Wikipedia:Articles for Deletion/Log/2021 April 1
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Alterecho: Loose Avatar-Streamer Coupling for Expressive Vtubing
AlterEcho: Loose Avatar-Streamer Coupling for Expressive VTubing Paper ID: 2117 Figure 1: AlterEcho VTuber avatar animation (top) and corresponding streamer video frames (bottom), which are not shown to the viewer, and are shown here for illustration purposes (bottom). The avatar’s coupling to the streamer is looser than in conventional motion capture, with the avatar making gestures that are identical (a), similar (b and c), or completely different (d) from those of the streamer. ABSTRACT YouTube and Twitch allow anyone with a webcam and an Internet VTubers are live streamers who embody computer animation virtual connection to become a streamer, sharing their life experiences and avatars. VTubing is a rapidly rising form of online entertainment in creative content while engaging with an online audience in real- East Asia, most notably in Japan and China, and it has been more time. More recently, advances in motion capture and computer recently introduced in the West. However, animating an expres- animation have empowered streamers to represent themselves with sive VTuber avatar remains a challenge due to budget and usability virtual avatars without revealing their real self. Virtual YouTubers, limitations of current solutions, i.e., high-fidelity motion capture is or VTubers, are streamers who embody a virtual avatar and role- expensive, while keyboard-based VTubing interfaces impose a cog- play a specially designed persona [28]. Originating from East Asia nitive burden on the streamer. This paper proposes a novel approach where the subcultures of anime and manga are prevalent, the VTu- for VTubing animation based on the key principle of loosening ber community has since rapidly grown and expanded, reaching a the coupling between the VTuber and their avatar, and it describes worldwide audience across cultural and language barriers. -
Virtual Celebrities and Consumers: a Blended Reality
Virtual Celebrities and Consumers: A Blended Reality How virtual celebrities are consumed in the East and West Author: Thuy Duong Hoang (115821) Yidan Su (115392) Supervisor: Claus Springborg Master’s Thesis, MSocSc Management of Creative Business Processes Copenhagen Business School Date of submission: May 15, 2019 Pages: 117 (31.960 words, 202.544 characters) excl. front page, bibliography and appendix Abstract The goal of this study is to research how virtual celebrities are consumed in the East and West. The digital revolution has led to a surge in circulation of information. This has contributed to the transformation of human attention from an innate information gathering tool to a profitable resource, paving the way for the economy of attention. Therefore, it is significant for marketers and companies to understand how to attract attention. As celebrities enjoy large amounts of attention, they have been widely used in endorsement campaigns. Yet, their human flaws can still lead to scandals. Therefore, we argue that virtual celebrities can be used as an alternative. They are a new type of celebrity, who are able to perform ‘real life’ activities and earn money. Examples from the East include the virtual singer Hatsune Miku and the virtual YouTuber Kizuna AI, while the West is represented by the virtual band Gorillaz, or virtual model Lil Miquela, among others. A descriptive approach is used to describe the preferences of Eastern and Western consumers in context of virtual celebrities. Our research philosophy consists of objectivism and positivism. Applying a deductive research strategy, we draw hypotheses from literature, which will be tested using quantitative methods. -
The Question of Algorithmic Personhood and Being
