Academic literature on the topic 'Anime'

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Journal articles on the topic "Anime"

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Handayani, Viona Rizky, Diana Puspitasari, and Hartati Hartati. "Invensi dalam Genre Detektif." Jurnal SAKURA : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 3, no. 2 (August 30, 2021): 116. http://dx.doi.org/10.24843/js.2021.v03.i02.p04.

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The purpose of this research to describe the detective formulas in Japanese anime produced in the period 2014-2016, including Meitantei Konan I Jigen no, Ryuugajou Nanana No Maizoukin, Sniper Psycho-Pass : The Movie ( Gekijou-ban Psycho-Pass ), Ghost In The Shell, Meitantei Konan Junkoku no Naitomea, and Bungou Stray Dogs Season 1. The method used was descriptive qualitative with literary formula approach based on Cawelti. The data analysis technique uses were observing recording and classifying data. The results of this study show that there were 132 data with detective action pattern conventions consisting of six phases and four roles. That are 1) introduction of detectives, 2) crime and guidance, 3) investigation, 4) announcement of solution, 5) solution explanation, 6) end of story. In addition, these four roles are those who are exposed to the threat of 1) victims, 2) criminals, 3) detectives, and 4) crimes, but cannot resolve them. Then, it was found that the ending of the story was an archetypal invention in the anime Ryuugajou Nanana No Maizoukin, while the other five anime had archetypal conventions according to Cawelti's theory. In addition, in this study, it was found that there is a formula invention that occurs in every detective anime. The form of invention in detective anime is to add a supernatural formula to the storyline. Based on the results of data analysis, the conclusion is that the six animes contain the rules and inventions of the formula detective genre. Formula conventions and inventions occur as the audience becomes more interested in the genre. The more popular a particular genre, the more conventions and inventions as a development of formulas and archetypes.
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Budiarto, Gema. "Understanding the Cultural Reality of Shinobi through the Anime Series of Naruto & Naruto Shippūden." IZUMI 12, no. 2 (December 31, 2023): 225–36. http://dx.doi.org/10.14710/izumi.12.2.225-236.

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Naruto and Naruto Shippūden are the anime series adapted from Masashi Kishimoto’s manga. The Naruto series aired in Japan from 2002-2007, while Naruto Shippūden was from 2007-2017. These animes are interconnected, Naruto is part one and Naruto Shippūden is part two. These animes took some of the original traditions of the Shinobi though not the same. Indeed, Shinobi is real and not a myth. If studied historically, Shinobi were considered ancient warriors of Japan other than the Samurai-侍. Nevertheless, the theory about the birth of the Shinobi is complicated to trace, but Shinobi existed in feudal Japan, especially during the Sengoku Jidai-戦国時代. This research tries to examine the cultural reality and facts of the Shinobi in the Naruto and Naruto Shippūden series. The method used in this research is descriptive qualitative. The result of this study shows that Naruto and Naruto Shippūden adopted the reality of the Japanese Shinobi. Some of the original Shinobi elements were adopted in this anime such as the use of weapons, hand seals, the use of nature elements, and so on. Through these animes, viewers are invited to recognize the traditions of the Japanese Ninja world.
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Raudha, Silvia, Azwarfajri Azwarfajri, and Musdawati Musdawati. "Pengaruh Anime dan Budaya Jepang dalam Gaya Hidup Mahasiswa di Banda Ace." Jurnal Sosiologi Agama Indonesia (JSAI) 5, no. 1 (March 31, 2024): 179–91. http://dx.doi.org/10.22373/jsai.v5i1.4354.

