Academic literature on the topic 'Otadui'

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Journal articles on the topic "Otadui"

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Ricciardelli-Dusseldorp, Santiago José. "¿Otakus y gamers en Buenos Aires?: dinámica compleja y estereotipos negativos." Jangwa Pana 17, no. 1 (December 29, 2017): 41. http://dx.doi.org/10.21676/16574923.2311.

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En este artículo me propongo problematizar la identidad otaku basado en su auto-adscripción, alejándome de las posturas que separan a otakus y gamers como dos grupos identitarios diferentes dentro de un espacio común, con luchas discursivas y espaciales entre ellos. El objetivo principal de este trabajo es refinar la categoría de otaku y explorar la dinámica de su identidad como grupo, entendiendo que la superficialidad de su definición acaba por esconder un panorama mucho más complejo en torno a su identidad. Los estereotipos negativos que suelen recaer en el colectivo otaku, y que son reafirmados por los medios masivos de comunicación, producen una serie de diferentes reacciones y estrategias, a veces conscientes y a veces no, de parte de los individuos para poder lidiar con dichos estereotipos. Entre tales reacciones se encuentra la autodenominación de gamer. A partir de un extenso trabajo de campo, entrevistas, etnografía virtual y una encuesta realizada entre dos de los principales grupos de Facebook especializados en la temática en Argentina, propongo resaltar que no hay indicadores que demuestren (o apoyen con fuerza) una separación entre los fanáticos y seguidores del anime, y aquellos fanáticos de los juegos de video. Por el contrario, entiendo que la auto-adscripción a la categoría gamer, en estos grupos y eventos, es más bien una de las tantas estrategias que se adoptan para lidiar con la estereotipación negativa hacia los otakus, antes que tratarse de una separación identitaria.
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Surya, Ahmad, Admi Nazra, and Narwen . "SOLUSI SISTEM PERSAMAAN MATRIKS FUZZY." Jurnal Matematika UNAND 6, no. 2 (July 11, 2017): 34. http://dx.doi.org/10.25077/jmu.6.2.34-42.2017.

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Sistem linier fuzzy merupakan salah satu aplikasi pokok dari aritmatika bilangan fuzzy. Sistem persamaan matriks fuzzy dibentuk dari sejumlah sistem linier fuzzy yang solusinya dapat dicari dengan menggunakan berbagai metode. Masalah pada sistem persamaan matriks fuzzy terletak pada entri-entrinya yang merupakan bilangan fuzzy, sehingga tidak dapat diselesaikan dengan cara seperti pada matriks dengan entrientrinya yang merupakan bilangan riil biasa. Sistem persamaan matriks fuzzy dapat diselesaikan dengan menggunakan metode Friedman dan metode yang diberikan oleh Mahmood Otadi dan Maryam Mosleh. Sistem persamaan matriks fuzzy yang diselesaikan dengan metode yang diberikan oleh Mahmod Otadi dan Maryam Mosleh terbukti lebih efisien.Kata Kunci: Sistem linier fuzzy, Aritmatika bilangan fuzzy, Bilangan fuzzy, Sistem persamaan matriks fuzzy
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Sangani, K. "Otaku world." Engineering & Technology 3, no. 19 (November 8, 2008): 94–95. http://dx.doi.org/10.1049/et:20081920.

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Brazo, Dionísio De Almeida, and Ari Da Silva Fonseca Filho. "Turismo Otaku." Revista Turismo em Análise 29, no. 2 (June 14, 2019): 273–91. http://dx.doi.org/10.11606/issn.1984-4867.v29i2p273-291.

