Mechademia 1

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Mechademia 1

Author : Frenchy Lunning
Publisher : U of Minnesota Press
Page : 214 pages
File Size : 52,9 Mb
Release : 2006-12-22
Category : Art
ISBN : 9781452942643

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Mechademia 1 by Frenchy Lunning Pdf

After decades in which American popular culture dominated global media and markets, Japanese popular culture—primarily manga and anime, but also toys, card and video games, and fashion—has exploded into a worldwide phenomenon. From Pokémon and the Power Rangers to Paranoia Agent and Princess Mononoke, Japanese popular culture is consumed by an eager and exponentially increasing audience of youths, teenagers, and adults. Mechademia, a new annual edited by Frenchy Lunning, begins an innovative and fresh conversation among scholars, critics, and fans about the complexity of art forms like Superflat, manga, and anime. The inaugural volume, Mechademia 1 engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with state-of-the-art graphic design and a wealth of images, this cutting-edge work opens new doors between academia and fandom.The premiere issue features the interactive worlds that anime and manga have created, including the origins of cosplay (the manga and anime costume subculture), Superflat, forgotten images from a founding manga artist, video game interactivity, the nature of anime fandom in America, and the globalization of manga. Contributors: Anne Allison, Duke U; William L. Benzon; Christopher Bolton, Williams College; Vern L. Bullough, California State U, Northridge; Martha Cornog; Patrick Drazen; Marc Hairston; Mari Kotani; Thomas LaMarre; Antonia Levi, Portland State U; Thomas Looser, NYU; Susan Napier, U of Texas, Austin; Michelle Ollie; Timothy Perper; Sara Pocock; Brian Ruh; Takayuki Tatsumi, Keio U, Tokyo; Toshiya Ueno, Wako U, Tokyo; Theresa Winge, U of Northern Iowa; Mark J. P. Wolf, Concordia U; Wendy Siuyi Wong, York U.Frenchy Lunning is professor of liberal arts at the Minneapolis College of Art and Design.

Emerging Worlds of Anime and Manga

Author : Frenchy Lunning
Publisher : U of Minnesota Press
Page : 214 pages
File Size : 49,9 Mb
Release : 2006
Category : Art
ISBN : 0816649456

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Emerging Worlds of Anime and Manga by Frenchy Lunning Pdf

This inaugural volume on anime and manga engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with a wealth of images, this cutting-edge work opens new doors between academia and fandom.

The Soul of Anime

Author : Ian Condry
Publisher : Duke University Press
Page : 386 pages
File Size : 42,9 Mb
Release : 2013-02-11
Category : Social Science
ISBN : 9780822397557

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The Soul of Anime by Ian Condry Pdf

In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.

Fandom Unbound

Author : Mizuko Ito,Daisuke Okabe,Izumi Tsuji
Publisher : Yale University Press
Page : 408 pages
File Size : 52,9 Mb
Release : 2012-02-28
Category : Social Science
ISBN : 9780300178265

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Fandom Unbound by Mizuko Ito,Daisuke Okabe,Izumi Tsuji Pdf

In recent years, otaku culture has emerged as one of Japan s major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan s identity at home and abroad. In the American context, the word otaku is best translated as geek an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age."

The Anime Machine

Author : Thomas Lamarre
Publisher : U of Minnesota Press
Page : 713 pages
File Size : 43,7 Mb
Release : 2013-11-30
Category : Performing Arts
ISBN : 9781452914770

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The Anime Machine by Thomas Lamarre Pdf

Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.

War/time

Author : Frenchy Lunning
Publisher : U of Minnesota Press
Page : 354 pages
File Size : 53,6 Mb
Release : 2009
Category : History
ISBN : 9780816667499

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War/time by Frenchy Lunning Pdf

Explores the influence that World War II has on Japanese popular culture, including animated films and television programs, video games, and comic books.