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The emergence of anime among university students has influenced the formation of a distinctive lifestyle, primarily through the imitation of concepts depicted in these anime. Consequently, this paper examines the impact of anime on the lives of university students in Banda Aceh, aiming to understand both the positive and negative effects of anime and Japanese culture on students' lifestyle changes. This qualitative research utilized observation, interviews, and documentation as data collection methods. The findings reveal various forms of lifestyle changes, including alterations in motivation, social interaction, the incorporation of the Japanese language into daily life, the adoption of anime fashion, imitative behaviors, and shifts in students' perspectives towards anime and Japanese culture. The positive impacts identified from anime include the development of Japanese language skills, anime serving as a source of inspiration, and anime facilitating social interaction among students. However, the study also highlights negative impacts, such as the excessive amount of time spent watching anime, experiences of hallucinations, and exposure to inappropriate content or content overly focused on sexuality. Abstrak Munculnya anime di kalangan mahasiswa memberikan pengaruh dalam membentuk gaya hidup tersendiri akibat mengimitasi konsep anime tersebut. Oleh karena itu tulisan ini mengkaji bagaimana dampak anime bagi kehidupan mahasiswa di Banda Aceh untuk mengetahui dampak positif dan negatif dari pengaruh anime dan budaya Jepang terhadap perubahan gaya hidup mahasiswa. Penelitian kualitatif ini menggunakan teknik pengumpulan data observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan terdapat beberapa bentuk perubahan gaya hidup yaitu perubahan motivasi, interaksi sosial, penggunaan bahasa Jepang dalam kehidupan sehari-hari, adopsi fashion anime, serta perilaku imitasi, hingga perubahan perspektif mahasiswa terhadap anime dan budaya Jepang. Adapun dampak positif yang ditimbulkan anime kepada mahasiswa adalah pengembangan keterampilan berbahasa Jepang, anime sebagai sumber inspiratif dan anime sebagai pembangun interaksi sosial bagi mahasiswa. Namun, anime juga memberikan dampak negatif yaitu menghabiskan banyak waktu untuk menonton, halusinasi, serta konten yang tidak sesuai atau lebih mengarah ke seksualitas.
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Yasim, Muh Nur Rahmat. "Otaku Dadakan: Studi Kasus Penggemar Anime One Piece di Kalangan Mahasiswa." Emik 5, no. 1 (June 26, 2022): 84–100. http://dx.doi.org/10.46918/emik.v5i1.1216.

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nime (Japanese animation) which currently become popular in the community has resulted in the emergence of various anime products, such as action figures, posters, comics, and even animated films. One of the most popular anime is One Piece, and its rabid fans are known as anime otaku. This anime otaku phenomenon not only occurs in Japan, but also throughout the world, including Indonesia. This article deals with newcomers who are interested in popular anime, and call themselves otaku, labeled as impromptu otaku by anime otaku. Using a qualitative approach, this research was conducted through social media Instagram and TikTok. The research informants were ten students, who came from public and private universities in the city of Makassar. They consist of six men and four women, whose age range between 19 and 25 years. Data was collected using in-depth interview and observation techniques. One Piece is one of the anime that has a high rating and is the most popular anime of all time. For impromptu otaku, this is considered as “the king of anime", so that fanaticism towards anime is only focused on the One Piece anime, even though there are many other anime that also have high ratings. While anime otaku are not just fans of one anime. In the process of choosing anime One Piece, a person goes through three stages, namely selection, interpretation, and reaction stages. One of the aspects that makes One Piece as an interesting anime for otaku is how One Piece is able to raise spirits through motivational words uttered by certain characters in the One Piece anime. The identity of impromptu otaku is shown through their involvement in various activities, showing that they are fans of One Piece anime, namely following One Piece developments on the internet and social media, collecting One Piece-themed merchandise, and joining the fan community. This indicates that impromptu otaku realizes their "class" when compared to anime otaku. Thus, by participating in related activities they hope to be aligned as anime otaku.
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Covey, William B. "INTERPRETING ANIME." Journal of Film and Video 72, no. 1-2 (April 1, 2020): 100–102. http://dx.doi.org/10.5406/jfilmvideo.72.1-2.0100.

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Fennell, Dana, Ana S. Q. Liberato, Bridget Hayden, and Yuko Fujino. "Consuming Anime." Television & New Media 14, no. 5 (March 2, 2012): 440–56. http://dx.doi.org/10.1177/1527476412436986.

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Condry, Ian. "Anime Creativity." Theory, Culture & Society 26, no. 2-3 (March 2009): 139–63. http://dx.doi.org/10.1177/0263276409103111.

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This article examines ethnographically the production of anime (Japanese animated films and TV shows) by focusing on how professional animators use characters and dramatic premises to organize their collaborative creativity. In contrast to much of the analysis of anime that focuses on the stories of particular media texts, I argue that a character-based analysis provides a critical perspective on how anime relates to broader transmedia phenomena, from licensed merchandise to fan activities. The ideas of characters, premises, and world-settings also specify in greater detail the logic of anime production, which too often is glossed as emerging from a generalized Japanese culture, as in the ongoing debates about `cool Japan'. I conclude that an ethnographic approach to anime production through a focus on characters can offer new ways of thinking about what moves across media, what distinguishes anime from other media forms, and what gives anime its value.
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Nicolas Trace Cabot. "CFP: Kumoricon Anime and Manga Studies: Intertextual Anime." Science Fiction Studies 45, no. 2 (2018): 410. http://dx.doi.org/10.5621/sciefictstud.45.2.0409.