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A proposta do presente artigo foi demonstrar os resultados dos estudos acerca da tipologia Turismo Otaku, sendo esta compreendida como segmentação do turismo cultural. Os objetivos específicos foram: levantar as produções bibliográficas acerca do Turismo Otaku e mundialização; investigar as motivações destes turistas no que tange seus comportamentos, interesses e consumo; por fim, analisar essa tipologia do turismo, destacando seu potencial e principais destinos visitados. A pesquisa foi de cunho exploratório, pautada em pesquisa bibliográfica com autores que abordam o Turismo, tais como Molina (2003), Rodrigues (2001), Urry (2007); o turismo cultural foi embasado especialmente em Pereiro Pérez (2009); a Cultura Pop Japonesa em Sato (2007), Nagado (2007), Oka (2005); o processo de Territorialização, Desterritorialização e Reterritorialização (TDR) em Ortiz (2000/2006) e Turismo Otaku em Simon (2015) e Fernandes (2013). Realizamos também uma pesquisa virtual, por meio de questionário, com perguntas abertas e fechadas, para traçar o perfil, interesses e motivações do público em questão. Contudo, destacamos a dificuldade que é aproximar o turismo das pesquisas sobre a cultura pop japonesa, visto as restritas produções bibliográficas acerca do tema.
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Fitriani, Indah, Lina Meilinawati, and N. Rinaju Purnomowulan. "Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu." Jurnal Humaniora 28, no. 2 (November 12, 2016): 176. http://dx.doi.org/10.22146/jh.v28i2.16400.

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This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum for youth community media and technology enthusiasts, like manga (Japanese comics), anime (Japanese cartoons), video games, computers, and the Internet. In the process, otaku who initially labeled negatively has contributed significantly to Japan as the most advanced industrialized country in Asia, not only in the field of culture, but also in the fields of science and economics. Using data from Japanese poem anthology (senryu) in Otaku Senryu(OS), this paper focuses on 1) distinctiveness of otaku character and; 2) factors supporting construction of otaku’s character. The method applies Riffaterre’s semiotic approach. The result obtained is that the otaku distinctiveness lies in their tendency to not be able to escape media and technology. Media and technology have transformed them into a difficult person in interacting and communicating directly with others as they have become introverted, obsessive, and also consumptive.
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Van Haecke, Pieter-Jan. "Female idols in Japan: Desiring desire, fantasmatic consumption and drive satisfaction." East Asian Journal of Popular Culture 6, no. 1 (April 1, 2020): 77–92. http://dx.doi.org/10.1386/eapc.00016_1.

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In this article, the author explores the idol-phenomenon in Japanese society and, more specifically, how the relation between the idol-image and the otaku should be understood. By analysing the way in which the otaku interacts with his desired idol-image, the author is able to explain how an otaku comes to desire an idol-image and how his supportive consumption of her commodities constitutes an investment in her grand-narrative of lack. He also shows how this consumption, as driven by the otaku’s desire to desire, concerns a consumption of fantasies of the supposedly writable sexual relationship as well as a consumption of images that satisfies the scopic drive. Eventually, the author concludes that the interaction of the otaku with his desired idol-image, an interaction devoid of female subjects, remains beyond any true love whatsoever.
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TSUKUDA, Nobuo. "Machizukuri of Otaru." Japanese Journal of Real Estate Sciences 18, no. 2 (2004): 56–61. http://dx.doi.org/10.5736/jares1985.18.2_56.

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Kormilitsyna, Ekaterina. "The Otaku-Hero." Film Matters 6, no. 3 (September 1, 2015): 21–27. http://dx.doi.org/10.1386/fm.6.3.21_1.

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Perloff, Joseph K. "Remembering Sadao Otani." American Journal of Cardiology 111, no. 10 (May 2013): 1537–38. http://dx.doi.org/10.1016/j.amjcard.2013.03.002.

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Mackay, Christina. "Three Cheers! Otaki." Architectural History Aotearoa 4 (October 31, 2007): 51–58. http://dx.doi.org/10.26686/aha.v4i0.6745.

