Dissertations / Theses on the topic 'Otakus'
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Perillán, Luis. "OTAKUS en Chile." Tesis, Universidad de Chile, 2009. http://repositorio.uchile.cl/handle/2250/106188.
Full textWinterstein, Claudia Pedro. "Mangás e animes : sociabilidade entre cosplayers e otakus." Universidade Federal de São Carlos, 2009. https://repositorio.ufscar.br/handle/ufscar/193.
Full textUniversidade 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.
Galeana, Salinas Alicia. "Evento otaku como detonante de visitantes en el Municipio de Chimalhuacán." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2021. http://hdl.handle.net/20.500.11799/111437.
Full textActualmente, se conocen una gran variedad de mezclas culturales entre los cuales se encuentran los procesos de producción en alimentos industrializados, lo que permite percibir el fenómeno de la hibridación en la aceptación y cambios de conducta respecto a los patrones de alimentación en los jóvenes (Vera et al., 2014). También Valenzuela (2012) menciona que, a través de las nuevas tecnologías de la información, en las que ni siquiera los grupos más apartados se salvan por poner un ejemplo, la identidad de grupos étnicos se ve trastocada por el influjo de la cultura de consumo. Como en el caso de “Mare advertencia Lirika”, una mujer oaxaqueña de origen zapoteco que encontró en el género del Hip-Hop, una forma de expresar sus ideas que, por supuesto, son expresiones culturales híbridas. Estos son algunos casos de procesos de hibridación cultural. De este modo, la cultura otaku también es resultado de la apropiación y adaptación por la comunidad consumidora de productos generados en Japón. Como el anime que son producciones de animación japonesa y el manga mejor conocido como el cómic Japón en donde mayormente se han basan las creaciones animadas y que han sido bien recibidas por los fans de todo el mundo, lo que ha generado también movimientos turísticos, impactando en eventos masivos de aficionados. Las convenciones de anime y manga se han realizado en diferentes partes de mundo, de manera específicamente en la Ciudad de México se llevan efectuando desde el año de 1990, convocando a gran número de aficionados que mayoritariamente se denominan otakus. En este presente trabajo se plantea conocer las condiciones necesarias para generar un evento otaku como detonante de visitantes en el municipio de Chimalhuacán. De las cuales, las variantes de estudio para determinar las condiciones de un evento son; los jóvenes otakus, las áreas culturales administrativas y la gestión para la realización de eventos especiales, en este caso dedicados al anime y manga en el municipio de Chimalhuacán. Con el propósito de generar una convivencia para la población que forma parte del interés cultural otaku, en este sentido la propuesta aquí reflejada como una opción viable es la realización de un evento cultural en Chimalhuacán, para la población que esté interesada en asistir. En el caso de la comunidad otaku que ha asistido a convenciones, estos eventos de gran magnitud son del gusto y disfrute. Comprender que los procesos de la gestión cultural se adaptan a todo tipo de interés, como en este caso, intereses propios de una comunidad como el anime y el manga que son elementos también a considerar en el ámbito turístico de eventos culturales.
Cavalcante, JoÃo Paulo Braga. "ConexÃes entre o Mundo On-line e a "Vida Off-Line": Otakus e Cultura de Consumo na Era da Internet." Universidade Federal do CearÃ, 2008. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=4788.
