Academic literature on the topic 'Manga (Comics)'

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Journal articles on the topic "Manga (Comics)"

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Leung, May May, Melanie C. Green, Jianwen Cai, Ann Gaba, Deborah Tate, and Alice Ammerman. "Fight for Your Right to Fruit: Development of a Manga Comic Promoting Fruit Consumption in Youth." Open Nutrition Journal 9, no. 1 (February 27, 2015): 82–90. http://dx.doi.org/10.2174/1876396001509010082.

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Innovative interventions addressing childhood obesity are needed to capture the attention of youth living in a multi-media environment. The purpose of this paper is to describe the qualitative study that was conducted to inform the development of an appealing manga comic (Japanese comic art) to promote fruit consumption in youth and the process of creating the comic. Seven focus groups and two interviews (N=28) were conducted with middle-school students to better understand such topics as enjoyable components of manga comics and important health concepts. Two researchers independently analyzed each transcript using ATLAS.ti. Inductive and deductive processes were used to identify codes (ideas emerging from text); similar codes were grouped into themes. Most frequently mentioned themes related to enjoyable components of manga comics were detailed graphics and artistic style of text used to convey sound effects. The majority said eating fruits and vegetables was the most important nutrition behavior for proper health. When asked about story ideas for a manga comic to encourage youth to be healthy, many responded with ideas involving comic characters who would consume fruit, then gain beneficial attributes. Others suggested highlighting more practical benefits, such as increased focus and energy. These findings informed the development of a 30-page manga comic promoting fruit consumption, with the aim of developing an appealing storyline and relatable characters for youth. Manga comics may be able to create an entertaining learning environment that has potential to promote positive dietary behaviors in youth.
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Lubis, Fenny Rahmawati, and Dwi Budiwiwaramulja. "KARAKTERISTIK DESAIN HIBRIDA PADA KOMIK 7 WONDERS KARYA METALU." Gorga : Jurnal Seni Rupa 9, no. 2 (October 5, 2020): 309. http://dx.doi.org/10.24114/gr.v9i2.20161.

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AbstrakKomik Jepang menjadi salah satu kiblat untuk referensi dalam membuat komik khususnya komik manga. Tidak sedikit komik Indonesia yang sangat kental dengan unsur manga hingga sulit membedakan komikus Jepang dengan komikus Indonesia bila hanya di lihat dari bentuk visualnya. Selain menggarap style gambar manga jepang, tak sedikit komikus-komikus Indonesia yang menghibridakan karakteristik pada desain karakter visual Indonesia. Sepeti pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini bertujuan untuk mengetahui identitas dari desain karakter visual yang di hibrida pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini menggunakan pendekatan metode deskriptif kualitatif yaitu dengan menguraikan masing-masing objek yang akan diteliti. Hasil temuan penelitian ini menunjukkan bahwa karakter yang memiliki unsur hibrida paling menonjol adalah pada karakter bidadari 7 Wonders. Desain karakter visual pada karakter tujuh bidadari 7 Wonders telah mengalami deformasi dan pengabungan dua atau lebih identitas visual, baik pada busana maupun pada karakter figurnya. Identitas hibrida pada desain karakter visual yang digunakan di busana tujuh bidadari 7 Wonders yaitu berasal dari Indonesia, Jepang, Arab, Turki, India, Inggris era Victoria dan Romawi Kuno.Kata Kunci: desain karakter, hibrida, komik, busana.AbstractJapanese comics become one of the mecca for reference in making comics, especially manga comics. Not a few Indonesian comics are so thick with manga elements that it is difficult to distinguish Japanese comics from Indonesian comics if only viewed from their visual form. In addition to working on the style of Japanese manga drawings, not a few Indonesian comic artists have displayed characteristics on Indonesian visual character designs. A case in one of the Indonesian comics that is 7 Wonders comics. This study aims to determine the identity of a hybrid visual character design in one of the Indonesian comics, namely the 7 Wonders comics. This study uses a qualitative descriptive method approach that is by describing each object to be studied. The findings of this study indicate that the characters that have the most prominent hybrid elements are the 7 Wonders angel characters. The visual character design of the seven Wonders 7 nymphs has been deformed and the combination of two or more visual identities, both in fashion and in the character figure. The hybrid identity in the visual character design used in the fashion of the seven Wonders 7 nymphs is originating from Indonesia, Japan, Arabia, Turkey, India, the Victorian era and Ancient Rome. Keywords: character design, hybrids, comics, clothing
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Dahlberg-Dodd, Hannah E. "Script variation as audience design: Imagining readership and community in Japanese yuri comics." Language in Society 49, no. 3 (November 26, 2019): 357–78. http://dx.doi.org/10.1017/s0047404519000794.

