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McGeehon, Zachary. "Motivations in Cosplay." Thesis, Southern Illinois University at Edwardsville, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843793.

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<p> The focus of this study was to better understand the population known as cosplayers, people that dress up as characters from various media sources, including film, television, comics, and animation, who also attend social gatherings such as conventions (Gn, 2011). This study sought to exhaustively identify all motivations for people to cosplay. Two qualitative instruments were utilized, the first being an online questionnaire, and the second being a semi-structured interview script. Recruitment for participants took place online, with the subsequent data being coded and transcribed by the researcher. </p><p>
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Elkind, Sharon. "Stand Alone Cosplay." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18715.

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Cosplay, the costumed performance of characters sourced from Japanese popular culture, has become an international phenomenon. Today there are Cosplay events held on every permanently inhabited continent, but there has been limited academic research into Cosplay practice and culture on the national level (Brainbridge and Norris 2009, Brainbridge and Norris 2013, Galbraith 2012, King 2013, Langsford 2014, Sagardia 2017) and no prior international comparative studies between Australia and the United States. This volume focuses on a comparative statistical and ethnographic analysis of Cosplayers in the United States of America and Australia between 2014 and 2015 with an interdisciplinary scope. Each chapter addresses a different aspect of Cosplay practice including history, sites of practice, generational hierarchy and cultural capital, psychological motivations, and gendered performance which aim to further complicate understanding of international Cosplay cultures and to establish a new framework for an interdisciplinary approach to performative groups.
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Chen, Ming-Hsiu Mia. "I am that : cosplay." Thesis, University of Leeds, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.539707.

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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 studied in communication, despite being so rich. The images, which are the characters created by that culture, utilizes people s bodies via cosplay to make themselves part of the material world. Why people consume and let themselves be consumed by them is what we want to find out in this research, after all, they are still so mysterious and need more scientific glances at all of their manifestations, so they can be better understood. For this, we will use Vilém Flusser s concept of image and Norval Baitello Jr. s iconophagy, which proposes we are more and more consuming and being consumed. The objectives of this research are to understand how an image can subdue a body, considering its iconophagic features that devours the body and take its place, and analyze how they are closer to us than we often imagine. Cosplays will be analyzed inside Brazilian anime conventions, more specifically in São Paulo, where the biggest conventions in the country happens. The most plausible hypothesis is that people do cosplay in order to be part of a group of Japanese pop culture fans, to be recognized by this group, to find themselves in this group and, as said Boris Cyrulnik, to let themselves be enchanted by it<br>É necessário entender como as imagens se relacionam conosco, e os efeitos que elas causam em nosso corpo. Esta pesquisa analisa cosplays (costume play, a atividade de se fantasiar de personagens, geralmente de games, desenhos e filmes) em eventos de animação japonesa, onde há a uma mistura entre a cultura pop japonesa e a cultura brasileira. Isso cria uma cultura marginal, que ainda é pouco estudada na área de comunicação, apesar de tão rica. As imagens, em forma de personagens criados por essa cultura, se utilizam, por meio do cosplay, do corpo das pessoas para se fazer presentes no mundo material. E o motivo pelo qual pessoas consomem e se deixam consumir por essas elas é o que pretendemos descobrir nesta pesquisa, afinal, são ainda tão misteriosas e necessitam de mais olhares científicos em todas as formas em que elas se apresentam, para serem entendidas melhor. Para tal, utilizaremos os conceitos de imagem de Vilém Flusser, de que estas são superfícies que pretendem representar algo, e a iconofagia de Norval Baitello Junior, segundo o qual estamos cada vez mais consumindo e sendo consumidos por imagens. Os objetivos desta pesquisa são entender como uma imagem pode dominar um corpo, observando o caráter iconofágico dela, que devora o corpo e toma seu lugar, e analisar como elas estão mais próximas de nós do que muitas vezes imaginamos. Os cosplays serão analisados dentro de eventos de animação japonesa que ocorrem no Brasil, principalmente em São Paulo, que tem os maiores eventos do país. A hipótese que parece mais plausível é de que as pessoas fazem cosplay para pertencer ao grupo dos fãs de cultura pop japonesa, para serem reconhecidos por esse grupo, se encontrarem nele e, assim, como diz Boris Cyrulnik, se deixarem encantar por ele
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Furukawa, Carolina. "Cosplay: identidades na hipermodernidade." Universidade do Estado do Rio de Janeiro, 2008. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=4967.

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O cosplay traduzido como brincar de fantasiar é uma atividade realizada por algumas pessoas em eventos que reúnem admiradores de desenhos animados e histórias em quadrinhos japonesas. Alguns de seus participantes vestem-se como os personagens veiculados nesses meios e são chamados de cosplayers. Diferente de um baile à fantasia, lá eles podem interpretar os personagens e, normalmente, a escolha é feita com base na identificação com estes. Esta dissertação tem como objetivo principal compreender o fenômeno cosplay, como parte do mundo hipermoderno, que vem atraindo um crescente número de adeptos no Brasil, e que vêm a fazer parte da identidade de alguns desses jovens. Para isso, apresento um breve panorama sobre o contexto atual marcado por novas tecnologias, difusão do consumo, mudanças nas relações familiares, diluição das barreiras físicas e aumento das fontes de informação, que provocaram profundas mudanças nos modos de ser e agir no mundo. Destaco também a importância do papel do consumo, pois com a degradação das estruturas tradicionais que proporcionavam bases estáveis nas quais se apoiavam as identidades, estas foram se tornando incertas e fluidas e, assim, o mundo se prontifica a oferecer uma variedade enorme de objetos de consumo para constituí-la. Como o cosplay envolve o processo de identificação com os personagens do entretenimento japonês, apresento algumas características das histórias em quadrinhos japonesas que são considerados atrativos deste material, e discuto a questão da juventude e identidade, e a importância do imaginário, fatos marcantes deste fenômeno. A fim de entender mais essa dinâmica formou-se um grupo focal com cinco cosplayers, entre 16 e 21 anos, moradores do Rio de Janeiro, que contribuíram significativamente para a discussão de todo o trabalho. Além do divertimento e do aumento das habilidades na confecção das vestimentas, o reconhecimento social apareceu como uma das motivações para realização dos cosplays. Esse dado reitera a importância das interações no processo de formação da pessoa. Um outro dado relevante apontado foi que através de identificação com alguns personagens, os cosplayers acabam questionando suas próprias atitudes, reforçando com isso, o papel ativo desses jovens no consumo dos produtos midiáticos<br>The cosplay translated as "playing to fantasize" is an activity performed by some people in events that bring together fans of cartoons and stories in Japanese comics. Some of its participants dress up as the characters run these facilities and are called cosplayers. Unlike a costume party, they can then interpret the characters and usually, the choice is made on the basis of identification with them. This thesis aims to understand the phenomenon main cosplay as part of the hipermodernity world, which is attracting a growing number of followers in Brazil, and coming to be part of the identity of some of these young people. For this, I start presenting a brief overview on the current context marked by new technologies, dissemination of consumption, changes in family relationships, dilution of physical barriers and increasing sources of information, that caused profound changes in ways of being and acting in the world. Its important o emphasize the role of consumption, because with the decline of traditional structures that provided stable bases on which it supported the identities, they were becoming uncertain and fluid, and the world get ready to offer an enormous variety of objects of consumption that identity can be based on. As the cosplay involves the process of identification with the characters of Japanese entertainment, I show some characteristics of the stories in Japanese comics that are considered attractions of this material, and discuss the issue of youth and identity, and the importance of imagination, facts of this remarkable phenomenon. In order to understand this dynamic, it was created a focus group with five cosplayers, between 16 and 21 years old, residents of Rio de Janeiro, which contributed significantly to the discussion of all the work. Besides the fun and increasing skills in the manufacture of clothing, the social recognition emerged as one of the motivations for achieving the cosplays. This finding confirms the importance of interactions in the process of formation of the person. Another relevant figure has been suggested that by identifying with certain characters, the cosplayers just questioning their own attitudes, reinforcing it with the active role of these young people in the consumption of media products
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Sá, Davi Naraya Bastos de. ""Eu sou um gamer e um cosplayer": consumo de games míticos e sua repercussão na prática cosplay." Associação Escola Superior de Propaganda e Marketing, 2014. http://tede2.espm.br/handle/tede/136.

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Made available in DSpace on 2016-10-13T14:10:44Z (GMT). No. of bitstreams: 1 Davi Naraya Basto De Sa.pdf: 3279609 bytes, checksum: 912b995937cb18636e58475f6048ddda (MD5) Previous issue date: 2014-03-24<br>This research aims to study the consumption of games based on mythologies, named mythic games, and its repercussion in cosplay practice. It recognizes the existence of two mythological-narrative matrices as logics to the production of other cultural texts, as for example, the games and cosplays analyzed in this study. The research starts by demonstrating the importance of the consumption of games in the current society by the writings of Mike Featherstone, Grant McCracken, among others. After that, based on studies concerning the mythological structures found in the researches carried out by Mircea Eliade, the first narrative matrix is identified through the evaluation of the Pokémon game and by observing how this game counted on mythological structures to create its own narrative. The second matrix is obtained when evaluating the Age of Mythology, where the use of existing mythology was perceived, as well as its translation, for the production of the game narrative. Such translation is indeed a transcreation, based on Haroldo de Campos studies. In the third part, this study discusses the practice of cosplay, observing how youth get dressed and act as media characters specially when representing mythic games. This research counts on results from fieldwork approaches at anime events, where cosplays get together in the capital of the state of São Paulo, as well as on documents collected in events held in the city of Rio de Janeiro. Here, evaluations followed the considerations proposed by Nunes and by Perper and Cornog. Mythology, it seems, is still nowadays a widely-consumed product. Consumption can be found in tangible, symbolic and media dimensions but also as a sense of belonging and identification propelling, not to mention its link to communication and culture, perceived as memory.<br>O presente trabalho tem o objetivo de estudar o consumo de games baseados em mitologias, aos quais chamamos de games míticos, e a sua repercussão na prática cosplay. A pesquisa reconhece a existência de duas matrizes narrativas mitológicas como lógicas para a produção de outros textos culturais como os games e os cosplays analisados durante o desenvolvimento do trabalho. Para realizar este estudo, primeiramente demonstramos a importância do consumo de games na sociedade atual por meio de autores como Mike Featherstone, Grant McCracken, entre outros. A seguir, com base nos estudos de estruturas mitológicas descritas pelas pesquisas de Mircea Eliade, identificamos a primeira matriz narrativa por meio da análise do game Pokémon, apontando como este jogo usou de estruturas mitológicas para criar sua própria narrativa. No caso da segunda matriz, o game utilizado para análise foi Age of Mythology e, neste caso, percebemos o uso de uma mitologia já existente e sua tradução para a produção da narrativa do jogo. Compreendemos, também, que esta tradução é uma transcriação, baseado nos estudos de Haroldo de Campos. Na terceira parte do trabalho, foi discutida a prática cosplay , em que jovens se vestem e atuam como personagens midiáticos especialmente aqueles vindos de games míticos. A pesquisa conta com resultados de visitas a campo a eventos de animes, onde se reúnem os cosplays, na capital do estado de São Paulo e também se vale de documentos coletados em eventos da cidade do Rio de Janeiro. Aqui as análises foram orientadas pelas reflexões de Nunes e de Perper e Cornog. Entendemos que a mitologia ainda é um produto de amplo consumo na contemporaneidade. Consideramos que o consumo aparece nas dimensões materiais, simbólicas e midiáticas e também como pertencimento e propulsor de identificações, além de se relacionar com a comunicação e a cultura compreendida como memória.
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Bonnichsen, Henrik. "Cosplay - Creating or playing identities? : An analysis of the role of cosplay in the minds of its fans." Thesis, Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-59048.