The SAGE Handbook of Modern Japanese Studies

Author : James D Babb
Publisher : SAGE
Page : 1192 pages
File Size : 46,8 Mb
Release : 2014-12-15
Category : Social Science
ISBN : 9781412962353

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The SAGE Handbook of Modern Japanese Studies by James D Babb Pdf

A welcome addition to any reading list for those interested in contemporary Japanese society. - Roger Goodman, Nissan Professor of Modern Japanese Society, University of Oxford "I know no better book for an accessible and up-to-date introduction to this complex subject than The SAGE Handbook of Modern Japan Studies." - Hiroko Takeda, Associate Professor, Organization for Global Japanese Studies, University of Tokyo "Pioneering and nuanced in analysis, yet highly accessible and engaging in style." - Yoshio Sugimoto, Emeritus Professor, La Trobe University The SAGE Handbook of Modern Japanese Studies includes outstanding contributions from a diverse group of leading academics from across the globe. This volume is designed to serve as a major interdisciplinary reference work and a seminal text, both rigorous and accessible, to assist students and scholars in understanding one of the major nations of the world. James D. Babb is a Senior Lecturer in the School of Geography, Politics and Sociology at Newcastle University.

Japanoise

Author : David Novak
Publisher : Duke University Press
Page : 305 pages
File Size : 51,8 Mb
Release : 2013-07-17
Category : Music
ISBN : 9780822397540

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Japanoise by David Novak Pdf

Noise, an underground music made through an amalgam of feedback, distortion, and electronic effects, first emerged as a genre in the 1980s, circulating on cassette tapes traded between fans in Japan, Europe, and North America. With its cultivated obscurity, ear-shattering sound, and over-the-top performances, Noise has captured the imagination of a small but passionate transnational audience. For its scattered listeners, Noise always seems to be new and to come from somewhere else: in North America, it was called "Japanoise." But does Noise really belong to Japan? Is it even music at all? And why has Noise become such a compelling metaphor for the complexities of globalization and participatory media at the turn of the millennium? In Japanoise, David Novak draws on more than a decade of research in Japan and the United States to trace the "cultural feedback" that generates and sustains Noise. He provides a rich ethnographic account of live performances, the circulation of recordings, and the lives and creative practices of musicians and listeners. He explores the technologies of Noise and the productive distortions of its networks. Capturing the textures of feedback—its sonic and cultural layers and vibrations—Novak describes musical circulation through sound and listening, recording and performance, international exchange, and the social interpretations of media.

Media Heterotopias

Author : Hye Jean Chung
Publisher : Duke University Press
Page : 240 pages
File Size : 43,5 Mb
Release : 2018-02-22
Category : Performing Arts
ISBN : 9780822372158

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Media Heterotopias by Hye Jean Chung Pdf

In Media Heterotopias Hye Jean Chung challenges the widespread tendency among audiences and critics to disregard the material conditions of digital film production. Drawing on interviews with directors, producers, special effects supervisors, and other film industry workers, Chung traces how the rhetorical and visual emphasis on seamlessness masks the social, political, and economic realities of global filmmaking and digital labor. In films such as Avatar (2009), Interstellar (2014), and The Host (2006)—which combine live action footage with CGI to create new hybrid environments—filmmaking techniques and "seamless" digital effects allow the globally dispersed labor involved to go unnoticed by audiences. Chung adapts Foucault's notion of heterotopic spaces to foreground this labor and to theorize cinematic space as a textured, multilayered assemblage in which filmmaking occurs in transnational collaborations that depend upon the global movement of bodies, resources, images, and commodities. Acknowledging cinema's increasingly digitized and globalized workflow, Chung reconnects digitally constructed and composited imagery with the reality of production spaces and laboring bodies to highlight the political, social, ethical, and aesthetic stakes in recognizing the materiality of collaborative filmmaking.

Anime

Author : Rayna Denison
Publisher : Bloomsbury Publishing
Page : 201 pages
File Size : 47,9 Mb
Release : 2015-10-22
Category : Performing Arts
ISBN : 9781472576767

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Anime by Rayna Denison Pdf

Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a “genre,” but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.

