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1

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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Abbott, Michael, and Charles Forceville. "Visual representation of emotion in manga: Loss of control is Loss of hands in Azumanga Daioh Volume 4." Language and Literature: International Journal of Stylistics 20, no. 2 (May 2011): 91–112. http://dx.doi.org/10.1177/0963947011402182.

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Comics and manga have many ways to convey the expression of emotion, ranging from exaggerated facial expressions and hand/arm positions to the squiggles around body parts that Kennedy (1982) calls ‘pictorial runes’. According to Ekman at least some emotions — happiness, surprise, fear, sadness, anger, disgust — are universal, but this is not necessarily the case for their expression in comics and manga. While many of the iconic markers and pictorial runes that Forceville (2005) charted in an Asterix album to indicate that a character is angry occur also in Japanese manga, Shinohara and Matsunaka also found markers and runes that appear to be typical for manga. In this article we examine an unusual signal conveying that a character is emotionally affected in Volume 4 of Kiyohiko Azuma’s Azumanga Daioh: the ‘loss of hands’. Our findings (1) show how non-facial information helps express emotion in manga; (2) demonstrate how hand loss contributes to the characterization of Azuma’s heroines; (3) support the theorization of emotion in Conceptual Metaphor Theory.
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Idrus, Idrus. "The Translation of Japanese Manga Meitantei Conan to Indonesian: The Similarities and Differences between The Original Japanese Version and the Indonesian Translated Version." IZUMI 10, no. 1 (May 2, 2021): 98–108. http://dx.doi.org/10.14710/izumi.10.1.98-108.

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Japanese comics or manga have caught the world’s attention in recent years. It conveys stories through words and images in a specific order resulting in beautiful works. Now, manga is translated into various languages in the world, including Indonesian. The following study entailed a comparative analysis of the manga Meitantei Conan into Indonesia, primarily concentrating on: the format, for example, the arrangement of pages, lettering, and typography, what was translated what was not. In translating Japanese manga into Indonesian, it was found that there were similarities (retained elements) and differences (adjusted elements). We can found similarities between the original Japanese version and the Indonesian translated version of manga in the writing composition on the chapter title and onomatopoeia. Besides, there are also similarities in cultural terms because the translator maintains terms in Japanese as a translation strategy. The main difference between Original Japanese comics and the Indonesian translated version is the binding system of using, the type of font, and the use of Indonesian cultural elements so that the dialogue of the story characters is more communicative and easy to understand.
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de Sousa, Ana Matilde. "‘Gaijin Mangaka’: The boundary-violating impulse of Japanized “art comics”." Mutual Images Journal, no. 7 (December 20, 2019): 3–26. http://dx.doi.org/10.32926/2019.7.sou.gaiji.

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This paper investigates the artistic strategies of Japanised visual artists by examining the emerging movement of manga-influenced international “art comics”—an umbrella term for avant-garde/experimental graphic narratives. As a case study, I take the special issue of the anthology š! #25 ‘Gaijin Mangaka’ (July 2016), published by Latvian comics publisher kuš! and co-edited by Berliac, an Argentinian neo-gekiga comics artist. I begin by analysing four contributions in ‘Gaijin Mangaka’ to exemplify the diversity of approaches in the book, influenced by a variety of manga genres like gekiga, shōjo, and josei manga. This analysis serves as a primer for a more general discussion regarding the Japanisation of twenty-first-century art, resulting from the coming of age of millennials who grew up consuming pop culture “made in Japan”. I address the issue of cultural appropriation regarding Japanised art, which comes up even on the margins of hegemonic culture industries, as well as Berliac’s view of ‘Gaijin Mangaka’ as a transcultural phenomenon. I also insert ‘Gaijin Mangaka’ within a broader contemporary tendency for using “mangaesque” elements in Western “high art”, starting with Pierre Huyghe and Philippe Parreno’s No Ghost Just a Shell. The fact that the link to Japanese pop culture in ‘Gaijin Mangaka’ and other Japanised “art comics” is often more residual, cryptic, and less programmatic than some other cases of global manga articulates a sense of internalised foreignness, embedding their stylistic struggles in an arena of clashing definitions of “high” and “low,” “modern,” “postmodern”, and “non-modern”, subcultures and negative identity.
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Trubnikov, S. V., and O. R. Denysiuk. "Implementation of a helper program for comics creation using text processing methods." Computer Modeling: Analysis, Control, Optimization 7, no. 1 (2020): 64–69. http://dx.doi.org/10.32434/2521-6406-2020-1-7-64-69.

