remixes
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Remix Survey 7-6-2010-2
Remix Culture Survey Instrument Which of the following do you currently own? (check all that apply) • High-definition television set • DVD Player • Personal Video Recorder (e.g. TiVo) • Cable/Satellite television connection • Video Game console (e.g. XBOX, PlayStation) • Portable video game device (e.g. Nintendo DS, PSP) • High-speed internet connection (e.g. DSL, cable modem) • Stereo system or portable CD player • Portable MP3 player (e.g. iPod) • Satellite radio (XM, Sirius) • Turntables • Video camera • E-book reader (e.g. Kindle) • Tablet computer (e.g. iPad) • Smartphone (e.g. iPhone, Blackberry, Droid) • A non-smartphone mobile phone (phone calls and text but doesn’t have more advanced features like video and web) How often have you done the following activities in the past month? Never Rarely Sometimes Often Daily or more • Watched TV shows or movies on a TV set (not computer) • Played non-online games on a console (e.g. XBOX, PlayStation) • Played non-online games on a computer • Listened to CDs • Listened to digital music (e.g. MP3s) • Listened to the radio • Read books • Read newspapers or magazines • Download or streamed a movie, television show, or video clip online. • Played a game online • Downloaded or streamed music online For the remainder of this survey, please consider the following definitions: Sample-based media: Creating something different using elements of preexisting media (pieces of music, games, shows, video, text, or photos). There are two specific subgenres of sample based media: • Remix: Adding, taking out, mixing, combining or editing your own elements or effects with preexisting media (e.g. film, music, video games) to produce something different • Mash-up: Combining only elements of preexisting media together (e.g. -
Garage Zine Scionav.Com Vol. 3 Cover Photography: Clayton Hauck
GARAGE ZINE SCIONAV.COM VOL. 3 COVER PHOTOGRAPHY: CLAYTON HAUCK STAFF Scion Project Manager: Jeri Yoshizu, Sciontist Editor: Eric Ducker Creative Direction: Scion Art Director: malbon Production Director: Anton Schlesinger Contributing Editor: David Bevan Assistant Editor: Maud Deitch Graphic Designers: Nicholas Acemoglu, Cameron Charles, Kate Merritt, Gabriella Spartos Sheriff: Stephen Gisondi CONTRIBUTORS Writer: Jeremy CARGILL Photographers: Derek Beals, William Hacker, Jeremy M. Lang, Bryan Sheffield, REBECCA SMEYNE CONTACT For additional information on Scion, email, write or call. Scion Customer Experience 19001 S. Western Avenue Company references, advertisements and/ Mail Stop WC12 or websites listed in this publication are Torrance, CA 90501 not affiliated with Scion, unless otherwise Phone: 866.70.SCION noted through disclosure. Scion does not Fax: 310.381.5932 warrant these companies and is not liable for Email: Email us through the contact page their performances or the content on their located on scion.com advertisements and/or websites. Hours: M-F, 6am-5pm PST Online Chat: M-F, 6am-6pm PST © 2011 Scion, a marque of Toyota Motor Sales U.S.A., Inc. All rights reserved. Scion GARAGE zine is published by malbon Scion and the Scion logo are trademarks of For more information about MALBON, contact Toyota Motor Corporation. [email protected] 00430-ZIN03-GR SCION A/V SCHEDULE JUNE Scion Garage 7”: Cola Freaks/Digital Leather (June 7) Scion Presents: Black Lips North American Tour The Casbah in San Diego, CA (June 9) Velvet Jones -
Translation: an Advanced Resource Book
TRANSLATION Routledge Applied Linguistics is a series of comprehensive resource books, providing students and researchers with the support they need for advanced study in the core areas of English language and Applied Linguistics. Each book in the series guides readers through three main sections, enabling them to explore and develop major themes within the discipline: • Section A, Introduction, establishes the key terms and concepts and extends readers’ techniques of analysis through practical application. • Section B, Extension, brings together influential articles, sets them in context, and discusses their contribution to the field. • Section C, Exploration, builds on knowledge gained in the first two sections, setting thoughtful tasks around further illustrative material. This enables readers to engage more actively with the subject matter and encourages them to develop their own research