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The District Plan Heritage Register for Ōtaki, Kāpiti Coast includes nine buildings from 1890s; two residences, a children's home, a maternity hospital, solicitors' offices, a church and three hotels – the Jubilee (1891), Telegraph (1895) and Railway (1891) (Kapiti Coast District Council "Heritage Register" v 1, s I, pp 9-11). The Telegraph and Railway hotels continue to serve patrons today, but the Jubilee Hotel is currently a community house, the House of Hope. Two other hotels operated in Ōtaki in 1890s, the Family (1881) and the Central (1893). This paper focuses on the development and role of these hotels within Ōtaki in 1890s and then tracks the changing patterns of use against the alterations to the building fabric since that time.
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Dissertations / Theses on the topic "Otadui"

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Permanyer, Ugartemendia Ander. "La Participación española en la economía del opio en Asia Oriental tras el fin del Galeón." Doctoral thesis, Universitat Pompeu Fabra, 2013. http://hdl.handle.net/10803/129731.

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El fin del Galeón de Manila supuso un hecho trascendental en la economía de Asia Oriental. En el caso de la Real Compañía de Filipinas, entonces en ocaso, se vio plenamente mermado su acceso a la plata latinoamericana, que era una de sus bazas principales en sus factorías de Calcuta y Cantón. Esto motivó la reorientación de las actividades privadas de los empleados de la Compañía hacia el comercio del opio, coincidiendo con su estallido, con el apoyo financiero de inversores manileños. El presente trabajo identifica y analiza dichas actividades, que están en la raíz de la destacada firma británica Jardine, Matheson & Co., y las sitúa en el conjunto del comercio europeo en Asia, al que los españoles indudablemente hicieron una importante aportación en un momento clave en la evolución de la economía del opio y del conjunto de la historia de la China moderna.
The end of the Manila Galleon was a highly influential event for East Asian economy. The activities of the then declining Spanish Royal Philippine Company were deeply affected by such event: the Company was deprived, mainly in its factories in Calcutta and Canton, of one of its most important assets, namely the access to Latin American silver. Thus, the Company’s employees redirected their private activities towards the then booming opium business, with the financial support of Manila investors. This study identifies and analyses these activities, which are in the roots of what later became Jardine, Matheson & Co., and places them in the context of the European trade in Asia, to which the Spanish undoubtedly made a very important contribution in an key period of the opium economy and modern China historical development.
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Perillán, Luis. "OTAKUS en Chile." Tesis, Universidad de Chile, 2009. http://repositorio.uchile.cl/handle/2250/106188.

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

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Made available in DSpace on 2016-06-02T19:00:21Z (GMT). No. of bitstreams: 1 2879.pdf: 1613390 bytes, checksum: 7c81475fc7aead8c03990cbdd204f5f4 (MD5) Previous issue date: 2009-02-10
Universidade Federal de Minas Gerais
The interest by the outbreak of a group of people that are admirers of the Japanese pop culture - especially by the comic books (mangas) and the cartoons (animes) is what led me to the developing of this research, in which my goal is to understand the logic of the sociability among the consumers of these medias, through the use of some very important anthropological concepts, such as the sociability, the cultural consume and life style. To do so, I started a study that began at the mangas and animes conventions, where the otakus meet to participate in contests and workshops, as well as to watch the animes and musical presentations, and also to discuss their own stories. Beyond the merely social nature, these conventions have eventually became the first step to those who wish to enter the pop culture universe, besides being a way of assertion of a specific juvenile condition to those who are already a part of it.
O interesse pelo surgimento de um grupo aficionado pela cultura pop japonesa especialmente pelas histórias em quadrinhos (mangás) e pelos desenhos animados (animes) , me levou ao desenvolvimento dessa pesquisa na qual busco compreender a lógica da sociabilidade existente entre os consumidores dessas mídias tangenciando alguns conceitos caros à antropologia, tais como a sociabilidade, bem como o consumo cultural e o estilo de vida. Para tanto dei início a uma etnografia que teve como ponto de partida as convenções de mangás e animes, nas quais os otakus se encontram para participar de concursos, oficinas, para assistirem aos animes e apresentações musicais e trocarem experiências. Para além do caráter puramente comercial, essas convenções acabaram se tornando espaços de iniciação para aqueles que desejam ingressar neste universo de cultura pop, além de serem espaço de afirmação de uma dada condição juvenil para aqueles que já fazem parte dele.
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Katekawa, Henrique Eidin. "Fenômeno otaku: de problema social à solução política." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8157/tde-13032017-110556/.