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This thesis analyses the concept of cosplay by critically engaging earlier theories that have claimed cosplay to be a form of escapism for fans of Japanese manga and animé. Theories have so far been concerned mainly with identifying cosplay as a type of theatre. By interviewing active cosplayers in focus groups, this thesis instead focuses on the ways in which cosplay functions as an arena for identity-creation. By looking at theories of identity, the thesis has analysed how identity is created, not by an individual, but in a reciprocal relationship with social groups. Cosplay is an element around which social groupings are built and through complex social structuring identity is created by attaching one self to the group. The group is structured by the amount of symbolic capital each member possesses, which is to say that knowledge about the stories within the group, and social relationships are determining the structure of the group. By looking at the structure of the group, we are able to gain insight into the question of cosplay as an object for identity-creation, and by looking at the interactions in the focus groups we are furthermore able to actively analyse the distribution of capital. This thesis thus asserts that cosplay does not function as a simple form of escapism that allows for cosplayer to escape their mundane lives, but that it is instead an important field for the creation of identity for the fans of manga and cosplay.
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Taylor, Jayme Rebecca. "Convention cosplay : subversive potential in anime fandom." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/7116.

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Conventions featuring anime (Japanese animation), manga (Japanese comic books), video games, and related merchandise have accumulated fandoms (fan communities) through the provision of a supportive environment that facilitates consumption of imported products. Anime conventions in the U.S. and Canada attract consumers from across North America. Attendees frequently utilize cultural and symbolic capital to express their enthusiasm as fans. Some fans create elaborate handmade costumes and perform as their favorite characters during the convention. This activity is commonly called cosplay (or “costume play”). Cosplayers borrow directly from Japanese popular culture media texts and aim to make the best possible realization of the characters. Drawing on Bourdieu’s Distinction: A Social Critique of the Judgment of Taste (1996), theorists of fandom have examined the consumption of popular texts, such as television, magazines, or books, with regards to dominant cultural standards, or taste. Some fan theorists profess that fan subcultures challenge the institutionalized cultural hierarchy. Fans invest time and money in the consumption of devalued products, namely popular culture. Consumption of popular texts and the fan activities associated with them are denigrated by dominant culture. This thesis draws upon Bourdieu’s concept of taste to examine how conceptualizations of “good” and “bad” taste relate to gender and physical attributes, such as body size and skin color. Cosplay is a social activity where fans temporarily assume and perform a fictional identity. However, interviews with cosplayers indicate that a cosplayer’s decision making is informed by dominant social standards of beauty, based on physical appearance, body size, and to some degree, ethnicity. Conventions provide relatively safe places for the transgression of normative concepts of gender and sexuality. Cosplay provides an opportunity for gender ‘play’ and self-invention through the performance of alternative personas. Cosplayers are stigmatized by dominant society for their inordinate interest and consumption of a devalued commodity. The activity involves skill, time, and devotion that mainstream society prescribes for a career or in some way contributing to the economic system. Fan activities, including cosplay, and online fan communities contribute to an alternative discourse about desire, sexuality, and gender that challenges dominant, patriarchal social norms.
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Castelán, García Claudia A. "Tecnologías performativas en el disfraz. Recodificación corporal en el cosplay." Doctoral thesis, Universitat de Barcelona, 2016. http://hdl.handle.net/10803/368197.

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Esta tesis se basa en una investigación que realicé durante el doctorado en Artes y Educación (2010-2015); en ella reflexiono en torno a la práctica “cosplay”, particularmente en la performance del disfraz realizada por un fan en su conexión afectiva con un personaje ficticio. Esta reflexión se centra en las narrativas e imágenes de anime y manga desde su relación con cyborgs, animales y personajes abyectos. ¿De qué manera el proceso material de elaboración del traje articula conocimientos, visibiliza relaciones de poder y agencias en la confección de la propia identidad? Para responder esta pregunta realicé un trayecto indagatorio por salones de manga que inició en Barcelona y que finalmente derivó hacia informantes de “cosplay” en México. Mi análisis combina instrumentos de etnografía desde una postura “queer” y performativa, basados en etnografía visual, etnografía digital y entrevista reflexiva, asimismo utilizo modos de interpretación sustentados en la teoría “New Materialism” con la intención de crear un texto performativo que propone a las tecnologías como herramientas en la confección de la identidad, a las prótesis como extensiones que nos acercan a materializar nuestros deseos, así como evidenciar las tensiones y ansiedades que éstas generan en lo social. ¿Qué aporta la práctica “cosplay” desde esta reflexión a la pedagogía crítica como proceso identitario basado en la performance?<br>Performative technologies in costume: bodily recoding in cosplay is the result of an investigation made during the course of the Artes y Educación Doctorate Program (2010 - 2015). In this work, I reflect about the Practice of Cosplay, particularly in terms of the costume performance carried out by a fan in the context of its affective bond to a fictional character. This work centers in the Anime and Manga narratives and imagery from their relation to cyborgs, animals or abject characters. How the material process of preparing the suit articulates knowledge and makes visible the power relations and agencies in the construction of a self identity? In order to answer this question I went on an investigatory journey that took me to manga conventions starting in Barcelona and then turned to Cosplay informers in Mexico. This analysis combines ethnographic analysis instruments from Queer and Performative perspectives, sustained on elements of visual ethnography, digital ethnography, and reflexive interviews. This work also includes interpretation tools sustained in the New Materialism theory with the intention of creating a performative text where I propose that technologies are tools in the making of an identity: where prostethics can work as extensions that bring us closer to materialize our desires, and also to make visible the strains and anxiety generated in the social spectrum by the aforementioned technologies. From this perspective, what does the practice of cosplay brings to the table in terms of critical pedagogy as an identitary process based in performance?<br>Tecnologias performativas no disfarce: Corpo recodificação em cosplay é minha pesquisa para seu doutorado em Artes e Educação (2010-2015), eu refleti-la em torno da prática cosplay, particularmente no desempenho do disfarce por um fã em a sua ligação emocional com um personagem fictício. Esta discussão centra-se nas narrativas e imagens de anime e mangá de sua relação com cyborgs, animais e personagens abjetos. Como o processo de desenvolvimento material articula conhecimento terno, torna visíveis as relações de poder e as agências na elaboração de sua própria identidade? Para responder a esta pergunta que eu fiz uma viagem de investigação, mediante o cumprimento de mangá que começou em Barcelona e, eventualmente, derivou para informantes cosplay no México. Minha análise combina instrumentos etnografia de uma estranha e postura performática, com base em etnografia visual, etnografia digital e entrevista reflexiva, também eu usar modos de interpretação apoiadas pela teoria New Materialismo com a intenção de criar um performativo tecnologias como ferramentas de Texto na fabricação de identidade, para próteses como extensões que nos trazem para realizar nossos desejos e destacar as tensões e ansiedades que eles geram socialmente. O que faz cosplay partir desta reflexão para a prática de uma pedagogia crítica como um processo de identidade com base no desempenho?
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Price, Isaac V. "Managing Cosplay Performance: The Forms and Expectations of Convention Roleplay." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3753.

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Costume play (i.e. cosplay) is a performance of fandom rife with rituals and communication practices. Cosplay roleplaying performances are cultural practices that reveal how cosplayers interact with one another and among non-cosplaying members of their fandoms. This study examines the expectations that cosplayers hold for roleplay, the forms of roleplay, and the ways in which roleplay can become an instigator of harassment. Through the lens of Face-Negotiation Theory, the author discusses how roleplay functions to maintain or threaten the public images of cosplayers and their audiences, and what strategies cosplayers implement to avoid the loss of face.
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Vikmanis, Anna. "Cosplayidentitet –vems identitet anpassas till vem? : Genderbending och subjektspositionering inom cosplay." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5941.