Cultures of Democracy

Author : Dilip Parameshwar Gaonkar
Publisher : Duke University Press
Page : 240 pages
File Size : 52,8 Mb
Release : 2007
Category : Political Science
ISBN : 082236672X

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Cultures of Democracy by Dilip Parameshwar Gaonkar Pdf

This special issue of Public Culture draws on work in anthropology, political theory, and postcolonial studies to propose that democratic strategies and practices in differing countries are affected by their cultures, histories and their reception or resi

Death, Disability, and the Superhero

Author : José Alaniz
Publisher : Univ. Press of Mississippi
Page : 376 pages
File Size : 49,8 Mb
Release : 2014-10-15
Category : Literary Criticism
ISBN : 9781626743274

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Death, Disability, and the Superhero by José Alaniz Pdf

The Thing. Daredevil. Captain Marvel. The Human Fly. Drawing on DC and Marvel comics from the 1950s to the 1990s and marshaling insights from three burgeoning fields of inquiry in the humanities—disability studies, death and dying studies, and comics studies—José Alaniz seeks to redefine the contemporary understanding of the superhero. Beginning in the Silver Age, the genre increasingly challenged and complicated its hypermasculine, quasi-eugenicist biases through such disabled figures as Ben Grimm/The Thing, Matt Murdock/Daredevil, and the Doom Patrol. Alaniz traces how the superhero became increasingly vulnerable, ill, and mortal in this era. He then proceeds to a reinterpretation of characters and series—some familiar (Superman), some obscure (She-Thing). These genre changes reflected a wider awareness of related body issues in the postwar United States as represented by hospice, death with dignity, and disability rights movements. The persistent highlighting of the body’s “imperfection” comes to forge a predominant aspect of the superheroic self. Such moves, originally part of the Silver Age strategy to stimulate sympathy, enhance psychological depth, and raise the dramatic stakes, developed further in such later series as The Human Fly, Strikeforce: Morituri, and the landmark graphic novel The Death of Captain Marvel, all examined in this volume. Death and disability, presumed routinely absent or denied in the superhero genre, emerge to form a core theme and defining function of the Silver Age and beyond.

The Video Game Theory Reader 2

Author : Bernard Perron,Mark J.P. Wolf
Publisher : Routledge
Page : 453 pages
File Size : 54,7 Mb
Release : 2008-11-19
Category : Games & Activities
ISBN : 9781135895181

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The Video Game Theory Reader 2 by Bernard Perron,Mark J.P. Wolf Pdf

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Culture, Aesthetics and Affect in Ubiquitous Media

Author : Helen Grace
Publisher : Routledge
Page : 248 pages
File Size : 48,9 Mb
Release : 2013-10-23
Category : Social Science
ISBN : 9781134664955

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Culture, Aesthetics and Affect in Ubiquitous Media by Helen Grace Pdf

This book argues that ubiquitous media and user-created content establish a new perception of the world that can be called ‘particulate vision’, involving a different relation to reality that better represents the atomization of contemporary experience especially apparent in social media. Drawing on extensive original research including detailed ethnographic investigation of camera phone practices in Hong Kong, as well as visual analysis identifying the patterns, regularities and genres of such work, it shows how new distributed forms of creativity and subjectivity now work to shift our perceptions of the everyday. The book analyses the specific features of these new developments – the components of what can be called a ‘general aesthesia’ – and it focuses on the originality and innovation of amateur practices, developing a model for making sense of the huge proliferation of images in contemporary culture, discovering rhythms and tempo in this work and showing why it matters.

Floating Worlds

Author : Maria Roberta Novielli
Publisher : CRC Press
Page : 128 pages
File Size : 52,6 Mb
Release : 2018-01-17
Category : Computers
ISBN : 9781351334815

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Floating Worlds by Maria Roberta Novielli Pdf

Through the analysis of the work of the main Japanese animators starting from the pioneers of 1917, the book will overview the whole history of Japanese animated film, including the latest tendencies and the experimental movies. In addition to some of the most acclaimed directors Miyazaki Hayao, Takahata Isao, Shinkai Makoto, Tezuka Osamu and Kon Satoshi, the works of masters of animation such as Kawamoto Kihachirō, Kuri Yōji, Ōfuji Noburō and Yamamura Kōji will be analysed in their cultural and historical context. Moreover, their themes and styles will be the linking thread to overview the Japanese producing system and the social and political events which have often influenced their works. Key Features Insight into both mainstream and independent cinema Scientific reliability Easy readability Social and cultural context