responses. Throughout the book, topics are revisited, extended, interwoven and deconstructed, with the reader’s understanding strengthened by tasks and follow-up questions. Translation: • examines the theory and practice of translation from a variety of linguistic and cultural angles, including semantics, equivalence, functional linguistics, corpus and cognitive linguistics, text and discourse analysis, gender studies and post- colonialism • draws on a wide range of languages, including French, Spanish, German, Russian and Arabic • explores material from a variety of sources, such as the Internet, advertisements, religious texts, literary and technical texts • gathers together influential readings from the key names in the discipline, including James S. Holmes, George Steiner, Jean-Paul Vinay and Jean Darbelnet, Eugene Nida, Werner Koller and Ernst-August Gutt. Written by experienced teachers and researchers in the field, Translation is an essential resource for students and researchers of English language and Applied Linguistics as well as Translation Studies. -
The Origins of the Magical Girl Genre Note: This First Chapter Is an Almost
The origins of the magical girl genre Note: this first chapter is an almost verbatim copy of the excellent introduction from the BESM: Sailor Moon Role-Playing Game and Resource Book by Mark C. MacKinnon et al. I took the liberty of changing a few names according to official translations and contemporary transliterations. It focuses on the traditional magical girls “for girls”, and ignores very very early works like Go Nagai's Cutie Honey, which essentially created a market more oriented towards the male audience; we shall deal with such things in the next chapter. Once upon a time, an American live-action sitcom called Bewitched, came to the Land of the Rising Sun... The magical girl genre has a rather long and important history in Japan. The magical girls of manga and Japanese animation (or anime) are a rather unique group of characters. They defy easy classification, and yet contain elements from many of the best loved fairy tales and children's stories throughout the world. Many countries have imported these stories for their children to enjoy (most notably France, Italy and Spain) but the traditional format of this particular genre of manga and anime still remains mostly unknown to much of the English-speaking world. The very first magical girl seen on television was created about fifty years ago. Mahoutsukai Sally (or “Sally the Witch”) began airing on Japanese television in 1966, in black and white. The first season of the show proved to be so popular that it was renewed for a second year, moving into the era of color television in 1967. -
Audiences, Gender and Community in Fan Vidding Katharina M
University of Wollongong Research Online University of Wollongong Thesis Collection University of Wollongong Thesis Collections 2011 "Veni, Vidi, Vids!" audiences, gender and community in Fan Vidding Katharina M. Freund University of Wollongong, [email protected] Recommended Citation Freund, Katharina M., "Veni, Vidi, Vids!" audiences, gender and community in Fan Vidding, Doctor of Philosophy thesis, School of Social Sciences, Media and Communications, Faculty of Arts, University of Wollongong, 2011. http://ro.uow.edu.au/theses/3447 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] “Veni, Vidi, Vids!”: Audiences, Gender and Community in Fan Vidding A thesis submitted in fulfilment of the requirements for the award of the degree Doctor of Philosophy From University of Wollongong by Katharina Freund (BA Hons) School of Social Sciences, Media and Communications 2011 CERTIFICATION I, Katharina Freund, declare that this thesis, submitted in fulfilment of the requirements for the award of Doctor of Philosophy, in the Arts Faculty, University of Wollongong, is wholly my own work unless otherwise referenced or acknowledged. The document has not been submitted for qualifications at any other academic institution. Katharina Freund 30 September, 2011 i ABSTRACT This thesis documents and analyses the contemporary community of (mostly) female fan video editors, known as vidders, through a triangulated, ethnographic study. It provides historical and contextual background for the development of the vidding community, and explores the role of agency among this specialised audience community. Utilising semiotic theory, it offers a theoretical language for understanding the structure and function of remix videos. -