Full textEsta pesquisa teve como meta analisar questÃes relacionadas a mudanÃas na cultura de consumo contemporÃnea decorrentes da interaÃÃo entre agentes sociais e novas mÃdias eletrÃnicas nos moldes da World Wide Web Tal interaÃÃo resultou na crescente autonomia do agente perante os emissores oficiais de produtos e informaÃÃo Constatou-se que redes de consumidores organizadas em subculturas tÃm criado canais nÃo oficiais de compartilhamento de mensagens burlando barreiras legais e territoriais Este fenÃmeno foi observado na subcultura de consumo conhecida como otaku de origem japonesa O termo designa indivÃduos aficionados em animes e mangÃs animaÃÃes e quadrinhos japoneses respectivamente O otakismo à um movimento inerente a globalizaÃÃo cultural e retrata uma forte ligaÃÃo das novas tecnologias digitais com uma juventude pÃs-dÃcada de 1980 mais individualista e mais independe dos meios de comunicaÃÃes oficiais O crescimento do otakismo pÃde ser observado na cidade de Fortaleza onde ocorre todos os anos uma das maiores convenÃÃes de animes do Brasil a Super Amostra Nacional de Animes (SANA) com um nÃmero cada vez maior de freqÃentadores Os mÃtodos de anÃlise foram qualitativos e quantitativos com enquete exploratÃria na ocasiÃo da SANA entrevistas nÃo-estruturadas e etnografia em ambientes virtuais direcionada para a descoberta da natureza das relaÃÃes sociais nestas novas mÃdias multidirecionais (todos os envolvidos sÃo emissores receptores e produtores ao mesmo tempo) Concluiu-se que a subcultura otaku vem adaptando as novas tecnologias digitais particularmente a Internet para seus propÃsitos de consumo e para a ampliaÃÃo das possibilidades de relacionamento interpessoal
This research aimed to analyze the subjects related to social changes in the contemporary consumption culture due to interaction between social players and new electronic medias according to World Wide Web This interaction comes from the social playerâs growing autonomy against the authorized issuer of product and information Iâve founded that consumer networks structured by subcultures have created unauthorized channels of sharing of messages circumventing the law This phenomenon was observed in a consumption subculture known as otaku whose origin is Japanese This term means an enthusiast of Japanese animes mangas cartoon and comics The otakism is a movement intrinsic to culture globalization and it looks at a powerful connection between new digital technologies and post-1980s youth that is more individualistic and more independent of authorized medias The growth of otakism could be observed in Fortaleza a city that hosts every year one of the biggest anime convention in Brazil called Super Amostra Nacional de Animes (SANA) Its numbers of visitors grows years after years The qualitative and quantitative methods of analyze were used in this research including exploratory poll in SANA event non-structured interviews and ethnography in virtual ambients The last one was designed to understand the quality of social relations in the multidirectional new medias where all players are issuers receptors and creators at the same time The research discovered that otaku subculture has been adapting the new digital technologies particularly the Internet for its consumption purposes and expansion of the possibilities of interpersonal relationships
CAVALCANTE, João Paulo Braga. "Conexões entre o mundo on-line e a vida off-line: otakus e cultura de consumo na era da internet." http://www.teses.ufc.br, 2008. http://www.repositorio.ufc.br/handle/riufc/1463.
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This research aimed to analyze the subjects related to social changes in the contemporary consumption culture due to interaction between social players and new electronic medias according to World Wide Web This interaction comes from the social player’s growing autonomy against the authorized issuer of product and information I’ve founded that consumer networks structured by subcultures have created unauthorized channels of sharing of messages circumventing the law This phenomenon was observed in a consumption subculture known as otaku whose origin is Japanese This term means an enthusiast of Japanese animes mangas cartoon and comics The otakism is a movement intrinsic to culture globalization and it looks at a powerful connection between new digital technologies and post-1980s youth that is more individualistic and more independent of authorized medias The growth of otakism could be observed in Fortaleza a city that hosts every year one of the biggest anime convention in Brazil called Super Amostra Nacional de Animes (SANA) Its numbers of visitors grows years after years The qualitative and quantitative methods of analyze were used in this research including exploratory poll in SANA event non-structured interviews and ethnography in virtual ambients The last one was designed to understand the quality of social relations in the multidirectional new medias where all players are issuers receptors and creators at the same time The research discovered that otaku subculture has been adapting the new digital technologies particularly the Internet for its consumption purposes and expansion of the possibilities of interpersonal relationships