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AbstractBuilding on recent work supporting a sociolinguistic approach to orthographic choice, this study engages with paratextual language use in yuri, a subgenre of Japanese shōjo manga ‘girls’ comics’ that centers on same-sex romantic and/or erotic relationships between female characters. The comic magazine Comic Yuri Hime has been the dominant, if not only, yuri-oriented published magazine in Japan since its inception in 2005. Though both written and consumed by a primarily female audience, the magazine has undergone numerous attempts to rebrand and refocus the target audience as a means to broaden the magazine's readership. This change in target demographic is reflected in the stylistic representation of paratextual occurrences of the second-person pronoun anata, indicating the role of the textual landscape in reflecting, and reifying, an imagined target audience. (Script variation, manga, popular media, Japan, yuri manga)
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Sabin, R. "Manga: Sixty Years of Japanese Comics." Journal of Design History 18, no. 2 (June 1, 2005): 222–24. http://dx.doi.org/10.1093/jdh/epi030.

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David Lewis, A. "Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels." Journal of Popular Culture 40, no. 5 (October 2007): 890–92. http://dx.doi.org/10.1111/j.1540-5931.2007.00465.x.

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Nguyen, Hien Thi. "Korean’s Manhwa and the adoption of Vietnamese Youth - focusing on Sunjeong Manhwa (Girls’comic)." Science and Technology Development Journal 17, no. 4 (December 31, 2014): 74–87. http://dx.doi.org/10.32508/stdj.v17i4.1576.

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Korean comics (K-manhwa), the next wave “quietly” following the wave of Korean popular culture of K-Movie, K-pop, K-fashion, K-cuisine that are so-called Hallyu, is widely adopted by Vietnamese youth. This paper focuses on the current situation of Korean comics, especially Sunjeongmanhwa (Girls' comic) that is being introduced into Vietnam, enjoying the adoption of Vietnamese youth. In comparison with the case of Japanese manga, Chinese manhua and Chinese love stories, this paper analyzes the impact of this wave on the youth of Vietnam. Simultaneously, this paper introduces some experiences of Korean comics industry in the expectation that it will provide an objective view on K-manhwa and Korean culture in general, as well as coming up with some suggestions for Vietnam comics development.
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Oshiyama, Michiko, and Kohki Watabe. "Interpretative negotiation with gender norms in shōjo manga adaptations of The Changelings." Journal of Adaptation in Film & Performance 12, no. 3 (December 1, 2019): 179–93. http://dx.doi.org/10.1386/jafp_00005_1.

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Abstract The Changelings is a classic work of traditional Japanese literature. In the modern era, it has been adapted into Japanese comics repeatedly. This article examines three shōjo manga, or girls' comics, adaptations of The Changelings published between 1984 and 2018. Taken together, the three manga evidence the different situations in which women were embedded in the 1980s and the 2010s and provide different interpretative alternatives to female readers. Manga adaptations of The Changelings crystallized gender norms in Japanese society and women's responses to and struggles with those norms by taking advantage of the gender-switching plot that originated in the twelfth century.
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brau, lorie. "Oishinbo's Adventures in Eating: Food, Communication, and Culture in Japanese Comics." Gastronomica 4, no. 4 (2004): 34–45. http://dx.doi.org/10.1525/gfc.2004.4.4.34.

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Culture in Japanese Comics Millions of Japanese, including adults, read manga--comic books. Reproducing every popular genre from humor to horror, manga both entertain and educate their readers on subjects as varied as sports, corporate life, the literary classics, and sex. Japanese also learn about food and cooking from gurume (gourmet) or ryori (cooking) manga. One of the most popular is Oishinbo, serialized since 1983. Oishinbo's hero Yamaoka is a newspaper journalist with an unparalleled knowledge of food and a developed palate. Along with his female sidekick Kurita, who shares his culinary sensitivities, Yamaoka seeks dishes for an "ultimate menu" to bequeath to the future. In the process, the pair turns to food to solve a host of interpersonal and social problems, sometimes on an international political level. Oishinbo not only provides information about foreign and local cuisines and recipes, it also propounds an ideology regarding the relationship between food and human relations that contributes toward the construction of Japanese cultural identity.
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Muyassaroh, Muflikhatun Nisa, Abdul Asib, and Sri Marmanto. "The Teacher’s Beliefs and Practices on the Use of Digital Comics in Teaching Writing: A qualitative case study." International Journal of Language Teaching and Education 3, no. 1 (July 25, 2019): 45–60. http://dx.doi.org/10.22437/ijolte.v3i1.6502.