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No Japão, o fenômeno otaku se popularizou no final dos anos 1980 por causa do assassino em série Tsutomu Miyazaki. A mídia japonesa rapidamente o identificou como um otaku, uma pessoa obcecada pela indústria do entretenimento, e nos anos 1990 o indivíduo otaku ficou conhecido como um grande problema social. Contudo, nos anos 2000, o governo japonês colocou em prática seu plano político Cool Japan, que promovia a divulgação da cultura pop japonesa ao mundo. O indivíduo otaku, sendo um grande consumidor de cultura pop japonesa, deixou de ser considerado um problema para se tornar parte de uma solução política. O fenômeno otaku foi pesquisado com o objetivo de descobrir como essa transformação ocorreu. Para isso, foi necessário pesquisar: a origem do indivíduo otaku; sua relação com sociedade; e a teoria filosófica de Hiroki Azuma sobre a relação entre os consumidores japoneses e a cultura pop japonesa. Foi possível afirmar que a imagem do indivíduo otaku melhorou porque a sociedade japonesa mudou sua relação de consumo com os produtos culturais. Assim como os indivíduos otaku, a sociedade japonesa passou a consumir não pelo produto em si, mas pelas configurações que possui em suas imagens japonesas. Não houve evidências o suficiente para afirmar, mas no final houve a suposição de que talvez a imagem do indivíduo otaku tenha melhorado porque a sociedade japonesa esteja se tornando otaku.
In Japan, the otaku phenomenon became popular in the late 1980s because of the serial killer Tsutomu Miyazaki. Japanese media identified him quickly as an otaku, a person obsessed with the entertainment industry, and in the 1990s the otaku became known as a major social problem. However, in 2004, the Japanese government started its political plan named Cool Japan, which promoted the dissemination of Japanese pop culture to the world. Being a major consumer of Japanese pop culture, the otaku was no longer considered a problem, but became part of a political solution. The otaku phenomenon has been investigated in order to find out how this transformation occurred. Thereunto, it has been researched: the otakus origin; his relationship with society; and the philosophical theory of Hiroki Azuma on the relationship between Japanese consumers and the Japanese pop culture. It was possible to state that the otakus image improved because Japanese society changed its consumer relationship with cultural products. As well as those considered otaku, Japanese society began to consume not because of the product itself, but because of its settings in Japanese images. There was not enough evidence to affirm, but in the end there was the assumption that perhaps the otakus image has improved because Japanese society itself is becoming otaku.
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Issa, Victor Eiji. "Otaku: um sujeito entre dois mundos. Refletindo sobre o diálogo existente entre ficção e realidade." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8134/tde-01062015-154037/.

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Os personagens centrais desta pesquisa são os otakus, que podem ser descritos como fãs aficionados por mangás e animes, que passam boa parte de seu tempo entretidos com estes elementos (além de alguns outros) da cultura pop japonesa, vínculo este que exerce influência sobre sua visão de mundo e sobre o modo como agem em seu cotidiano. O foco central da pesquisa será a busca pela compreensão da relação existente entre ficção e realidade. Parto da ideia de que a ficção não é um simples produto do contexto sociocultural no qual é produzida: de fato é fruto deste contexto, porém na medida em que apresenta uma leitura, um modo de ver que extrapola os limites da realidade, ela pode ser vista como um agente ativo, transformador, como um agente que estimula a construção de novas percepções sobre o mundo que nos cerca.
The central characters of this research are the otakus, who can be described as fans of mangá and anime, who spend much of their time entertained with these (and some others) elements of Japanese pop culture, a linkage that influences their worldview and the way they act in their daily lives. The central focus of the research is the quest for understanding the relationship between fiction and reality. My assumption is the idea that fiction is not simply a product of the sociocultural context in which it is produced: in fact it is a product of this context, but as it is a way of reading, a way of seeing, which goes beyond the limits of reality, fiction may be thought of as an active agent, transformer, an agent that stimulates the construction of new insights about the world around us.
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Shedd, Jesse Bernard. "Portrait of an anonymous image board: the board-tans of 4chan." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53595.