Esta pesquisa teve como meta analisar questões relacionadas a mudanças na cultura de consumo contemporânea decorrentes da interação entre agentes sociais e novas mídias eletrônicas nos moldes da World Wide Web Tal interação resultou na crescente autonomia do agente perante os emissores oficiais de produtos e informação Constatou-se que redes de consumidores organizadas em subculturas têm criado canais não oficiais de compartilhamento de mensagens burlando barreiras legais e territoriais Este fenômeno foi observado na subcultura de consumo conhecida como otaku de origem japonesa O termo designa indivíduos aficionados em animes e mangás animações e quadrinhos japoneses respectivamente O otakismo é um movimento inerente a globalização cultural e retrata uma forte ligação das novas tecnologias digitais com uma juventude pós-década de 1980 mais individualista e mais independe dos meios de comunicações oficiais O crescimento do otakismo pôde ser observado na cidade de Fortaleza onde ocorre todos os anos uma das maiores convenções de animes do Brasil a Super Amostra Nacional de Animes (SANA) com um número cada vez maior de freqüentadores Os métodos de análise foram qualitativos e quantitativos com enquete exploratória na ocasião da SANA entrevistas não-estruturadas e etnografia em ambientes virtuais direcionada para a descoberta da natureza das relações sociais nestas novas mídias multidirecionais (todos os envolvidos são emissores receptores e produtores ao mesmo tempo) Concluiu-se que a subcultura otaku vem adaptando as novas tecnologias digitais particularmente a Internet para seus propósitos de consumo e para a ampliação das possibilidades de relacionamento interpessoal
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/.
Full textIn 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.
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.
Full textThe 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.
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/.
Full textThe 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.
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.
Full textBrisset, Maxime. "Médias et stéréotypes sociaux : Représentations de l’otaku japonais." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33181.
Full textGahrton, Daniel. "Takt och Otakt." Thesis, Kungl. Musikhögskolan, Institutionen för jazz, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-3081.
Full textBilaga: CD
Goldstein, Boris. "Otakar Ševčík - portrét houslového pedag oga." Master's thesis, Akademie múzických umění v Praze.Hudební a taneční fakulta. Knihovna, 2015. http://www.nusl.cz/ntk/nusl-202927.
Full textWatts, 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.
Full textSantos, André Noro dos. "A cultura otaku no Brasil: da obsessão à criação de um Japão imaginado." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20752.
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The objective of this thesis is to analyze the behavior of the Brazilian otakus and how they imagine and translate their obsession with the Japanese culture. As an empirical object we chose the manga created by Brazilians and some otaku communities reunited in social networks and pop culture events. The hypothesis is that in the translation of the otaku culture and its media products, rather than a language search that could generate, for example, a "mongrel manga", is the mimesis and the assimilation of a behavior and a way of life which, in the Brazilian version, becomes quite unique and, not rarely, distant from some stereotypes generated by the Japanese themselves. In this regard, we observe that the Brazilian otakus have nothing to do with the image of the introspective otakus that marked the beginning of the movement in Japan. The theoretical fundation was based on foreign (e.g. Azuma and LaMarre) and Brazilian (e.g. Luyten, Nunes and Almeida) bibliographies that analyzed the phenomenon. In methodological terms, the research was also extended to the social networks, which constitute the major means of communication of the otakus, as well as to places of concentration of these groups such as the Liberdade neighborhood in São Paulo. The results indicate that the Brazilian otaku culture was gradually becoming another way of commercializing an imagined Japan (Greiner 2015 and 2017), differing from other experiences by focusing exclusively on Japanese culture, without adopting a generic Asian image
