Academic literature on the topic 'Anime effect'

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Journal articles on the topic "Anime effect"

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Saud, Abdullah S. Alsahlly, Khalid M. Algmrawi Sultan, Saeed A. Alshehri Ahmad, Talal N. Alotiby Nasser, Arshad Mohammad, and Deshwali Sanjay. "Anime affection on human IQ and behavior in Saudi Arabia." GSC Biological and Pharmaceutical Sciences 14, no. 2 (2021): 143–54. https://doi.org/10.5281/zenodo.4606432.

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The present study attempted to determine the effects of watching anime and understanding if watching anime could affect the mental and social aspects of kids or other group of ages, and also to decide that the teenagers and children should watch anime or not. The research design used in this study is the descriptive research method and observational where in data and facts from direct observations and online questionnaires were used to answer the research question.  The finding of this study suggested that anime viewers has higher level of general knowledge comparing with the non- anime viewers and as well as higher IQ level significantly in a specific group, besides anime can be used to spread a background about any culture and plays a role in increase the economy. 
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Mori, Hiroaki. "Interorganizational Relations and Destination Marketing in Anime-Induced Tourism: The Effect of Joint Dependence." Tourism and Hospitality 6, no. 1 (2025): 18. https://doi.org/10.3390/tourhosp6010018.

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Traveling to locations featured in anime has become a significant tourism behavior as the number and popularity of Japanese anime works have increased. The widespread phenomenon of anime-induced tourism has called for destination marketing that welcomes anime fans. This study focuses on the dyadic relationship between destination marketers and anime production teams, who hold definitive discretion over copyrights in anime-induced tourism. Using the concept of joint dependence derived from the theoretical assumptions of resource dependency theory, this research investigates how organizations with imbalanced power relations choose to collaborate. By comparing three qualitative cases that distinctly demonstrate temporal structural changes in anime tourism, this study reveals that joint dependence facilitates interorganizational cooperation through domain consensus between destination marketers and anime production teams. The current study makes a significant theoretical contribution to the fields of interorganizational relations, destination marketing studies, and anime-induced tourism research. Additionally, it provides highly practical insights into tourism development strategies for destination marketers and anime production companies.
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Wahidati, Lufi, and Mery Kharismawati. "PENGARUH KONSUMSI ANIME DAN MANGA TERHADAP PEMBELAJARAN BUDAYA DAN BAHASA JEPANG." IZUMI 7, no. 1 (2018): 1. http://dx.doi.org/10.14710/izumi.7.1.1-10.

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(Title: The Effect of Anime and Manga Consumption on Japanese Language and Culture Learning) This research was conducted to look at how far anime and manga effect Japanese language learning among the students of the Japanese Program in the Vocational College of Universitas Gadjah Mada. The data were collected via a question form. The question form was distributed to 2nd year and 3rd year Japanese students in May 2017. The questions in the questionnaire include the Japanese language learning motivation, the level of interest in Japanese anime and manga, frequency of consuming anime/manga, as well as the effect on the Japanese language learning by consuming the products. From the data obtained, things can be concluded as follows: 1) most of the students stated that the first time they knew Japanese was through anime/manga; 2) watching anime can support students’ Japanese learning, especially for vocabulary enrichment, listening exercises, and understanding the context of the use of Japanese words or expressions; and 3) most of the students experienced a change of perceptions about Japanese language and culture after learning Japanese in the university. However, the language used in the anime contains stereotypical elements (known as role language or yakuwarigo) and therefore yakuwarigo and sociological context in Japanese should be introduced to the students.
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Cut Yasmin Zafira, Rieke Setiawati, Regina Frida Zahrani, et al. "The Influence of Anime on Gen Z's Behavior and Social Interactions." Journal of Social Interactions and Humanities 3, no. 2 (2024): 131–44. http://dx.doi.org/10.55927/jsih.v3i2.9600.

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Popular Japanese animation, or anime, has impacted many facets of culture and society, especially among Indonesia's Gen Z young people. In order to comprehend how imitation and digital literacy enable Gen Z to absorb anime culture and its effects on social norms and behavioral patterns, the research employs psychological and sociological methods. The study draws attention to Gen Z's growing interest in Japanese culture, which may have an effect on Indonesian social norms. Fandoms are also fostered by anime, and they show their devotion through cosplay and online discussion boards. The purpose of the study is to comprehend the social factors that influence Gen Z's anime consumption habits and how those factors impact their social interactions.
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Ningning, Kou, Wang Wenfeng, and Huang Xingjun. "Analysis of the Influence of Cartoon Mobile Game Features on Consumers' Usage Intention the Mediating Effect of Perceived Entertainment." International Journal of Advances in Management and Economics 8, no. 5 (2019): 64–70. http://dx.doi.org/10.31270/ijame/v08/i05/2019/9.

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In 2018, the number of anime mobile game users continued to grow. Previous scholars mainly focused on the research of the animation mobile game industry, such as the role simulation of products, interaction methods, etc., lacking research on the factors affecting consumer behavior and the mechanism of action. Based on the Technology Acceptance Model (TAM), this paper constructs a theoretical model that affects the intentions of consumers' anime mobile games through product characteristics, experience characteristics and perceived entertainment. The data was obtained through online online questionnaire survey and regression analysis. The empirical results show that the product characteristics and experience characteristics of anime mobile games significantly affect consumers' intentions, and Perceived entertainment plays a mediating role. This paper summarizes and enriches the research of the emerging field of animation mobile games, and further provides commercial advice for the animation mobile game company in terms of audience positioning and market feedback. Keywords: Anime mobile game, Perceived entertainment, Usage intention, TAM.
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Mussin, A. "MOTIVATIONAL FACTOR OF ANIME AND MANGA IN THE CONTEXT OF INDIVIDUAL IDENTIFICATION." Al-Farabi 78, no. 2 (2022): 134–48. http://dx.doi.org/10.48010/2022.2/1999-5911.10.