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Compared to other online communities, relatively little is written academically about 4chan. This is likely because of the widespread use of politically incorrect language and images, the ephemerality of its content and its generally negative reputation. 4chan is a “image-based bulletin board where anyone can post comments and share images” related to a subject (4chan FAQ). When many hear 4chan, what often comes to mind is a dangerous website full of malicious internet trolls and hackers. While its undeniable that malicious internet trolls and hackers do frequent the site, journalists including those from Fox News, The Washington Post, The Guardian, and so on, assume an association between 4chan headline events and the general 4chan population (Dewey 2014; Fox 2009; Smith 2008). This ‘dangerous place’ has created or popularized numerous memes, or cultural genes, that many enjoy, such as Advice Animals, LolCats and RickRolling (Dawkins 1990; Smith 2008). The purpose of this paper is to expand the understanding of 4chan's culture and examine the usefulness of the moe anthropormophizations (a cute personification of a non-human thing) of 4chan’s boards, the Board-tans, to understanding each board’s culture and 4chan’s larger culture. The paper aims to shed light on the often misinterpreted internet cultural juggernaut that is 4chan.org, specifically identifying aspects about its cultural identity, and methods of communication.
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Brisset, Maxime. "Médias et stéréotypes sociaux : Représentations de l’otaku japonais." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33181.

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Au Japon, le terme otaku désigne toute personne ayant un intérêt prononcé pour les produits de la culture populaire, en particulier les médias de divertissement comme la bande dessinée, le dessin animé, les jeux vidéo et leurs produits dérivés (figurines, modèles, costumes, etc.). Absorbé par son loisir et censément incapable de distinguer la réalité de la fiction, l’otaku est vu comme un sujet improductif et socialement inadapté voire dangereux. Cette étude a pour objectif de cerner les composantes du stéréotype façonné par le discours de presse et de les confronter aux représentations qu’en donne le milieu otaku à partir du film Otaku no Video (1992) explicitement réalisé pour rectifier cette image. Le film est composé de deux volets dialogiquement imbriqués l’un dans l’autre : d’une part, un dessin animé relatant le parcours d’un jeune Japonais qui devient otaku, récit initiatique fondé sur le vécu personnel et professionnel de ses auteurs; d’autre part, une série de dix « portraits » d’otaku sous forme d’entrevues en prises de vues réelles mais fictives. Le premier chapitre de l’étude explore l’origine et les formes de l’« étiquetage » (Becker, Kam) ainsi que les fondements de l’ostracisme qui frappe les otaku à cause de leur attrait pour l’« imaginaire » aux dépens du « fonctionnalisme institutionnel » (Castoriadis), ce par quoi on peut les considérer comme sujets postmodernes, producteurs et consommateurs de « simulacres » (Baudrillard, Azuma). Consacré au volet animé, le deuxième chapitre analyse les procédés narratifs utilisés pour déconstruire les représentations publiques stéréotypées et interroge les enjeux de ce contre-discours : que signifie la confrontation de deux figures masculines dont celle de l’otaku opposée à l’idéal japonais de l’homme productif et dévoué au bien commun? Le troisième chapitre cherche à éclairer le paradoxe des entrevues qui jouent avec humour sur la désinformation propagée dans la presse tout en expliquant les aspects inconnus ou moins connus de l’otakisme, phénomène aujourd’hui transnational et positivement connoté hors de son milieu d’origine.
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Visockis, Edvinas. "Otaku Kultūros Tapatumo Formavimas: Šiaulių Klubo "Yorokonde" Atvejo Analizė." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20140717_083851-87360.