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Suan, Stevie. "Anime’s Performativity: Diversity through Conventionality in a Global Media-Form." Animation 12, no. 1 (March 2017): 62–79. http://dx.doi.org/10.1177/1746847717691013.

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Anime is a globally prominent media-form with a multitude of styles, yet it maintains a relative uniformity to sustain a recognizable identity as a particular category of media. The performance of the recognizably ‘anime-esque’ is what distinguishes anime as a type of animation, allowing it to be sold and consumed as ‘anime’. Anime, and its recognizable identity, are performatively constituted by a series of anime-esque acts performed in animation, citing a system/database of conventionalized models in each iteration. What we recognize as ‘anime proper’ are not just ‘animations from Japan’, but animations that perform large quantities of anime-esque acts. However, anime must continuously work through the problematic of maintaining its identity without redundancy, each performance working through the tensions of diversity and uniformity: in straying too far from a conventional model, it loses anime-esque recognizability and cannot be sold/consumed as anime. As such, anime’s identity negotiates the dynamic divisions between uniformity, repetition and the global on the one hand, and diversity, variation and the local, on the other. Working through this problematic entails a different type of creativity as combinations of citations from conventional models in each performance negotiate that particular anime’s identity as an anime production and its distinction from other anime. Anime’s problematic is not only invoked through the engagement of conventionalized models of character design and narrative, but also in the technical processes/materiality of animation, which cite character models and conventionalized acting expressions when animated. Yet it is not just the material limits of the medium of animation. There is another limit in the performance of anime in the act of citation that facilitates the doing (and selling) of anime: in the repeated acts of the anime-esque, in the serialization of anime as a media-form, the contours of anime’s formal system become a factor of convergence.
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Marques Soares, Nara. "Da anima e dos animes." Revista Memorare 9, no. 1 (December 21, 2022): 30–41. http://dx.doi.org/10.59306/memorare.v9e1202230-41.

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Durante séculos, a cultura ocidental vem sendo pautada pelo erro antropocêntrico de colocar o humano no topo da cadeia evolutiva e afastá-lo dos outros viventes. Teóricos como Derrida, Deleuze, Nagel e tantos outros vêm nos fazendo compreender a complexidade e a importância histórico-cultural do estudo de animais e vegetais por diferentes ângulos. Esse campo de estudo envolve, além de debates filosóficos, a zooliteratura, a fitoliteratura e diversas formas de produção artística. Este ensaio é uma tentativa de leitura pós-humana do anime Mushishi, através do cruzamento conceitual entre alma e ânima, considerando uma visão-de-mundo que permeia animes japoneses, capazes de nos colocar em confronto com aquele erro antropocêntrico, visível em criações ocidentais.
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Dissertations / Theses on the topic "Anime"

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Lomov, Vladimir. "Estetika anime." Master's thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2015. http://www.nusl.cz/ntk/nusl-251469.

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Smedberg, Linda. "Kärlek till anime - en tillräcklig reseorsak? : En kvalitativ studie om anime-fans motiv till att besöka anime-destinationer." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79718.

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Sammanfattning Titel: Kärlek till anime – en tillräcklig reseorsak? En kvalitativ studie om anime-fans motiv till att besöka anime-destinationer Författare: Linda Smedberg Handledare: Jasmina Beharic Examinator: Hans Wessblad Ämne: Turismvetenskap III, examensarbete (kandidat) 15 HP, HT 18 Datum: 14/1–2019   Syfte och forskningsfråga Syftet med denna uppsats är att ge en förståelse till vilka resemotiv anime-fans har för att besöka en anime-destination. Uppsatsen förklarar vilka dessa resemotiv är. Således ställdes forskningsfrågan:   Vad motiverar anime-fans att besöka en destination som använts i en japansk animerad serie?   Metod Uppsatsen utgår utifrån en kvalitativ metod och följer en deduktiv ansats. Vilket betyder att teorier presenteras som sedan mynnar ut i en analys av mitt empiriska material. Vilket är grundat i en kvalitativ, webb-baserad enkätundersökning.   Resultat Studiens resultat visar att anime-fans besöker anime-destinationer av flera olika orsaker. Alla dessa är grundade i en förkärlek till anime-kulturen. Resultaten visar också att anime-landskap samt turisternas identitet kan forma och påverka deras resemotiv.
Abstract The purpose of this thesis is to create an understanding of what motivates anime fans to visit an anime destination. This thesis aims to enlighten the reader to what these motives are by trying to answer the question: What motivates anime fans to visit a destination that has been used in a Japanese animated series?   The method used is a qualitative one and the thesis follows a deductive approach. Which means that theoretical theories were first presented. These were then tested in an analysis of my empirical material. The empirical data was collected from a qualitative web-based survey.     The study’s results show that the primary reasons anime fans visit an anime destination is because they love anime. It also shows that destinations and anime landscapes together with one’s identity can influence tourists travel motivations.
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Qiu, Huiyong. "Keroro Gunsô : carnivalization in Japanese anime." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/44501.