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This article is devoted to the study of the problem of the influence of anime on the identity of the younger generation. Anime is an important problem not only for Japanese society, as it has been developed within the country for a long time, but also occupies a certain place in the cultural space of the world during the period of globalization, shaping the self-awareness of adolescents. The aim of the study is to determine the influence of anime and manga on the identity of Kazakhstani youth. Research objectives: To identify the motivational factors of the anime and manga storyline; characterize the values ​​of anime and manga; assess the degree of influence of anime and manga on Kazakh teenagers. The study focuses on the plot of anime and manga as a means of motivating the younger generation. The potential of Japanese animation in modern pop culture and multiculturalism is determined. As a result of a sociological survey, the effect of anime and manga as an extraordinary approach to educating young people was revealed. We found out that anime inspires and encourages viewers to pursue their dreams. We clarified which characters leave a special imprint in the mind of a teenager. In fact, anime is the digital media language of today's youth. Anime forms the otaku subculture, where teenagers discuss their favorite animated series, this is the language of communication in the context of globalization.
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Paee, Rokiah, Roswati Abdul Rashid, Normah Ahmad, and Roslina Mamat. "EXPLORING MALAYSIAN PUBLIC UNIVERSITIES JAPANESE LANGUAGE STUDENTS' VIEWS ON THE EFFECTS OF LGBT ELEMENTS IN ANIME AND MANGA." Journal of Nusantara Studies (JONUS) 8, no. 2 (2023): 203–23. http://dx.doi.org/10.24200/jonus.vol8iss2pp203-223.

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Background and Purpose: Anime and manga have drawn a global audience and become popular in a wide range of genres, including in Malaysia. These two popular cultures occasionally include LGBT elements in their storylines. This article examines Malaysian university students' views on LGBT elements in anime and manga. The specific objectives were to (1) identify anime and manga that incorporate LGBT elements, which are consumed by university students in Malaysia, and (2) investigate their views on the effects of consuming these materials.
 
 Methodology: Online Google survey forms were distributed to students studying the Japanese language at five public universities in Malaysia. In these universities, Japanese is offered as an elective or part of a core course and is taken by students from various faculties. 280 students responded to the survey. However, only data from 150 respondents was analysed. There were 56 (37%) male and 94 (63%) female respondents.
 
 Findings: 34 (22.7%) respondents mentioned anime and manga titles that have LGBT elements, with some titles fitting under the LGBT genre. According to 96 (64%) of respondents, consuming anime and manga with LGBT elements has negative consequences, including the normalisation of the LGBT concept, which may lead to individuals identifying themselves as part of the LGBT community, excessive sexual content, going against the norm, the extinction of humans, and becoming anime and manga addicts. In contrast, 37 (24.7%) respondents believe consuming such materials has a positive effect. This group argues that, despite the controversial LGBT elements, anime and manga promote positive ideals in their storylines while also raising awareness of LGBT communities.
 
 Contributions: This study reveals that the consumption of anime and manga featuring LGBT elements has an impact on the acceptance of the LGBT concept among Malaysian youth, despite its contradiction with the religious and cultural values of local communities.
 
 Keywords: Anime, manga, LGBT, Malaysia, Public university students.
 
 Cite as: Paee, R., Abdul Rashid, R., Mamat, R., & Ahmand, N. (2023). Exploring Malaysian public universities Japanese language students' views on the effects of LGBT elements in anime and manga. Journal of Nusantara Studies, 8(2), 201-221. http://dx.doi.org/10.24200/jonus.vol8iss2pp201-221
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Alsubaie, Sara S., and Abbad M. Alabbad. "The Effect of Japanese Animation Series on Informal Third Language Acquisition among Arabic Native Speakers." English Language Teaching 13, no. 8 (2020): 91. http://dx.doi.org/10.5539/elt.v13n8p91.

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Recent studies on language acquisition and motivation have targeted Japanese language learners in a formal educational context, with less attention paid to learners who study Japanese informally. The current study aims to investigate the impact of Japanese animations in the context of informal third language acquisition. It targets the native speakers of Arabic who are interested in learning Japanese as a third language (L3), and investigates the motivations of Arab teenagers and young adults to learn Japanese. Further, the paper also focuses on examining aspects of Japanese language proficiency among teenagers and young adults, including vocabulary enhancement and grammar competence. The methodology used in the current study is twofold: an online survey questionnaire adopted from Armour and Iida (2016), followed by an engaging experiment in which participants were divided into two groups (reality anime group vs. action anime group) in order to examine the effectiveness of anime selection in boosting proficiency level. The findings of the online survey indicate that Arabic native speakers are highly motivated to learn Japanese, while the experiment results confirm that the type of anime and consistency of exposure do support the acquisition process. Further, the study concluded that consumption of anime series contributes to the learning process and facilitates learners' proficiency in general and vocabulary learning in particular. However, it remains unknown whether or not Arabic native speakers' motivations lead to their enrollment into formal Japanese foreign language education. Avenues for future research and implications are also presented toward the end of the paper.
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Rini, Elizabeth Ika Hesti Aprilia Nindia, and Aldhimas Kurnia Widianto. "The Formation of Dajare and Its Effects on Speech Partners in Anime Monogatari Series." IZUMI 10, no. 1 (2021): 57–66. http://dx.doi.org/10.14710/izumi.10.1.57-66.

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This study aims to describe the formation of dajare and examine the effects of dajare on speech partners. The data in this study were taken from the anime series entitled Monogatari Series. Data from the anime series were collected using the contextual analysis method. The results showed seven dajare formation processes: homophones, mora change, metathesis mora, combining phrases, dividing phrases, mixing foreign languages, and moving commas. It was found that the effect of dajare on speech partners was mainly positive.
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Azis, Tengku Abdillah. "Geographical Analysis of the Kirin Technique in Naruto Shippuden: A Meteorological Study of Storm Formation by Sasuke Uchiha." Cinematology: Journal Anthology of Film and Television Studies 5, no. 1 (2025): 41–49. https://doi.org/10.17509/ftv-upi.v5i1.82427.

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Anime serves as a powerful medium that can depict natural phenomena in a visually engaging manner. This study explores the depiction of meteorological processes in the anime Naruto Shippuden, particularly through the technique Kirin used by Sasuke Uchiha. The analysis focuses on how the anime portrays storm cloud formation, condensation, cyclonic winds, and lightning, comparing these representations with real-world atmospheric and meteorological principles. Using a descriptive qualitative method, this research draws from visual scenes and scientific literature to evaluate the accuracy of the weather-related processes depicted. The findings reveal that while the anime takes creative liberties for dramatic effect, the underlying concepts reflect a basic understanding of weather modification and storm formation. This study aims to bridge scientific literacy and popular culture by showing how fiction can inspire interest in meteorological science.
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Dissertations / Theses on the topic "Anime effect"

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Gelin, Margaux. "Mémoire adaptative et effet animé : notre mémoire fonctionne-t'elle encore comme à l'âge de pierre ?" Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCH002/document.