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The paper discusses the development of a helper program "TypesetHelper", designed to facilitate the process of creating and translating comics. An analysis of functions of translation in modern society shows that translation, currently, is primarily a means of enabling communication between people who speak different languages. This applies, among other things, to such a specific niche as the translation of graphic novels, comics and manga. In the modern world, comics have become an integral part of popular culture, but in Ukraine, the culture of reading and translating comics is only at the stage of active formation. The purpose of this work is to create software that would facilitate the process of work with the inclusion of translated text in corresponding cleared illustrations. It is demonstrated that the existing software, including both general-purpose graphic editors like Adobe Photoshop and specialized programs for automatic recognition and translation of comics and manga, has disadvantages with respect to the problem being solved and can not be considered as a complete analogue of the software being developed. The functions that the program should perform include opening an image file, placing a text in a selected area, centering a text relative to a cloud, creating text layout, creating correct word division using automatic hyphenation methods, saving the image to a file. An analysis of possible methods of text layout when filling text clouds of various forms is given. The paper consider software design using the Unified Modeling Language (Use Case diagram, State Diagram, User Activity diagram) and its development using the C# programming language. Illustrations of the program operation process are given, which demonstrate its interface and examples of text division and layout using the selected methods. The developed helper program has practical value and can be used in comics and manga publishing houses, or for amateur translation. Keywords: text processing, comics, text layout, UML, C#.
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Barokahhuda, Ummul, Ramadhan Sumarmin, Helendra Helendra, and Relsas Yogica. "Analisis Kebutuhan untuk Pengembangan Bahan Ajar Berbentuk Komik Manga pada Materi Jaringan Hewan Kelas XI SMA." Bioedusiana: Jurnal Pendidikan Biologi 6, no. 1 (June 30, 2021): 88–103. http://dx.doi.org/10.37058/bioed.v6i1.2968.

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Students' understanding of the material and students' interest in learning can be improved in various ways, one of which is using teaching materials in the form of comics. Students tend to like things that match their preferences, including the teaching materials used in learning. This study aims to determine students' preferences for the types of comics developed as teaching materials for animal tissue material for 11th grade Senior High School. The descriptive quantitative approach is the method used in this study with all students of class 11th grade MIPA SMAN 1 Padang Panjang. The sample was randomly selected as much as 10% of the students in each class using the probability sampling-random sampling technique. The instruments used to collect research data are interview sheets by teachers and needs analysis questionnaires by students. The needs analysis questionnaire, curriculum analysis, analysis of teaching materials and analysis of students are carried out. This study indicates that students need alternative teaching materials in the form of comics and are familiar and tend to like Japanese-style comics or manga comics. Based on the results of this study, it is necessary to develop teaching materials in the form of manga comics on animal tissue material for 11th grade SMA.
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Ogi, Fusami. "Female Subjectivity and Shoujo (Girls) Manga (Japanese Comics): Shoujo in Ladies' Comics and Young Ladies' Comics." Journal of Popular Culture 36, no. 4 (April 29, 2003): 780–803. http://dx.doi.org/10.1111/1540-5931.00045.

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Kim, Yang-Sun. "Characteristics of Japanese Idioms in Japanese “Manga” Comics." Japanese Language Association Of Korea 55 (March 31, 2018): 19–38. http://dx.doi.org/10.14817/jlak.2018.55.19.

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Adjie Rangkuti, Muhammad Choir Affandi, and Onggal Sihite. "Tinjuan Prinsip-Prinsip Visual Pada Komik “Guild” Karya Irfan Rianto." Journal of Education, Humaniora and Social Sciences (JEHSS) 3, no. 3 (March 3, 2021): 1273–84. http://dx.doi.org/10.34007/jehss.v3i3.541.

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Comic "Guild" is a comic that has a Japanese drawing style, namely Manga and applies visual principles that should be used as study material to study visual principles about comics. This study aims to identify and review the visual comics of "Guild" in terms of these principles. the principle of visual emphasis according to MS Gumelar. The population in this study is 15 pages in chapter 1 of the comic "Guild". This type of research uses qualitative research methods with documentation data collection techniques and literature study. Primary data is in the form of visual comic “Guild” chapter 1 by Irfan Rianto, data collection in this research is through literature study, observation, data processing, data analysis techniques, generalizations and instruments. Then the data that has been collected is triangulated to strengthen the credibility of the research results. From the results of the study it was concluded that the comic "Guild" had applied the principles of visual emphasis according to the MS Gumelar guidelines, although in its application there were still five pages that still had shortcomings so that it looked not optimal and consistent.
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Unser-Schutz, Giancarla. "Personal Pronouns and Gendered Speech in Popular Manga (Japanese Comics)." LSA Annual Meeting Extended Abstracts 1 (May 2, 2010): 35. http://dx.doi.org/10.3765/exabs.v0i0.514.

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Manga—Japanese comics—are often said to be influential in young women's using more masculine first person pronouns. However, research hitherto has not focused on the actual distribution of personal pronouns in manga, leaving that relationship unclear. To assess this question, I examined the different forms found in the lines from a corpus of six popular series. Against popular expectations, I found that no female characters used masculine first-person pronouns, with few examples of them using masculine second-person pronoun. With this gap between popular thought and actual usage patterns in mind, I then reexamine manga's possible role in influencing language change.
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Inose, Hiroko. "Shōjo Manga Elements Imported to Contemporary Japanese Literature - A Case Study of Miura Shion." Estudios de Traducción 11 (June 4, 2021): 55–63. http://dx.doi.org/10.5209/estr.71388.