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In the industrial era 4.0, the use of digital comic as a multimodal teaching medium is seen as the new trend in EFL classrooms. Although many teachers had already used this medium, so far, there was not any study which inquires the use of comic in another setting such as vocational high schools. Considering this gap, this study aimed to explore teacher belief, practice, and problems in implementing digital comics to teach writing for vocational students. This study used a qualitative case study approach. The subject was an experienced English teacher who held M. A. in English language. As the findings, the teacher believed that the implementation of comics-manga was the best method to switch the vocational students’ stereotype on English; from English as the most difficult subject to English as the enjoyable subject. This medium was implemented by using the genre approach. However, as the consequence, the combination of digital comics and process approach confronted a major challenge, namely time management.
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Tulyakova, Elena I., and Irina A. Redkina. "FEATURES OF EDITING RUSSIAN MANGA-STYLE COMICS." Tekst. Kniga. Knigoizdanie, no. 11(2) (August 1, 2016): 131–43. http://dx.doi.org/10.17223/23062061/11/8.

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Dissertations / Theses on the topic "Manga (Comics)"

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Marcusson, Sophia. "Manliga hjälteideal : En jämförande studie av amerikanska Comics och japansk Manga." Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-31862.

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Brienza, Casey Elizabeth. "Domesticating Manga : Japanese comics, American publishing, and the transnational production of culture." Thesis, University of Cambridge, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.648154.

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Ossmann, Andrea. "Phänomen Manga die Entstehungsgeschichte japanischer Comics und ihre Bedeutung für deutsche Verlage und Bibliotheken /." [S.l. : s.n.], 2004. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11675770.

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Anderson, Terpstra Kristin. "Spreading the word : fan translations of manga in a global context." Diss., University of Iowa, 2012. https://ir.uiowa.edu/etd/3423.

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Manga, or Japanese comic books, are one of the newest popular media imports from Japan to garner a sizable following in the U.S. Shortly before the establishment of an American manga publishing industry and the investment in resources to publish manga legally, fans calling themselves scanslators or scanlators (scan + translators) began translating Japanese manga themselves and distributing it to other fans through the Internet. This dissertation focuses on the manga importation process from several different angles, comparing within each the struggles and similarities between the actions and motives of scanslators and publishers. Comparing and contrasting the practices and norms of scanslators with those of the American manga publishing industry, this case study will provide insight into the ways that fans of transnational texts are involved in a system of global media flows whose paths are determined by legal, cultural, economic, and political forces. This work focuses on three stages in the manga importation process: selection, translation, and distribution. This study is based on the textual analysis of trade journal articles and web sites, informed by interviews with scanslators and manga industry workers. I conducted interviews over a six-month period in 2008, focusing on two groups, the publishing company Tokyopop and the scanslation group "Paradise." I carried out follow-up interviews a year later. I supplemented these interviews with interviews from freelance manga translators. I demonstrate principles influencing the flow of other kinds of media across borders. Manga serves as a prime example of the rise and transformation of a genre in the book market, and more broadly as a form of media. This case also serves as a snapshot of a moment of change within the publishing industries as they move towards increased digitization.
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Lau, Cheung-cheung. "A study of Manga and adolescent popular fiction in Hong Kong /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20354010.

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Tsai, Yi-Shan. "Young British readers' engagement with manga." Thesis, University of Cambridge, 2015. https://www.repository.cam.ac.uk/handle/1810/252712.