Article The Question of Algorithmic Personhood and Being (Or: On the Tenuous Nature of Human Status and Humanity Tests in Virtual Spaces—Why All Souls Are ‘Necessarily’ Equal When Considered as Energy) Tyler Lance Jaynes Alden March Bioethics Institute, Albany Medical College, Albany, NY 12208, USA; [email protected] Abstract: What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they have to gaining some legal duties and protections insofar as they are sophisticated enough to display consciousness akin to humans. Should our species enable AIS to gain a digital body to inhabit (if we have not already done so), it is more pressing than ever that solid arguments be made as to how humanity can accept AIS as being cognizant of the same degree as we ourselves claim to be. By accepting the notion that AIS can and will be able to fool our senses into believing in their claim to possessing a will or ego, we may yet Citation: Jaynes, T.L. The Question have a chance to address them as equals before some unforgivable travesty occurs betwixt ourselves of Algorithmic Personhood and Being and these super-computing beings. -
Natsuiro Matsuri Irl Reddit
Natsuiro Matsuri Irl Reddit This is a reupload from TC195 Orignal stream This video I originally heard about from u/Level1Pixel on reddit. Halloween Matsuri - Tier 5. Natsuiro Matsuri YouTube Twitter Yozora Mel YouTube Twitter. Meaning, pronunciation Natsuiro Matsuri Real Identity Natsuiro Matsuri Voice Actor Matsuri Hololive Irl Natsuiro Matsuri Irl Reddit Toorisugita kaze kara kanjiru. Or drag this bookmarklet: reddit stream to your toolbar and click it when viewing any reddit thread. Miễn phí download về máy. Hololive - Unhand her, Natsuiro Matsuri. All female hololive members as of January 1st, 2021. CONGRATULATIONS to KUREIJI OLLIE of Hololive for reaching 100k SUBSCRIBERS during her debut stream! Welcome to Reddit, the front page of the internet. Natsuiro Matsuri - All You Need Are Band-aids. Tải dễ dàng và nhanh chóng ♥. Instrumental. bmw e46 transmission fault code 59 pdfsdocuments2 pdf&id=d41d8cd98f00b204e9800998ecf8427e book review, free download. Our fun all-in-one server economy, store & games platform is designed to help you forge a stronger, longer term relationship with your community members. Natsuiro Matsuri Hololive. Synthesia Video Tutorial: soon. Tải dễ dàng và nhanh chóng ♥. Hoshikawa basically kept everything and didn't reciprocate and then made fun of the situation in front of her on stream. Karakteristik dari Natsuiro Matsuri diasosiasikan dengan cewek enerjik dan tomboi, dan tidak jarang Ia melakukan aksi-aksi ekstrim sebagai challenge. 動画の概要 Matsuri Channel 夏色まつり. Subaru, Okayu, Korone, Noel, Flare, Kanata, Luna, Suisei, Matsuri, Aki, Roboco, Fubuki, Mio, Ayame. For dmca and removal message us on Reddit, and we'll remove once we've verified identities. natsuiro matsuri irl reddit, It's really bizarre to me that even with "idols" like Coco and Matsuri and Marine being the chaotic forces they are, Hololive still tries to portray themselves as your standard squeaky clean idol company with pure innocent 17-year-old never-been-kissed virgin. -
More Kawaii Than a Real-Person Live Streamer
More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers Zhicong Lu Chenxinran Shen Jiannan Li City University of Hong Kong University of Toronto University of Toronto Kowloon, Hong Kong Toronto, ON, Canada Toronto, ON, Canada [email protected] [email protected] [email protected] Hong Shen Daniel Wigdor Carnegie Mellon University University of Toronto Pittsburgh, PA, USA Toronto, ON, Canada [email protected] [email protected] Figure 1: Screenshots of VTuber live streaming: (a) Kanae co-streaming with VTuber Kuzuha using their 3D avatars; (b) VTuber W伊Roi streaming by themselves; (c) Multiple VTubers co-streaming together using their 2D avatars. ABSTRACT CCS CONCEPTS Live streaming has become increasingly popular, with most stream- • Human-centered computing → Human computer interac- ers presenting their real-life appearance. However, Virtual YouTu- tion (HCI); Empirical studies in HCI. bers (VTubers), virtual 2D or 3D avatars that are voiced by humans, are emerging as live streamers and attracting a growing viewership KEYWORDS in East Asia. Although prior research has found that many viewers virtual idols, live streaming, social media, user engagement, virtual seek real-life interpersonal interactions with real-person streamers, YouTuber it is currently unknown what makes VTuber live streams engaging or how they are perceived differently than real-person streamers. ACM Reference Format: We conducted an interview study to understand how viewers en- Zhicong Lu, Chenxinran Shen, Jiannan Li, Hong Shen, and Daniel Wigdor. gage with VTubers and perceive the identities of the voice actors 2021. More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers. -