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The present paper discusses how various elements in shōjo manga (Japanese comics for girls) have been incorporated in works of Japanese contemporary literature. The connection between shōjo manga and literature was pointed out for the first time when the novel Kitchen by Yoshimoto Banana was published in 1987. This paper argues that this connection has developed further since then, focusing on one of the most active writers in contemporary Japanese literature, Miura Shion[1]. The paper briefly introduces the genre shōjo manga and describes its connection with the novel Kitchen before analysing a short story and an essay by Miura Shion, focusing both on their motifs and styles, to identify elements influenced by shōjo manga.
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Baruna Ariesta, I. Gusti Bagus Bayu, Made Vairagya Yogantari, and Anak Agung Ngurah Bagus Kesuma Yudha. "KAJIAN SEMIOTIKA PADA VISUALISASI TOKOH ALL MIGHT DALAM MANGA BOKU NO HERO ACADEMIA SEBAGAI REPRESENTASI SUPERHERO AMERIKA." Jurnal Nawala Visual 1, no. 2 (October 29, 2019): 108–12. http://dx.doi.org/10.35886/nawalavisual.v1i2.40.

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Delivering a story through visual comic characters can make it easier for readers to understand the contents and distinguish one character from another. Not only as a distinguishing element, but visualization of comic characters can represent areas where the visual is commonly used and found. In the comic titled Boku No Hero Academia (BNHA) found elements and terms that are commonly found in comics and American superhero characters in general, one of them through the All Might character. Through qualitative research methods, with data collection techniques through observation, literature, and internet studies, this paper aims to examine how the characters of All Might represent American superheroes through his visuals.
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Intan, Tania. "Redefinisi Fungsi Desa dalam Manga Naruto dan Bande Dessinée Astérix: Sebuah Kajian Komparasi Budaya Populer." Metahumaniora 7, no. 3 (December 3, 2017): 293. http://dx.doi.org/10.24198/metahumaniora.v7i3.18847.

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AbstrakSecara alamiah, manusia membutuhkan sarana untuk mengisi waktu luangnyasetelah bekerja keras. Satu media yang murah, mudah dijangkau, dan digemari oleh semuakalangan di seluruh dunia adalah cerita bergambar atau komik yang merupakan bagiandari budaya populer. Pada umumnya, karya paraliteratur-visual ini memang bersifat fiktifdan hanya merupakan peniruan dari kenyataan yang digambarkan secara berlebihan(grotesque). Namun demikian, di dalam komik, sering ditemukan nilai-nilai kehidupanyang bersifat universal dan abadi sehingga dianggap layak sebagai bahan kajian budaya.Naruto, salah satu manga Jepang, dan Astérix, bande dessinée dari Prancis, akan ditelitisebagai representasi dunia Timur dan Barat. Latar sebagai unsur struktural dalam karyakaryafiksi ini ternyata juga menunjukkan kesamaan mendasar, yaitu keberadaan desasebagai tempat hidup para tokohnya. Dalam tulisan ini, akan dibahas pemaknaan lainterhadap lingkungan rural tersebut, yang memiliki andil dalam pembentukan karakterpara tokoh dari kedua komik. Metode kajian komparasi budaya akan digunakan denganpenerapan teori-teori yang relevan. Penelitian singkat ini bertujuan untuk melengkapistudi mengenai komik yang belum banyak dilakukan di Indonesia.Kata kunci: Desa, komik, Naruto, Astérix, Komparasi BudayaAbstractNaturally, humans need a way to fill their spare time after working hard. Acheap, accessible and popular medium by all circles around the world is a picture or comicstory, which is part of popular culture. McCloud (1993:7) defines comics as drawings andembossed symbols in a particular order, aimed at providing information or achievingaesthetic responses from the reader. In general, this visual-paraliterature work isindeed fictitious and merely an imitation of grotesque reality. However, in the comics, itis often found that values of life that are universal and eternal so comics are consideredappropriate as a material of cultural studies. Naruto, one of the Japanese manga, andAstérix, the bande dessinée of France, are examined as a representation of the East andWest. The background as a structural element in these works of fiction also shows the basicsimilarity of the existence of the village as the place of life of the characters. According toKartohadikoesoemo (1984:16), the village is a legal entity, in which a ruling society livesits own government. In this paper, other meanings of the rural environment, which hascontributed in the character formation of the characters from both comics are discussed.The method of cultural comparative is used with the application of relevant theories. Thisbrief study aims to complete the study of comics which is still very limited in Indonesia.Keywords: Village, Comic, Naruto, Astérix, Cultural Comparison
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Intan, Tania. "Redefinisi Fungsi Desa dalam Manga Naruto dan Bande Dessinée Astérix: Sebuah Kajian Komparasi Budaya Populer." Metahumaniora 7, no. 3 (December 3, 2017): 293. http://dx.doi.org/10.24198/mh.v7i3.18847.