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This thesis presents young British readers? engagement with manga regarding literary, aesthetic, social, and cultural dimensions. The study explores young readers? points of views of their reading preference ? manga. I investigated how children interpreted manga, with respect to the artistic techniques, the embedded ideologies, and the cultural elements therein. I also looked into children?s participation in manga fandom and its social meanings. This allowed me to explore what attracted British readers to this exotic text. This study involved 16 participants from two schools, aged between 10 and 15, with genders represented equally. The participants were grouped by gender in each school. Each group of students received three group interviews based on three manga that they were required to read in advance. Individual interviews with each student followed the group interviews, and all the students were asked to keep reading reflections. The findings show that the attraction of participants to manga includes at least five dimensions. First, manga is a visually rich text, which not only had great power in rendering vicarious experiences to the students, but also allowed the struggling students to grasp the meanings of the text better. Second, both the verbal and the visual storytelling were characterised as fragmentary, which inspired the students? imagination to join the creation of the story. Third, manga provided a temporary shelter where the participants could forget a stressful and frustrating reality. In addition, they felt that they gained renewed hope, refreshed energy, and insights to face potential challenges and difficulties in their lives. Fourth, the elements of Japaneseness and otherness made manga reading a rich experience of an exotic culture. Fifth, manga afforded collective pleasures in fan communities where the students could express their passion and gained a sense of identity.
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Torquato, Adriane Carvalho. "Quatro retratos de Rokujõ: releituras das narrativas de Genji no Shõjo mangá." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8157/tde-03032015-122551/.

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Durante a época clássica japonesa, eram produzidos vários textos de ficção em prosa direcionados às mulheres da nobreza. Estas obras eram chamadas monogatari e, inicialmente, eram consideradas parte de um gênero literário menor justamente por serem vistas como um mero passatempo para as damas ociosas. Os primeiros monogatari foram produzidos por homens, mas a obra mais emblemática do gênero, Narrativas de Genji, foi criada pela dama da corte Murasaki Shikibu e teve influência de textos anteriores do mesmo gênero, poesia, literatura clássica chinesa e mitologia japonesa. Já no século XII, com a produção dos rolos de pinturas Genji Monogatari Emaki iniciou-se uma longa tradição de recepção cultural da obra da autora, que continuaria nos séculos seguintes e, a partir dos anos 1970 foi herdada por um novo meio de expressão cultural, o shõjo mangá. Em 1979 começou a ser publicada a série Asaki Yumemishi de Waki Yamato, que é considerada uma das principais adaptações em quadrinhos da obra e influenciou muitas das versões que a sucederam. A obra recria, utilizando elementos estéticos e narrativos do gênero shõjo de mangá, a maior parte do enredo da obra original, algo que ocorre em poucas adaptações em quadrinhos das Narrativas de Genji. Outras versões analisadas neste trabalho são Genji Monogatari Sennen no Nazo, de Tõko Miyagi, que adapta uma light novel onde são recriados alguns episódios do texto base que se combinam a eventos originais, Genji Monogatari de Serina Miõ, que é dividida em episódios focados em algumas das damas presentes na obra original e Onna Hikaru Genji no Ikemen Nikki, que traz episódios curtos onde as personagens são recriadas com o gênero invertido. Para mostrar algumas das características da transposição do texto original para o shõjo mangá nos focamos na personagem Rokujõ no Miyasudokoro, verificando as diferenças e semelhanças do modo de representação da personagem em cada uma das versões e como a sua trajetória narrativa é retrabalhada para se adequar às convenções do shõjo mangá
Various fictional works in prose aimed at noblewomen have been created during Classical Japanese Era. These works are part of a literary genre called monogatari, which was, in the beginning, considered lower, a pastime for ladies. Most early monogatari were written by men, but the most emblematic of them, The Tale of Genji, is a creation of a court lady known as Murasaki Shikibu and was influenced by literary works in the same genre, poetry, classical Chinese literature and Japanese mythology. The Tale of Genji reception is a long tradition which began in the twelfth century, with the production of the picture scrolls Genji Monogatari Emaki. This tradition continued through centuries and, since the 1970s, was inherited by shõjo manga, a new medium of expression. In 1979 the series Asaki Yumemishi written by Waki Yamato started being published. It is considered one of the most important manga adaptations of the Tale of Genji and influenced several versions published after it. In this version, most of the plot of the original work is recreated using aesthetic and narrative elements of the shõjo manga genre, which occurs only in a few adaptations. This dissertation will also deal with other shõjo versions of the work, which are Genji Monogatari Sennen no Nazo, by Tõko Miyagi, an adaptation of a light novel that recreates some episodes of the original interspersed with new events; Genji Monogatari by Serina Miõ, an episodic series focused on some female characters and Onna Hikaru Genji no Ikemen Nikki, a series of short chapters where the characters are portrayed with reversed genders. Aiming to show some aspects of the transposition of the original text to shõjo manga, we will be focusing on the character Rokujõ no Miyasudokoro, verifying differences and similarities on her modes of representation in each version and how its narrative trajectory is reworked to fit the conventions of shõjo manga
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Chen, Hsiao-ping. "The Significance of Manga in the Identity-Construction of Young American Adults: A Lacanian Approach." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1292280906.