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Bakalauro baigiamajame darbe nagrinėjamas otaku kultūros tapatumo formavimas Šiaulių Japonijos kultūros entuziastų klube „Yorokonde“. Darbą sudaro dvi dalys: teorinė ir praktinė. Teorinėje dalyje analizuojamos įvairių autorių tapatumo teorijos, kalbančios apie savikonstrukciją ar socialiai sukonstruojamą asmenį. Taip pat nagrinėjami skirtingi požiūriai į popkultūrą. Empirinėje dalyje rekonstruojama Japonijos kultūros plitimo chronologija, aiškinamasi otaku sąvokos problematika ir reikšmė. Analizuojamas otaku tapatumas ir jo formavimas per otaku veiklą. Išskiriama anime ir mangos svarba susidomėjimui Japonijos kultūra, iš to kylančios naujos kategorijos. Aiškinamasi kas yra cosplay bei kaip tai siejasi su pankiškosiomis „Do-it-yourself“ idėjomis. Nagrinėjamas homoseksualių mangų žanras yaoi, bei japonų kalbos įterpimas otaku kalboje.
The Bachelor‘s thesis analyses otaku cultural identity formation in Šiauliai Japanese culture enthusiasts club „Yorokonde“. The work consists of two parts, theoretical and practical. The theoretical part analyses the various authors talking about identity theories of self construction or socially constructed person. It also examines different approaches to the pop culture. In the empirical part Japanese culture spreading chronology is reconstructed. The concept of otaku term issues and implications is examined. Otaku identity and its formation through the activities of the otaku is analysed. Anime and manga importance to the interest of Japanese culture is extracted in the work.Examined relation between punk „Do-it-yourself“ ideas and cosplay, and also what cosplay is. Examined homosexual manga genre yaoi, and Japanese language usage in otaku speech.
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Collao, Kehr Francisca Almendra, and Oyanadel Mónica Alessandra Rivera. "Chilenos adoptando Asia: Corea del Sur y Japón." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/135736.

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Memoria para optar al título de Periodista
Los chilenos han presenciado cambios culturales durante las últimas décadas. Entre ellos, la revolución del Internet y la globalización1 que han permitido que diferentes rasgos propios de otros países se inserten en la cotidianeidad del chileno común. Sin embargo, ya no se puede decir que los habitantes de Chile sólo han sido influenciados por la cultura mapuche (y otras similares), la española y los diferentes países de los que provinieron colonos europeos. Los chilenos se han podido acercar a otras nacionalidades – poco comunes en nuestro territorio pero con presencia cada vez más fuerte en lo cultural y económico- gracias a la comida como primer factor: En un ejercicio simple, en el sitio especializado en turismo nacional www.800.cl, se encuentran más de 225 restaurantes de comida japonesa, 80 de comida china y 10 de comida coreana repartidos en toda la ciudad de Santiago2. Considerando que en nuestro país existen más de 1.010 restaurantes vinculados al turismo3, podemos asegurar que al menos el 30% de ellos es de comida asiática. A través de esto se observa un claro ejemplo de sincretismo cultural al corroborar que los ingredientes de estas recetas son adaptados a nuestros recursos: al sushi se le añade palta, ingrediente imposible de encontrar en la comida japonesa, y en los restaurantes de comida coreana existe como opción el comer platos con una cantidad regulada de picante. Siguiendo con el primer ejemplo, hace unos años comer sushi era sinónimo de poseer cierto status, porque en ese tiempo no era un alimento común y los precios eran más altos que los actuales. Ciertos grupos se diferenciaban del resto al poder “comer con palitos”, pero hoy en día este tipo de “comida rápida” ha pasado a ser un snack que se puede encontrar en cualquier mesa chilena y en muchos lugares de comunas como Providencia o Santiago, siendo parte de la dieta habitual de ejecutivos y hasta de estudiantes universitarios. Es así como se presenta también un escenario totalmente diferente en el que los mismos chilenos han aprendido a hacer su propia comida oriental, en base a ingredientes que compran en tiendas cercanas, lo que hace que las preparaciones no sean tan difíciles y que cualquiera pueda llegar a decir “yo sé cocinar mi propio sushi”, lo que llegaría a brindar “cierto plus” frente a los ojos de algunas personas. Junto con esto, en el Barrio Patronato de Santiago existen supermercados en los que se puede comprar ingredientes de origen coreano y chino y cada vez son más las personas que prueban los productos de este tipo de negocios. Además, ha habido una gran apertura en los medios de comunicación hacia estos establecimientos: es común ver algunas notas periodísticas en la televisión chilena referentes al tema.
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Watts, Mark Leonard. "The imagined life of an Otaku collector, or to be a Cosplay star." Click here to access this resource online, 2008. http://hdl.handle.net/10292/744.