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Detta examensarbete behandlar genus inom cosplaykulturen, specifikt den delen av kulturendär man väljer att ändra på en karaktärs identitet genom genderbend. Karaktären i fråga får enny könsidentitet. Jag som forskare är själv aktiv medlem och väl bekant med cosplaykulturen.Att arbeta med genus inom skola är viktigt, speciellt för de ungdomar som själva är mitt iprocessen av att finna sin plats i sig själv och i samhället. Cosplay är en kultur som för mångaungdomar blir en del av deras liv och ett sätt för identitetskapande. Att säga att cosplay endastär en skaparhobby som inte skulle ha något med identitetskapande är ignorant och därförviktigt att undersöka den som en ungdomskultur. Syftet med undersökningen är att se hurgenusidentiteter framträder inom cosplay, både bland karaktärerna och bland de som iklär sigde. Syftet är även att få en fördjupad kunskap om unga och deras identitetsarbete i relation tillen skolkontext.Denna undersökning lyckades jag även identifiera hur mitt cosplayskapande ser ut, där jagtvärt emot min fokusgrupp är intresserad av att bli så lik en karaktär som möjligt. Medansderas motiv till att förändra en karaktärs identitet hade att göra med att de anpassadekaraktären till sin egen identitet och därmed låta sig själva få skina igenom karaktären när deär utklädda, vill jag snarare att karaktärens identitet ska ta över min så att jag för tillfället kanfå vara lite mer ut av en pirat eller en prinsessa istället för mig själv. Detta presenteras främst imin gestaltning där jag skapat ett altarliknande monument som kretsar kring en specifikkaraktär jag vill fortsätta jobba med efter denna undersökning. Altaret är byggt på material,tyger, skisser och anteckningar som jag samlat på mig under processen av denna karaktär.Altaret var ett sätt att låta betraktare få en känsla och förståelse för hur jag kan uppfattacosplayprocessen, där det både kan vara en inspirerande underkastelse till karaktären likt ettandaktigt avgudande, men också något dramatiskt och överväldigande.
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Almeida, Nadja Rinelle Oliveira de. "Ãh! Fui eu que fiz!: a saga de jovens cosplayers e seus fazeres educativos." Universidade Federal do CearÃ, 2017. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=20233.

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nÃo hÃ<br>Esta tese à uma etnografia dos fazeres juvenis elaborados e vivenciados pelos/as jovens cearenses ao produzirem e atuarem com um cosplay. Na busca de compreender esses fazeres, foram acompanhados 10 jovens em seus percursos cotidianos e em eventos (SANA), no perÃodo de 2014 a 2016. Os suportes teÃricos da tese foram: Certeau (1995; 2013), Nunes (2015), Ortiz (2007; 2009), Deleuze e Guatarri (1997), Turner (2013), Schechner (2012), Pais (2003; 2005; 2006), Ferreira (2016), Louro (2003; 2008a), Larrosa (2016), Sales (2014; 2016a), Joca (2013) dentre outros. Esses/as jovens cosplayers estÃo inseridos em uma cultura pop que à multitemÃtica e traz para as suas performances uma diversidade de personagens e histÃrias para customizarem esses fazeres que partem da escolha desses personagens para entrar em cena e aos fazeres das mÃos que customizam a roupa e os acessÃrios. Ao atuarem como cosplayer no CearÃ, eles/as tÃm referÃncias de uma cena cosplayer apresentada em outros estados brasileiros, em outros paÃses como o JapÃo e os Estados Unidos, no entanto, conseguem tecer suas maneiras de ser cosplayer, simbolizados em suas atuaÃÃes, mas principalmente nos fazeres das mÃos, produzidos no cosplay e em todos os seus acessÃrios. Nesse processo de atuaÃÃo como cosplayer, os/as jovens elaboram fazeres ritualizados e performÃticos para adentrar e se fixar na cena cosplayer. Vivenciam seus ritos de iniciaÃÃo, e nesse processo buscam ser aceitos pelos/as cosplayers que jà atuam em cena, assim como pelos grupos. Na performance desses personagens, rompem com os marcadores de gÃnero homem/mulher para corresponderem as suas preferÃncias de como querem se apresentar nos palcos. Por fim, desde a escolha do personagem, o conhecimento da sua histÃria, as performances que deverÃo ser elaboradas à customizaÃÃo do cosplay e dos acessÃrios, eles/as anunciam diversas experiÃncias de aprendizagem, seja com o corpo ao usar as mÃos para customizarem suas roupas e demarcarem as suas habilidades e criatividades, seja em suas performances ao se prepararem para estar em cena. Todos esses fazeres promovem nos/as jovens a capacidade de mudar a sua realidade juvenil e tecer enredos que vÃo compor as suas sagas juvenis dentro e fora do universo cosplay.
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Ramirez, Manuel Andres. "From the Panels to the Margins: Identity, Marginalization, and Subversion in Cosplay." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6749.

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In investigating the ways social actors experience and interact with mass media texts, I examine how cosplay, as a performative practice of identity in relation to popular culture, enables social actors to subvert and reproduce marginalization towards minority status groups. Theoretical arguments apply a constructionist framework in order to examine the participants’ meaning making processes. The study addresses the following research questions: (1) what social function does cosplay serve for participants; (2) how do cosplayers perform race and gender; (3) how do cosplayers resist, negotiate, or reinforce race and gender-based marginalization? Drawing upon qualitative data gathered from observing two large metropolitan comic book conventions and from conducting nine in-depth interviews, the author forms two arguments. First, cosplayers are capable of both subverting and reinforcing marginalization. Second, the processes of identity-making, social capital, and social cohesion that promote cultural capital in cosplay are stratified along race and gender.
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14

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 concluir esta investigación. Hablar de jóvenes y las actividades que ellos realizan tiene un gran precedente, la juventud es uno de los temas sociales relevantes ya que ellos son parte de la sociedad, es por eso que saber cómo se organizan y sobre todo cómo pasan su tiempo libre es de suma importancia, sobre todo de aquellos jóvenes que tienen un nivel educativo mayor o igual al bachillerato y los cuales se podría decir que la mayoría de ellos tienen una relación estable con las instituciones como los son la familia, jóvenes que se dejan llevar por el mercado global, el cual se apropian y lo mezclan con el mercado nacional. Este tema nació a partir de la curiosidad que se tiene por los jóvenes que se disfrazan como un personaje de animación japonesa, además de que se apropian del mismo personaje, al punto de invertir mano de obra al crear los aditamentos (promps) que los personajes portan, crear el vestuario y maquillarse como tales. También se quiere saber cómo se apropian de una identidad y el porqué deciden vestirse de esa manera, así como verlos interactuar en eventos de este tipo. El objetivo general de esta investigación es dar a conocer los elementos que intervienen para que un joven, que reside en la ciudad de Toluca, sea un cosplayer, es decir un joven que se disfraza de un personaje de ficción como mangas, anime, videojuegos, etc., además de conocer cómo los jóvenes cosplayers interactúan en convenciones y sesiones fotográficas con todas las personas que forman parte de éstas, es por eso que se pretende asistir a la TNT y a la Magyc para observar a los cosplayers interactuando entre sí, también se pretende asistir a una sesión fotográfica y así poder sacar nuestras conclusiones de acuerdo a los resultados obtenidos en éstas. También se quiere saber de qué manera los jóvenes que practican el cosplay buscan ser similares al personaje que desean representar, observándolos en los ambientes en los cuales se desenvuelven a la hora de realizar y vestir un cosplay.
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Watts, Mark Leonard. "The imagined life of an Otaku collector, or to be a Cosplay star." Click here to access this resource online, 2008. http://hdl.handle.net/10292/744.

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This project explores my relationship with elements of Japanese culture. Central to the project will be the Japanese practice of cosplay (dressing in costume), otaku (geek) subculture and their influences in the worlds of Japanese manga comic books and animated films. It will focus on the importance of kawaii (cute) in Japanese culture. The artworks will explore notions of identity and the ‘space between’. I shall do this through the gathering of Japanese objects which will be fused with my own image. I shall use photography, print and digital manipulation finishing in a sculptural installation referencing pop culture and commercial display. This project will constitute 80% practical work to be presented in a final exhibition piece accompanied by 20% written exegesis.
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Martins, Veramar Gomes. "[Entre] mundos: uma narrativa ficcional transmídia." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5018.

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Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2015-12-07T17:07:16Z No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-12-08T06:35:46Z (GMT) No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2015-12-08T06:35:46Z (GMT). No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-06-23<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This research in visual poetics and search processes of creating two related goals, for a theoretical reflection involving cosplay elements and their connections with the visual language of comics and games in the universe of Japanese pop culture; and create a transmedia fictional universe that dialogue concisely with the issues involved in this theoretical reflection. Therefore briefly present the elements of the language of comics and game cosplay. Seeking establishing relations between the creation of a fictional universe and the development of a transmedia narrative. Done this theoretical framework, I analyze five productions involving the transmedia narrative concepts and two projects in the same space, but from the perspective of the artistic experience. Finally, I present the construction process of the fictional universe "Between Worlds", and how this content is related to the theoretical elements studied throughout this thesis, also reflecting on the imagery creation of this narrative, designed to exploit multiple media platforms, site, Facebook, Comic, Game and Cosplay.<br>Esta pesquisa em poéticas visuais e processos de criação busca dois objetivos relacionados, elaborar uma reflexão teórica envolvendo os elementos do cosplay e suas conexões com as linguagens visuais das histórias em quadrinhos e dos games no universo da cultura pop japonesa; e criar um universo ficcional transmidiático que dialogue de forma concisa com os aspectos envolvidos nessa reflexão teórica. Para tanto apresento brevemente os elementos que constituem a linguagem dos quadrinhos do game e do cosplay. Buscando tecer relações entre a criação de um universo ficcional e a elaboração de uma narrativa transmídia. Feito este recorte teórico, analiso cinco produções envolvendo os conceitos de narrativa transmídia e dois projetos nesse mesmo espaço, mas na perspectiva da experiência artística. Finalmente, apresento o processo de construção do universo ficcional [ENTRE] mundos, e como este conteúdo se relaciona com os elementos teóricos estudados ao longo da presente dissertação, refletindo também sobre a criação imagética desta narrativa, criada para explorar as múltiplas plataformas midiáticas: o Site, o Facebook, a História em Quadrinhos, o Game e o Cosplay.
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Mello, Rafael Rodrigues de. "Vestindo o personagem : a contribui??o da experi?ncia cosplay para o bem-estar do consumidor." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2017. http://tede2.pucrs.br/tede2/handle/tede/7582.

