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Dissertations / Theses on the topic 'Anime'

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1

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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2

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 an
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3

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 lau
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4

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 te
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5

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 “co
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6

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 exp
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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 int
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8

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
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9

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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10

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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11

Hu, Tze-yue Gigi. "Understanding Japanese animation : from Miyazaki and Takahata anime /." Thesis, Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24729954.

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12

Hattingh, Johanan Gerhardus August. "The intellectual hero's representation in anime : an exploration." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/60363.

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study documents the occurrence of the intellectual hero in anime, focussing on the anime series of Monster (2004), Paranoia Agent (Kon 2004) and Umineko no Naku Koro ni (Kon 2009). The characters, Doctor Kenzo Tenma, Detective Keiichi Ikari and Battler Ushiromiya represent the concept of the intellectual hero in anime. Each intellectual hero in anime exists as an embodiment of literature pertaining to the hero and the anime hero. The intellectual hero in anime is derived from key aspects of Thomas Carlyle's (1796-1881) writings concerning heroes and hero-worship. Antonia Levi and Susan Napier
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13

Liccardo, Michele <1986&gt. "Discorsi religiosi e filosofici nel linguaggio degli anime." Master's Degree Thesis, Università Ca' Foscari Venezia, 2012. http://hdl.handle.net/10579/1543.

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Torchia, Aurora <1983&gt. "Majokko, shojo anime alla conquista del pubblico maschile." Master's Degree Thesis, Università Ca' Foscari Venezia, 2014. http://hdl.handle.net/10579/5468.

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González, Torrents Alba. "El anime como dispositivo pensante: cuerpo, tecnología e identidad." Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/409727.

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El objetivo principal de esta tesis es presentar un análisis de las aportaciones del anime de ciencia ficción, considerado tanto en sus aspectos narrativos como en su materialidad como imagen en movimiento, a la cuestión de las relaciones entre identidad, cuerpo y tecnología. A través de animes como Akira, Evangelion, Ghost in the Shell y Serial Experiments Lain, exploro de qué forma la tecnología pone en duda los límites de la identidad individual, y cómo es fundamento para la extensión de ciertas capacidades corporales, cognitivas y sociales del ser humano. A través de conceptos extraídos
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Hansson, Pelle. "Vad är Anime? : Svensk syn på ett japanskt fenomen." Thesis, Linköping University, Department of Social Anthropology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7192.

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17

Fuller, Frank Robert. "The Atomic Bomb: Reflections in Japanese Manga and Anime." DigitalCommons@Robert W. Woodruff Library, Atlanta University Center, 2012. http://digitalcommons.auctr.edu/dissertations/357.

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This study examines post-World War II “anime” and manga based on the bomb’s after-effects and changes in Japanese mindsets resulting from the War, especially as inspired by Osamu Tezuka and later artists influenced by his works. This study theorized that Japanese political culture elements, through particular plotlines, could be traced in manga and anime themes carrying hidden messages repeatedly referencing the bomb’s effects on Japan, citing Tezuka’s influence, in the 1945-65 and 1985-95 periods, in the post-apocalyptic, science fiction, and fantasy genres. Case studies were used to qualitat
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18

Jacobsen, Matthew. "The wandering adolescent of contemporary Japanese anime and videogames." Thesis, Queen Mary, University of London, 2014. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8315.

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This thesis examines the figure of the wandering adolescent, prominently visible in Japanese television anime and videogames produced from 1995 to the present. Japan in the 1990s and at the millennium experienced intense economic and social change, as the collapse of the 'bubble' economy of the 1980s resulted in a financial recession from which the country has yet to recover. At the close of the decade, the national experience was characterised in media descriptions of malaise and disenfranchisement, and the loss of perceived core traditional cultural values. Arguably in this period the figure
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Romero, Quiroz Josue. "INFLUENCIA CULTURAL DEL ANIME Y MANGA JAPONÉS EN MÉXICO”." Tesis de Licenciatura, Facultad de Ciencias Políticas y Sociales, 2012. http://hdl.handle.net/20.500.11799/214.