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AbstrakSecara alamiah, manusia membutuhkan sarana untuk mengisi waktu luangnyasetelah bekerja keras. Satu media yang murah, mudah dijangkau, dan digemari oleh semuakalangan di seluruh dunia adalah cerita bergambar atau komik yang merupakan bagiandari budaya populer. Pada umumnya, karya paraliteratur-visual ini memang bersifat fiktifdan hanya merupakan peniruan dari kenyataan yang digambarkan secara berlebihan(grotesque). Namun demikian, di dalam komik, sering ditemukan nilai-nilai kehidupanyang bersifat universal dan abadi sehingga dianggap layak sebagai bahan kajian budaya.Naruto, salah satu manga Jepang, dan Astérix, bande dessinée dari Prancis, akan ditelitisebagai representasi dunia Timur dan Barat. Latar sebagai unsur struktural dalam karyakaryafiksi ini ternyata juga menunjukkan kesamaan mendasar, yaitu keberadaan desasebagai tempat hidup para tokohnya. Dalam tulisan ini, akan dibahas pemaknaan lainterhadap lingkungan rural tersebut, yang memiliki andil dalam pembentukan karakterpara tokoh dari kedua komik. Metode kajian komparasi budaya akan digunakan denganpenerapan teori-teori yang relevan. Penelitian singkat ini bertujuan untuk melengkapistudi mengenai komik yang belum banyak dilakukan di Indonesia.Kata kunci: Desa, komik, Naruto, Astérix, Komparasi BudayaAbstractNaturally, humans need a way to fill their spare time after working hard. Acheap, accessible and popular medium by all circles around the world is a picture or comicstory, which is part of popular culture. McCloud (1993:7) defines comics as drawings andembossed symbols in a particular order, aimed at providing information or achievingaesthetic responses from the reader. In general, this visual-paraliterature work isindeed fictitious and merely an imitation of grotesque reality. However, in the comics, itis often found that values of life that are universal and eternal so comics are consideredappropriate as a material of cultural studies. Naruto, one of the Japanese manga, andAstérix, the bande dessinée of France, are examined as a representation of the East andWest. The background as a structural element in these works of fiction also shows the basicsimilarity of the existence of the village as the place of life of the characters. According toKartohadikoesoemo (1984:16), the village is a legal entity, in which a ruling society livesits own government. In this paper, other meanings of the rural environment, which hascontributed in the character formation of the characters from both comics are discussed.The method of cultural comparative is used with the application of relevant theories. Thisbrief study aims to complete the study of comics which is still very limited in Indonesia.Keywords: Village, Comic, Naruto, Astérix, Cultural Comparison
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Toku, Masami. "Shojo Manga! Girls' Comics! A Mirror of Girls' Dreams." Mechademia 2, no. 1 (2007): 19–32. http://dx.doi.org/10.1353/mec.0.0013.

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Yang, Xiran, and Jonathan Webster. "To be continued: meaning-making in serialized manga as functional-multimodal narrative." Semiotica 2015, no. 207 (October 1, 2015): 583–606. http://dx.doi.org/10.1515/sem-2015-0066.

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AbstractThis paper discusses meaning-making in serialized adventure manga (Japanese comics) by examining its metafunctional organization. Manga, whose components cover a multimodal cline from graphics to verbals, is seen as a multimodal narrative whose features are mapped onto the different metafunctions: time – experiential, with diegetic time lapse defining the start point to construe experience; cause-effect – logical, with relative positioning of components reflecting logical relations diegetically; space – compositional, with diegetic and extradiegetic spaces contributing to the coherence and cohesion of the story. The overarching interpersonal aspect of manga makes it a medium of exchange between the author and the reader and encourages the reader to actively decode idiosyncratic meanings.
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Kućma, Natalia. "SHŌJO. GIRLS, CULTURE AND COMICS." Kultura Popularna 60, no. 2 (January 31, 2020): 126–35. http://dx.doi.org/10.5604/01.3001.0013.7339.

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This article analyzes shōjo culture and shōjo girls as a participants and creators of this culture. The first part of the article presents the history of girls' schools from the beginning of the 20th century and the ideal of a good wife and wise mother (ryōsai kenbo). The second part focuses on the issue of the "privileged body" of shōjo (girl), which is on the edge between the body of a child and a woman, a boy and a girl. Shōjo manga, as comics addressed to girls, have evolved since the 70s, when women began to create them. At the end I examine aesthetic traits and „the aesthetics of sameness” as tools to create emotional involvement of readers. Shōjo culture is the Japanese version of girl power.
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Abdurrahman, Dida Ibrahim. "Transcultural Appropriation on the Son Goku Character Configuration from Dragon Ball Manga." Idealogy Journal 3, no. 2 (September 7, 2018): 3–10. http://dx.doi.org/10.24191/idealogy.v3i2.52.

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Configuration of characters in a story is a representative manifestation that is able to communicate the order and value of cultural distinctiveness inherent in him. Along with the phenomenon of globalization, through the practice of appropriation, the various exclusive elements and knowledge of certain groups of society are reconstructed into new cultural entities, even if they do not originate in the space and time in which they created. The configurations Son Goku in manga (typical Japanese comic) Dragon Ball is a transcultural myth of elements in the classic Chinese novel Journey to The West mixed with the popular modern serial story of Superman from the American DC Comics and King Kong, as well as the mythology of lycanthropy from Europe. Through further investigation, the source taken in the Son Goku configuration is suspected of having a relationship with elements and knowledge of different spaces and past times (archaic), so that he is not just a popular myth, he is a collection of texts from various cultural civilizations that are scattered all over the earth.
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Prima, Yа G., and A. K. Salnikov. "Pre-project studies of the digital product within the framework of Customer Development and Lean Startup methodologies." Ekonomicheskie i sotsial’no-gumanitarnye issledovaniya, no. 1(29) (2021): 34–45. http://dx.doi.org/10.24151/2409-1073-2021-1-34-45.