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Submitted by Caroline Xavier (caroline.xavier@pucrs.br) on 2017-07-13T18:04:36Z No. of bitstreams: 1 DIS_RAFAEL_RODRIGUES_DE_MELLO_COMPLETO.pdf: 1737900 bytes, checksum: aa27096e6fa75c8c7ba944c805895e75 (MD5)<br>Made available in DSpace on 2017-07-13T18:04:37Z (GMT). No. of bitstreams: 1 DIS_RAFAEL_RODRIGUES_DE_MELLO_COMPLETO.pdf: 1737900 bytes, checksum: aa27096e6fa75c8c7ba944c805895e75 (MD5) Previous issue date: 2017-03-30<br>It?s not unusual to see consumers buying and consuming many products and services with the intention to live through ludic experiences. Nowadays, it?s known how these forms of consumptions can contribute to the consumer?s well-being, either by conceiving episodic pleasures, or by leading to some personal growth. Despite a number of studies exploring how services and products can individually be a source of these experiences, little has been dedicated to comprehending how both a product and a service can be consumed at the same time and space. This restricted scope has limited the knowledge of some ?ornamented consumption?, on which, with the intention of live a richer experience, the consumer deliberately bring a complementary product to be consumed during a service. Willing to comprehend how the consumers can use such products to create symbiotic experiences with a service, and how these consumptions can benefit his or her well-being, the present dissertation explored the ?cosplay experience?. The cosplayers bring and wear their own cosplays at geek conventions, intentionally enriching their experiences inside these spaces by characterizing themselves as some fictional character from the geek culture, widening their range of interactions and activities during the con, such as posing to some photos or playing the character in an improvised scene in front of a crowd of other consumers. Through the observation of geek conventions and a series of videographic interviews with cosplayers, this study assessed how the cosplay can shift the way the consumer interpret the geek convention, becoming seemed as just a stage for the use of cosplays; with the cosplay being used both as a way to intensify the ludic and escapist aspects of the convention experience, and/or a form of self-expression and personal challenge, evoking multiple long term benefits to the consumer well-being, as self-comprehension, social skills and body acceptance.<br>Consumidores costumam comprar e consumir diversos produtos e servi?os na inten??o de viver experi?ncias l?dicas. Hoje em dia se compreende que tais formas de consumos possuem impactos sobre o bem-estar de uma pessoa, seja por conceder um prazer epis?dico, seja por contribuir para o crescimento pessoal do consumidor. Apesar de diversos estudos explorarem como um servi?o ou um produto em espec?fico podem ser fontes de experi?ncias que contribuem para o bem-estar, pouco se explorou como ambos podem ser consumidos em um mesmo espa?o e tempo. Este escopo restringido limita a compreens?o de consumos ornamentados, onde, com a inten??o de consumir uma experi?ncia mais rica, o consumidor leva um produto complementar para ser consumido durante um servi?o. Visando compreender como o consumidor pode usar estes produtos para criar esta experi?ncia simbi?tica com o servi?o, e como este consumo contribui para o seu bem-estar, a atual disserta??o explorou a experi?ncia cosplay. Os cosplayers levam e vestem os seus pr?prios cosplays nos eventos geek, intencionalmente enriquecendo as suas experi?ncias nestes espa?os ao se caracterizarem e interpretarem algum personagem fict?cio da cultura geek, ampliando o seu leque de intera??es e atividades no evento, como posar para fotos e realizar encena??es improvisadas em frente a uma plateia de outros consumidores. Atrav?s de observa??es participantes em eventos geek e entrevistas videogr?ficas com cosplayers, este estudo averiguou que o uso do cosplay altera a forma como o cosplayer interpreta o evento geek em geral, se tornando somente um palco para o uso do cosplay; com o cosplay podendo ser consumido tanto como uma forma de intensificar as atividades l?dicas e escapistas da experi?ncia no evento, quanto como um meio para express?o e desafio pessoal, gerando diferentes retornos a longo prazo, como autocompreens?o, habilidades sociais e aceita??o corporal.
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18

Turk, Rebecca Baygents. "Costuming as Inquiry: An Exploration of Women in Gender-Bending Cosplay Through Practice & Material Culture." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1553514620815081.

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19

Reje, Franzén Fanny, and Saga Gardelin. "Hide and seek with algorithm : En intervjustudie av cosplay-kreatörers "folk" teorier i förhållande till TikToks algoritm." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104833.

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This essay aims to study the relationship between cosplay content creators and TikTok’s algorithm. To study this relationship the essay will conduct a qualitative semi-structured interviews with creators from the cosplay community on TikTok. Since the rise of digital plattforms the media and the role of producer as well as consumer has changed drastically. TikTok has been growing rapidly in popularity since its entry on the market, and by 2020 it had 500 million active users. Since many of today's digital platforms have consumer produced content, the consumer of today has taken on a mixed role between consuming and creating content, which creates a new relationship. The content consumers produce vary vastly on TikTok but one kind that has been present in much of TikTok’s existence is cosplay content. Cosplayers are creators who design costumes to already established characters or franchises. Since a discourse has started in the cosplay community on TikTok about the algorithm suppressing their content the study found it to be a good way to start examining content creators as individuals and how they behave towards an algorithm in their content creation process. The study aims to use algorithmic “folk” theory to examine what theories have been created in the community and how the theories affect the creators. The study also applies gatekeeping theory and social cognitive theory (SCT) to paint a clearer picture in how these creators view the algorithm. Seven interviews with cosplay content creators were conducted and with the help of a thematic analysis method the study found several themes in how the creators view and behave in relation to TikTok and its algorithm. The results of our study shows that there’s a definite present of “folk” theories created inside of the community. The most distinct behaviour relating to “folk” theory among the creators was that they can’t use the hashtag cosplay in the belief that the algorithm would suppress the content. This study concludes that the creators are more aware of the algorithm then they themself know and have different ways of working with and around it.
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20

Winqvist, Åsa. "Mangan lockar sina läsare till medskapande : etnografisk undersökning av en ungdomskultur." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3164.

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Uppsatsen syftar till att undersöka ungdomars reception av fenomenet manga/anime på ett etnografiskt arbetssätt, avgränsat med begreppet ungdomskultur. Fokus ligger på två mangayttringar som närmast berör ungdomar: shōjo för flickor och shōnen för pojkar. Resultatet redovisas i tre olika teman: Estetik/Stil, Makt/Könsroller och Berättelser/Myter,vilka tolkas med hjälp av ett raster på textuell, kontextuell och sociohistorisk nivå.Undersökningen är kvalitativ med sju ungdomar som informanter, och empirin består avfältanteckningar, fotodokumentation och intervjuer.Ungdomarnas fascination av mangaserier kan delvis förklaras med att de ritas i ett utstuderat ”filmiskt” maner, med snabba bildväxlingar och många olika bildvinklar, och delvis med att läsaren kan följa protagonistens utveckling under många år, parallellt med sin egen utveckling till ett vuxnare jag. Kulturyttringen uppmuntrar även till eget medskapande och egenamatörmanga-produktion, vilket medför att många ungdomar publicerar sitt eget material,både i pappersform och på internet. Detta gör fenomenet förhållandevis ohierarkiskt.Manga/anime-traditionen är ofta ironisk och lekfull, motiven i den tidiga sekventiellabildkonsten i Japan hämtades från nöjes- och teatervärlden, men under den flamsiga ytan döljsofta allvarliga resonemang. Berättartraditionen kan uppfattas utifrån tre olika modus: vardagligt, humoristiskt och poetiskt. Ungdomarna kan i postmodernistisk anda ta del av det främmande och egendomliga, men kan också; när de själva vill, stänga av och avskärma sigifrån det.Estetiken betecknas av eklekticism, brottstycken, lekfull inställning till form och konventionoch raserandet av hierarkiska traditionerna. Könsroller utmanas med crossdressing, och demanliga protagonisterna ritas ofta med påfallande feminina anletsdrag. Uppsatsen beskriverdetta med bakgrund av queerteoriska tankegångar, där en given norm ifrågasätts. Läsandet avserietidningar har nästan alltid betraktats nedlåtande, med någon form av moralpanik i sitt kölvatten. Detta kan betraktas som en reaktion mot en pågående modernisering. Resultatet av uppsatsen visar inte på någon större förändring i det traditionella könsrollstänkandet, men en viss omformulering pågår.
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Kahler, Eric. ""Tell Me, Where am I From?": A Study of the Performance of Geek Identity at Comic Book Conventions." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5514.

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The performance of identity is an often studied subject matter. One identity, Geek, and the larger subculture to which it is attached (Geek culture) has become a growing field of study in since the turn of the millennium, mirroring the growth of the subculture itself. The question then is how do Geek's perform this identity and create an idea of what a Geek is? If there is a place to examine this performance then it is the growing event of comic book conventions. At these events thousands of individuals gather to celebrate, interact with, purchase and play with the commodities of Geek; comic books, video games, anime, manga and film. In this space, as I will discuss, the spectrum of performance as outline by Richard Schechner in Performance Theory occurs in simultaneous forms inside the convention. While there is ritual, there is also play, and theater, and all three may be occurring at any one time through any one individual. This is partially brought on by the presence of cosplayers, convention attendees who dress up as fictional characters, and perform a separate role that also speaks to their own identity. Furthermore, the presence of what Victor Turner terms social dramas in the space of the panel discussion complicate and re-form not only individual identities, but also Geek culture identity as well. Underlying the interaction of identity with space/place is the, as Marc Agé terms it, non-place nature of the convention center itself. That the convention center does not bear the trappings of a typical anthropological place (such as history or tradition) influences the impact of the performance and the identity created therein. Consequently, the identity held will be challenged by the temporary nature, not just of the event, but also the place which contains it. I attended two comic book conventions in the state of Florida to examine this phenomena using my own experience as part of the study, as well as interviewing other convention attendees and people within my group. I will move through the space of the conventions exploring my personal relation to the identity of Geek and how others perform the identity while trying to explore what does it mean to be Geek?
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22

Sagardia, Sarah C. P. "Dressing the Part: Communication of Identity in a Performative Fandom Community." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1503006726337206.

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23

Giles, David. "The Magic of the Magic Kingdom: Folklore and Fan Culture in Disneyland." DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5728.