O objetivo desta tese é analisar o comportamento dos otakus brasileiros e o modo como imaginam e traduzem a sua obsessão pela cultura japonesa. Como objeto empírico elegemos o mangá criado por brasileiros e algumas comunidades otaku reunidas em redes sociais e eventos de cultura pop. A hipótese é que na tradução da cultura otaku e de seus produtos midiáticos, mais do que uma pesquisa de linguagem que poderia gerar, por exemplo, um “mangá mestiço”, trata-se da mimese e da assimilação de um comportamento e de um modo de vida que, na versão dos brasileiros, torna-se bastante singular e, não raramente, distante de alguns estereótipos gerados pelos próprios japoneses. Neste sentido, observamos que os otakus brasileiros nada têm a ver com a imagem dos otakus introspectivos que marcaram o início do movimento no Japão. A fundamentação teórica partiu de bibliografias estrangeiras (e.g. Azuma e LaMarre) e brasileiras (e.g. Luyten, Nunes e Almeida) que analisaram o fenômeno. Em termos metodológicos, a pesquisa foi também ampliada para as redes sociais, que se constituem como o principal meio de comunicação dos otakus, assim como para locais de concentração desses grupos, como o bairro da Liberdade em São Paulo. Os resultados indicam que a cultura otaku brasileira foi, aos poucos, se transformando em mais um meio de comercialização de um Japão imaginado (Greiner, 2015 e 2017), diferenciando-se de outras experiências por focar exclusivamente na cultura japonesa, sem adotar uma imagem genérica asiática
Cepaité, Asta. "Medieproducenter och mediekonsumenter i otakt?" Doctoral thesis, KTH, Numerisk Analys och Datalogi, NADA, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-597.
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Cepaite, Asta. "Medieproducenter och mediekonsumenter i otakt? /." Stockholm, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-597.
Full textCollao, 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.
Full textLos 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.
Pachas, Abad Adriana Nicole. "Transculturación del anime: la construcción de la identidad de la comunidad otaku en Lima." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653163.
Full textGlobalization affects in different aspects the different countries of the world and proof of this inevitable convergence of cultures is anime and the impact that it has had and continues to have worldwide. Therefore, in the following research work, the general objective is to make an analysis of the transculturation process of the Naruto anime in generation Y and Z of the otaku community in Lima from 2000 to the present, and having specific objectives , analyze the influence of anime on the formation of their identity and analyze how the anime narrative influences that it remains a global phenomenon. Scholars such as: Luis Vidal and Alessandra Gamarra, have taken Naruto to explain, on the one hand, the cultural influence exerted by anime and the formation of a new subculture from it. On the other hand, the representation of hatred and war violence in Pain's pain paths. In other Latin American countries, different studies have also been carried out in relation to anime and its influence, from an audiovisual and sociological point of view. Finally, as for the study subjects in this research: you have Naruto anime and people within the range of 18-30 years old, anime fans.
Trabajo de investigación
Aoki, Beatriz Yumi. "Hatsune Miku: estudo sobre a constituição do ídolo virtual no cenário pop japonês." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21205.