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20

Abdallah, Joanna. "Subtitled vs. Dubbed Anime: Viewer Perception of Japanese Culture." University of Dayton / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1524673372340251.

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21

Suzuki, Ayumi. "Animating the chaos : contemporary Japanese anime, cinema, and postmodernity /." Available to subscribers only, 2008. http://proquest.umi.com/pqdweb?did=1559858781&sid=9&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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22

Harris, Sabra. "Anime Music Videos and Storytelling: Performing Channels of Communication." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20420.

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Anime Music Videos (AMVs) are transformative works that provide channels of communication between the viewer and the viewed. The editors who make AMVs have distinct communities built on the evolution of anime conventions in the United States but have prospered and transformed globally. In the performance of technology, AMV editors find ways of using mass-mediated texts to express themselves, to convey emotions, and to communicate social messages. They make new associations by combining materials and display these associations in sophisticated ways on social forums like the Internet and anime c
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23

Schules, Douglas Michael. "Anime fansubs: translation and media engagement as ludic practice." Diss., University of Iowa, 2012. https://ir.uiowa.edu/etd/3532.

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The democratization of new media technologies, particularly the software tools though which "content" can be manipulated, has invited a seemingly vast array of modes through which people can express themselves. Conversations in fan studies, for example, cite the novel ways in which new media allow fans to alter texts in the expression of their subcultural needs, while theorizations of media often reverse the paradigm by arguing how advances in technology will revolutionize how we interact with, and hence, know the world. Frequently overlooked are the ways in which these technologies and commun
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ZORZETTO, Sergio. "Le incerte anime dei mondi. Epistemologia e clinica etnopsichiatrica." Doctoral thesis, Università degli studi di Bergamo, 2010. http://hdl.handle.net/10446/586.

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25

Van, den Brandt Maria Joanna Adriana. "Godsontvankelijkheid en ʹfornuftikeitʹ : de Eckhartpreken uit de "Paradisus anime intelligentis /". Nijmegen : Ingenium publishers, 1993. http://catalogue.bnf.fr/ark:/12148/cb37145947p.

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26

Issa, Victor Eiji. "Otaku: um sujeito entre dois mundos. Refletindo sobre o diálogo existente entre ficção e realidade." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8134/tde-01062015-154037/.

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Os personagens centrais desta pesquisa são os otakus, que podem ser descritos como fãs aficionados por mangás e animes, que passam boa parte de seu tempo entretidos com estes elementos (além de alguns outros) da cultura pop japonesa, vínculo este que exerce influência sobre sua visão de mundo e sobre o modo como agem em seu cotidiano. O foco central da pesquisa será a busca pela compreensão da relação existente entre ficção e realidade. Parto da ideia de que a ficção não é um simples produto do contexto sociocultural no qual é produzida: de fato é fruto deste contexto, porém na medida em que a
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Howell, P. K. "Procedures and strategies in the translation of manga and anime dialogue." Thesis, University of Edinburgh, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.652635.

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This thesis describes the textual strategies used in the translation into English of fictional dialogue, with particular reference to a content area as yet unexplored in Translation Studies: Japanese comic-books and animated cartoons. It does this by means of comparative case studies of the textual procedures used in different translations of Japanese source-texts. The comparisons are of target texts, and are sometimes interlingual in nature (English vs. French) and sometimes intralingual (English vs. English). The analytic approach is stylistic, focusing on the narrative functions of setting
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Rönnkvist, Patrik. "To Fight with Courage and Honor : Ridderlighet i japansk fantasy-anime." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-49027.

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Gobel, Balazs. "AniMap: An Interactive Visualization Supporting Serendipitous Discovery of Information about Anime." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23608.