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La conception de la mémoire adaptative défend l’idée selon laquelle la mémoire humaine a évolué, pendant toute l’histoire de l’Homme, de sorte à résoudre des problèmes adaptatifs spécifiques (e.g., trouver de la nourriture, se protéger des prédateurs). De nombreuses recherches soutiennent cette conception en montrant, par exemple, que nous mémorisons mieux les informations quand nous les traitons relativement à notre propre survie (Nairne, Thompson, &amp; Pandeirada, 2007). Récemment, un nouvel effet mnésique est venu renforcer cette approche fonctionnelle de la mémoire : l’effet animé. Il correspond à une meilleure mémorisation des entités animées (entités vivantes, capables de se déplacer de façon autonome, e.g., bébé, sauterelle) comparativement aux entités inanimées (entités non vivantes, e.g., bouilloire, corde). Cet effet serait dû à la plus grande importance des entités animées que de celle inanimées pour la survie et/ou la reproduction. Traiter ces entités de façon privilégiée a été primordiale pour la survie de nos ancêtres, et en conséquence, pour l’évolution de l’espèce humaine. Dans ce travail de thèse, nous nous sommes focalisés sur l'effet animé en mémoire épisodique afin de mieux comprendre les mécanismes proximaux qui le sous-tendent et ses conditions d’apparition. Ainsi nos principaux résultats ont-ils permis d’établir que l’effet animé en mémoire est : (1) lié au processus de remémoration (rappel conscient de détails contextuels) ; (2) indépendant des ressources cognitives disponibles ; (3) en partie sous tendu par de l’imagerie mentale et (4) modérément modulé par le contexte d’encodage<br>According to the adaptive memory view, human memory was shaped in the distant past to remember fitness relevant information (e.g., finding food, protecting ourselves from predators). An increasing number of studies favor this view, by showing that information related to to survival is memorized better than information not related to survival (Nairne, Thompson, &amp; Pandeirada, 2007). Recently, a new type of findings further supports this functional approach of memory: animacy effects, that is to say the observation that animates (living things able of independent movements; e.g., baby, grasshopper) are remembered better than inanimates (non-living things e.g., teakettle, rope). One account of this memory effect has been that animates are of greater importance for survival and/or reproduction. In effect, knowing how to interact with animates was crucial for the survival of our ancestors, and thus, for the evolution of our species. In this work, our main purposes were to identify some proximate mechanisms underpinning animacy effects in episodic memory as well as the contexts in which these effects are observed. Taken overall, our findings accord with the claim that animacy effects in memory are: (1) linked to recollection (conscious recall of contextual details); (2) independent of cognitive resources; (3) partially underpinned by mental imagery and (4) to some extent modulated by encoding context
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Massuet, Jean-Baptiste. "Quand le dessin animé rencontre le cinéma en prises de vues réelles : modalités historiques, théoriques et esthétiques d’une scission-assimilation entre deux régimes de représentation." Thesis, Rennes 2, 2013. http://www.theses.fr/2013REN20050/document.

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Cette thèse propose une réflexion autour de la relation entre le dessin animé et le cinéma en prises de vues réelles, en faisant reposer le propos sur l’étude d’une forme cinématographique hybride, présentant un entremêlement ou encore une rencontre entre personnages graphiques et acteurs réels. Cette recherche interroge, du cinéma des premiers temps aux expériences plus contemporaines, l’évolution d’une forme reposant sur une frontière technique constamment mouvante au gré d’innovations technologiques et de perspectives théoriques historiquement variables. En s’intéressant tout autant aux films qu’à leur réception et leur contexte de production, l’objectif est de de mettre à jour et de comprendre les raisons pour lesquelles l’animation se trouve perçue à l’heure actuelle, à la fois comme une forme radicalement différente de la prise de vues réelles, rattachée à une institution qui lui est propre, et à la fois comme une forme potentiellement assimilable au cinéma photographique, en particulier dans le cadre de certains films à effets spéciaux. L’enjeu est de creuser les racinesde cette relation singulière, de cette scission-assimilation comme nous choisissons de la nommer, qui s’explique selon des modalités à la fois historiques, théoriques et esthétiques, et que la forme hybride permet de mettre particulièrement en évidence. Notre objectif est d’analyser, à travers l’évolution de cette forme et l’usage qu’en dévoilent les films, l’émergence d’une séparation plus esthétique, discursive et institutionnelle que véritablement ontologique entre ce que divers mouvements historiques et entreprises théoriques ont pu contribuer à définir, tout au long de l’histoire du cinéma, comme deux régimes de représentation aussi séparés que potentiellement assimilables<br>This thesis proposes a study about the relation between animated cartoons and live-action cinema. We base it on the study of a hybrid cinematic form, presenting a mix or an encounter between graphic characters and real actors. This research tries to question, from early cinema to more contemporaneous experiments, the evolution of a form resting upon a technical frontier always moving at the whim of technological innovations and theoretical perspectives historically variables. While interesting ourselves as much in the films than in their reception and their production context, the objective is to reveal and understand the reasons why animation is seen, nowadays, equally as a form radically different from live-action, linked to an institution of its own, and equally as a form potentially assimilable to photographic cinema, particularly in the case of films based on special effects. We aim to dig in order to find the roots of this singular relation, of this scission-assimilation aswe chose to name it, that we can explain through historical, theoretical and aesthetical modalities, particularly lighten by the hybrid form. Our goal is to analyze, through the evolution of this form and its use revealed by the films, the emergence of a separation more aesthetical, discursive or institutional than really ontological between what several historical movements and theoretical enterprises have contributed to define, throughout the history of cinema, as two systems of representation as well separated than potentially assimilable
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SILVEIRA, LIVIO de B. "Verificacao do comportamento de mastocitos na parede nao mineralizada da bolsa periodontal supra-ossea submetida a radiacao laser de baixa intensidade (Estudo in anima nobile)." reponame:Repositório Institucional do IPEN, 2001. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10864.

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Made available in DSpace on 2014-10-09T12:44:50Z (GMT). No. of bitstreams: 0<br>Made available in DSpace on 2014-10-09T13:57:55Z (GMT). No. of bitstreams: 1 07162.pdf: 2783402 bytes, checksum: dc83e64aba9a733af3d1707e45c68dcc (MD5)<br>Dissertacao (Mestrado Profissionalizante em Lasers em Odontologia)<br>IPEN/D-MPLO<br>Instituto de Pesquisas Energeticas e Nucleares, IPEN/CNEN-SP; Faculdade de Odontologia, Universidade de Sao Paulo
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BLAY, CLAUDIA C. "Analise comparativa da reducao bacteriana com irradiacao do laser Er:YAG ou ponta montada em alta rotacao apos remocao de tecido cariado em dentina: estudo in anima nobile." reponame:Repositório Institucional do IPEN, 2001. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10940.