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The theme of research is the virtual idol Hatsune Miku and her collective construction from the practices of her fans, who are responsible for most part of the production of related content (such as songs and images). This research aims to understand how the virtual idol in the Japanese pop scenario highlights the relation of the Japanese otaku to fantasy, having as our main hypothesis that, for the fan, fantasy is a form of reality and the notion of authorship is shared, suggesting an indistinction between creation, production and circulation. The methodology is based on the conceptual analysis of the constructive processes of the virtual idol, based on a literature review that describes otaku culture; on the studies of the fancelebrity relationship in the specific Japanese context and on the documentary research and analysis of the content produced concerning the object of this study. In this sense, the dissertation is structured in two main chapters: the first one analyzes the Japanese otaku culture and the context in which it is constituted, based on authors such as Barral (2000), Azuma (2009), Iwabuchi (2002), Kinsella (1998), Ōtsuka (2010), Condry (2013) and Robertson (1998); while the second aims to reflect on the constitution of the virtual idol and its forms of relationship with Japanese fans, mainly based on Conner (2016), Black (2012), Sone (2017) and Kinsella (1995). As a result, this research is expected to contribute on discussions concerning otaku culture and its understanding of fantasy, specifically in the Japanese context
O tema desta dissertação de mestrado é a ídolo virtual Hatsune Miku e a sua constituição coletiva a partir das práticas de seus fãs, responsáveis por grande parte da produção de seu conteúdo (como músicas e imagens). A pesquisa busca compreender como o ídolo virtual no cenário pop do Japão evidencia a relação do otaku japonês com a fantasia, tendo como hipótese principal que, para o fã, a fantasia é uma forma de realidade e a noção de autoria é compartilhada, sugerindo uma indistinção entre criação, produção e circulação. A metodologia baseia-se na análise conceitual dos processos construtivos do ídolo virtual, a partir da revisão bibliográfica que descreve a cultura otaku; nos estudos da relação fãcelebridade no âmbito específico japonês e na pesquisa documental e análise dos conteúdos produzidos em torno de nosso objeto de estudo. Nesse sentido, a dissertação estrutura-se em dois capítulos principais: o primeiro analisa a cultura otaku japonesa e o contexto no qual ela se constitui, tendo como fundamentação teórica autores como Barral (2000), Azuma (2009), Iwabuchi (2002), Kinsella (1998), Ōtsuka (2010), Condry (2013) e Robertson (1998); enquanto o segundo se propõe a refletir sobre a constituição do ídolo virtual e suas formas de relação com os fãs japoneses, a partir de Conner (2016), Black (2012), Sone (2017) e Kinsella (1995). Como resultado, espera-se que a pesquisa contribua nas discussões acerca da cultura otaku e de seu entendimento de fantasia, especificamente no contexto japonês
Lindemer, Philip [Verfasser]. "Zwerge, Orks und Space Marines : Eine Betrachtung von Otaku Lebenswelten im modernen Japan / Philip Lindemer." Bonn : Universitäts- und Landesbibliothek Bonn, 2019. http://d-nb.info/1179184467/34.
Full textEspinoza, Gutiérrez Carla. "Identidades culturales en transición: la identificación social al interior de la comunidad Otaku en Chile." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/139598.
Full textLas imágenes tienen una presencia constante en la vida moderna. Permanentemente, nos encontramos a merced de una interminable secuencia de estímulos cuya intencionalidad no siempre es clara. Los recursos icónicos de mecanismos tales como la publicidad y la propaganda tienen la capacidad de hablar directamente a nuestro inconsciente, convenciéndonos de que necesitamos uno u otro producto e incluso cambiando nuestro punto de vista sobre un tema específico. Con el desarrollo de nuevas tecnologías, que las dotaron de movimiento, el poderío de las imágenes pareciera haberse superado a sí mismo. Sin embargo, uno de los alcances más enigmáticos se encuentra sin duda en su capacidad de establecer nexos con los propios sujetos. Por ejemplo, no es raro ver cómo el espectador de una serie de televisión especialmente apasionante sufre, se emociona e incluso empatiza con los protagonistas. Dentro del público infantil y juvenil, un personaje particularmente atrayente se transforma sin esfuerzo en un ídolo digno de imitación. Esta conducta, si bien a un nivel bastante más refinado y complejo, se replica de manera constante al interior de la comunidad otaku chilena. Existe una relación latente entre la visualización de imágenes en secuencia y el inconsciente. Dicho vínculo ha sido explorado en diversos estudios, siendo Christian Metz -padre de la semiótica audiovisual- el primero en abordar este tema como problemática. De esta manera, los procesos cognitivos que el sujeto perceptivo lleva a cabo al momento de la visualización