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This thesis explores the playful world of Keroro Gunsô, a manga-turned-anime comedy that is immensely popular in millennium Japan and starting to gain popularity on a global scale. Drawing from a parody of Japan’s military aggression during World War Two, the anime plays with the public memory about Japan’s imperial past and the binary opposition between war and peace, invader and the invaded, and ultimately, patriarchy and matriarchy. This paper will examine the text of Keroro Gunsô as a symbolic site of what Mikhail Bakhtin called “carnival,” a discursive space for renewal, festivity and laughter freed from ordinary social restrictions and conformity. I would argue that Keroro Gunsô offers a playful fantasy for Japan’s “post-postwar memory” (as Carol Gluck calls it) to deal with social anxieties associated with Japan’s imperial past and its tragic defeat in the war. I will start my argument by looking at the increasingly significant role of carnival/festival anime in today’s global culture. Then, after a brief reading of the story of Keroro Gunsô, I will locate its text in the framework of “carnival” to examine its carnivalesque features: the attack against historical facts through parody as well as the reversal of Japan’s patriarchal hierarchy through the mobilization of its symbolic characters. Finally, I will examine how Keroro Gunsô embraces/celebrates Japan’s playfully weak, irresponsible, and ultimately, emasculated identity as a response to the social anxieties surrounding Japan’s defeat in World War Two. Through the alternate reading of this incredibly popular comedy, this paper attempts to explore a different side of Japanese society encapsulated in this carnivalesque anime behind its humor and festival laughter.
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Moore, John. "Inside the Boy Inside the Robot: Mobile Suit Gundam and Interiority." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23156.

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Mobile Suit Gundam (1979-1980) is an iconic series in the genre of television anime featuring giant fighting robots, embedded in a system of conventions developed across decades of media aimed at boys that emphasizes action and combat. In this thesis, I argue that Gundam foregrounds the interiority of its main character Amuro, challenging conventions governing the boy protagonist. Using Peter Verstraten's principles of film narratology and Thomas Lamarre’s theory of limited animation, I find in Gundam's narrative strategies sophisticated techniques developed to portray his inner life. These techniques of interiority generate ironic tensions with the traditionally exterior orientation of combat narratives. These tensions connect to a larger discourse of Japanese postwar media built into the very lines that draw characters and robots, leading Gundam to a spectacular confrontation with its own genre’s legacy of mechaphilia.
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Taylor, Jayme Rebecca. "Convention cosplay : subversive potential in anime fandom." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/7116.

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Conventions featuring anime (Japanese animation), manga (Japanese comic books), video games, and related merchandise have accumulated fandoms (fan communities) through the provision of a supportive environment that facilitates consumption of imported products. Anime conventions in the U.S. and Canada attract consumers from across North America. Attendees frequently utilize cultural and symbolic capital to express their enthusiasm as fans. Some fans create elaborate handmade costumes and perform as their favorite characters during the convention. This activity is commonly called cosplay (or “costume play”). Cosplayers borrow directly from Japanese popular culture media texts and aim to make the best possible realization of the characters. Drawing on Bourdieu’s Distinction: A Social Critique of the Judgment of Taste (1996), theorists of fandom have examined the consumption of popular texts, such as television, magazines, or books, with regards to dominant cultural standards, or taste. Some fan theorists profess that fan subcultures challenge the institutionalized cultural hierarchy. Fans invest time and money in the consumption of devalued products, namely popular culture. Consumption of popular texts and the fan activities associated with them are denigrated by dominant culture. This thesis draws upon Bourdieu’s concept of taste to examine how conceptualizations of “good” and “bad” taste relate to gender and physical attributes, such as body size and skin color. Cosplay is a social activity where fans temporarily assume and perform a fictional identity. However, interviews with cosplayers indicate that a cosplayer’s decision making is informed by dominant social standards of beauty, based on physical appearance, body size, and to some degree, ethnicity. Conventions provide relatively safe places for the transgression of normative concepts of gender and sexuality. Cosplay provides an opportunity for gender ‘play’ and self-invention through the performance of alternative personas. Cosplayers are stigmatized by dominant society for their inordinate interest and consumption of a devalued commodity. The activity involves skill, time, and devotion that mainstream society prescribes for a career or in some way contributing to the economic system. Fan activities, including cosplay, and online fan communities contribute to an alternative discourse about desire, sexuality, and gender that challenges dominant, patriarchal social norms.
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Axelsson, Edgar. "Building experience for Seichi Junrei "Anime pilgrimage"." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20514.