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As fandom studies are becoming more popular and important, one fandom yet remains largely unstudied: the fandom surrounding Disneyland. The Disneyland fandom is unique in a number of ways, chief among them the fans’ relationship to the content creators: unlike many other companies in similar positions, Disney seeks to put boundaries on fan participation and to discourage or stamp out behaviors it deems unacceptable. And yet, in spite of this official meddling, the fandom continues to thrive. I propose that the reason for this unique dynamic is the Disney “Magic”—that is, fans’ recognition of a unique emotional experience inherent in visiting the park, composed of a mix of nostalgia, immersion in the park experience, and the unique Disney atmosphere, all of which is often described using quasi-spiritual language. I posit that the Magic is what keeps fans coming back: they feel that something is special about the park, and seek to engage with it more deeply through various fan activities—activities which, paradoxically, seem to threaten that same Magic that inspires such dedication in the first place. In this thesis, I look at three specific fan activities, both to explore this concept of Magic further, and to learn more about this understudied fandom. The first topic is urban legends of ash scatterings in the Haunted Mansion ride, which appear to simultaneously be a commentary on harsh working conditions inside the park, and, more importantly, a perhaps-misguided attempt to pay respect to the deep connections fans have to Disneyland. The second is pin trading, which functions both as a folk activity guests can use to build their public identities, and also as a market for cheap fakes that tarnishe the Magic. The third is Disneybounding, a costuming activity that expresses fans’ love of the park, while carefully stepping around Disney’s regulations preventing such activities. Even in the diverse and fascinating array of fandoms, the Disneyland fandom deserves some additional attention. Disney Magic, and its resultant fan behavior, has no clear parallel elsewhere. Understanding what makes Disneyland fans tick will lead to a better understanding of how fandoms work in general.
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24

Steele, Samara Hayley. "The Gamer Who Destroyed the World and Other Stories from my Life." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/2020.

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The Gamer Who Destroyed the World and Other Stories from my Life is the framework of a memoir about the extrapolation of utopic ideology upon bodies. It chronicles the author's life and lineage, examining themes of family, gaming, technology, gender, domestic violence, and economics. The memoir is divided into a prologue, three chapters, and an epilogue. The prologue is a scene depicting the teenaged author at a Live Action Role Play ("larp") game. The first chapter focuses upon the author's family history and her childhood experience of growing up in low-income housing in the 1990s, during which she creates meaning by working for money, until her childhood is disrupted by two expulsions: the expulsion of meaning from the "franchise" workplaces of her teens, and an abrupt expulsion from her childhood home. The second chapter flips between two realities: the author's anxiety as she struggles with homelessness while pushing herself through the American university system, and her adventures in the nerd subculture of the 2000s, focusing on her transition from cosplay (pretending to be fictional characters at genre conventions) to larp (pretending to be part of a fictional universe with others at a campground, dance club, or other physical location). The third chapter jumps forward to the authors' life in a Bay Area cooperative house during the Occupy Movement in 2011. The epilogue jumps back in time to 2006 to describe the author's final experiences larping, and the text concludes with her reflections on the concepts of consent and utopia.
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Hart, Danielle M. ""Beyond Normative Gaming: Cripping Games and Their Fandoms"." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.

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26

Winterstein, Claudia Pedro. "Mangás e animes : sociabilidade entre cosplayers e otakus." Universidade Federal de São Carlos, 2009. https://repositorio.ufscar.br/handle/ufscar/193.

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Made available in DSpace on 2016-06-02T19:00:21Z (GMT). No. of bitstreams: 1 2879.pdf: 1613390 bytes, checksum: 7c81475fc7aead8c03990cbdd204f5f4 (MD5) Previous issue date: 2009-02-10<br>Universidade Federal de Minas Gerais<br>The interest by the outbreak of a group of people that are admirers of the Japanese pop culture - especially by the comic books (mangas) and the cartoons (animes) is what led me to the developing of this research, in which my goal is to understand the logic of the sociability among the consumers of these medias, through the use of some very important anthropological concepts, such as the sociability, the cultural consume and life style. To do so, I started a study that began at the mangas and animes conventions, where the otakus meet to participate in contests and workshops, as well as to watch the animes and musical presentations, and also to discuss their own stories. Beyond the merely social nature, these conventions have eventually became the first step to those who wish to enter the pop culture universe, besides being a way of assertion of a specific juvenile condition to those who are already a part of it.<br>O interesse pelo surgimento de um grupo aficionado pela cultura pop japonesa especialmente pelas histórias em quadrinhos (mangás) e pelos desenhos animados (animes) , me levou ao desenvolvimento dessa pesquisa na qual busco compreender a lógica da sociabilidade existente entre os consumidores dessas mídias tangenciando alguns conceitos caros à antropologia, tais como a sociabilidade, bem como o consumo cultural e o estilo de vida. Para tanto dei início a uma etnografia que teve como ponto de partida as convenções de mangás e animes, nas quais os otakus se encontram para participar de concursos, oficinas, para assistirem aos animes e apresentações musicais e trocarem experiências. Para além do caráter puramente comercial, essas convenções acabaram se tornando espaços de iniciação para aqueles que desejam ingressar neste universo de cultura pop, além de serem espaço de afirmação de uma dada condição juvenil para aqueles que já fazem parte dele.
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Okubo, Miki. "Exposition de soi à l'époque mobile-liquide." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080055.

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La réalisation de l’expression artistique n’a jamais été si « facile » qu’aujourd’hui, et les enjeux de la création n’ont jamais été si « banals ». Il existe divers moyens pour satisfaire nos désirs expressifs, tels des moyens traditionnels et contemporains. Malgré cette facilité, nous avons peu de possibilité pour devenir un artiste célèbre. Nous sommes aujourd’hui bien conscients de cette situation difficile jusqu’à ce que nous soyons même parfois désespérés vis-à-vis de ce nouvel environnement médiatisé.Cependant, selon les recherches archéologiques, cette situation n’est pas nouvelle ni particulière. L’art est depuis toujours un moyen possible pour surmonter des problèmes personnels. En cherchant une expérience partageable avec les autres, nous bénéficions de l’utilité de l’art pour sublimer la difficulté de la vie.Le monde caractérisé par sa nature « mobile » et « liquide », donne naissance à l’art contemporain qui met souvent en lumière la question de l’intimité. Sa signification est en fait liée à l’universalité, qui semble pourtant s’éloigner de la notion d’égoïsme et d’individualité.Cette thèse a pour but de considérer l’exposition de soi « plurielle » pratiquée à l’époque « mobile » et « liquide », afin de comprendre la véritable signification de l’acte expressif. À travers l’observation des réalisations artistiques telles la photographie, la mode, la littérature et d’autres créations, je fonde une étude sur l’esthétique de l’exposition de soi non seulement par les artistes mais aussi par les amateurs, pour interpréter son utilité des points de vue sémiologique, phénoménologique, archéologique, anthropologique et esthétique<br>Artistic expression has have never been easier to carry out than today. Engaging in creation has even become a mundane, commonplace undertaking. We have a vast array of mediums available to us to satisfy our desire for self-representation, including traditional and modern medias and advanced technologies. Despite this ease of access to platforms for self-expression, creators have no chance of becoming a celebrated artist. Facing this truth during our everyday interactions online and with modern media leads us to feel rather disheartened with today's media environment. However, from historical point of view, today's context of creative work and exposition is neither new nor unique. Art has always been one possible way to process or overcome personal problems. In our search for shared experiences with others, art is useful in easing life's difficulties.Today’s world, characterized by its "fluid" and “mobile” nature, is giving birth to a contemporary art that often highlights the question of intimacy. Its significance is universal, while being distant from notions of egoism and individualism.This thesis aims to consider “plural” self-representations practiced in our “fluid” and “mobile” world, in order to better understand the importance of expressive acts. Through the careful study of artistic activities such as photography, fashion, literature and other domains, I present a study on self-representation and exposition, found in both professional and amateur creative activities, to interpret how self-representation and exposition is useful and even essential, from semiological, phenomenological, archeological, anthropological and aesthetic points of view
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28

Okubo, Miki. "Exposition de soi à l'époque mobile-liquide." Electronic Thesis or Diss., Paris 8, 2015. http://www.theses.fr/2015PA080055.

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La réalisation de l’expression artistique n’a jamais été si « facile » qu’aujourd’hui, et les enjeux de la création n’ont jamais été si « banals ». Il existe divers moyens pour satisfaire nos désirs expressifs, tels des moyens traditionnels et contemporains. Malgré cette facilité, nous avons peu de possibilité pour devenir un artiste célèbre. Nous sommes aujourd’hui bien conscients de cette situation difficile jusqu’à ce que nous soyons même parfois désespérés vis-à-vis de ce nouvel environnement médiatisé.Cependant, selon les recherches archéologiques, cette situation n’est pas nouvelle ni particulière. L’art est depuis toujours un moyen possible pour surmonter des problèmes personnels. En cherchant une expérience partageable avec les autres, nous bénéficions de l’utilité de l’art pour sublimer la difficulté de la vie.Le monde caractérisé par sa nature « mobile » et « liquide », donne naissance à l’art contemporain qui met souvent en lumière la question de l’intimité. Sa signification est en fait liée à l’universalité, qui semble pourtant s’éloigner de la notion d’égoïsme et d’individualité.Cette thèse a pour but de considérer l’exposition de soi « plurielle » pratiquée à l’époque « mobile » et « liquide », afin de comprendre la véritable signification de l’acte expressif. À travers l’observation des réalisations artistiques telles la photographie, la mode, la littérature et d’autres créations, je fonde une étude sur l’esthétique de l’exposition de soi non seulement par les artistes mais aussi par les amateurs, pour interpréter son utilité des points de vue sémiologique, phénoménologique, archéologique, anthropologique et esthétique<br>Artistic expression has have never been easier to carry out than today. Engaging in creation has even become a mundane, commonplace undertaking. We have a vast array of mediums available to us to satisfy our desire for self-representation, including traditional and modern medias and advanced technologies. Despite this ease of access to platforms for self-expression, creators have no chance of becoming a celebrated artist. Facing this truth during our everyday interactions online and with modern media leads us to feel rather disheartened with today's media environment. However, from historical point of view, today's context of creative work and exposition is neither new nor unique. Art has always been one possible way to process or overcome personal problems. In our search for shared experiences with others, art is useful in easing life's difficulties.Today’s world, characterized by its "fluid" and “mobile” nature, is giving birth to a contemporary art that often highlights the question of intimacy. Its significance is universal, while being distant from notions of egoism and individualism.This thesis aims to consider “plural” self-representations practiced in our “fluid” and “mobile” world, in order to better understand the importance of expressive acts. Through the careful study of artistic activities such as photography, fashion, literature and other domains, I present a study on self-representation and exposition, found in both professional and amateur creative activities, to interpret how self-representation and exposition is useful and even essential, from semiological, phenomenological, archeological, anthropological and aesthetic points of view
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29

Campbell, Maria E. "Inking Over the Glass Ceiling: The Marginalization of Female Creators and Consumers in Comics." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1437938036.