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Made available in DSpace on 2014-10-09T12:45:51Z (GMT). No. of bitstreams: 0<br>Made available in DSpace on 2014-10-09T14:07:49Z (GMT). No. of bitstreams: 1 07504.pdf: 5692268 bytes, checksum: 60490f409615b73fe05c25c382b94a02 (MD5)<br>Dissertacao (Mestrado Profissionalizante em Lasers em Odontologia)<br>IPEN/D-MPLO<br>Intituto de Pesquisas Energeticas e Nucleares, IPEN/CNEN-SP; Faculdade de Odontologia, Universidade de Sao Paulo
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Massuet, Jean-Baptiste. "Quand le dessin animé rencontre le cinéma en prises de vues réelles : modalités historiques, théoriques et esthétiques d'une scission-assimilation entre deux régimes de représentation." Phd thesis, Université Rennes 2, 2013. http://tel.archives-ouvertes.fr/tel-00935335.

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Cette thèse propose une réflexion autour de la relation entre le dessin animé et le cinéma en prises de vues réelles, en faisant reposer le propos sur l'étude d'une forme cinématographique hybride, présentant un entremêlement ou encore une rencontre entre personnages graphiques et acteurs réels. Cette recherche interroge, du cinéma des premiers temps aux expériences plus contemporaines, l'évolution d'une forme reposant sur une frontière technique constamment mouvante au gré d'innovations technologiques et de perspectives théoriques historiquement variables. En s'intéressant tout autant aux films qu'à leur réception et leur contexte de production, l'objectif est de de mettre à jour et de comprendre les raisons pour lesquelles l'animation se trouve perçue à l'heure actuelle, à la fois comme une forme radicalement différente de la prise de vues réelles, rattachée à une institution qui lui est propre, et à la fois comme une forme potentiellement assimilable au cinéma photographique, en particulier dans le cadre de certains films à effets spéciaux. L'enjeu est de creuser les racinesde cette relation singulière, de cette scission-assimilation comme nous choisissons de la nommer, qui s'explique selon des modalités à la fois historiques, théoriques et esthétiques, et que la forme hybride permet de mettre particulièrement en évidence. Notre objectif est d'analyser, à travers l'évolution de cette forme et l'usage qu'en dévoilent les films, l'émergence d'une séparation plus esthétique, discursive et institutionnelle que véritablement ontologique entre ce que divers mouvements historiques et entreprises théoriques ont pu contribuer à définir, tout au long de l'histoire du cinéma, comme deux régimes de représentation aussi séparés que potentiellement assimilables
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Wang, Chien-Chien, and 王謙謙. "The Relationship Of Fan Culture and Creative Cultural Industry-- The Effect in Creative Culture of the Activities between Japan and Taiwan Manga-Anime Fan." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/59817615732929254501.

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碩士<br>國立聯合大學<br>經濟與社會研究所<br>100<br>The substance of this paper is researching into the “Fan”, which not only owns particular ideas of community but abundant culture, through the development of a Japanese and Taiwan—in ACG (Animations, Comics, Games) industry and business presently. As Japanese ACG has become globalized, the position of fans is also getting important because of their great enthusiasm for ACG, which has a noticeable effect on growth of related industry. Moreover, they formed the “Fan Culture” and gave ACG more cultural meanings. Using the interactive process between cultural creative industries and the ACG fans, this paper will argue that how has Fan Culture become influencial on ACG industry, fan’s position in this business, and the interaction between fans and the industry; Further, discover the content of Fan Culture. The concept of Fan Culture will help comprehending fan’s behavior research. By using Content Analysis and Interview Method. Based on the information collected form interviews, fans’ opinions will be discovered, as well as increase the reliability of literature review and content analysis in this paper. ACG culture to the world and increase both of business and cultural value of this industry. It has formed a circle of fans, culture, and related industry. As the interaction and information sharing among fans are getting strengthened day by day, certainly this Fan Power of urging ACG industry has already come into being.
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Moura, Alma Rosa Chambel Croft de. "Dancing with the anima: An exploratory study on the effects of dance/movement therapy (DMT) on female sexuality." Master's thesis, 2016. http://hdl.handle.net/10400.12/5243.

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Dissertação de Mestrado apresentada no ISPA - Instituto Universitário<br>Objectivo: Este estudo preliminar e exploratório visa investigar se, e de que forma, a Dança/Movimento Terapia (DMT) é benéfica para o processo de desenvolvimento pessoal da sexualidade feminina. Método: A amostra é composta por 13 mulheres, com idades compreendidas entre os 20-48 (M= 30.85, DP= 8.14) anos de idade, que participaram em 12 sessões grupais de DMT com a duração de 1 hora e meia. A análise quantitativa contém avaliações pré e pós intervenção dos seguintes factores: Função Sexual (FSFI), Conexão Corporal (SBC), Empowerment (PP) e Mindfulness (FFMQ). A análise qualitativa compõe uma análise temática dos resultados obtidos num grupo focal realizado póstratamento. Resultados: Ambas as escalas de Consciência Corporal (p ≤ .001) e de Função Sexual (p ≤ .05) aumentaram significativamente pós intervenção, particularmente as dimensões de excitação, lubrificação e diminuição de dor. Apesar de não haver uma melhoria significativa para as escalas de Empowerment e Mindfulness, os valores destas escalas também aumentaram pós-intervenção. A análise temática revelou 9 temas principais, na seguinte ordem de vezes mencionados: Empowerment Feminino (21), Consciência (15), Momentos Mindful(12), Encontro da Beleza e Unidade na Diversidade (6), Aceitação (6), Relaxamento e Bem-estar (6), Maternidade (5), O Arquétipo Feminino (3), e o Grupo (3). Conclusão: A DMT demonstrou ser uma ferramenta terapêutica benéfica para trabalhar a sexualidade feminina, abordando este tema a um nível físico, emocional, socio-cultural, e arquetípico. No entanto, é realçada a necessidade de mais estudos qualitativos e quantitativos de boa qualidade metodológica para aprofundar este tema.<br>ABSTRACT: Aim: This pilot study investigates whether, and in what ways Dance/Movement Therapy (DMT) is a beneficial personal development approach for female sexuality. Method: The sample consisted of 13 women with ages ranging from 20 to 48 (M= 30.85, SD= 8.14) that participated in 12 DMT group sessions of 1 and a half hours duration. Quantitative analysis consisted of pre and post intervention evaluation of the following measures: Sexual Function (FSFI), Body Connection (SBC), Empowerment (PP) and Mindfulness (FFMQ). Qualitative analysis comprised a thematic analysis from a post-intervention focus group. Results: Body awareness (p ≤ .001) and Sexual Function (p ≤ .05) significantly increased post DMT intervention, particularly Arousal (p ≤ .05), Lubrication (p ≤ .05) and a decrease in Pain (p ≤ .05). Although Empowerment and Mindfulness results showed a mean increase, this difference wasn’t statistically significant. Thematic analysis yielded 9 main themes in the following order of times mentioned: Feminine Empowerment (21), Awareness (15), Mindful Moments (12), Finding Beauty and Unity in Diversity (6), Acceptance (6), Relaxation and Well-being (6), Motherhood (5), The Archetypal Feminine (3), and The group (3). Conclusion: DMT has shown to be a beneficial therapeutic tool for female sexuality, working at a physical, emotional, socio-cultural and archetypal level, but which warrants future qualitative and quantitative research with methodological sound studies for a deeper understanding of this topic.
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Books on the topic "Anime effect"

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Elena, Angelini, ed. Su anima e terra: Il valore psichico del luogo. Magi, 2005.