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Despite growing as a new popular facet of tourism in Japan, Seichi junrei is still niche and largely undocumented, stifling both the experiences of participants as well as the opportunities in the tourism industry. The tourism industry is changing and always trying to improve but lacks a personal touch. According to studies, the tourism industry focuses more on mainstream tourism than it does on niche tourism. Seichi junrei community issues are not being heard by the tourism industry; There are no user-friendly platforms available for the subculture to contribute towards tourism. This text explores the development of tourism and improving the experiences of tourists participating in the phenomena known as seichi junrei. Seichi junrei is explored through ethnography to create bonds. Together as a team of voluntary participants, through participatory design challenges the current problems with tourist experiences and improves them through digital tourism. The thesis creates a community and a platform that solves the user experience problems of seichi junrei. Seichi junrei becomes a guide for new fans where everyone can work as a community and help evolve the tourism phenomena of seichi junrei.
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Hoffová, Michaela. "Gender, identita a sexualita v japonském anime." Master's thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2015. http://www.nusl.cz/ntk/nusl-251431.

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This postgraduate thesis called "Gender, Identity and Sexuality in Japanese Anime", will be dealing with the depiction and grasping of the meaning of gender, sexuality and identity and the overcoming of their traditional borderlines in Japanese anime. The meaning of the word "gender" in this thesis, is primarily referring to it's original meaning, typically used with reference to social and cultural arrangements of gender roles rather than biological differences between sexes, which is how the word "gender" is often misused. This thesis will primarily be an in-depth research of the diverse interpretation of gender, sexuality and identity in Japanese animated film from an anthropological point of view, incorporating history, tradition and social development in Japan, ranging from its very first mythological beginnings up to present day. Japanese animated film is characterized by its broad range of genres and it's diversity, which is derived not only from the richness of its own unique culture and way of thinking, but also by adopting western concepts, which are then moulded together and joined in a new original form. This manner of adopting certain aspects from other cultures and their uniting with Japanese tradition and culture created a rich fertile ground for growth of new concepts of gender, sexuality and identity. It is also thanks to this aspect, that Japanese anime has obtained a huge enthusiastic and devoted fan base all around the world. The aim of this thesis is to illuminate the background of the emergence of different concepts of gender, sexuality and identity in Japanese anime and to point out these aspects in individual film and series productions, which best depict these different concepts.
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Baroody, Ahmed. "Watching anime, doing gender : hegemonic masculinity, sexual modesty, and the gendered consumption practices and preferences of Kuwaiti anime fans." Thesis, https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13153219/?lang=0, 2021. https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13153219/?lang=0.

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This dissertation traces the circulation and consumption of Japanese anime, or Anime, in Kuwait to examine the changing consciousness of normativity regarding gender and sexuality for audiences and fans. Anime has been distributed and accessible since the 1970s in Kuwait. Nonetheless, with the advent of "New Anime" after the 2000s, the audience has widely accepted characters and protagonists that deviate from the existing representational practices portraying active men and passive women. Drawing from gender and sexualities studies, media and anime studies, Antonio Gramsci's theory of hegemony as well as Raewyn Connell's theory on masculinities, this study critically investigates "hegemonic masculinities" in Kuwaiti society to argue the ways in which the reception and practices of Anime help to erode them.
博士(アメリカ研究)
Doctor of Philosophy in American Studies
同志社大学
Doshisha University
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Shen, Lien Fan. "The pleasure and politics of viewing Japanese anime." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1196179343.

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Jonsson, Åsa. "Anime som alternativt undervisningsmaterial rörande etik och moral." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31034.

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Syftet med examensarbetet är att få en bild av huruvida det är möjligt att använda sig av anime som undervisningsmaterial rörande etik och moral. Med hjälp av filmer och en enkätundersökning har detta genomförts. Sammanfattningsvis pekar resultatet på att eleverna verkligen får tillfälle och möjlighet att med hjälp av anime reflektera över etiska och existentiella frågor.
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Books on the topic "Anime"

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Clements, Jonathan. Anime. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9.

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Marcovitz, Hal. Anime. Detroit: Lucent Books, 2008.

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Nagata, Daisuke, and Shintarō Matsunaga. Anime no shakaigaku: Anime fan to anime seisakushatachi no bunka sangyōron = Sociology of anime. Kyōto-shi: Nakanishiya Shuppan, 2020.