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30

Rosén, Hanna. ""Värst vad du har blivit kawaii på sistone!" : En undersökning av slanguttryck, lånord och språkblandning i svensk-japansk subkultur." Thesis, Uppsala universitet, Institutionen för nordiska språk, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-210282.

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Japansk populärkultur får allt fler fans i Sverige och svenska ungdomar inspireras av popartister, japanskt mode och framför allt de speciella tecknade serieformerna - manga och anime. Den här uppsatsen behandlar språkandet inom den svensk-japanska subkulturen med fokus på slanguttryck, språkblandning och lånord. Syftet är att undersöka kommunikation inom subkulturen och ta fram de speciella ord som används där. Materialet som analyserats är bildtexter och kommentarer publicerade på internetcommunityt Dayviews. Tio deltagare i gruppen "Cosplayare" har bevakats under tre månaders tid och de ord som är speciella för deras kommunikation har tagits ut och sorterats i olika kategorier. Användningen av dessa ord har också analyserats ur både ett fonologiskt och ett morfologiskt perspektiv. Resultatet visar att studiens informanter har ett stort ordförråd med japanska ord som används som slangord i kommunikation som annars sker på svenska. Dessa ord är ofta interjektioner, personord och titlar eller så kallade utfyllnadsord. Förutom de japanska orden finns det gott om subkulturtypiska ord, det vill säga begrepp som är viktiga för de speciella aktiviteter och medier som ingår i den japanska populärkulturen. Kommunikationen som beskrivs i resultatet kan tolkas som en form av ungdomsspråk eller internetspråk, med slangord från olika språk, specifika ordtyper och ett kreativt förhållande till stavning, ordbildning och användande av olika symboler. De specifika ord som används i subkulturen blir till markörer för språkgemenskapen och konstruerar en egen stil som individerna kan använda för att forma sin identitet. I diskussion av resultatet beskrivs till sist en förklaringsteori med det språksociologiska begreppet ackommodation som drivkraft för att använda japanska ord, där språkanvändarna visar identifikation med den egna gruppen men också med fiktiva karaktärer från de populära serierna.
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31

Bundy, Christopher. "Big in Japan the novel /." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/english_diss/41/.

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Thesis (Ph. D.)--Georgia State University, 2009.<br>Title from title page (Digital Archive@GSU, viewed July 22, 2010) Sheri Joseph, committee chair; John Holman, Josh Russell, committee members. Includes bibliographical references (p. 38).
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Sokpor, Adjo Sefofo. "Conception de balises de détresse intégrées aux équipements de sécurité maritime." Thesis, Rennes 1, 2018. http://www.theses.fr/2018REN1S068/document.

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Au cours de ces dernières années, les communications sans fil connaissent une croissance vertigineuse, avec le développement de standards de communication de plus en plus nombreux, qui ouvrent la voie à de multiples applications telles que : la téléphonie mobile, le biomédical, le maritime, le civil et le militaire. De nos jours, les communications sans fil se sont diversifiées et multipliées. Cela entraîne la conception d’antennes toujours plus innovantes, performantes et de taille de plus en plus réduite (miniaturisation). Le projet FLEXBEA (FLEXible BEAcon) a pour but le développement d’un nouveau concept de balises de détresse miniatures (AIS et COSPAS-SARSAT), faible coût, intégrées dans des équipements de sécurité maritime tels qu’un radeau de survie et un gilet de sauvetage. Ces équipements sont destinés aux professionnels de la mer et aux plaisanciers. L’atout majeur de ce nouveau concept est l’intégration dans des équipements de sécurité maritime d’une fonction de détresse en cas de problème majeur : homme à la mer (MOB, Man OverBoard) par exemple lors d’un naufrage. Différentes antennes ont été étudiées. Nous présentons des antennes planaires (de type dipôle ou monopôle imprimé) développées dans la bande UHF : une solution de dipôle avec brins repliés est proposée afin de réduire l'encombrement, et deux modes d'alimentation (symétrique / dissymétrique) sont comparés. Des exemples d'antenne monopôle sont ensuite présentés avec une modification de leur géométrie (structures de type Bow-tie ou méandre) pour assurer une miniaturisation optimale. Puis les antennes filaires retenues pour le projet, avec une modélisation de ces antennes par un circuit équivalent (RLC). Des formules analytiques sont proposées afin de déterminer les valeurs de composants RLC qui interviennent dans le modèle circuit. Ensuite, nous sommes passés à la conception de l’antenne de la balise. Deux antennes ont été conçues et mesurées. Un monopôle ruban avec introduction de composants localisés pour la balise AIS et COSPAS-SARSAT, et une antenne hélice fonctionnant dans la bande AIS, intégrée dans la balise "SIMY". De nombreuses réalisations et mesures ont été effectuées pour caractériser ses antennes<br>Over the last few years, wireless communications have grown dramatically, with the development of more and more communication standards, which open the way to multiple applications such as: mobile telephony, biomedical, maritime, the civilian and the military. Today, wireless communications have diversified and multiplied. This leads to the design of antennas that are always more innovative, more efficient and smaller in size (miniaturization). The FLEXBEA project (FLEXible BEAcon) aims to develop a new concept of low cost miniature distress beacons (AIS and COSPAS-SARSAT) integrated into marine safety equipment such as a life raft and a lifejacket safety. This equipment is intended for professionals of the sea and boaters. The main advantage of this new concept is the integration in maritime safety equipment of a distress function in case of major problem: man overboard (MOB, Man OverBoard) for example during a shipwreck. Different antennas have been studied. We present planar antennas (dipole type or printed monopoly) developed in the UHF band: a dipole solution with folded strands is proposed to reduce the bulk, and two modes of supply (symmetrical / asymmetrical) are compared. Examples of monopole antennas are then presented with a modification of their geometry (Bow-tie or meander type structures) to ensure optimal miniaturization. Then the wired antennas selected for the project, with a modeling of these antennas by an equivalent circuit (RLC). Analytical formulas are proposed to determine the RLC component values ​​involved in the circuit model. Then we went to the design of the beacon antenna. Two antennas were designed and measured. A ribbon monopoly with introduction of localized components for the AIS and COSPAS-SARSAT beacon, and a helix antenna operating in the AIS band, integrated into the "SIMY" beacon. Many achievements and measurements have been made to characterize its antennas
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Bissoli, Nicolau Victor. "Performances de détection et de localisation des terminaux « SAR » dans le contexte de transition MEOSAR." Phd thesis, Toulouse, INPT, 2014. http://oatao.univ-toulouse.fr/11301/1/bissoli_nicolau.pdf.

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Le système Cospas-Sarsat est un système de recherche et de sauvetage à l’échelle mondiale qui fonctionne à l’aide de satellites en orbite basse et de satellites en orbite géostationnaire. La constellation de satellites actuelle est en cours de remplacement par des satellites en orbite moyenne qui couvrent de plus grandes zones de la surface de la Terre permettant des alertes quasi instantanées. L’objectif de cette thèse est d’étudier les performances de localisation de ce nouveau système, qui a été nommé système MEOSAR (Medium Earth Orbit Search and Rescue). Nous étudions d’abord la qualité de la liaison entre la balise de détresse, le satellite, et la station de réception au sol à l’aide d’un bilan de liaison. Ensuite, nous proposons un modèle de signal basé sur des fonctions sigmoïdes afin de modéliser les transitions douces du signal de détresse. Pour ce modèle, les performances de localisation (en terme de bornes de Cramér-Rao et de la variance d’estimateurs) sont étudiées pour l’estimation de position de la balise, et pour l’estimation de différents paramètres, y compris le temps d’arrivée, la fréquence d’arrivée et la durée du symbole. Ensuite, nous étudions l’impact de l’ajout d’information a priori sur la période symbole et sur le temps de montée du signal, qui proviennent des tolérances autorisées sur les spécifications des balises de détresse. Nous étudions également l’erreur introduite par l’ajout de bruit de phase caractéristique des oscillateurs des balises, et nous considérons l’amélioration de l’estimation de position en prenant en compte les multiples émissions de la balise de détresse. Finalement, les performances de localisation du système MEOSAR sont données pour les balises de détresse de deuxième génération, qui sont en cours de développement, et qui utilisent une modulation avec étalement de spectre.
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Herrera, Gaspar Alex Enrique, and Silva Santisteban Rodrigo Silva. "Análisis técnico-económico entre un muro de gaviones y un muro de suelo reforzado como solución de estabilidad de taludes en la carretera Choropampa – Cospan (Cajamarca)." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655858.

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La presente tesis busca analizar y comparar los dos sistemas de muro de contención más importantes en el Perú: muros de gaviones y muros de suelo reforzado con el sistema terramesh. Para esto, se tomará el proyecto de mejoramiento de la carretera Choropampa-Cospán en la región de Cajamarca, donde se presentan tres tramos críticos debido a los constantes derrumbes y a la inestabilidad de taludes en dichas zonas ocasionado por las pendientes muy pronunciadas que se generarían si no se utilizase muros de contención. Para el diseño de muros de gaviones se utilizó la metodología ASD (Allowable Stress Design), el cual trabaja con un diseño por esfuerzos permisibles y utiliza un único factor de seguridad global; para ello se utilizó el programa Gawacwin. Para el diseño de los muros de suelo reforzado, se utilizó la metodología LRFD (Load And Resistance Factor Design). El cual trabaja con un diseño por la resistencia requerida y utiliza un factor de seguridad para la carga y otro factor de seguridad para la resistencia; para ello se utilizó el programa MSEW. Una vez diseñados ambos sistemas de muro de contención, se procedió a realizar un análisis comparativo técnico, en el cual se revisaron las características más importantes de cada sistema a la hora de la ejecución; y un análisis comparativo económico, en el cual se procedió a realizar un presupuesto referencial de cada uno de los sistemas tomando en cuenta los materiales a utilizar, la mano de obra, el movimiento de tierra y las actividades específicas a realizarse. Una vez obtenido los resultados correspondientes, se extrajo ratios comparativos que nos permitan obtener los costos por metro cuadrado de cada sistema y los costos por metro de altura. Al final de la investigación se concluye que los muros de suelo reforzado son más económicos para alturas mayores a cuatro metros, dando como resultado que en los tramos uno y dos se recomienden usar muros de gaviones, mientras que en el tramo tres se opte por un muro de suelo reforzado.<br>This thesis analyzes and compares the two most common retaining wall systems in Peru: gabion walls and reinforced soil walls with Terramesh system. For this comparison, the project “improvement of the Choropampa-Cospán road in the region of Cajamarca” was chosen, where there are three critical sections with problems of constant landslides and slope instability caused by slopes very pronounced that would be generated if no retaining walls were used. The design of gabion walls is done with ASD methodology (Allowable Stress Design), which works with allowable stress design and uses a single global safety factor; the Gawacwin program was used to do that design. The design of reinforced soil walls uses LRFD (Load and Resistance Factor Design) methodology, which works with a design by the required strength and uses a safety factor for loading and another safety factor for resistance; for this the MSEW program was used. Once both systems are designed, we proceeded to perform a technical comparative analysis with the most important features of each system at construction; and an economic comparative analysis using reference budget for each system, where we calculated the cost of the materials used, workers, earthwork and specific activities to be carried out. Once obtained the results, we look for comparative ratios that allow us to get the cost per square meter of each system and the cost per square meter of each height. At the end of the investigation we concluded that the walls of reinforced soil are more economical for heights over four meters, so in the sections one and two are recommended using gabion walls, while in the section three are recommended the construction of reinforced soil retaining wall.<br>Tesis
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35

Pai, Chou-yi, and 白超熠. "Visual Culture of Cosplay." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/894zju.