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It is a challenging task for interaction designers to find a way to design a digital artefact supporting serendipitous discovery. Its interdisciplinary nature requires sufficient knowledge of information visualization, social navigation and serendipity. Based on literature review and prior relevant works, several traces having potential to aid such exploration were defined. Through creating and testing AniMap, an interactive graph visualization for discovering new anime clips, in this thesis I argue that such an artefact has the potential to support serendipitous discovery, owing to its featur
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Trinh, Ellen Man Ngoc. "Cine-animé: adaptations of realistic lighting styles." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2644.

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Animé, a style of Japanese animation, has begun to evolve into more than a simple animation. The stories found in animé have reached a level of complexity similar to traditional cinema. However, lighting in animé, has been minimal. Using computers to create animé, rather than creating it traditionally by hand, has allowed greater opportunities to be creative with lighting. Color and computer-generated (CG) effects can be integrated with traditional line drawings to create beautiful images in animé. Since cinematic lighting exhibits some of the finest examples of lighting, this thesis will anal
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Espinoza, Gutiérrez Carla. "Identidades culturales en transición: la identificación social al interior de la comunidad Otaku en Chile." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/139598.

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Memoria para optar al título de Periodista<br>Las imágenes tienen una presencia constante en la vida moderna. Permanentemente, nos encontramos a merced de una interminable secuencia de estímulos cuya intencionalidad no siempre es clara. Los recursos icónicos de mecanismos tales como la publicidad y la propaganda tienen la capacidad de hablar directamente a nuestro inconsciente, convenciéndonos de que necesitamos uno u otro producto e incluso cambiando nuestro punto de vista sobre un tema específico. Con el desarrollo de nuevas tecnologías, que las dotaron de movimiento, el poderío de las imág
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Lechuga, Valencia Luciana Andrea, Lorena Letelier, Patricia Poblete, and Elgueta José Miguel Labrín. "Semiótica de la japoanimación: (análisis de contenido Dragon Ball Z)." Tesis, Universidad de Chile, 1998. http://repositorio.uchile.cl/handle/2250/133197.

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Tesis para optar al grado de Licenciado en Comunicación Social<br>Autor no autoriza el acceso a texto completo de su documento<br>Para iniciar este trabajo debemos partir de la base de que la japoanimación como fenómeno globalizado es relativamente nuevo. Recién durante las décadas del setenta y ochenta comenzaron a llegar a los países occidentales las primeras muestras de una expresión cultural que tuvo sus orígenes en el Japón de 1814. El éxito masivo alcanzado por este tipo de animación, y la controversia por el contenido de ellos (violencia excesiva, ambigüedad sexual, etc.) han generad
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Jackson, Danielle. "Persona of Anime| A Depth Psychological Approach to the Persona and Individuation." Thesis, Pacifica Graduate Institute, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10637564.

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<p> The persona is an essential part of personality development that allows individuals to exhibit conventionally acceptable behaviors and to adapt them as necessary in social situations. The Jungian concept of the persona is underrepresented in depth psychological studies and so merits more development. This research aims to answer how the persona affects character development and individuation journeys through the narratives of Japanese anime. Also included was the exploration of the archetypal presence of Dionysus. Using a hermeneutic analysis of four anime series, both the protagonists and
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Howell, Peter Kenneth. "Textual procedures and strategies in the translation of Manga and Anime dialogue." Thesis, University of Edinburgh, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.530858.

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This thesis describes the textual strategies used in the translation into English of fictional dialogue, with particular reference to a content area as yet unexplored in Translation Studies: Japanese comic-books and animated cartoons. It does this by means of comparative case studies of the textual procedures used in different translations of Japanese source-texts. The comparisons are of target texts, and are sometimes interlingual in nature (English vs. French) and sometimes intralingual (English vs. English). The analytic approach is stylistic, focusing on the narrative functions of setting
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Batistella, Danielly. "Palavras e imagens : a transposição do mangá para o anime no Brasil." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/102191.