Virtual Youtuber Kizuna AI
Virtual Youtuber Kizuna AI: Co-creating human-non-human interaction and celebrity-audience relationship Author: Xin Zhou MSc in Media and Communication Supervisor: Deniz Neriman Duru Examiner: Tobias Linné May 2020 Abstract As an easy entry into public attention, YouTube is encouraging individuals to become petty producers under the name of YouTuber, upload self-generated media texts, accumulate following and popularity before finally finding their way to the professional media world. While YouTuber used to refer to human presence, the virtual YouTuber trend starting in 2016 extends this way of becoming famous to the realm of virtual characters and avatars. Similarly, top virtual YouTubers follow their famous human counterparts to have transmedia presence and solid fan bases. As a new combination of human and machine, virtual YouTubers are bringing novel experiences to audiences and pushing the boundary between the real and the imagined. This thesis aims to study virtual YouTuber Kizuna AI as a specific and emerging type of internet celebrity containing disputing definitions, meanings and values to her producing company, voice models and audiences on Chinese video platform bilibili.com. By conducting semiological analysis and qualitative text analysis, the thesis displays the producers’ efforts in constructing Kizuna AI as an adorable and exotic self-claimed AI YouTuber with distinctive visual features from Japanese culture and connotations of both human and non-human qualities. It unveils the dynamics within Kizuna AI’s audience group where they have non-unified definitions over Kizuna AI, and engage Affectively, cognitively, morally with Kizuna AI with different intensities and proximities, and further demonstrates Kizuna AI’s whole form as a digital commodity involving interrelated issues of economic logics, labour relations, capital and socio-cultural values. -
Excellent Msc Dissertations 2020
JOANNA DOONA (ED.) AN ECOLABEL 3041 0903 NORDIC SW Excellent MSc Dissertations 2020 Excellent MSc Dissertations 2020 Excellent MSc Dissertations 2020 ryck, Lund 2021 Media and Communication Studies, Lund University JOANNA DOONA (ED.) WITH CONTRIBUTIONS FROM Printed by Media-T YUNYI LIAO, CHERYL FUNG, JIAN CHUNG LEE, YUKUN YOU & XIN ZHOU This edited volume, Excellent MSc Dissertations 2020, is the fifth in the series that collects postgraduate dissertations written by students who undertook the MSc degree in Media and communication studies at Lund University in Sweden, and graduated in June 2020. The five chapters in this volume represent work originally presented and evaluated as part of the final thesis exams in May of 2020, in which they were awarded top grades. During the autumn of 2020 they were revised and edited for publication in the series Förtjänstfulla examensarbeten i medie- och Media andCommunication Studies, Lund University kommunikationsvetenskap (FEA), launched by Media and communica- tion studies at Lund University in 2008, in order to bring attention to and reward student research of a particularly high quality. With this publication, we hope to inspire future students who are wri- ting dissertations, as well as contribute to debates inside and outside of academia regarding media, society and culture. In particular, the chapters in this book urge us to critically reflect on what it means to engage with, in and through different media, in different contexts. Through studies of nationalism ‘from below,’ the significance of protest art, affective news engagement practices, the digitalisation of sleep, and virtual celebrity; the chapters emphasise the force of media enga- gement to provide people with common cultural symbols, manifesting nationalism, political issues or fandom; as well a means of mobilisation, entertainment, self-management, interaction and remembering. -
Fenomena “Virtual Youtuber” Kizuna Ai Di Kalangan Penggemar Budaya Populer Jepang Di Indonesia