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Beeler, Karin, and Stan Beeler. Animals in Narrative Film and Television. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781666984385.

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This book explores fictional representations and narrative functions of animal characters in animated and live-action film and television, examining the ways in which these representations intersect with a variety of social issues. Contributors cover a range of animal characters, from heroes to villains, across a variety of screen genres and formats, including anime, comedy, romance, horror, fantasy, and science fiction. Aesthetic features of these works, along with the increased latitude that fictionalized narratives and alternative worlds provide, allow existing social issues to be brought to the forefront in order to effect change in our societies. By incorporating animal figures into media, these screen narratives have gained the ability to critique actions carried out by human beings and explore dimensions of both the human/animal connection and the intersectionality of race, culture, class, gender, and ability, ultimately teaching viewers how to become more human in our interactions with the world around us. Scholars of film studies, media studies, and animal studies will find this book of particular interest.
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Forster, Riva Tukachinsky. Parasocial Romantic Relationships. The Rowman & Littlefield Publishing Group, 2021. https://doi.org/10.5040/9781978722521.

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Parasocial Romantic Relationships: Falling in Love with Media Figures explores how, why, and to what effect individuals develop romantic feelings toward people they “know” from the media. These imaginary, one-sided relationships, dubbed parasocial romantic relationships, are both profound and pervasive, Riva Tukachinsky Forster argues. These relationships can take many forms, including adolescents who develop celebrity crushes on popular music artist, anime enthusiasts who “marry” their favorite characters, and fanfiction authors who insert themselves into narratives as romantic interests of the protagonist. Through analysis of surveys, in-depth interviews, and historical examples, this book advances our understanding of parasocial romantic relationships on both a sociocultural and a psychological level. The data and theories analyzed offer insights into how individuals can become romantically engaged with people they do not actually know, some of whom may not even exist in reality. Ultimately, Tukachinsky Forster argues that although these relationships exist only in the mind of consumers, they serve important psychological functions across different stages of life and can lead to significant consequences for individuals’ nonmediated relationships. Scholars of media studies, communication, psychology, and sociology will find this book particularly useful.
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Kalderon, Mark Eli. Aristotle on Transparency. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198722304.003.0011.

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Commentators have been unkind to Aristotle’s account of transparency—unnecessarily so, as it turns out. I argue that that account is best understood as part of a reaction to Empedoclean puzzlement about perception at a distance. When understood in this way, Aristotle’s account is both phenomenologically apt and a reasonable approximation of the truth. The first section elaborates this Empedoclean puzzlement through a brief discussion of its lingering effects. The aim is to make the difficulty vivid for modern readers. The remainder of the essay details Aristotle’s discussion of the transparent in De Anima and De Sensu. Many of the misgivings of commentators are due to an uncharitable interpretation of these texts.
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Harris, Scott. Draw Manga Style : A Beginner's Step-By-Step Guide for Drawing Anime and Manga - 62 Lessons: Basics, Characters, Special Effects. Quarto Publishing Group USA, 2021.

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Creating Comics with 100 Blank Templates: A Creative Blank Anime Sketch Book for Writing and Drawing Your Own Comics Story with Caption Bubbles and Comics Effects. Independently Published, 2021.

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C, Steve. Cannabis Review Log: Beautiful Anime Girl on the Moon- a 120 Pages Medical Therapy Logbook Journal to Track Different Strains, Effects, Symptoms Relieved, and Your Rating in This Log Book. Independently Published, 2020.

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Corran, Emily. Lying and Perjury in Medieval Practical Thought. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198828884.001.0001.

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Thought about lying and perjury became increasingly practical from the end of the twelfth century in Western Europe. At this time, a distinctive way of thinking about deception and false oaths appeared, which dealt with moral dilemmas and the application of moral rules in exceptional cases. It first emerged in the schools of Paris and Bologna, most notably in the Summa de Sacramentis et Animae Consiliis of Peter the Chanter. The tradition continued in pastoral writings of the thirteenth century, the practical moral questions addressed by theologians in universities in the second half of the thirteenth century, and in the Summae de Casibus Conscientiae of the late Middle Ages. This book argues that medieval practical ethics of this sort can usefully be described as casuistry—a term for the discipline of moral theology that became famous during the Counter-Reformation. This can be seen in the medieval origins of the concept of equivocation, an idea that was explored in medieval literature with varying degrees of moral ambiguity. From the turn of the thirteenth century, the concept was adopted by canon lawyers and theologians, as a means of exploring questions about exceptional situations in ethics. It has been assumed in the past that equivocation and the casuistry of lying was an academic discourse invented in the sixteenth century in order to evade moral obligations. This study reveals that casuistry in the Middle Ages was developed in ecclesiastical thought as part of an effort to explain how to follow moral rules in ambiguous and perplexing cases.
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C. W. Yang, X. Ding, X. Zhao, Y. X. Guo, A. L. Mu, and Z. B. Yang. Effects of star anise (Illicium verum Hook. f.), salvia miltiorrhiza (Salvia miltiorrhiza Bge) and ginger root (Zingiber officinale Roscoe) on laying performance, antioxidant status and egg quality of laying hens. Verlag Eugen Ulmer, 2017. http://dx.doi.org/10.1399/eps.2017.183.

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Book chapters on the topic "Anime effect"

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Binjola, Kaushal. "Effect of Anime on Personality and Popularity of Japanese Culture." In Lecture Notes in Electrical Engineering. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0601-7_50.

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Bartels, Susanne, Isabelle Richard, Barbara Ohlenforst, et al. "Coping with Aviation Noise: Non-Acoustic Factors Influencing Annoyance and Sleep Disturbance from Noise." In Aviation Noise Impact Management. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91194-2_8.