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Suportes de leitura em ascensão, as narrativas imagéticas nipônicas são compostas por linguagens visual e verbal singulares, por traçados ilustrativos específicos e por temáticas textuais distintivas, parte de uma personalidade própria. Os hipergêneros mangá e anime, embora compartilhem elementos particulares, como a publicação e classificação interna em uma gama de gêneros e subgêneros autônomos, porém unidos por elementos coincidentes, diferenciam-se entre si – da arte sequencial e animação para além das fronteiras do Japão – quanto à estilização do traçado, ao conteúdo da narrativa, à ilust
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Gillett, Jonathan. "Television and Transculturation: An Examination of Japanese Anime in Post-Dictatorial Argentina." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555429612160638.

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Salazar, Rodríguez Laura María del Carmen, and Rodríguez Laura María del Carmen Salazar. ""Los jóvenes y el Cosplay". Un acercamiento a los jóvenes que lo practican en la Ciudad de Toluca." Tesis de Licenciatura, UNIVERSIDAD AUTÓNOMA DEL ESTADO DE MÉXICO, 2014. http://hdl.handle.net/20.500.11799/65833.

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La investigación social, sobre todo la de orden cualitativo, se le ha categorizado de imprecisa, es importante recalcar que sin este tipo de investigaciones no tendríamos idea de cómo es que se organizan o viven las personas y cómo estas han estado conviviendo con sus semejantes y con lo que le rodea. Aunque el problema es estudiar a las sociedades a través de una o varias personas, se debe decir que no sólo el observarlos nos dará referentes sobre estas personas, los datos estadísticos e incluso los datos geográficos e históricos nos darán las pautas y el camino que se debe seguir para poder
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Semprini, Cesari Giacomo. "Materiali compositi: analisi sperimentale per la realizzazione di anime sacrificali mediante tecnologie additive." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20450/.

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Lo sviluppo delle tecnologie di manifattura additiva (AM) ha determinato il progressivo miglioramento di tali processi, sia in termini di proprietà meccaniche che estetiche dei manufatti prodotti; allo stato attuale, l'utilizzo di tecnologie AM per la creazione di prototipi o modelli base da cui derivare i prodotti finiti, copre solamente una parte limitata dello spettro degli effettivi usi di tali processi. Di recente applicazione è l'utilizzo di queste tecniche come sostituto ai più tradizionali processi di fabbricazione di attrezzi impiegati in processi di formatura: le cosiddette tecnolog
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Chow, Cheuk-wing, and 周卓穎. "Nostalgia, nature, and the re-enchantment of modern world in Hayao Miyazaki's anime." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B4839449X.

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The association between nostalgia, nature and disenchantment has been and still is a very common trope in cultural and literary studies (Saler 138) within the scope of modernity. In fact, it has almost become “a cliché of our time” (Saler 138) in which people often view modern experience as an oppressive status of disillusionment rather than a liberating condition of enlightenment. Since this thesis aims to open up and point at different dimensions of modernity and become “part of a grandiose modernist project yet to be finished” (Hu 23-4), I would like to use Miyazaki’s works to argue th
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Carter, Lawrence William. "Going 'global' 'Studio Ghibli', 'global anime' and the popularisation of a 'medium-genre'." Thesis, SOAS, University of London, 2018. http://eprints.soas.ac.uk/26182/.

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This thesis is concerned with the Disneyfication of the last three Studio Ghibli films directed by Hayao Miyazaki and how the globalizing agent of Walt Disney Studios has transformed the paratextual marketing campaigns of these films. This thesis poses the following research questions: to what extent can we describe Howl's Moving Castle/Hauru no ugoku shiro (Hayao Miyazaki, 2004), Ponyo on the Cliff by the Sea/Gake no ue no Ponyo (Hayao Miyazaki, 2008) and The Wind Rises/Kaze tachinu (Hayao Miyazaki, 2013) as Disneyfied texts? How do the adherence of Hollywood star-images act to Disneyfy the G
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Ripari, Nicola <1988&gt. "L'industria dell'intrattenimento giapponese: nascita e diffusione di anime e manga nel contesto globale." Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/8423.