MediaTor, Vol 12 (2), Desember 2019, 128-140 MediaTor, Vol 12 (2), Desember 2019, 128-140 Fenomena “Virtual Youtuber” Kizuna Ai di Kalangan Penggemar Budaya Populer Jepang di Indonesia 1Dwiana Rachmadewi Puspitaningrum, 2Arie Prasetio 1,2Fakultas Komunikasi dan Bisnis, Universitas Telkom, Jl. Telekomunikasi no.01, Sukapura, Bandung E-mail: [email protected], [email protected] Abstrak: Berdasarkan survei dari Defy Media (dalam metrotvnews.com), 85% remaja usia 13- 24 tahun menggunakan YouTube sebagai platform utama untuk menonton video. Hal tersebut menyebabkan profesi YouTuber digemari masyarakat. Di tengah hangatnya profesi YouTuber, muncullah fenomena Virtual YouTuber, yaitu YouTuber yang tampil sebagai avatar hasil animasi 3D. Istilah Virtual YouTuber pertama kali digunakan oleh Kizuna Ai yang kepopulerannya turut menjangkau Indonesia. Berdasarkan pra-penelitian, terhadap 100 orang penggemar budaya populer Jepang di Indonesia, 96 orang di antaranya mengetahui tentang Kizuna Ai, 85 orang pernah menonton vlog-nya, dan 53 orang mengikuti kanal YouTube-nya. Penelitian ini bertujuan untuk mengetahui motif dan makna menonton vlog Kizuna Ai. Penelitian ini menggunakan metode fenomenologi. Meskipun Virtual YouTuber bersifat virtual, namun keberadaannya dapat dirasakan dengan panca indera. Menurut hasil penelitian, terdapat dua jenis motif menonton vlog Kizuna Ai, yaitu motif sebab berupa motif dorongan minat dan motif ingin tahu, serta motif tujuan berupa motif keinginan untuk mendapatkan informasi, motif kebutuhan aktualisasi diri, motif kompetensi, motif keinginan untuk mendapatkan hiburan, dan motif kebutuhan eksistensi diri. Sedangkan makna menonton vlog Kizuna Ai adalah representasi sosok pasangan ideal, pelarian dari masalah, representasi minat terhadap budaya populer Jepang, panutan dalam berinteraksi, dan pentingnya berekspresi dan menyampaikan pendapat. Kata kunci: virtual youtuber, motif, makna, fenomenologi. -
By Benjamin ETHERIDGE & Brittany F .BARDSLEY -MARCIAL
(1) Science Nagoya University of Foreign Studies August , 2019 The NUFS Times Nagoya University of Foreign Studies 57 Takenoyama, Iwasakicho, Nissin, Aichi 470-0197 Japan This №3 edition is the collaboration of JSC903 exchange students and domestic students. be worn while carrying patients from a bed to a ROBOT TEDDY BEARS ARE COMING! wheelchair or to the toilet. These devices help to reduce the load on the caregiver's back, and can They want to help be put on without help. Panasonic's AWN-03 is an example of a wearable transfer aid, as this is used to help pick up heavier loads however, the by Benjamin ETHERIDGE & Brittany F .BARDSLEY -MARCIAL AWN-03 has not currently been designed to be used as a means to help carrying people but this type of design could prove to be a future solu- tion. Next, we have the non-wearable transfer The robots are coming...but they are here to help you this time, thankfully. “My job is to aids which tends to be a robot that is controlled help you in your time of need, I will pick you up when you need me and carry you when by a caregiver. They can use this to help in lift- you feel weak. I will be by your side in your golden years if you need me, I'm always ing the patient safely, and an example of this is happy to help even if I am a robot and... a Kuma”- ROBEAR the bear. the strangely cute ROBEAR by Riken. This bear (Pictured below) uses its strong arms and tactile sensors to lift a per- son (whether sitting or lying down, up to 135 lbs.) to another location. -
Fulltext (3.067Mb)
PEMBELAJARAN BAHASA JEPANG MELALUI AUDIO VISUAL ANIME DAN LIVE STREAM Audio Visual Anime ya Namahaishin ni yoru Nihongo Gakushu KERTAS KARYA Dikerjakan O L E H AHMAD DAFA ZULFAN FIRDAUS NIM: 182203005 PROGRAM STUDI D-III BAHASA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS SUMATERA UTARA MEDAN 2021 PEMBELAJARAN BAHASA JEPANG MELALUI AUDIO VISUAL ANIME DAN LIVE STREAM Audio Visual Anime ya Namahaishin ni yoru Nihongo Gakushu KERTAS KARYA Dikerjakan O L E H AHMAD DAFA ZULFAN FIRDAUS NIM: 182203005 PROGRAM STUDI D-III BAHASA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS SUMATERA UTARA MEDAN 2021 Disetujui Oleh: PROGRAM STUDI D-III BAHASA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS SUMATERA UTARA MEDAN 2021 Medan, Juli 2021 Ketua Program Studi Dr. Diah Syafitri Handayani, M.Litt NIP: 19721228199932001 PENGESAHAN Diterima Oleh: Panitia Ujian Pendidikan Non-Gelar Sastra