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Statistics on the dynamics of the book market and the digital publishing market in Russia are analyzed. The results of research on the state of the global market of comics and manga, the popularity and specifics of publishing manga in Russia, as well as the results of testing hypotheses within the methodology of Customer Development and Lean Startup with the use of indepth interviews are given. Based on the results, a marketing concept for a new digital product in the electronic publishing market is developed.
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Whaley, Ben. "When Anne Frank Met Astro Boy." positions: asia critique 28, no. 4 (November 1, 2020): 729–55. http://dx.doi.org/10.1215/10679847-8606417.

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This article examines the evolution and impact of Anne Frank’s The Diary of a Young Girl on postwar manga (print comics) and Japanese visual culture. The author argues that Anne’s enduring legacy in Japan, dating back to 1952, owes much to the ways in which the content of her Diary capitalizes on certain hallmarks of shōjo (girls’) manga culture, such as affective storytelling and character interiority. Moreover, as shown through a primary analysis of two emonogatari (illustrated story) versions of the Diary from 1964 and two manga versions from 1967, among others referenced, Anne Frank’s life and legacy inspires a hybridized narrative and visual style in manga that blends the emotionality and interiority of shōjo with the more graphic depictions of violence common to shōnen manga for young boys. In so doing, it encourages a reevaluation of the shōjo mode and its ability to bear witness to the physical violence and psychological trauma of the Holocaust.
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Adi, Danendro. "Looking at the Japanese Automotive Industry through Indonesian Published Manga." Humaniora 8, no. 3 (October 19, 2017): 265. http://dx.doi.org/10.21512/humaniora.v8i3.3680.

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This article discussed manga and visual language that had been used on the Japanese fiction graphic narrative as a case study and graphic biography as a comparison. It implemented literature study approach on illustration, specifically, sequential art literature to obtain data as well as finding a theoretical framework to strengthen research results. The article began with a brief history of Japanese comics, then would be discussed the definition and common form of manga and how-to extent the media to convey the information and to identify the visual approach to narrating the information. It finds that modern manga has a potential to become an effective medium to narrate the Japanese culture, growth, and its technological advances that have gained global recognition.
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Junid, Iman, and Eriko Yamato. "Manga influences and local narratives: ambiguous identification in comics production." Creative Industries Journal 12, no. 1 (November 19, 2018): 66–85. http://dx.doi.org/10.1080/17510694.2018.1542941.

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Takeshi, Kawamura, and Sara Jansen. "The Lost Babylon." TDR/The Drama Review 44, no. 1 (March 2000): 114–35. http://dx.doi.org/10.1162/10542040051058942.

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Kawamura Takeshi's play, set in a “for real” amusement park, explores the impulses to violence present in manga (comics), films, video games, and on the internet. According to Kawamura, this is “a new Japan where citizens will have to learn to defend themselves.” Act II is published in its entirety.
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Masuchika, Glenn. "Japanese Cartoons, Virtual Child Pornography, Academic Libraries, and the Law." Reference & User Services Quarterly 54, no. 4 (June 19, 2015): 54. http://dx.doi.org/10.5860/rusq.54n4.54.

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Many academic libraries are adding comics and cartoon in print form to their collections. Japanese comics, called "manga," are a large part of this collecting. However, in some of these items, there are drawn images of people seemingly under eighteen years of age engaged in highly graphic, uncensored, sex acts. The purpose of this paper is to discuss whether collecting such materials may violate anti-obscenity laws of the United States and expose the collection developer and the library to criminal liabilities. It also suggests that these concerns can lead librarians to self-censorship in their collection development duties.
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Stamenković, Dušan, Miloš Tasić, and Charles Forceville. "Facial expressions in comics: an empirical consideration of McCloud’s proposal." Visual Communication 17, no. 4 (July 9, 2018): 407–32. http://dx.doi.org/10.1177/1470357218784075.

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In Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels (2006), Scott McCloud proposes that the use of specific drawing techniques will enable viewers to reliably deduce different degrees of intensity of the six basic emotions from facial expressions in comics. Furthermore, he suggests that an accomplished comics artist can combine the components of facial expressions conveying the basic emotions to produce complex expressions, many of which are supposedly distinct and recognizable enough to be named. This article presents an empirical investigation and assessment of the validity of these claims, based on the results obtained from three questionnaires. Each of the questionnaires deals with one of the aspects of McCloud’s proposal: face expression intensity, labelling and compositionality. The data show that the tasks at hand were much more difficult than would have been expected on the basis of McCloud’s proposal, with the intensity matching task being the most successful of the three.
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Syukri, Rohati, Sri Winarni, and Rafi Hidayat. "Pengembangan Media Pembelajaran Komik Matematika Berbasis Problem Based Learning dengan Manga Studio V05 dan Geogebra." EDUMATICA | Jurnal Pendidikan Matematika 8, no. 2 (November 8, 2018): 81–91. http://dx.doi.org/10.22437/edumatica.v8i2.5486.