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L’elaborato si propone di indagare dettagliatamente le ragioni che hanno portato alla nascita dei cosiddetti millennial monsters giapponesi, cioè quell’insieme di personaggi e creature d’immaginazione che, partendo dal Giappone, hanno invaso pacificamente il mercato globale dell’intrattenimento e di individuare le dinamiche di diffusione della cultura popolare nipponica tramite svariati media, ponendo particolare enfasi sulle due manifestazioni più importanti di essa: anime e manga. Dopo un primo capitolo che funge da introduzione, dove sono descritte in linea generale le caratteristiche dei m
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Riste', Camilla <1992&gt. "Rose, gigli e padelle: Analisi della rappresentazione LGBTQ negli anime e nei manga." Master's Degree Thesis, Università Ca' Foscari Venezia, 2017. http://hdl.handle.net/10579/9893.

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L'elaborato presenterà un'analisi sulla rappresentazione LGBTQ (Lesbian, Gay, Transgender, Queer) all'interno dei media giapponesi, specificatamente anime e manga. Sarà diviso in tre capitoli, nei quali si presenterà nello specifico la rappresentazione di personaggi gay (primo capitolo), lesbici (secondo capitolo) e transgender/gender non-conforming (terzo capitolo), più introduzione e conclusione.
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Romo, Hernández Loreto Alejandra. "Lectura de la japoanimación a través del dibujo infantil : (El caso de Pokemon)." Tesis, Universidad de Chile, 1999. http://repositorio.uchile.cl/handle/2250/138071.

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Seminario de Investigación Tesis para optar al grado de Licenciado en Comunicación Social<br>El autor no autoriza el acceso a texto completo de su documento<br>El objetivo de la presente investigación es estudiar la lectura de la japoanimación a través del dibujo infantil, concretamente la lectura de la serie "Pokémon". Los dibujos provienen de niños y niñas, entre los 6 y 13 años de edad, de sectores medios, recolectados en la Quinta Región. Los protocolos empíricos de lectura de la japoanimación no han sido estudiados, siendo el caso de la japoanimación y sus efectos, una preocupació
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Hanson, Jeffrey Steven. "Enter Paranoia: Identity and "Makeshift Salvations" in Kon Satoshi's "Paranoia Agent"." Thesis, The University of Arizona, 2007. http://hdl.handle.net/10150/193241.

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Kon Satoshi's Paranoia Agent is a series that demonstrates how many types of identity are constructed. While some aspects of the series are based in fantasy, Paranoia Agent takes place in a Tokyo that closely resembles the Tokyo of the real world. In particular, a corporate icon named Maromi parallels the rise of icons such as Hello Kitty in Japan; the public's devotion to Maromi demonstrates how consumerism shapes one's personal identity. Consumerism can also be used to explain the existence of Lil' Slugger, a type of phantasm who initially appears to free the people of Tokyo from their p
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Schmaltz, Neto Genis Frederico. "Paixões e traços míticos no discurso do animê: uma análise em Death Note." Universidade Federal de Goiás, 2013. http://repositorio.bc.ufg.br/tede/handle/tede/5279.

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Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2016-03-02T19:40:57Z No. of bitstreams: 2 Dissertação - Genis Frederico Schmaltz Neto - 2013.pdf: 3507314 bytes, checksum: eec5eb509427325b1c0c4796bd62a6b8 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-03T12:32:27Z (GMT) No. of bitstreams: 2 Dissertação - Genis Frederico Schmaltz Neto - 2013.pdf: 3507314 bytes, checksum: eec5eb509427325b1c0c4796bd62a6b8 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714
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Soares, Gabriel Theodoro. "Cosplay: imagem, corpo, jogo." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/4506.