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Linusson, Sixten. "Age-graded Variation in Japanese Visual Language : The different morphology of adults’ and children’s manga." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37460.

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Previous studies have shown that not only is there something called visual language through which we understand graphical expressions, but also that each culture has its own visual language. Furthermore, there are variances within these visual languages, denoted by genre, which can be interpreted to be dialects. In a similar fashion to a study by Neil Cohn and Sean Ehly in 2016, which uncovered the dialectical differences, this study has utilized 67 graphical schemas, known as visual morphemes, and a corpus of 20 volumes of Japanese comics, to investigate age-grading in the Japanese visual language. The corpus, consisting of 10 volumes aimed towards adults and 10 volumes aimed towards children, was searched for graphical schemas, and their relative frequencies were analyzed with independent samples t-tests. The results show great similarities between the populations, supporting the findings of previous studies indicating that there is a shared visual language between genres. However, there were also great differences in how the visual morphemes were used, with many morphemes being used in statistically different proportions between the populations. Further age-grading was also found in the absolute frequency and the meanings of the morphemes which were used, with children’s visual language appearing to be much more expressive. These results imply that there is significant age-grading in the Japanese visual language and that it can be characterized in several ways, including absolute frequency, content, and proportional use.
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Wong-Lifton, Anyi. "Multinational Manga Memories: Osamu Tezuka’s Postwar Japanese Critique of Nationalism in Message to Adolf." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/scripps_theses/1196.

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Manga masterpiece Message to Adolf’s fictional narrative intertwines the Holocaust, romance, espionage, and friendship in its international World War II-focused narrative. Using theory on nationalism and Japanese memories of WWII, this thesis argues the violence the characters initiate and suffer blurs lines between perpetrator, hero, and victim to critique the power of nationalism. Its message concerning the danger of nationalism is as applicable for global audiences now as when it was published in 1985.
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Books on the topic "Manga (Comics)"

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Creating manga comics. New York: PowerKids Press, 2015.

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Schodt, Frederik L. Manga! Manga!: The world of Japanese comics. Tokyo: Kodansha International, 1986.

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Schodt, Frederick L. Manga! Manga!: The World Of Japanese Comics. S.l: Kodansha International, 1998.

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Christopher, Hart. Draw manga! New York: Watson-Guptill Publications, 2003.

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Manga no chikara: Seijukusuru sengo manga. Tōkyō: Shōbunsha, 1999.

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Draw super manga! Cincinnati, Ohio: Impact Books, 2005.

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Okum, David. Manga madness. Cincinnati, Ohio: Impact Books, 2004.

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Hart, Christopher. Manga mania: How to draw Japanese comics. New York: Watson-Guptill Publications, 2001.

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Manga monster madness. Cincinnati, OH: North Light Books, 2005.

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Okum, David. Manga fantasy madness. Cincinnati, OH: Impact Books, 2006.

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Book chapters on the topic "Manga (Comics)"

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Köhn, Stephan. "Manga." In Comics und Graphic Novels, 248–62. Stuttgart: J.B. Metzler, 2016. http://dx.doi.org/10.1007/978-3-476-05443-2_14.

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Zanettin, Federico. "Comics, manga and graphic novels." In Routledge Encyclopedia of Translation Studies, 75–79. 3rd ed. Third edition. | London ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315678627-17.

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WuMing, Scott. "Writing Boys’ Love Comics in the Philippines." In Women’s Manga in Asia and Beyond, 85–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-97229-9_6.

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Chan, Queenie. "Comics-Prose: Evolving Manga in the Twenty-First Century." In Women’s Manga in Asia and Beyond, 333–52. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-97229-9_20.

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Rigaud, Christophe, Jean-Christophe Burie, and Jean-Marc Ogier. "Text-Independent Speech Balloon Segmentation for Comics and Manga." In Graphic Recognition. Current Trends and Challenges, 133–47. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-52159-6_10.

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Iglesias, José Andrés Santiago. "Toward Maturity: Analyzing the Spanish Comics Industry Through a Comparison of National Graphic Novels and Gafotaku-Oriented Manga." In Cultures of Comics Work, 219–34. New York: Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-137-55090-3_15.