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This project explores my relationship with elements of Japanese culture. Central to the project will be the Japanese practice of cosplay (dressing in costume), otaku (geek) subculture and their influences in the worlds of Japanese manga comic books and animated films. It will focus on the importance of kawaii (cute) in Japanese culture. The artworks will explore notions of identity and the ‘space between’. I shall do this through the gathering of Japanese objects which will be fused with my own image. I shall use photography, print and digital manipulation finishing in a sculptural installation referencing pop culture and commercial display. This project will constitute 80% practical work to be presented in a final exhibition piece accompanied by 20% written exegesis.
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Books on the topic "Otadui"

1

Mardon, Rajab. Otashi dil. Dushanbe: "Adib", 1993.

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Otashi jonafrūz. Dushanbe: Adib, 2011.

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Meert, Ramses. Otaku. Amsterdam: Nijgh & van Ditmar, 1999.

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Heagle, David. Otaku. [Brooklyn, N.Y: Artichoke Yink Press], 2000.

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Goshuden Otaki. Tōkyō: Kōdansha, 1993.

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Arsovska, Tamara. Otade minlivosta. Skopje: Makedonska kn., 1994.

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Džeparoski, Ivan. Otade sistemot. Skopje: Kultura, 2000.

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Ākāśa Gaṅgāko otamuni: Upanyāsa. [Kathmandu]: Kirāvā Chūm, 1992.

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Siz otamni taniĭsiz: Badia. Toshkent: "Akademiya", 2008.

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Bakevski, Petre. I otade sonot. Skopje: Misla, 1996.

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Book chapters on the topic "Otadui"

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Galbraith, Patrick W. "Otaku Consumers." In Japanese Consumer Dynamics, 146–61. London: Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230302228_8.

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Steinberg, Marc, and Edmond Ernest dit Alban. "Otaku Pedestrians." In A Companion to Media Fandom and Fan Studies, 289–304. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119237211.ch18.

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Larsen, Miranda Ruth. "Fandom and Otaku." In A Companion to Media Fandom and Fan Studies, 277–88. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119237211.ch17.

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Masugata, Kinya. "Otani: a Kierkegaardian Fellow of the Dead." In Kierkegaard and Japanese Thought, 219–30. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230589827_13.

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Kawakami, H., H. Suwa, H. Marui, O. Sato, and K. Izumi. "The Otari debris flow disaster occurred in December 1996." In Slope Stability Engineering, 1379–84. London: Routledge, 2021. http://dx.doi.org/10.1201/9780203739600-130.

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Horikawa, Saburo. "A City with a Grudge: A History of the Port City of Otaru." In Why Place Matters, 79–110. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71600-4_3.

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Horikawa, Saburo. "The Case for Change: The “Canal Issue” from the Perspective of the Otaru City Government." In Why Place Matters, 111–44. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71600-4_4.

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Shigenobu, Yuya, Ken Fujimoto, Daisuke Ambe, Hideki Kaeriyama, Tsuneo Ono, Takami Morita, and Tomowo Watanabe. "Evaluating the Probability of Catching Fat Greenlings (Hexagrammos otakii) Highly Contaminated with Radiocesium off the Coast of Fukushima." In Impacts of the Fukushima Nuclear Accident on Fish and Fishing Grounds, 155–61. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-55537-7_12.