Eureka Discovers Culture Girls, Fujoshi, and BL: Essay Review of Three Issues of the Japanese Literary Magazine, Yuriika (Eureka)[1]
9/3/2015 Intersections: Eureka Discovers 'Culture Girls,' Fujoshi, and BL: Essay Review of Three Issues of the Japanese Literary magazine, Yuriika (Eureka) Intersections: Gender and Sexuality in Asia and the Pacific Issue 20, April 2009 Eureka Discovers Culture Girls, Fujoshi, and BL: Essay Review of Three Issues of the Japanese Literary magazine, Yuriika (Eureka)[1] Tomoko Aoyama Bunkakei joshi katarogu (Culture Girls' Fujoshi manga taikei (Fujoshi manga BL (Bōizu rabu) sutadiizu (BL [Boys catalogue, November 2005) compendium, June 2007 Love] studies, December 2007 ISBN: 4791701402 supplementary issue) supplementary issue) ISBN: 9784791701636 ISBN: 9784791701728 1. Eureka (or Yuriika) is a mainstream Japanese literary magazine specialising in poetry and criticism. Established by Date Tokuo (1920–61) in 1956, the magazine has played a very important role for decades, introducing cutting edge Western art and literary theories and recognising new texts and talents as well as rediscovering the old. With a few exceptions such as a 1981 issue on girls' comics,[2] however, the magazine has rarely dealt with women writers and artists—until relatively recently. Given this general background, the November 2005 Culture Girls issue has a special historical significance. 2. The issue quickly sold out and the term bunkakei joshi (used broadly for young(ish) women culture vultures, intellectuals, writers, artists, and fans)[3] gained some currency in popular media. From this issue onwards Eureka has paid much more attention than before to a wide range of 'Culture Girls' favourite topics, artists, and genres. The January 2006 Forefront of Manga Criticism issue, for example, included slightly more input from women commentators than the August 2005 supplementary issue Otaku vs SubCul[ture].[4] Other topics featured in 2006 included singer Madonna (March), female manga artist Saibara Rieko (July), and women film directors (December). -
An Examination of Otaku Masculinity in Japan
!"#$%&'($)*&+',-(&.#(&/'(&0'"&(/#&(/"##1+23#,42',$%5!& $,$32,$(2',&'0&'($)*&3$47*%2,2(8&2,&9$:$,& & & $&(/#424& :;<=<>?<@&?A& (B<&0CDEF?G&AH&?B<&+<IC;?J<>?&AH&$=KC>&4?E@K<=& 7AFA;C@A&7AFF<L<& & & & 2>&:C;?KCF&0EFHKFFJ<>?&AH&?B<&"<MEK;<J<>?=&HA;&?B<&+<L;<<& NCDB<FA;&AH&$;?=& & NG&& N<>OCJK>&)K<PFCP& 3CG&QRST& & & & '>&JG&BA>A;5&25&N<>OCJK>&)K<PFCP5&BCU<&>A?&;<D<KU<@&C>G&E>CE?BA;KV<@& C==K=?C>D<&A>&?BK=&?B<=K=W&2&BCU<&HEFFG&EIB<F@&?B<&/','"&7'+#&AH&7AFA;C@A& 7AFF<L<W&& & & & & & & & XXXXXXXXXXXXXXXXXXXXXXX& & N#,9$32,&)2#)%$)& & & & & & & & Q& & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & ^& & ($N%#&'0&7',(#,(4& & & /A>A;&7A@<WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWQ& & "<C@<;`=&$II;AUCFWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWY& & (C\F<&AH&7A>?<>?=&WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW_& & (C\F<=WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWa& & 2>?;A@ED?KA>WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWb& & 7BCI?<;&S]&/K=?A;KDCF&7A>?<c?WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWSQ& & 7BCI?<;&Q]&'?CPE&K>&?B<&:;<=<>?&+CGWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWQQ& & 7BCI?<;&Y]&3C=DEFK>K?G&K>&9CIC>]&'?CPE&C>@&4CFC;GJ<>WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWYS& & 7A>DFE=KA>WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW^R& -
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. -
Alternate Universe Fan Videos and the Reinterpretation of the Media
Alternate Universe Fan Videos and the Reinterpretation of the Media Source Introduction According to the Francesca Coppa, American scholar and co-founder of the Organization for Transformative Works1, fan videos are “a form of grassroots filmmaking in which clips from television shows and movies are set to music.”2 Fan videos are commonly referred to as: fanvid, songvid, vid, AMV (for Anime Music Video); their process of creation is called vidding and their editors (fan)vidders. While the “media tradition” described above in Francesca Coppa‟s definition is a crucial part of the fan video production, many other fan videos are created for anime, especially Asian ones (AMV), for video games (some of them called Machinima), or