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Penelitian ini bertujuan untuk menjelaskan dan mendeskripsikan bagaimana pengembangan media pembelajaran komik matematika berbasis Problem Based Learning dengan manga studio V05 dan GeoGerba dan menganalisis penggunaan media pembelajaran komik matematika menggunakan manga studio V05 dan geogebra sudah memenuhi kualitas baik pada kelas VIII SMP. Data penelitian diperoleh dengan cara menyebar angket kepada guru dan siswa dan tes hasil belajar siswa. Setelah angket dan tes dikembalikan, data dianalisis secara kualitatif dengan rumus presentase. Hasil penelitian menunjukan bahwa bahwa media pembelajaran komik matematika berbasis Problem Based Learning yang dikembangkan sudah sangat baik, media pembelajaran yang dikembangkan memenuhi kualitas baik, karena memenuhi kriteria valid dengan rata-rata skor 4,33 ini termasuk dalam kategori interval 𝑋>𝑋𝑖 + 1,8×𝑆𝑏𝑖, dengan kualitas sangat baik. Media pembelajaran memenuhi kriteria kepraktisan, yaitu berdasarkan hasil penilaian guru matematika dengan rata-rata skor 4,45 dengan kategori sangat baik, dan hasil penilaian siswa dengan rata-rata skor 4,478 dengan kategori sangat baik. Media komik matematika berbasis Problem Based Learning memenuhi kriteria keefektifan, yaitu berdasarkan presentasi siswa yang tuntas sesuai KKM adalah 73, 69%. Menurut Nieveen (1999:126-127) kualitas bahan ajar yang dikembangkan haruslah memenuhi kriteria valid, praktis, dan efektif. Maka produk media pembelajaran komik matematika mempunyai kualitas baik.Kata Kunci: komik matematika, Manga Studio V05, Geogebra, PBL This study aims to explain and describe how the development of mathematics comic learning media based on Problem Based Learning with manga studio V05 and GeoGerba and analyze the use of comic mathematics learning media using manga studio V05 and geogebra has fulfilled good quality in the eighth grade of junior high school. Research data is obtained by distributing questionnaires to teachers and students and testing student learning outcomes. After the questionnaire and test were returned, the data were analyzed qualitatively with a percentage formula.The results showed that the mathematical comic learning media based on Problem Based Learning developed was very good, the learning media developed fulfilled good quality, because it fulfilled valid criteria with an average score of 4.33 included in the interval category X> (X_i) ̅ + 1,8 × Sb_i, with very good quality. Learning media meets the criteria of practicality, which is based on the results of the assessment of mathematics teachers with an average score of 4.45 with a very good category, and student assessment results with an average score of 4.478 with very good categories. Mathematical comic media based on Problem Based Learning meets the criteria of effectiveness, which is based on the presentation of students who complete the KKM is 73, 69%. According to Nieveen (1999: 126-127) the quality of teaching materials developed must meet the criteria of valid, practical, and effective. Then the mathematics comic learning media products have good quality.Keywords: mathematics comics, manga studio V05, Geogebra, PBL
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Nirwana, Aditya, and Evelyne Afriliana Gultom. "Narasi Tragis Dalam Manga : Sebuah Kajian Estetika Aristotelian Terhadap Komik 5 Centimeters per Second." Jurnal Desain Komunikasi Visual Asia 2, no. 2 (May 2, 2019): 87. http://dx.doi.org/10.32815/jeskovsia.v2i2.320.

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Comics, or in Indonesian, are often referred to as cergam (cerita bergambar), later they have found urgency in the science of art and literature as sequential art, whose existence can be appreciated both in art and literature. This study will highlight literary aspects or ideoplastic aspects of 5 Centimeters per Second, especially in flow and character . The purpose of this study is to reveal or explain how the tragedy was revealed in 5 Centimeters per Second. In achieving these objectives, the theorization in this study was done deductively to answer the research questions. The theory used to explain the problem is the concept of Aristoteles's Tragedy, which relates to his work Poetics as a work of classical Greek philosophy. With an explanation of the flow and the order of comics that have advantages in two respects (visual and literary technical achievements), the results of this study are expected to be a consideration in making comics. The results of this study can be concluded that the manga is present by imitating objects, events, actions, and character in a moral category that is better than humans or the world in general. In addition, in this manga story, almost all the characters (or 'actors' in Aristoteles's terminology) are aware of how to act, they really know but don't do it, eventually sinking into a puddle of suffering. According to Aristoteles, a tragic story like this is the worst.
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Fraser, Lucy, and Masafumi Monden. "The Maiden Switch: New Possibilities for Understanding JapaneseShōjo Manga(Girls’ Comics)." Asian Studies Review 41, no. 4 (September 10, 2017): 544–61. http://dx.doi.org/10.1080/10357823.2017.1370436.

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Adams, Jeff. "Of Mice and Manga: Comics and Graphic Novels in Art Education." Journal of Art & Design Education 18, no. 1 (February 1999): 69–75. http://dx.doi.org/10.1111/1468-5949.00156.

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39

Kiryakos, Senan, and Shigeo Sugimoto. "Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions." Journal of Documentation 75, no. 2 (March 6, 2019): 287–313. http://dx.doi.org/10.1108/jd-06-2018-0089.