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Griner, Massimiliano. Anime nere. Milan]: Sperling & Kupfer, 2014.

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Swale, Alistair D. Anime Aesthetics. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137463357.

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Brown, Steven T., ed. Cinema Anime. New York: Palgrave Macmillan US, 2006. http://dx.doi.org/10.1057/9781403983084.

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Anime perse. Milano: Marcos y Marcos, 2018.

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Land, Green Cow. Anime Anime Anime Anime Anime Anime: Blood Sugar Log. Independently Published, 2019.

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Land, Green Cow. Anime Anime Anime Anime Anime Anime: Shopping List Book. Independently published, 2019.

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Anime animus anima: Jaime Robles. Exeter: Shearsman Books, 2010.

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Book chapters on the topic "Anime"

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Saito, Kumiko. "Anime." In The Routledge Companion to Cyberpunk Culture, 151–61. London; New York : Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9781351139885-19.

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Clements, Jonathan. "Introduction." In Anime, 1–19. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_1.

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Clements, Jonathan. "The Pokémon Shock." In Anime, 177–90. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_10.

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Clements, Jonathan. "The Digital Engine." In Anime, 191–212. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_11.

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Clements, Jonathan. "Epilogue." In Anime, 213–20. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_12.

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Clements, Jonathan. "Kid Deko’s New Picture Book." In Anime, 20–34. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_2.

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Clements, Jonathan. "The Film Factories." In Anime, 35–52. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_3.

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Clements, Jonathan. "The Shadow Staff." In Anime, 53–73. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_4.

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Clements, Jonathan. "The Seeds of Anime." In Anime, 74–92. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_5.

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Clements, Jonathan. "Dreams of Export." In Anime, 93–111. London: British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-84457-884-9_6.

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Conference papers on the topic "Anime"

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Katsura, Yosuke, and Ken Anjyo. "Anime perspective." In ACM SIGGRAPH 2007 sketches. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1278780.1278871.

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Sumi, Kaoru. "Anime de Blog." In the 2008 International Conference in Advances. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501794.

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Cho, Hyerim, Marc L. Schmalz, Stephen A. Keating, and Jin Ha Lee. "Information Needs for Anime Recommendation: Analyzing Anime Users' Online Forum Queries." In 2017 ACM/IEEE Joint Conference on Digital Libraries (JCDL). IEEE, 2017. http://dx.doi.org/10.1109/jcdl.2017.7991602.

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Wong, Tien-Tsin, Takeo Igarashi, Ying-Qing Xu, and Danqing Shi. "Computational manga and anime." In SIGGRAPH Asia 2013 Courses. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2542266.2542279.

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Al Al Sada, Mohammed, Pin-Chu Yang, Chang Chieh Chiu, Tito Pradhono Tomo, Mhd Yamen Saraiji, Tetsuya Ogata, and Tatsuo Nakajima. "From Anime To Reality: Embodying An Anime Character As A Humanoid Robot." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411763.3451543.

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Prakash, Varun, Sagar Raghav, Shubham Sood, Mrinal Pandey, and Mamta Arora. "Deep Anime Recommendation System: Recommending Anime Using Collaborative and Content-based Filtering." In 2022 4th International Conference on Advances in Computing, Communication Control and Networking (ICAC3N). IEEE, 2022. http://dx.doi.org/10.1109/icac3n56670.2022.10074101.

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Hayase, Mitsuhiro. "Exploring Anime Character Image Generation Based on User Preferences." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004269.

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This paper presents a method for generating images of anime characters based on user preferences. A questionnaire is developed to measure user preferences, inspired by Rubin's "Love and Liking Scale". Specifically, user preferences are collected by presenting anime character images to participants through a crowd survey and collecting their responses. The model responsible for generating the anime character images is trained using deep learning techniques, using the survey data as a training set. However, attempts to generate images using the trained model did not produce the expected results. When analyzing the survey data, it was found that there was limited variability in the "Love and Liking" scales for each anime character. This suggests that the trained models may not adequately reflect user preferences. Future work will focus on improving the model to accurately capture user preferences and developing a more appropriate model. This study provides fundamental knowledge and essential insights for the development and advancement of anime character image generation methods tailored to individual user preferences.
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Paee, Rokiah, Roslina Mamat, and Roswati Abdul Rashid. "Japanese Animation: Its Effect on Malaysian Undergraduate Students." In GLOCAL Conference on Asian Linguistic Anthropology 2020. The GLOCAL Unit, SOAS University of London, 2020. http://dx.doi.org/10.47298/cala2020.4-5.