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Made available in DSpace on 2016-04-26T18:12:54Z (GMT). No. of bitstreams: 1 Gabriel Theodoro Soares.pdf: 2562292 bytes, checksum: 2cd4c70928b7f3564c4c297898c3ceaa (MD5) Previous issue date: 2013-05-10<br>It is necessary to understand how images relate to us and the effects they cause in our bodies. This research analyzes cosplay (costume play, the activity of dressing as characters, generally from games, cartoons or movies) in conventions about Japanese animations, where there is a blend between Japanese pop culture and Brazilian culture. This creates a marginal culture still not well
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Mihara, Ryotaro. "Brokering anime : how to create a Japanese animation business bridge between Japan and India." Thesis, University of Oxford, 2017. https://ora.ox.ac.uk/objects/uuid:8a6cc81c-7381-48bc-b1c9-2119bc2b3455.

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This thesis ethnographically examines the globalising of the Japanese animation (anime) business in the context of the creative industries, of Japan's politico-economic position in Asia, and of brokerage. Influencing the world's entertainment, creators, and youth culture, anime is one of the crucial lenses through which one can examine Japan's presence in the world. Despite the prevalent assumption that anime is globally popular, this thesis highlights the precarious performance of the anime business overseas, and examines it through an entrepreneurial anime business project trying to bridge t
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Pachas, Abad Adriana Nicole. "Transculturación del anime: la construcción de la identidad de la comunidad otaku en Lima." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653163.

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La globalización afecta en varios aspectos a los diferentes países del mundo y prueba de esta inevitable convergencia de culturas es el anime y el impacto que éste ha tenido y sigue teniendo a nivel mundial. Por ello, en el siguiente trabajo de investigación se tiene como objetivo general, hacer un análisis del proceso de transculturación del anime Naruto en la generación Y y Z de la comunidad otaku en Lima desde el año 2000 hasta la actualidad, y teniendo como objetivos específicos, analizar la influencia del anime en la formación de su identidad y analizar de qué manera la narrativa del anim
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Visockis, Edvinas. "Otaku Kultūros Tapatumo Formavimas: Šiaulių Klubo "Yorokonde" Atvejo Analizė." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20140717_083851-87360.

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Bakalauro baigiamajame darbe nagrinėjamas otaku kultūros tapatumo formavimas Šiaulių Japonijos kultūros entuziastų klube „Yorokonde“. Darbą sudaro dvi dalys: teorinė ir praktinė. Teorinėje dalyje analizuojamos įvairių autorių tapatumo teorijos, kalbančios apie savikonstrukciją ar socialiai sukonstruojamą asmenį. Taip pat nagrinėjami skirtingi požiūriai į popkultūrą. Empirinėje dalyje rekonstruojama Japonijos kultūros plitimo chronologija, aiškinamasi otaku sąvokos problematika ir reikšmė. Analizuojamas otaku tapatumas ir jo formavimas per otaku veiklą. Išskiriama anime ir mangos svarba susidom
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Chritaro, Gustavo Rocha 1978. "Metropolis : o uso do jazz no cinema de animação japones." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284026.

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Orientador: Claudiney Rodrigues Carrasco<br>Acompanha 1 DVD-R DL Recordable<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes<br>Made available in DSpace on 2018-08-14T02:58:46Z (GMT). No. of bitstreams: 1 Chritaro_GustavoRocha_M.pdf: 2779207 bytes, checksum: 36c364413fdb91f0537ab70583dc27f4 (MD5) Previous issue date: 2009<br>Resumo: Este trabalho tem como proposta analisar o uso do jazz no cinema de animação japonês, através de um estudo de caso que tem como objetivo o longa-metragem de animação "Metrópolis" (2001), dirigido por Rintaro, com roteiro de Katsu
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