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碩士<br>南華大學<br>環境與藝術研究所<br>95<br>Cosplay is a fan-culture well-known to the mass media, but only skin-deep. Actually, most people only have a smattering of knowledge on Cosplay, often with a a prejudiced view. Cosplay is a fan-culture of Anime and Manga, Anime and manga fans dressed up themselves into Anime and Manga characters by costumes, express themselves the passion to Anime and Manga, but not a ''show-up'' of teenagers.     Cosplay had developed ten years in Taiwan, the number of participating is increasing, the energy inside is getting stronger, and the activity hold more frequently. But nearly, there is difference inside the Cosplay community——is those Lolita/origin a kind of Cosplay? Where is the margin and limit of Cosplay?     To answer these questions, first we back to the source of Cosplay——Doujinshi, and the spirit of Doujinshi to redefine Cosplay, analyze the practice and Cosplay to find out the cause of differences.     Cosplay highly depend on Photography while activities. Cosplay community use photography to document, to share, and to communicate. A web album represents a exist of member in community, and it build up the community. Thus, by analyze the use and meaning of photography, we can find out what photography had changed.     As Cosplay highy usage of photography, another group—— avocational photographer can easily participate Cosplay activities. The habit and culture of avocational photographers changed the members, space, and spirit of Cosplay, from a ''fan-culure'' to a ''visual culture''.
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Shu-Ting, Her, and 何淑渟. "Research of creation Cosplay brand clothing." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/91339819637417371179.

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碩士<br>高雄師範大學<br>視覺設計學系<br>99<br>During the development process of many teenagers even adults, comics are indispensable memories and experiences. The rich imagination, varied character style and gorgeous color effects displayed on comics will deeply imprinted on every reader's mind. According to the AAMS statistics, we discovered that there's numerous virtual associations. More and more people access media's contents by directly view or download through the internet. The user's age level are mostly youths and young office workers. Researchers using searching system to search webpages of "comics" and came out over ten thousand's relative pages. Thus it may be known that comics are not only a personal sentimental reposing but also a boost to advance industrial development. Comics texts gather readers with the same interest and then reading, discussing, establishing associations and holding exhibitions. In recent years, cybotaxis effect of school accociations, network social group and personal blogs and even doujinshi trading exhinitions and cosplay events took place. We noticed that the original souces of these activities are fans. During The Design Exhibition held in 2009, Taiwan Local Cultural Affairs Deparment indicated that the animation and comics are form into an enormous industry and attract many countries around the globe join the competition contention. Since 2004, the output value of global digital animation and comics industry reach 2228 hundred million US dollars, and the output value of relative peripheral products reach over 5000 hundred million US dollars. It means that during the development process of animation and comics industry, these fans becomes a force that should not underestimated and unable to grasp.   This research started with literature analysis and design and creation. We take Taiwan's Cosplay as main subject, using literature analytic method, field survey procedure, interview survey procedure and image analytic method to probe into the manifestation of Taiwan's Cosplay custume. First we try to gather statistics of the highest redundant frequency of occurrence and most popular characteristic elements such as "maid", "butler", "Japanese witch" and "unform". Then we try to decontruct, arrange and analyze to extract the design resources to proceed with conformity of design ideas. Finally we create and original Cosplay custume brand named "COSMAID Maid's Ready-made Clothing Factory" and attampt to the possibilities of the quantity produce of Cosplay custumes at a low price. In the creation part, we use the plane prototype model and three-dimensional tailor method in the plane design to perform combination experiment of model unit and clothes creation. Finally we record the process of research and creation in every detail to discuss the issue of the influence between fans and the industry may promote the whole industry and provide the possibility of relative development in future design.
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Lin, Chia-Chi, and 林家琦. "The Interpretation and Performance of Cosplay." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/75hy9g.

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碩士<br>國立政治大學<br>廣播電視學系<br>107<br>As a cosplayer, I have been enjoying cosplay for many years; during my graduate school time, I also tried to put it into academic field. After looking deep into this culture, I found that cosplayers are not only coping characters’ outfit but also putting their own interpretation into their cosplay. As a result, I wanted to take cosplay photos and make my own cosplay stories in a website to show that cosplay can not only release our love toward characters but also reveal our thinking and interpretation about those characters. In the future, I hope this essay can help those who want to do research about cosplay to find out more interesting topics in academic field.
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Wang, Wei-Ting, and 汪瑋婷. "From Cosplay, Re-creation to Self Inquiry." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94583791775885436826.

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碩士<br>國立交通大學<br>應用藝術研究所<br>103<br>The thesis is an artist statement of the graduation project ” Re-creation ”. The project is an experiment using deconstructed cosplay costumes and pieces of fabric as the medium to create a costume-like object. By working on the project, the author reviewed her own cosplay works, and tried to reflect on her stories and gain self-understanding.
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Huang, Hsuan-Chi, and 黃炫綺. "The Research of Japanese Cosplay in Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/09103786569153166307.

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碩士<br>國立高雄第一科技大學<br>應用日語研究所<br>101<br>Though the cognition of cosplay has been updated recently for the people and media in Taiwan, the country remains traditional and strong misunderstandings exist. Therefore, the purpose of this study was to distinguish the source of the problem. Meanwhile, this study researched whether Japanese culture could be learned through cosplay. This research is divided into five parts. Section one includes motivation, research method and literature. Section two simplifies previous cosplay development in the world and in Taiwan and discusses the opinions and relationships among cosplayers, the media and others. Section three collects literature on people’s opinions of cosplayers. Section four discusses the learning of Japanese culture and realizes three learning steps through cosplay. Section five presents the conclusion and future research. It was found that the media’s transmission of information affected the audience’s point of view by self- position or the words used by both parties. In addition, it was found that individuals could learn about Japanese culture through cosplay; however, this part was not obvious and depended on the individual. It was possible to learn different aspects of Japanese culture through different cosplay activities, but cosplayers'' interests may limit the scope of Japanese culture they learn, and the stories behind those cosplay characters may differ. There still remain a number of topics to be discussed concerning cosplay.
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Shaw, Eliot. "Space, performativity and neotribes in Australian cosplay." Thesis, 2019. http://hdl.handle.net/1959.13/1416984.

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Bachelor Honours - Bachelor of Arts (Honours)<br>Cosplayers construct ornate costumes inspired by popular media narratives and perform alternate personas in populated spaces including pop culture conventions and social media. Cosplay is a global youth phenomenon which is relatively underexplored in current academic literature given the sizable number of people who engage with it. This paper looks at both performative youth identity and neo-tribe formation within Australian cosplay scenes, emphasising the importance of cosplay spaces in facilitating this movement. The nature of cosplay culture is found in the capacity for cosplayers to generate and embody new performative identities, foster affective tribes and inhabit spaces using customised material practices. This was a mixed methods study including qualitative interviews and a survey. It consisted of 9 interviews involving 17 participants, and a quasi-panel survey with 78 completed responses. This was supplemented by a twenty-day focussed period of participant observation as an amateur cosplayer, and a period of volunteering as convention staff. Empirical research was conducted online and at four large events in three major Australian cities: Sydney, Melbourne and Brisbane. This project focused on the social relationships and material practices that makeup Australian cosplay, specifically how these relationships and practices support youth identity and community formation. The thesis theorises cosplay as a set of neo-tribal communities that facilitate unique forms of performativity for young people. It shows that cosplay is an actively negotiated material practice observable within multiple interconnected social contexts and provides a process where abject youth can undergo a refinement of their performative self. Spatiality, embodied performances of self and youth-cultural shifts towards tribal aesthetic present a series of theoretical frames through which cosplay can be analysed.
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Wang, Jyun-Yao, and 王俊曜. "Developing A Location Based Animal Character Cosplay System." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/q4a2xk.

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碩士<br>國立暨南國際大學<br>資訊工程學系<br>105<br>In recent year,3C product is flourishing. The most important is smart mobile devices is popular, and devices are more and more function inside. These devices are daily necessities in human life. There are many Location-Based Service based on GPS in the world. For example, Pokemon GO is popular now. It prove that service provide enough incentives to people , people can accept similar outdoor activity which use mobile devices easily. Behavior economic is different to tradition economic study, and the study don’t use rational actors in research. The study focus on normal people which have misbehavior in normal life. Our study is base on these studies to construct a location-based service to approach real world. Many people will create its own visiting list to avoid crowded in the zoo. Therefore, manager in the zoo need some way to relieve congestion. There is a question here: how can we to navigate tourist in peace way? How can we create this behavior to make tourist pleasant to do it? In this paper, we will improve traditional badge collection in the zoo. Our system will use mobile devices to play this game, and client APP will return GPS location back to backend service. The manager use tourist’s GPS location to set game question to make tourist move to other place. Tourist just play the game, and they don’t know they move is organize by manager. The game mechanics hope different identity groups to cooperate the different part of game. Our system will let different identity groups focus their duty, and combined all part completely in the final. Key words: Behavior change, Behavior economic, Location-Based Service, Shikakeology
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WANG, YU-JYUN, and 王玉君. "A Study of Clothing and Accessories for Cosplay." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79374124234650230344.