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Japanese animation or anime is one of the most popular and well-received types of Japanese popular cultures, translated into various languages, rendering these globally renowned. A plethora of studies has shown that interest in anime has led students to start learning the Japanese language. However, to date, studies examining the influence of anime consumption on Japanese language students, particularly in Malaysian contexts, are scarce. The present study aims to identify the effect of anime consumption on Malaysian undergraduates who enrolled in beginner Japanese language courses at three public universities in Malaysia. A total of 150 undergraduate students who are interested in anime participated in this study. The data was collected using an online survey and was coded and categorized by themes. The data revealed that most students are influenced by the characters, settings, and storylines of anime. The main positive effects are; broadening their knowledge on Japan and its culture, deepening their interest on Japanese language, strengthening relationships with family members and friends, releasing stress, instilling positive moral values and enhancing imagination and creativity. However, poor time management, negative moral values, negative emotion, antisocial behavior, escapism and buying characters’ goods are mentioned as the main adverse effects. The results of this study gave insightful perspectives to those working in Japanese language and cultural pedagogies.
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Brock, Heike, Shigeaki Nishina, and Kazuhiro Nakadai. "To animate or anime-te?" In IVA '18: International Conference on Intelligent Virtual Agents. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3267851.3267864.

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Kishino, Mika, and Kanako Komiya. "Extraction of Linguistic Speech Patterns of Japanese Fictional Characters using Subword Units." In 10th International Conference on Natural Language Processing (NLP 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.112307.

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This study extracted and analyzed the linguistic speech patterns that characterize Japanese anime or game characters. Conventional morphological analyzers, such as MeCab, segment words with high performance, but they are unable to segment broken expressions or utterance endings that are not listed in the dictionary, which often appears in lines of anime or game characters. To overcome this challenge, we propose segmenting lines of Japanese anime or game characters using subword units that were proposed mainly for deep learning, and extracting frequently occurring strings to obtain expressions that characterize their utterances. We analyzed the subword units weighted by TF/IDF according to gender, age, and each anime character and show that they are linguistic speech patterns that are specific for each feature. Additionally, a classification experiment shows that the model with subword units outperformed that with the conventional method.
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Reports on the topic "Anime"

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Agrela, Fabiano de Abreu. Animes e o emburrecimento do cérebro Animes and brain degeneration. CPAH REDAÇÃO, February 2023. http://dx.doi.org/10.56238/cpahciencia-003.

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Amalberti, René, Laurent Magne, and Gilles Motet. Débats lors du forum IFIS 2008. Fondation pour une culture de sécurité industrielle, May 2009. http://dx.doi.org/10.57071/420ynp.

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Ce document retranscrit les grandes lignes de trois des interventions suivies de tables rondes organisées lors de la première édition du International Forum on Industrial Safety, qui s’est tenu à Toulouse en 2008: (1) «Quel équilibre entre sécurité contrainte et sécurité gérée?», animée par René Amalberti; (2) «Introduction à l’incertitude», animée par Laurent Magne; (3) «Introduction aux notions de risque au travers d’un conte de fées», animée par Gilles Motet.
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Córdoba Restrepo, Juan Felipe, Ángela Daniela Unigarro, Adriana Rosado, Carlos William Aguillón, Harold Mena, Katherin Melissa León Rodríguez, Laura Restrepo, et al. Revista CreSER No. 2 (2023). Universidad del Rosario, April 2023. http://dx.doi.org/10.12804/issn.2805-8054_10336.38300_rcs.

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"Nuestra revista CreSER recoge las voces de la comunidad estudiantil y presenta las vivencias de algunos jóvenes rosaristas que merecen ser visibles por medio de esta publicación. La apuesta es que cada uno de nuestros estudiantes se sienta reflejado a través de las voces de sus compañeros y del desarrollo de su vida profesional y personal en el interior de la Universidad. Por todo lo anterior, es un producto que cautiva y que anima a seguir trabajando arduamente en este proyecto editorial." ... Juan Felipe Córdoba Restrepo, Director Editorial, Universidad del Rosario.
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Bengio, Yoshua, Caroline Lequesne, Hugo Loiseau, Jocelyn Maclure, Juliette Powell, Sonja Solomun, and Lyse Langlois. Dialogues interdisciplinaires : les risques majeurs de l'IA générative. Observatoire international sur les impacts sociétaux de l'IA et du numérique, March 2024. http://dx.doi.org/10.61737/yrcp3187.