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Kacsuk, Zoltan. "Subcultural Clusters and Blurry Boundaries: Considering Art Worlds and Fields of Cultural Production through Localized Manga Production in Hungary." In Cultures of Comics Work, 283–96. New York: Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-137-55090-3_19.

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Kiernan, Patrick. "Multimodality Identity in Manga: Yowamushi Pedal and the Semiotics of Japanese Comics." In Language, Identity and Cycling in the New Media Age, 91–119. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-51951-1_4.

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Dolle-Weinkauff, Bernd. "Comic, Manga, Graphic Novel." In Handbuch Kinder und Medien, 457–68. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-531-18997-0_35.

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Giesa, Felix. "Comic, Manga und Graphic Novel." In Handbuch Kinder- und Jugendliteratur, 220–29. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-04721-2_25.

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Conference papers on the topic "Manga (Comics)"

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Shirai, Akihiko. "Manga generator, a future of interactive manga media." In MANPU '16: First International Workshop on coMics ANalysis, Processing and Understanding. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3011549.3015156.

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Khungurn, Pramook, and Derek Chou. "Pose estimation of anime/manga characters." In MANPU '16: First International Workshop on coMics ANalysis, Processing and Understanding. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3011549.3011552.

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Sanches, Charles Lima, Olivier Augereau, and Koichi Kise. "Manga content analysis using physiological signals." In MANPU '16: First International Workshop on coMics ANalysis, Processing and Understanding. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3011549.3011555.

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Rigaud, Christophe, Nam Le Thanh, J. C. Burie, J. M. Ogier, Motoi Iwata, Eiki Imazu, and Koichi Kise. "Speech balloon and speaker association for comics and manga understanding." In 2015 13th International Conference on Document Analysis and Recognition (ICDAR). IEEE, 2015. http://dx.doi.org/10.1109/icdar.2015.7333782.

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Ningsih, Eli, Emzir, and Rahayu S. Hidayat. "Dynamic Equivalence in Manga (Japanese Comics): Translation into Indonesian from the Cultural Context." In International Conference on Education, Language, and Society. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009014805540562.

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Otani, Yasuharu, Teru Agata, Akiko Hashizume, Masaki Eto, Mari Agata, and Noriko Sugie. "Using VIAF Dataset and the National Bibliography for Identifying and Listing Comics and Manga Authors." In 2019 ACM/IEEE Joint Conference on Digital Libraries (JCDL). IEEE, 2019. http://dx.doi.org/10.1109/jcdl.2019.00100.

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Matsui, Takeshi, Satoko Suzuki, and Yuichi Washida. "CROSS-BORDER GATEKEEPER OF FOREIGN CREATIVE INDUSTRY PRODUCTS: THE CASE OF MANGA (JAPANESE COMICS) AND SUSHI IN FRENCH MARKET." In Bridging Asia and the World: Globalization of Marketing & Management Theory and Practice. Korean academy of marketing science, 2014. http://dx.doi.org/10.15444/gmc2014.01.07.04.

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Tolle, Herman, and Kohei Arai. "Manga content extraction method for automatic mobile comic content creation." In 2013 International Conference on Advanced Computer Science and Information Systems (ICACSIS). IEEE, 2013. http://dx.doi.org/10.1109/icacsis.2013.6761596.

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Tóth, Noémi Evelin, and Győző Yang Zijian. "Magyar nyelvtan tanulását segítő alkalmazás átalános és középiskolás diákok részére." In Agria Média 2020 : „Az oktatás digitális átállása korunk pedagógiai forradalma”. Eszterházy Károly Egyetem Líceum Kiadó, 2021. http://dx.doi.org/10.17048/am.2020.211.