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Purpose Multiple studies have illustrated that the needs of various users seeking descriptive bibliographic data for pop culture resources (e.g. manga, anime, video games) have not been properly met by cultural heritage institutions and traditional models. With a focus on manga as the central resource, the purpose of this paper is to address these issues to better meet user needs. Design/methodology/approach Based on an analysis of existing bibliographic metadata, this paper proposes a unique bibliographic hierarchy for manga that is also extendable to other pop culture sources. To better meet user requirements of descriptive data, an aggregation-based approach relying on the Object Reuse and Exchange-Open Archives Initiative (OAI-ORE) model utilized existing, fan-created data on the web. Findings The proposed hierarchy is better able to portray multiple entities of manga as they exist across data providers compared to existing models, while the utilization of OAI-ORE-based aggregation to build and provide bibliographic metadata for said hierarchy resulted in levels of description that more adequately meet user demands. Originality/value Though studies have proposed alternative models for resources like games or comics, manga has remained unexamined. As manga is a major component of many popular multimedia franchises, a focus here with the intention while building the model to support other resource types provides a foundation for future work seeking to incorporate these resources.
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Rohan, Olivia, Ryoko Sasamoto, and Rebecca Jackson. "Argumentation, Relevance Theory and persuasion." International Review of Pragmatics 10, no. 2 (June 11, 2018): 219–42. http://dx.doi.org/10.1163/18773109-01002005.

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Abstract This paper presents an application of Relevance Theory (Sperber and Wilson, 1995) to pictures by studying the role that weak implicatures may play in the persuasiveness of multimodal argumentative discourse. We take a relevance-theoretic approach to the discussion of visual and multimodal argumentation with a particular focus on the role of onomatopoeia. To examine the possible mechanism by which persuasion operates through onomatopoeia, we analyse a corpus of Japanese-style comics (manga), where visuals and verbal text interact to convey onomatopoeia. We argue that the use of onomatopoeia in manga contributes to the recovery of weak implicatures which, in turn, helps to reinforce the persuasiveness of the communicated messages in the examples analysed.
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41

Afifah, Muthi. "YAKUWARIGO DALAM WEBSITE PEMBELAJARAN ONLINE “ANIME/MANGA NO NIHONGO”." Chi'e: Journal of Japanese Learning and Teaching 7, no. 1 (April 1, 2019): 109–16. http://dx.doi.org/10.15294/chie.v7i1.29602.

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On this research, we analyse yakuwrigo on online learning that focus on one of the online learning called `anime/manga no Nihongo` or `Japanese in anime & manga`. This Japanese online learning is made by The Japan Foudnation as a support to the Japanese language education as a second language. Yakuwarigo or we called as language role is a language use in a virtual world for example in anime, drama, comics and others. This time we analyse yakuwarigo focused on online learning material with anime and manga. As a research method, we analyse the use of yakuwarigo and it`s relation between `character expression` and `expression by scene`. The result shows that the expression used in the introduction of character before was not match with the expression occurs in `expression by scene` in manga Penelitian ini membahas tentang yakuwarigo dalam pembelajaran online yang berfokus kepada salah satu website pembelajaran online yang bernama “anime/manga no nihongo” atau “Japanese in Anime & Manga”. Website pembelajaran ini adalah website yang dibuat oleh The Japan Foundation sebagai support dalam pendidikan bahasa Jepang untuk pembelajar bahasa kedua. Yakuwarigo atau bisa dikatakan sebagai bahasa peran adalah bahasa yang terdapat dalam dunia virtual seperti anime, drama, komik dan lainnya. Kali ini penulis membahas tentang yakuwarigo di dalam pembelajaran online yang berfokus pada anime dan manga. Adapun metode penelitiannya adalah menganalisa bagaimana penggunaan yakuwarigo (ungkapan, kosakata, karakteristik karakter dll), dan bagaimana keterkaitan antara `character expression` dan `expression by scene. Hasil penelitianny adalah terdapat ketidak sesuaian antara `character expressions` yang diperkenalkan sebelumnya dengan karakter yang muncul dalam manga di `expressions by scene`. Ungkapan-ungkapan yang digunakan pada bagian perkenalan dengan ungkapan yang digunakan para karakter di dalam manga tidak sesuai. © 2019 Universitas Negeri Semarang
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Krevel, Mojca. "Cyberpunk literature and Slovenes : too mainstream, too marginal, or simply too soon?" Acta Neophilologica 33, no. 1-2 (December 1, 2000): 69–77. http://dx.doi.org/10.4312/an.33.1-2.69-77.

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One of the most popular coinages of 'eighties America seems to be the notorious term "cyberpunk". The term covered everything from popular movies such as Robocop and Terminator, comics, video production and increasingly popular Japanese manga cartoons, to music from such diverse authors as Laurie Anderson and Billy Idol. But the phenomenon did not stop there: cyberpunk became a specific way of life, demanding certain behaviour, a dress code and so on.
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Zanettin, Federico. "Manga in America. Transnational book publishing and the domestication of Japanese comics." Translator 24, no. 3 (July 18, 2017): 279–83. http://dx.doi.org/10.1080/13556509.2017.1352124.