even for other subjects, from band tributes to other types of remix. The vidding tradition – in its current “shape” – goes back to the era of the first VCR; but the very first fan videos may be traced back to the seventies in a slideshow format. When channel mixers and numerous machines available to a large group of consumers emerged, this fan activity easily became an expanding one amongst the fan communities, who were often interested in new technology, whatever era it is. Vidding has now become a digital process, thanks to the expansion of computer and related technical means, including at least semiprofessional editing software. It seems relevant to point out how rare it is that a vidder goes through editing training when they begin to create fan videos, or even become a professional editor later on. Of course, exceptions exist, but vidding generally remains a hobby. -
SMASH! 2020 ANIME MUSIC VIDEO (AMV) COMPETITION Sponsored by Anime@Abbotsford
SMASH! 2020 ANIME MUSIC VIDEO (AMV) COMPETITION Sponsored by Anime@Abbotsford RULES AND SUBMISSION GUIDELINES This year we are excited to announce that our SMASH! AMV Competition will be non-exclusive. This means that we are accepting AMVs that have been entered in other competitions and events (i.e. aside from SMASH!) as well as AMVs that have been created specifically for this competition. For more information, please read the following rules and submission guidelines carefully to ensure your entries will be judged and easily managed for the duration of the competition. We will be accepting submissions for the competition from Monday 17th August 2020 to Sunday 27th September 2020, 11:59pm AEST (UTC+10). The results will be announced on Sunday 18th October 2020. The deadline for handing in entries is Sunday 27th September 2020, 11:59 p.m. (UTC+10). Condition: By entering the competition, you are hereby giving your consent for us to use your AMV(s) for SMASH! events this year and any future SMASH! events which include, but is not limited to, AMV events, promotions and/or use in other SMASH! related events. CONTENTS A) SMASH! AMV Competition general rules B) Technical specifications C) How to submit your AMV D) People’s Choice Award voting A) SMASH! AMV COMPETITION GENERAL RULES 1) The SMASH! Anime Music Video Competition is open to everyone in Australia and internationally. Everyone is welcome! 2) A maximum of two (2) AMVs are allowed to be submitted per competitor. 3) Your AMV(s) must be no older than 1 June 2019. -
Found Footage Experience. Pratictices of Cinematic Re-Use and Forms of Contemporary Film
Found Footage Experience. Pratictices of cinematic re-use and forms of contemporary film edited by Rossella Catanese (University of Udine) and Giacomo Ravesi (Roma Tre University) In contemporary visual culture, the polysemy of cinematographic language finds its emblematic manifestation in the various paradigms of image re-use, which contextualises and relocates their functions in new interpretative formulas. The practice of found footage consists of the cinematographic, videographic and artistic practice of appropriation, re-elaboration and re- assembly of pre-existing images retrieved from heterogeneous media archives: from photography to stock footage and from home-movies to TV documentation and the web. One of the attractions of postmodern culture as a form of recycling, re-use and combination of different materials recovered from a past interpreted as a vast reservoir of imagery, found footage keeps its interest alive even in the epistemological trajectories of the so-called “new realism,” where a “society of recording” emerges (Ferraris 2011) in which everything must leave a trace and be archived. Moreover, deconstructionist thought has shown how inheritance should be understood not as a datum but always as a task, since archiving also responds to the need for regulation: preserving documents means imposing an order and establishing control through safeguarding and cataloguing devices. At the same time, audiovisual consumption practices have today become complex and composite forms of reception which rewrite the spectatorial experience and the uses and habits of accessibility, availability and relationship with films and audiovisual materials. The history of cinema is configured as a “visual deposit” (Bertozzi 2012) at the origin of the development of new formal writings and metaphorical processes.