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AbstractAnnoyance and sleep disturbances due to aircraft noise represent a major burden of disease. They are considered as health effects as well as part of the causal pathway from exposure to long-term effects such as cardiovascular and metabolic diseases as well as mental disorders (e.g. depression). Both annoyance and sleep disturbance are not only determined by the noise exposure, but also to a considerable extent by non-acoustic factors. This chapter summarises the most relevant non-acoustic factors and briefly explains their mechanisms on annoyance and sleep as well as the potential to address these factors via intervention methods aiming at the reduction of adverse noise outcomes and an increase in the quality of life of airport residents. Here, the focus is on airport management measures that are considered to help improve the residents’ coping capacity. Findings from the ANIMA case studies with regard to main aspects of quality of life in airport residents around European airports are briefly reported and recommendations for a community-oriented airport management are derived.
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Benz, Sarah, Julia Kuhlmann, Sonja Jeram, Susanne Bartels, Barbara Ohlenforst, and Dirk Schreckenberg. "Impact of Aircraft Noise on Health." In Aviation Noise Impact Management. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91194-2_7.

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AbstractAircraft noise exposure is an environmental stressor and has been linked to various adverse health outcomes, such as annoyance, sleep disturbance, and cardiovascular diseases. Aircraft noise can trigger both psychological (annoyance and disturbance) and physiological stress responses (e.g. activation of the cardiovascular system and release of stress hormones). People are usually able to deal with this kind of stressor. However, a constant exposure to aircraft noise can cause a continuous state of stress. This in turn can constrain a person’s ability to regenerate and restore its resources to cope with the noise situation. As a consequence, the risk for certain negative health outcomes can be increased. Within the ANIMA project, literature reviews on the effects of aircraft noise on health outcomes have been performed. This chapter gives an overview of the relevant health outcomes affected by aircraft noise and summarises the results of different reviews and studies on these outcomes. Additionally, the underlying mechanisms of how noise impacts health are explained for daytime as well as night-time aircraft noise exposure (i.e. while sleeping). Further, the relevance of considering not only the general population, but vulnerable groups as well (such as children and elderly people) is described. Lastly, open questions for further studies are presented and discussed.
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Butler, Shane. "Animi Figura." In The Passions of John Addington Symonds. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/oso/9780192866936.003.0006.

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Abstract To mitigate the effects of his worsening tuberculosis, Symonds fled to Davos, Switzerland, which soon became his primary home. There he befriended Robert Louis Stevenson, from whom he sought advice on plans to publish a new collection of poems, Animi Figura, which would appear in 1882, supplemented two years later by a privately printed volume, Fragilia Labilia, and a published one, Vagabunduli Libellus. In their frequent conversations, Symonds partly embraced, partly contested the theories of psychic doubleness espoused by Stevenson, who would later base his Strange Case of Jekyll and Hyde on Symonds. This chapter considers these poetic collections and Stevenson’s influence on them in order to construct a first picture of Symonds’s own psychological views.
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Akşit, Onur O., and Azra K. Nazlı. "Techno Fantasies of East and West." In Advances in Media, Entertainment, and the Arts. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7180-4.ch012.

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In this chapter, the science fiction anime that takes its source from Masamune Shirow's manga with the same name, Kōkaku Kidōtai (攻殻機動隊, Ghost in the Shell), is examined and compared with the U.S. adaptation film Ghost in the Shell (2017) within the framework of techno-orientalism. The study aims a comparative critique through anime and film, which both allow explaining the transformative potential-effects of technology in a socio-cultural context in the east-west axis, through dissociations, convergences, and integration. It is to review the representations of traditional Western-centered thought that is deconstructed with the narrative which maintains focus on technology axis; it is aimed to reveal with the analysis that takes the 2017 film to the center. In this way, Ghost in the Shell offers possibilities of representation in the axis of futuristic Eastern culture with the female-cyborg character that presents the cyber-society environment, the deconstruction of the idea that puts focus on anthropocentrism, especially the ‘Western man'.
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S. Natto, Zuhair. "Herbs and Oral Health." In Oral Health Care [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.103715.

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Herbal medicine has long been used to prevent and control disease, and it can minimize the potential side effects of chemical products. However, side effects from herbs do exist. Most of the challenges with herbal medicine revolves around inadequate information about the effect of herbs in the oral cavity, the mechanism of action, and potential side effects. There are several herbs described in this chapter have anti-inflammatory, anti-bacterial, anti-viral, anti-fungal in oral micro-organisms. It includes aloe vera, ginger, clove, cinnamon, garlic, neem, miswak, turmeric, tulsi, green tea, chamomile, fenugreek, anise plant, peppermint, bloodroot, caraway, eucalyptus, phyllanthus emblica, black seed, myrrh, rosemary, sage, and thyme; some may act as an alternative management option to current treatments for oral conditions such as caries prevention, gingivitis, periodontitis, oral burn, ulcers and inflammation, after extraction, dry mouth, pain reduction, anesthesia, intracanal medications, ill-fitting dentures, peri-implant mucositis and peri-implantitis. It can be used in several forms such as mouthwashes, toothpastes, topical agents or local drug delivery devices. However, more research is needed to understand their mechanisms and potential side effects.
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Sun, Wanxin, and Shijie Jia. "Anime Avatar Generation Based on Generative Adversarial Networks." In Advances in Transdisciplinary Engineering. IOS Press, 2024. http://dx.doi.org/10.3233/atde240469.

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This study addresses the challenges of facial detail loss and discriminator bias in image style transfer tasks. Building upon the DualStyleGAN network, the proposed the MixStyleGAN network, which improves upon the existing method by introducing a de-bias discriminator. The de-bias discriminator aims to remove style bias by generating mixed features of the original and reference images in the discriminator’s feature space, ensuring consistency between the prediction of mixed features and the original image. The AdaIN network is employed for feature map fusion across different resolution layers to achieve de-biasing effects. Additionally, localized discriminators are introduced to preserve facial details. Separate discriminators are employed for specific facial attributes such as eyes and mouth, enhancing the representation of local details through adversarial training. Experimental results on the FFHQ dataset demonstrate that MixStyleGAN achieves a 29.03% improvement in Arcface metric and a 12% improvement in LPIPS metric.
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Boroudjou, Hannah, Karen Butcher, and Emily Horsey. "Animer un réseau professionnel en période de pandémie ?" In Effets et conséquences de la crise sanitaire. Bulletin des Bibliothèques de France, 2021. http://dx.doi.org/10.3917/bbf.colle.2020.01.0075.

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Krishna Reddy, V. Siva, Dr M. Kathiravan, and Dr V. Lokeswara Reddy. "USING AI TO CREATE UNPRECEDENTED VISUAL EFFECTS FOR ANIMATED FILM." In Futuristic Trends in IOT Volume 3 Book 4. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bdio4p2ch3.