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Abstract:
A kutatás célja egy olyan tanulást segítő alkalmazás megvalósítása, amely segítségével a magyar diákok számára könnyebbé tehető az olyan anyanyelvi alapok megértése, mint például, hogy miként épülnek fel a mondatok, milyen egységekből állnak össze és azok hogyan viszonyulnak egymáshoz. A száraz nyelvtani anyagok helyett önállóságot növelő, játékos és interaktív feladatokkal több diák is közelebb kerülhetne a magyar nyelvhez és annak mélyebb megértéséhez. Tapasztalat, hogy a tanulók számára a nyelvtan, mint tanóra, sokszor okoz nehézségeket a tanulás során. Bár az évek alatt átfogó anyagot kapnak ahhoz, hogy a nyelvtan mindennapi használata ne jelenthessen gondot, azonban sokan így sem tudják összeegyeztetni a tanultakat a gyakorlattal, hiába használják nap mint nap helyesen az anyanyelvüket. Elmondható, hogy messze elmarad az általában kedvelt tantárgyak mögött, holott mindennek az alapját az jelentené, ha egy ember a saját anyanyelvét jól ismerné és használná. Ezért fontos lenne elérni, hogy a gyerekek számára a nyelvtantanulás, korosztálytól függetlenül, ne csak teher legyen. Találják meg a nekik megfelelő nehézségű feladatokat, amelyeket élvezettel oldhatnak meg, megfelelő visszajelzést kapva arról, ha hibáztak és azt hogyan javíthatják. Ehhez társul egy olyan webes technológiákkal és nyelvészeti eszközökkel támogatott alkalmazás, ami rendelkezik a megfelelően felépített és letisztult felhasználói felülettel, ami kisebb gyerekek és szülők számára is érthető és könnyen használható. Az alkalmazás funkciói közé tartozik mind a törzsanyag elsajátítása, mind a helyesírás és a mondatok elemzése, ellenőrzése. A tananyag csakúgy, mint ahogy az iskolában, témakörökre bontott, amikben korosztály szerint megtalálhatók a feladatsorok és a hozzájuk artozó magyarázó részek. Így könnyebben feldolgozható, lépésről lépésre, gyakorlati példákon keresztül tanulható az elmélet. A feladatok sokszínűsége miatt a diákok figyelme fenntartható és különböző jutalmazási rendszereken keresztül a tanulás élvezetesebbé válhat. A szoftver hátterében pedig jól bevált, különféle nyelvi elemzők implementálásával maga a szoftver is részt vesz a mondatok elemzésében, a helyesírás ellenőrzésében az iskolákban tanított nyelvi szabályok alapján. A felhasználók pedig maguk is megadhatják az elemezni kívánt mondatot, vagy mondatokat. Mindezzel nemcsak a diákok, de a pedagógusok munkája is egyszerűbbé válhat, ugyanis azzal, hogy a diákok nemcsak az órán kaphatnak visszajelzést a tudásukról, ami a legtöbb iskolában heti egy-két alkalmat jelent, az önálló, otthoni tanulás is eredményessé válhat, a program így elősegíti az anyag helyes rögzülését is. ----- Hungarian grammar learning application for primary and high school students ----- The aim of this research is the development of an application that allows Hungarian students to learn the basics of the Hungarian grammar in an easier way, for instance the sentence structure, the different units that build up a sentence, and how they relate to one another. Instead of the plain grammar rules, this application motivates students for independence, helps students to get closer to the Hungarian language by friendly and interactive tasks, and allows them to gain a deeper understanding of the language itself. When it comes to grammar lessons many individuals have experienced difficulties in the learning process. Although they get a brief overview during the years, granting them the correct use of their language in the everyday life without complication, some still can’t manage to apply their studies in practise. It can be stated that it is far behind the popular subjects, despite the fact that it would be the basis of everything, that a person knows and uses their mother language in the correct way. This is one of the main reasons why we need to find a way, in which every individual regardless of their age finds learning grammar more than just a burden. They should be able to find the right tasks for their knowledge, which they can solve with joy, getting the right feedback, letting them know of their mistakes, and ways to correct those mistakes. Such a thing would be the application stated above, using web technologies and linguistic tools, including a properly structured and clean user interface, which would be easy to use and understand for both small children and adults as well. The application would function as a tool for learning the core material, besides accurate spelling, analysing sentences and inspecting them. The educational material would be themed just like in school, in which themes one can find tasks for particular age groups along with the explanation. With this approach the theory is more processable through practical examples. With the diversity of tasks the attention of students is more viable, and using some kind of a rewarding system the learning process becomes more enjoyable. The software would take part in analysing the sentences, supervising the spelling based on the language and grammar rules applied by schools, alongside with the well proven language analysts. The users would also be able to specify their own sentences when it comes to analysing. Thereby not just the learning process for students would become easier, but the performance for teachers and educators, considering that the students would not only receive feedback of their knowledge in school, which only happens one or two times a week, but also during their independent learning processes which they can manage outside of school, since the application supports the correct fixation of material.
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