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碩士<br>高苑科技大學<br>資訊科技應用研究所<br>105<br>Game industry is growing fast in the near decade. Enormous profit and the potential prospect future attract more and more investors to join this industry. That causes the competition in the current gaming area is getting severer. Meanwhile, the competition also brings some revolutions to the game developments such as turning from the single person creation to team R&D. Hence, the emerging game R&D brings huge job opportunities and leads the game R&D toward game industry. Though the game market in Taiwan has grown matured and leads the top of fashion, the relating game design and research are still far behind the market. That makes the local game R&D stands at a disadvantaged position, and restricts the growing of game R&D capability. This study goes straight inside to the role design field of games in terms of version design. The study will make a conclusion based on the role design processes, concepts, target models and players’ perception and try to give suggestions on those issues. This study takes the qualitative method by interviewing game designing groups and players respectively for data collections. The major point discovered by this study is that the game role design processed can help to increase the smooth of game design process when it is differentiated by the story-oriented and art-oriented. In game design concepts part, the game proposals of the target models of role design and leading direction are relevant to the game scenarios and the tensile of story. The concepts of role designing focuses on points such as role characters, personalities, historical background and so on.. The appearance of version design draws the attention to the role appearance and role motion. The study found the fact that the game roles are playing an even more important part than the game developing groups thought in players’ cognitions. From the players’ view, the degree of good and bad, functionality, encouragement and entertainment experiences of role design in games seem all included in players’ cognition range. The results of this study can be provided for online game production art as a reference.
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Fang, Ying-Hsuan, and 方穎萱. "The Study of Design Selection for Cosplay Costume." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/uz3f5t.

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Wang, Jia-Ni, and 汪佳妮. "The Cosplay Phenomenon and The Application on Costume Design." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/62408309344689709331.

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碩士<br>輔仁大學<br>織品服裝學系<br>95<br>With the enlargement of the Doujinshi activity, Cosplay becomes another kind of independent culture phenomenon. Obtaining enjoyment through Cosplay turns into another kind of new and developing activity. In order to understand Cosplay culture, what clothing would Cosplayer like becomes the important point to investigate. The purposes of the research included three partitions.(1) to investigate the attraction of Cosplay and the impact on wearer.(2) to analyze the possibility of Cosplay clothing market development, and(3) to apply the Cosplay costume on apparel design. This research found out the reason and influence why Cosplayer participated in Cosplay activity through interview including 13 Cosplayers by the observation and in-depth interview. The result revealed most Cosplayers who joined this activity were due to colleague references and there were four influences to cosplayers which were:(1) self-fulfilling,(2) alternative existence,(3) studying other skills, and(4) the growth of the interpersonal relationships. Cosplay clothing market could be divided into Cosplay costume and application design of Cosplay apparel. Cosplay costume, which the target customer is Cosplayer, has small quantities of production and makes accessories for popular comic characters. Application design of Cosplay apparel relied on specific story or style, the target customer includes non-Cosplayer. The inspiration of design came from Japanese comic “One Piece”. In order to annotate personage’s appearance and individual characteristics for some specific roles in this comic, this creation combined the clothing element , merged into dress design, increased the color project, and then developed new clothing style with this concept. The appearance of creations expressed the possibility of application of the Cosplay clothing, provided suggestion and reference for the relevant professionals in the future.
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Hsieh, Jui-Ping, and 謝瑞萍. "Cosplay Partcipant's Specialization, Benefits of Leisure and Well-being." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/13306392533793980550.

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碩士<br>國立體育大學<br>休閒產業經營學系碩士班<br>100<br>The purpose of this study was to understand Cosplay participants' specialization, benefits of leisure and well-being of Cosplay, and to investigate the relationship among specialization, benefits of leisure and well-being of Cosplay participants. The researcher conducted a reliability and validity close-ended questionnaire to be the research tool, also used convenience sampling method for collecting research data by online and on-site questionnaires. There were 370 valid questionnaires were collected; the research data using descriptive statistics, Pearson correlation and multiple regression to analyze the result. The research results were as following: 1. Most of respondents the Cosplay participants were 16-20 years, unmarried young female adolescents; most of education level was above undergraduate degree; and the monthly personal disposable earnings were between 0-5,000 dollars. 2. Cosplay participants were medium-high degree of specialization, and perceived medium-high degree benefits of leisure. The well-being of Cosplay participant respondents appeared on medium-high satisfaction degree. 3. As Cosplay participants perceived higher degree of specialization, the benefits of leisure also higher; the higher benefits of leisure Cosplay participants had, the higher well-being perceived; the higher specialization they had, the higher well-being they perceived. Based on the results of the study, the researcher expects to provide value information and references for the Cosplay industry and related market manager, as well as the future researchers.
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Chieh, Lee‚Wen, and 李玟婕. "Research on the Acceptance of the Teen Cosplay Subculture." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/593x5t.

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碩士<br>國立臺北藝術大學<br>藝術與人文教育研究所<br>107<br>This study is about the acceptability of cosplay and the amount of stigma attached to it, focusing on events that teens take part in and analyzing it step by step. This study primarily uses surveys, seeing teenage students’ participation in cosplay and analyzing further with their background, then showing the data with statistics, cause analysis, individual sample testing, variables, etc. and discussing from there, ending off after some sorting and giving comments and suggestions to schools’ performing arts sectors, as for the teachers to understand ways to teach or assist their students better. The conclusion of the paper is of following: 1. Teenage students have high acceptability of cosplaying 2. Teenage students has little stigma against cosplaying. Analysis of the paper reveals that from the results, teenage students tends to judge cosplaying fairly, and feels that it helps with recognition amongst peers, breaking its old stigma and giving the teen subculture futuristic variety. Keywords: cosplay, teen subculture, self-recognition, stigmatization
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Lee, Tzu-Yao, and 李姿瑤. "A Fantasy Theme Criticism of Doujinshi and Cosplay in Taiwan." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/79556137485798329822.

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Jason, Ma, and 馬士傑. "Playing as “Other” with Others : the Construction of Cosplay Activities." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/42189793254322847301.

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碩士<br>國立政治大學<br>社會學研究所<br>96<br>The purpose of this study is threefold. First, it examines the current phenomenon of cosplay activities in Taiwan and discusses its future development. Second, the study compares the cosplay activities in Taiwan with those in Japan, where this cultural phenomenon was originated. Third, this thesis uses symbolic intercationism and Goffman’s theory of drama and theater as the main theoretical point of view, to explore how cosplay activities in Taiwan are constructed by different agents’interaction. The study utilizes qualitative research methods(including participant observation and in-depth interviewing techniques)to conduct field study about a year. Based on the analysis of the field data, some major findings are stated as follows: The thesis analyzes the construction of cosplay activities and divides the process into two parts: the preparing stage and the real-show stage. In the preparing stage, the cosers interact with those costume makers, and such interactions differ among different grenerations. While the early generation of cosers prefers to act in groups, the cosers from the new generation tends to act in solo. Furthermore, the researcher discusses three tendencies that costume making is facing: specialization, commercialization and internationalization. In the real-show stage, the thesis finds three types of cosplay activities: the exhibition activity, the photography activity and the third which is categorized as “other”. These three activities have different characteristics and different interactions. The researcher finds two unique characteristics existing in cosplay activities in Taiwan whild comparing with those in Japan. First, cosplay activities in Taiwan have loose regulations. Second, there is a large commercial organization which plays a very important role in PI-LI Chinese puppet show cosplay activities in Taiwan. This organization not only affects the contents of cosplay activities but also controls the resources in PI-LI Chinese puppet show cosplay activities. From the perspective of symbolic interactionism, the thesis claims that all agents involved in cosplay activites co-construct the cosplay activities. Unlike the playing house in childhood, cosplay activities are not a socialization activity which aims at teaching the rule of daily life. Instead, cosers escape from regulations of daily life and re-socialize in the cosplay field. From the perspective of Goffman’s theory, cosplay activity is a performance orchestrated by a team. In the preparing stage, all the backstage agents cooperate to set up a front stage area. In the real-show stage, there are managers, cosers, photographers and audiences co-construct the performance at the front stage. Keyword: cosplay, coser, costume play, interaction, construction, agents, team
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"Takarazuka, Cosplay and Dansou Practice - Female Cross-dressing in Popular Culture." 2016. http://repository.lib.cuhk.edu.hk/en/item/cuhk-1292282.

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是次研究旨在探討日本變裝流行文化及其對香港受眾和次文化的影響。由1980年代開始,香港深受日本流行文化影響,變裝文化亦不例外。本研究首先概述香港性別論述及酷兒政治,然後沿歷史脈絡追溯變裝在日本的發展歷程,並重點闡述寶塚歌劇團,角色扮演,及最新的男裝文化(女生於一般社交場合穿中性或男性服裝示人)。本論文期望指出日常生活中的變裝習慣,如何有意無意地改變性/別定型及規範,並影響我們對性/別的理解,繼而豐富現有的變裝研究。<br>The purpose of this study is to discuss female cross-dressing practice in popular culture in Japan and its impact on Hong Kong audiences and subcultures. Since Hong Kong is highly influenced by Japanese popular culture since the 1980s, the cross-dressing practice is no exception. This research opens with an outline of the gender discourse and queer politics in Hong Kong. After that, the development of cross-dressing in Japan will be traced, namely the Takarazuka Revue and cosplay. I will then illustrate how they further develop into the new current trend –the dansou practice which refers to the phenomenon of girls wearing male clothing in everyday life as fashion. This thesis aims at demonstrate how the evolving cross-dressing practice in daily life serves as both a conscious and unconscious attempt to redefine genders and bring impact to the gender norm. By exploring the trend, I hope to enrich the current discussion of cross-dressing and show how it affects the understanding of genders and blurs the boundary of sexuality.<br>Keywords: Hong Kong, Japan, popular culture, cross-dressing.<br>Lam, Wing Nga.<br>Thesis M.Phil. Chinese University of Hong Kong 2016.<br>Includes bibliographical references (leaves ).<br>Abstracts also in Chinese.<br>Title from PDF title page (viewed on …).<br>Detailed summary in vernacular field only.
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林宜蓁. "The resistance of Cosplay: from the aspects of consumption and gender." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/06969561933436517854.

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