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When one's material situation improves, they have a greater appreciation for entertainment that enriches their soul. The popularity of movies and TV series with spiritual themes continues to rise. But the film business has grown exponentially, and so has the output of animated movies. Consumers want a system that can quickly and accurately search massive databases for their favorite anime films. New forms of visual expression in animated films are investigated using AI and ML in this study. This article sets the scene for the recent improvements and enhancements, which make use of ML technology as a starting point for investigating new techniques and models to better movie visual representation and propose thinking that is vital to the creative growth of cinema. The visual language of Hollywood's "Kung Fu Panda news" is studied by a convolutional neural network. The film is referenced throughout the piece. Accuracy on the test set was found to stay at 57% even after the model parameters were determined. Improving the originality and aesthetic quality of films and encouraging the sustainable growth of the film industry are of paramount importance.
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Şahin, Ferhan, and Ezgi Doğan. "Being a Post-Learner With Virtual Worlds." In Research Anthology on Virtual Environments and Building the Metaverse. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7597-3.ch003.

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Transhumanism, which emerges as a movement of thought, stands out with the developments such as artificial organs, brain-to-brain knowledge and learning transfer and smart robots in the 21st century. One of these technologies, where we see early applications with the goal of reaching the post-human, is the virtual worlds. Some features of the post-humans, which can now be experienced through 3 dimensional immersive virtual worlds in a certain scale, also reveal the fact that the existing virtual worlds are a limited simulation of a transhumanist future. While the virtual worlds and transhumanism perspective is expected to be effective in various areas of human life, it will be inevitable for these effects to manifest themselves in learning processes. In this sense, evaluation of surrounding learning by virtual worlds is the main objective of this chapter. For this purpose, virtual worlds in transhumanism age were tried to be evaluated under learning context by using anime series and film samples which are yet considered as sci-fi.
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Conference papers on the topic "Anime effect"

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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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Satou, Nana, Akinori Ito, and Koji Mikami. "Procedural System of Generating Sound Effect for Magical Girl ANIME." In 2017 Nicograph International (NicoInt). IEEE, 2017. http://dx.doi.org/10.1109/nicoint.2017.25.

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Wang, Yutong, and Penny Sweetser. "The Effect of Using an Auto-Generated Anime Avatar on Player-Avatar Identification." In ACSW 2022: Australasian Computer Science Week 2022. ACM, 2022. http://dx.doi.org/10.1145/3511616.3513094.

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Rodrigues, Luiz, Armando M. Toda, Paula T. Palomino, Ana C. T. Klock, and Anderson Avila-Santos. "Motivation no Jutsu: Exploring the Power of Badge Aesthetics in Gamified Learning." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/sbie.2023.234313.

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Gamification researchers have discussed the relevance of connecting game elements’ visual appearance to students’ feelings as a way to enhance learning outcomes. However, there is limited evidence from experimental studies on how gamification affects learning experiences. This study tackles this gap by investigating how students’ feelings toward the visual appearance of badges affect their learning experiences in a gamified educational system. We conducted an experimental study (n = 19) comparing non-thematic badges to thematic ones featuring characters from a popular animation brand (i.e., Naruto), while controlling for the moderating effect of students’ enthusiasm towards such brand. The results suggested that connecting gamification designs to students’ feelings through visually appealing game elements can enhance their learning experiences, possibly because most students enjoy the anime and do not like non-thematic badges. Nevertheless, the results also raised concerns about the brand badges, such as distracting students. Thus, this paper informs practitioners and researchers on the value of designing gamification so that its aesthetics connect to students’ feelings and raises concerns on potential issues to be considered and further explored.
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Chiba, Masato, and Masashi Yamada. "A Perceptual Study on the Ratios of Areas of Two Adjacent Colors for the Optimal Congruency." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002995.

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Cute female characters frequently appear in Cool Japan content, such as anime, video games and manga. When designing a character, color is one of the most important factors. Previous studies showed that yellow characters tended to have a cute connotation like Pokémon. A character with yellow hair also had a cute impression. Particularly, a character with yellow hair and blue irises was perceived as one of the cutest types of character. A pair of yellow and blue consists of complementary colors and generally it is said that a pair of complementary colors gives an uncomfortable impression. It could be hypothesized that the small area of the pair of blue irises functioned as the effect color when combined with the wide area of yellow hair, and these colors were perceived as congruent. A Swiss artist, theorist and educator, Johannes Itten (1888-1967) calculated the ratios of areas of different colors based on a German poet, playwright, novelist and critic, Johann Wolfgang von Goethe (1749-1832). Goethe insisted the ratios of brightness of different colors are “yellow: orange: red: violet: blue: green = 9:8:6:3:4:6”. Then, the ratios of area of different colors for congruency were “yellow: orange: red: violet: blue: green = 3:4:6:9:8:6”, in Itten’s theory. Itten’s theory shows an inverse tendency from the phenomenon of a cute character. According to Itten’s theory, the area of blue must be wider than yellow. However, the theories of Itten and Goethe were based on their intuition. In the present study, a perceptual experiment was conducted to directly measure the ratios of areas of different colors for congruency, to test Itten’s theory. Twelve colors were selected from Itten’s color wheel; yellow, orange, red, violet, blue and green, and 132 pairs of two different colors were prepared. Two adjacent squares were painted in two different colors and 20 participants from the Kanazawa Institute of Technology were requested to adjust the boundary of the two areas to make them most congruent, using the software Illustrator. The results of the experiment showed that the ratios were “yellow: orange: red: violet: blue: green = 5:6:5:6:7:6”. The ratio of 5:7 for yellow and blue colors were smaller than Itten’s theory, but the tendency was consistent with Itten’s theory. To conclude, the phenomenon observed in cute characters in Japanese content could not be illustrated by the ratio of areas of the complementary colors of yellow and blue. The phenomenon may be explained rather by the cultural effects where Japanese people admired Western people with blond hair and blue eyes.
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Sarheed, Nael Mohammed, and Haider Salih Jaffat. "Protective effect of anise extract loaded by chitosan nanoparticles in mice treated with cisplatin." In International Conference of Chemistry and Petrochemical Techniques (ICCPT). AIP Publishing, 2022. http://dx.doi.org/10.1063/5.0094569.

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Martin, Justine Anne-Sophie Céline. "Développement des compétences transversales et surtout de la compétence numérique des apprenants dans un projet de télécollaboration entre deux universités du pourtour méditerranéen." In XXV Coloquio AFUE. Palabras e imaginarios del agua. Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/xxvcoloquioafue.2016.2937.