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King, Edward. "Otaku Culture and the Virtuality of Immaterial Labor in Maurício de Sousa’s Turma da Mônica Jovem." In Virtual Orientalism in Brazilian Culture, 47–71. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1057/9781137462190_3.

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Horikawa, Saburo. "What Was Won? What Was Lost?: The Transformation of the Otaru Townscape in the Post “Canal War” Period." In Why Place Matters, 255–332. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71600-4_6.

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Conference papers on the topic "Otadui"

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Chang, Che-Chang, and Fang-Tzu Chen. "A study for Chinese Otaku while web shopping." In INTERNATIONAL CONFERENCE OF COMPUTATIONAL METHODS IN SCIENCES AND ENGINEERING 2014 (ICCMSE 2014). AIP Publishing LLC, 2014. http://dx.doi.org/10.1063/1.4897762.

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Okuno, Keitaro. "The Japanese OTAKUs' One Month Activity Just after the 3.11 Earthquake." In 2013 International Conference on Signal-Image Technology & Internet-Based Systems (SITIS). IEEE, 2013. http://dx.doi.org/10.1109/sitis.2013.72.

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Dedan, Danzeng. "An Investigation on People’s Perception of the Otaku Subculture in China." In 2021 2nd International Conference on Mental Health and Humanities Education(ICMHHE 2021). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210617.137.

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Zhu, Weihang. "Haptic Guided Rigid Body Dynamics Study for Virtual Assembly in Mainstream CAD Systems." In ASME 2007 International Mechanical Engineering Congress and Exposition. ASMEDC, 2007. http://dx.doi.org/10.1115/imece2007-41513.

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This paper presents our exploration in Haptic-guided Dynamics Simulation in a mainstream Computer-aided Design (CAD) System. Haptic interface, by providing force feedback in human-computer interaction, can improve the working efficiency of CAD/CAM (Computer-aided Design and Manufacturing) systems in a unique way. The full potential of the haptic technology is best realized when it is integrated effectively into the product development environment and process. For large manufacturing companies this means integration into a commercial CAD system [Stewart 1997]. Built on our past foundation work on an infrastructure of haptically enhanced CAD system [Zhu 2006], this research continues to explore the algorithms for dynamics simulation guided with haptic interface. This is fundamental to other tasks such as Virtual Assembly and Digital Mock-up. The research follows a modular haptic rendering algorithm for stable and transparent 6-DOF manipulation as presented in [Otaduy 2006], with improvements by leveraging the built-in CAD system functions and third party Dynamics Engines. The native CAD models are converted to triangulated meshes which are used in object-object collision detection and dynamics response computation. The major contribution of this paper is that we have developed a feasible methodology for haptic-guided dynamic interactions among CAD models inside mainstream CAD systems. It lays the foundation for future tasks such as direct CAD model modification and virtual assembly with the aid of haptic interface.
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Chang, Che-Chang. "What Otaku consumers care about: The factors influential to online purchase intention." In 11TH INTERNATIONAL CONFERENCE OF NUMERICAL ANALYSIS AND APPLIED MATHEMATICS 2013: ICNAAM 2013. AIP, 2013. http://dx.doi.org/10.1063/1.4825523.

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Hoffman, Paul F., Eric J. Bellefroid, Eben Blake Hodgin, Malcolm S. W. Hodgskiss, Glenn R. Jasechko, Benjamin W. Johnson, Kelsey Lamothe, and Samuel J. C. LoBianco. "WHY ARE CRYOGENIAN GLACIAL DEPOSITS ARE LOCALLY THICK, WHILE REGIONALLY THIN?: CASE STUDIES FROM THE OTAVI GROUP OF NAMIBIA." In GSA Annual Meeting in Denver, Colorado, USA - 2016. Geological Society of America, 2016. http://dx.doi.org/10.1130/abs/2016am-276796.

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Lu, Zhicong, Chenxinran Shen, Jiannan Li, Hong Shen, and Daniel Wigdor. "More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411764.3445660.

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