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À travers une série captivante de Dialogues interdisciplinaires sur les impacts sociétaux de l’IA, nous convions une ou un invité et des intervenantes et intervenants, provenant des sciences et génies, de la santé et des sciences humaines et sociales, à venir discuter des avancées, des défis et des opportunités soulevés par l’IA. Le premier dialogue de cette série débute avec Yoshua Bengio, qui, préoccupé par les développements de l’IA générative et des risques majeurs qu’ils engendrent pour la société, a initié l’organisation d’une conférence à ce sujet. Cette activité s’est déroulée le 14 août 2023 à Montréal et avait pour but d’engager une réflexion collective et interdisciplinaire sur les enjeux et risques posés par les récents développements de l’IA. La conférence a pris la forme d’un panel, animé par Juliette Powell, auquel était convié sept spécialistes provenant de disciplines variées : informatique (Yoshua Bengio et Golnoosh Farnadi), droit (Caroline Lequesne et Claire Boine), philosophie (Jocelyn Maclure), communication (Sonja Solomun) et science politique (Hugo Loiseau). Le présent document est ainsi issu de ce premier dialogue interdisciplinaire sur les impacts sociétaux de l’IA. Par la suite, les intervenantes et intervenants ont été invités à répondre de manière concise, dans la langue de leur choix, à des questions soulevées lors de cette activité.
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Ehrlich, Marcelo, John S. Parker, and Terence S. Dermody. Development of a Plasmid-Based Reverse Genetics System for the Bluetongue and Epizootic Hemorrhagic Disease Viruses to Allow a Comparative Characterization of the Function of the NS3 Viroporin in Viral Egress. United States Department of Agriculture, September 2013. http://dx.doi.org/10.32747/2013.7699840.bard.

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Project Title: "Development of a plasmid-based reverse genetics system for the Bluetongue and Epizootic Hemorrhagic Disease viruses to allow comparative characterization of the function of the NS3 viroporin in viral egress". Project details: No - IS-4192-09; Participants – Ehrlich M. (Tel Aviv University), Parker J.S. (Cornell University), DermodyT.S. (Vanderbilt University); Period - 2009-2013. Orbiviruses are insect-borne infectious agents of ruminants that cause diseases with considerable economical impact in Israel and the United States. The recent outbreaks of BTV in Europe and of Epizootic Hemorrhagic Disease Virus (EHDV) in Israel, underscore the need for: (i) a better comprehension of the infection process of orbiviruses, (ii) the identification of unique vs. common traits among different orbiviruses, (iii) the development of novel diagnosis and treatment techniques and approaches; all aimed at the achievement of more effective control and treatment measures. It is the context of these broad goals that the present project was carried out. To fulfill our long-term goal of identifying specific viral determinants of virulence, growth, and transmission of the orbiviruses, we proposed to: (i) develop reverse genetics systems for BTV and EHDV2-Ibaraki; and (ii) identify the molecular determinants of the NS3 nonstructural protein related to viroporin/viral egress activities. The first objective was pursued with a two-pronged approach: (i) development of a plasmid-based reverse genetics system for BTV-17, and (ii) development of an "in-vitro" transcription-based reverse genetics system for EHDV2-Ibaraki. Both approaches encountered technical problems that hampered their achievement. However, dissection of the possible causes of the failure to achieve viral spread of EHDV2-Ibaraki, following the transfection of in-vitro transcribed genomic segments of the virus, revealed a novel characteristic of EHDV2-Ibaraki infection: an uncharacteristically low fold increase in titer upon infection of different cell models. To address the function and regulation of NS3 we employed the following approaches: (i) development (together with Anima Cell Metrology) of a novel technique (based on the transfection of fluorescently-labeledtRNAs) that allows for the detection of the levels of synthesis of individual viral proteins (i.e. NS3) in single cells; (ii) development of a siRNA-mediated knockdown approach for the reduction in levels of expression of NS3 in EHDV2-Ibaraki infected cells; (iii) biochemical and microscopy-based analysis of the localization, levels and post-translational modifications of NS3 in infected cells. In addition, we identified the altered regulation and spatial compartmentalization of protein synthesis in cells infected with EHDV2-Ibaraki or the mammalian reovirus. In EHDV2-Ibaraki-infected cells such altered regulation in protein synthesis occurs in the context of a cell stress reponse that includes the induction of apoptosis, autophagy and activation of the stressrelated kinase c-Jun N-terminal Kinase (JNK). Interestingly, inhibition of such stress-related cellular processes diminishes the production of infectious virions, suggesting that EHDV usurps these responses for the benefit of efficient infection. Taken together, while the present project fell short of the generation of novel reverse genetics systems for orbiviruses, the development of novel experimental approaches and techniques, and their employment in the analysis of EHDV-infected cells, yielded novel insights in the interactions of orbiviruses with mammalian cells.
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