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La télécollaboration est définie comme une technique qui implique des groupes d’étudiants dans des projets virtuels avec des pairs de classe, de lieux géographiquement distants. Ces projets servent, d’un côté à améliorer la compétence communicative des étudiants, et d’un autre côté à développer d’autres compétences transversales. Cette proposition de communication s’inscrit dans le cadre d’un projet de télécollaboration présentant des échanges en ligne mettant en relation des apprentis tuteurs de FLE avec des apprenants de FLE niveau B1. L’interaction entre ces deux groupes se réalise autour de tâches créées et animées par les tuteurs. Notre étude s’interroge sur les compétences transversales développées, et particulièrement la compétence numérique acquise, par les apprenants lors de la réalisation de ces tâches. Le projet RealBergame (RB) implique des apprenants d’universités de deux pays du pourtour méditerranéen : l’Universitá Delgi Studi di Bergamo (UNIBG) et l’Universidad de Castilla-La Mancha (UCLM). Dans le cadre de ce projet, les tuteurs ont tutorés les apprenants durant six à huit semaines. Ce tutorat consistait à animer, à distance, des tâches pour les apprenants. Ceux-ci apportaient une aide aux apprenants pendant la réalisation des tâches collaboratives et leur fournissaient une rétroaction sur leurs activités. Cette aide pouvait être d’ordre pédagogique, disciplinaire ou même technique. Pour y participer, la communication étant médiatisée par ordinateur (CMO), la compétence numérique ou technique de l’apprenant est l’une des compétences essentielle de ce genre de projet. Nous nous sommes donc interrogés sur les effets qu’a ce genre de projet sur la compétence numérique des apprenants. DOI: http://dx.doi.org/10.4995/XXVColloqueAFUE.2016.2937
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Nugraha, Zayyan Rafishafa Kabullah. "EFFECTIVENESS OF BRAND COLLABORATIONS BETWEEN ANIMATION AND FASHION INDUSTRY." In BuPol Bali 2024– International Conference on Business, Economics & Policy, 17-18 July. Global Research & Development Services, 2024. http://dx.doi.org/10.20319/icssh.2024.330331.

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This research discusses the impact of collaborations between fashion brands and animation studios amongst the customer. This phenomena has been intriguing for the researcher because recently in the last few years there have been countless collaborations between these brands. The brands have impacted the customers’ preferences and they purchase these collaboration items for many different reasons. The researcher started this research by mapping the background of these collaborations. After analyzing the background, the researcher started to find the topic or goal of this research which is finding the reasons behind why these collaborations are (most likely) to be successful. Following finding the focus on this research was a part of the beginning steps, the researcher started finding literature works related to my topic. Journals, academic articles, news articles and others that are related to fashion, brand collaboration, collaboration marketing, animation studios and so much more. These literatures helped me find the definition and information regarding aspects that are related to my research. After reading these literature works the researcher analyzed each of them and divided them into sections within my research. As the researcher has mentioned before, the researcher discussed the definition. Information, reasons, how it impacts other parts of the research or why they are related. After the literature review was finished the researcher continued to conduct a survey to receive first primary sourced data. The survey that was conducted consisted of questions related to the customers’ knowledge regarding anime, fashion brands, brand collaborations, their shopping preferences, their standard to shop a branded product and so much more. The survey received 151 respondents for my survey. From this survey the researcher received new information regarding my research and this definitely helped me in finding the reasons behind why customers or the market are interested in purchasing collaboration products between animation and fashion brands. The step after conducting the survey was analyzing the data that the researcher has collected. The researcher used descriptive and quantitative analysis from the graphs of the survey’s result. The researcher made a conclusion and analysis of each question’s answers. The answer with the highest amount in a question becomes the true answer or represents the majority of the population. After representing the survey’s data in the form of graphs and statistical analysis. The result of the survey and findings from the journal shows that there are various effects of brand collaborations towards the customers, whether they are from the animation series’ market or outside the market. There were also additional insights regarding people who are not interested in purchasing collaboration products, they gave their perspective about their reasonings on why they won’t be buying those items.
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Kocić, Veroslava, Sanja Perić, and Milić Vojinović. "THE EFFECTIVENESS OF APPLYING BIOLOGICAL MEASURES TO PROTECT APPLES TO REDUCE TREATMENT WITH INSECTICIDES." In Global Challenges Through the Prism of Rural Development in the Sector of Agriculture and Tourism GIRR 2024. Academy of Applied Studies Šabac, 2025. https://doi.org/10.46793/girr25.181k.

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The ecological approach to the maintenance and care of perennial fruit plantations is being applied more and more. In agriculture, biological control of plant diseases and pests is one of the key measures for organic food production. Apple is the most commonly grown fruit species in Serbia. For the production of quality fruits, it is necessary, in addition to regular maintenance, to control pests in the orchard. Damage to apples is caused by several types of insects, the most important of which are: Cydia pomonella, Aphis pomi, Eriosoma lanigerum, Tropinota hirta, Anthonomus pomorum. Larvae and adults also cause damage by feeding on leaves, flowers or young shoots. The goal of the work is to examine the possibility of reducing the presence of the mentioned harmful insects by non-invasive methods, that is, to reduce the number of chemical treatments of apples. The research was conducted in the apple orchard of the Toplica Academy of Vocational Studies. Blue and pink hunting traps have been set. Anise flavorings were added to the aqueous food coloring solution. Hunting traps made of pleated cardboard were placed on ten apple trees, and the weedy inter-row proctor was not mowed during the flowering period of the dandelion Taraxacum officinale. The appearance and abundance of current insects is monitored with blue and pink water traps. By increasing the number of suitable water traps, the intensity of the attack is reduced. The pleated patch served as an alternative for the pupation and development of Cydia pomonella, while the unmown dandelion flower prevented the attack of the root beetle Tropinota hirta and the flower eater Anthonomus pomorum. Pheromone traps, for reducing the number of insects, are one of the more modern methods in fruit growing and plant protection in general. Their role is to use aggregation pheromones to attract and retain as many individuals as possible. There are a solid number of models on the market, and testing their effectiveness is of utmost importance. The results of the research on the effectiveness of the barrier traps showed that there is a possibility of a significant reduction in the population of harmful insects. Inevitably, the presence of individuals of non-target insects was also recorded, with the largest number of individuals belonging to the Coleoptera order. Manipulations with wet traps provide more information about insects that damage apples and apple fruit species. The results showed that the use of biological agents should become an integral part of insect control, which could improve the overall effects of plant production. It should also be borne in mind that many insects are carriers of infections and plant diseases. Biological control, as part of integral protection, aims to maintain pest populations at an economically acceptable level.
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