Budaya Fakultas Ilmu Budaya Universitas Sumatera Utara Medan, untuk melengkapi salah satu syarat ujian Diploma III dalam Bidang Studi Bahasa Jepang. Pada : Tanggal : Hari : Program Studi D-III Bahasa Jepang Fakultas Ilmu Budaya Universitas Sumatera Utara Dekan, Dr. Dra. T. Thyrhaya Zein, M.A. NIP: 19630109 198803 2 001 Panitia Tugas Akhir: No. Nama Tanda Tangan 1. Veryani Guniesti, S.S., M. Hum. Drandayani ( ) 2. Zulnaidi, SS., M.Hum ( ) 3. Murniati Barus, SS.M.Pd ( ) KATA PENGANTAR Puji dan syukur kehadirat Allah Swt yang selalu memberikan rahmat dan karunia-Nya sehingga penulis dapat menyelesaikan tugas akhir ini sebagai syarat untuk memenuhi ujian akhir Diploma III program studi Bahasa Jepang Fakulktas Ilmu Budaya Universitas Sumatera Utara. Adapun judul tugas akhir ini adalah “ Pembelajaran Bahasa Jepang Melalui Audio Visual Anime Dan Live Stream ”. -
Starting the Age of Human Transformation Through
THE DECADE OF CHANGE STARTING THE AGE OF HUMAN TRANSFORMATION THROUGH TECHNOLOGY As technological innovations reach new heights, permeating every aspect of daily life, a deeper dialogue is taking place among brands, citizens and consumers alike. With more insight than ever into the ways in which technology can enhance, beautify, simplify – and complicate – our lives, our collective conversation turns future-forward. The various elements that have become so essential to so many of us – connectivity, interactivity, a curated customer experience – will amplify even further. New questions will arise around privacy, data and surveillance. Smart cities will redefine the distinc- tions between body, space and mind. For today’s forward-thinking brands, this calls for a new approach to reaching con- sumers and meeting them where they are, when it matters. By keeping abreast of the latest global tech trends and continuing to put people’s wants and needs first, compa- nies and organizations across the world have the power to not only transform the way we do business, but also the way we live. Over the next decade, we expect the following to serve as the key drivers of change: • Global recession, which will play a larger role in fiscal policy • Climate change, which will strain the planet’s resources • Viral pandemics like COVID-19, which provide a greater threat as we are globally more connected than ever before • Robots, predicted to displace 50% of jobs by 2035 • Moral capitalism, which will favor redistribution over inequality • Everything becoming “smart” as everything becomes connected LAB13 designs meaningful people-centered solutions for brands 18 month ahead of market – we simply imagine the future and then build it. -
On the Existence of “Virtual Characters” in Japan
1 On the existence of “Virtual Characters” in Japan Ryoichi Sato (1M170418) Professor Graham Law Fall Semester 2 Abstract The purpose of this thesis is to discuss the reasons for the development of the “virtual character” culture in Japan and its future development. Virtual character culture has had a major impact on entertainment in modern times, and continues to develop at a rapid pace as a unique culture in Japan. In this thesis, I would like to look back at the beginning and development of Japanese unique “character” culture from the perspective of “anthropomorphism” and discuss how the “virtual characters” at the forefront of this culture will affect our real world in the future. 3 Table of Contents Chapter 1: Introduction..................................................................................................4 Chapter 2: Definition of “Virtual”..................................................................................5 Chapter 3: Definition of “Character”..........................................................................8 Chapter 4: Relationships between “Japanese characters” and “Animism”...........11 4.1: Japanese “Character” and “Animism”.................................................................11 4.2: “Japanese Animism” and “personification anthropomorphism”...........................15 4.3: “Yuru-Chara” and “Japanese Animism” ..............................................................21 Chapter 5: Virtual Characters......................................................................................24