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Fabbretti, Matteo. "The Use of Translation Notes in Manga Scanlation." TranscUlturAl: A Journal of Translation and Cultural Studies 8, no. 2 (November 22, 2016): 86. http://dx.doi.org/10.21992/t9ss57.

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This article investigates the use of translation notes to deal with translation problems. In Translation Studies, the presence of translation notes in a translation is considered particularly significant because they clearly indicate what features of the source text the translator considered important for the comprehension of the text and therefore necessary to retain or explain. In the field of comics in translation, the use of T/N is rather uncommon, and can be considered the main translation strategy that distinguishes scanlation from other types of translations. In the first part of this article, the structure of the English-language manga scanlation communities is examined; following this, the way culture-specific items are dealt with by manga scanlators is analysed; and finally, an explanatory hypothesis linking the broader structure of participation to individual translation strategies is presented. The argument put forward in this article is that translation notes are used in scanlation both to solve translation problems and as a way for scanlators to communicate directly with their readers, thereby foregrounding their mediating presence directly on the pages of scanlated manga.
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LeVan, Michael. "Threshold/Medium." Departures in Critical Qualitative Research 3, no. 2 (2013): 170–75. http://dx.doi.org/10.1525/dcqr.2014.3.2.170.

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This essay considers threshold phenomena as mediums—that is, as technical support—for expression. For illustration, I discuss Shelley Hirsch’s live vocal interpretation of Christian Marclay’s Manga Scroll, a landscape-like musical score composed of onomatopoeias taken from Japanese comics. Hirsch’s performance of threshold enacts expression as a new milieu of experience. Attending to threshold phenomena can show points of contact among mediums and forms of technical support to see how modes of expression fold, unfold, merge, and emerge.
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Kittredge, Katharine. "Lethal Girls Drawn for Boys: Girl Assassins in Manga/Anime and Comics/Film." Children's Literature Association Quarterly 39, no. 4 (2014): 506–32. http://dx.doi.org/10.1353/chq.2014.0059.

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Brienza, Casey E. "Books, Not Comics: Publishing Fields, Globalization, and Japanese Manga in the United States." Publishing Research Quarterly 25, no. 2 (April 14, 2009): 101–17. http://dx.doi.org/10.1007/s12109-009-9114-2.

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Kelley, Steve. "Maximizing The Impact of Comics in Your Library: Graphic Novels, Manga, and More." Technical Services Quarterly 38, no. 1 (January 2, 2021): 104–5. http://dx.doi.org/10.1080/07317131.2020.1854589.

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Dybała, Paweł. "Translator is Wrong!: Readers’ Attitudes towards Official Manga Translations Biased by Fan-Made Scanlations." Intercultural Relations 4, no. 2(8) (February 16, 2021): 53–68. http://dx.doi.org/10.12797/rm.02.2020.08.03.

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The purpose of this paper is to investigate how the knowledge of fan-made translations (scanlations) of Japanese comics (manga) influence the perception of official translations of volumes published in Poland. An analysis is performed on readers’ comments regarding the Polish translation of the Dragon Ball Super series and can be seen as a multiple-case study, showing how readers’ attitudes can be biased by their knowledge of scanlations (in both English and Polish). Criticism is analyzed using existing translation theories and explained accordingly.
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Kunin, Alexander I. "Popularization of Graphic Novels in Russia and the Role of the Russian State Library for Young Adults in Formation of Loyal Library Environment." Bibliotekovedenie [Russian Journal of Library Science] 69, no. 6 (February 8, 2021): 610–19. http://dx.doi.org/10.25281/0869-608x-2020-69-6-610-619.

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The article presents the attempt to generalize the experience of working with graphic novels (comics, manga, etc.) available in the domestic book sector. The author considers the main stages of development in the historical perspective of forms and methods of popularization and distribution of graphic novels in Russia. At the first stage, formation of the segment of graphic novels in Russia was associated with the development of the festival movement. At the second stage — with the publishing boom and distribution of publications. Later — with work with a reader of graphic novels in libraries. Development of the festival movement was carried out due to the interest, first, in Japanese cartoons (anime) and Japnese graphic novels (manga), and secondly, in American comics and European graphic novels.The author presents the festival movement in the context of the main directions: anime festivals and comics festivals (with special emphasis on the work of the ‘KomMissia’ [ComMission] festival). The article gives general characteristics of these types of festivals and reveals the degree of their involvement in the processes of forming the readership and professional environment at a certain evolutionary stage.Bookstores and public libraries are the traditional operators of book dissemination and popularization of knowledge. The author explains why the integration of graphic novels into these spaces was delayed. The article notes the importance of reader communities in social networks in creating alternative channels for selling the products of publishers of graphic novels. In 2010, the Russian State Library for Young Adults (RSLYA) established the Centre for comics and visual culture, collecting graphic novels and providing methodological assistance to libraries that use graphic novels in their work. At present, it is the Centre for graphic novels and images that provides comprehensive support to libraries. The author highlights the role of the RSLYA as a methodological centre for library services to young people in the formation of loyalty to the new phenomenon among Russian library professionals. Based on the studied processes, the article gives characteristics of graphic novels as a new segment of the Russian book market with its inherent features of positioning in the reader’s environment.
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