son conducentes a distintas formas de identificación que invaden el plano de lo social. El resultado es un choque cultural entre ~ 3 ~ oriente y occidente que ha evolucionado durante los últimos años gracias a la masificación de la cultura y la animación de origen japonés en nuestro país. Lo anterior es llevado a un plano de realidad social a través de la transición que ha ocurrido desde el fanático “old school” y aquel más “joven”. Las razones son muy diversas, pero sin duda el principal factor es la globalización como factor de inmediatez y facilidad para acceder a los contenidos. Ahí donde el otaku mayor de 25 años sólo podía obtener nuevas series y mercancías buceando entre grandes cantidades de objetos y películas en VHS del famoso mercado “Persa”, los nuevos fanáticos pueden descargar decenas de nuevas historias con apenas un click gracias a los archivos torrent y las numerosas comunidades virtuales que las suben a la web. Lo mismo ocurre si desean adquirir merchandise oficial de sus series favoritas. Si bien el popular “Eurocentro”, como comprobaremos más adelante, sigue siendo un gran foco de reunión para esta comunidad, hoy en día cualquier persona con una tarjeta de crédito puede comprar y recibir directamente en su casa objetos de todo tipo traídos directamente de Japón, algo inalcanzable para el fanático promedio de antaño. De ahí, quizás, nace esta rivalidad generacional en la que se enmarcan los relatos que componen el presente texto. Sin embargo, aun con las diferencias propias de la edad y los gustos personales, veremos que se trata de una colectividad donde prevalece un sentido de pertenencia que se rehúsa a la segregación etaria. Más allá de la forma o la facilidad con la que se consumen los productos alusivos a este tipo de animación, persiste una cohesión, anclada a un espacio físico indeterminado, capaz de articular a esta comunidad y ~ 4 ~ mantenerla en el tiempo. Se trata de un punto de encuentro transversal, donde las diferencias generacionales pierden momentáneamente su relevancia. Distintos factores, principalmente económicos, han impedido que la versión chilena de la comunidad otaku se establezca con la misma propiedad que su maestra nipona. Si bien en nuestro país no existe un centro neurálgico que reúna “todos los intereses y a todos los interesados”, la necesidad de convergencia se ha hecho patente en la construcción del “evento” o convención de anime como principal instancia de socialización. Su carácter y conformación básica se ha adaptado y mutado a la par con sus ocupantes, de manera que se ubicará al centro de esta narración como principal eje sobre el que se moverán los protagonistas de esta historia. Un multiverso de contenidos: Adaptaciones y apropiaciones La globalización, ese complejo mecanismo del que parecen emanar tanto los avances en materia comunicativa como las problemáticas en términos de lo social, tiene aquí una incidencia mayúscula. Sus alcances a la cultura han permitido la entrada de un flujo virtualmente interminable de contenidos diversos y disímiles. En el caso de la animación japonesa, su entrada al país estuvo marcada por reacciones tan opuestas como los background culturales de las partes involucradas. La presencia de la japoanimación en la televisión chilena, principalmente en señales abiertas, trajo consigo altísimos ratings que traspasaron segmentos tanto etarios como sociales. Simultáneamente, desde el principio una gran parte de la población nacional miró con cierta desconfianza a estos particulares dibujos animados de ojos exageradamente grandes. Pese a esta relativa desconfianza de sectores más ~ 5 ~ conservadores -alimentada por una seguidilla de desafortunados casos que detallaremos más tarde- la potencia con la que esta nueva tendencia golpeó a un público acostumbrado a contenidos mucho más limitados llegaría a expandirse para crear un complejo escenario multimedial. A diferencia de la animación occidental, que no suele expandirse más allá de la pantalla, la producción de juguetes y algunos videojuegos, su par oriental tiende a la proliferación en una cantidad extremadamente amplia de formatos: “La Japoanimación no agota el formato del video, sino que se interconecta con el Comic, Internet, Compact Disc, CD Rom, Video- Juegos, más una gama variada de objetos de merchandising, como poleras, afiches, cuadernos, autoadhesivos, etc.” (Del Villar, 2001, p.1). Lo que es más, incluso dentro de cada categoría es posible encontrar una multitud de subgéneros. Por ejemplo, el mundo de los juegos de video japoneses tiene una gran cantidad de variaciones entre las que se cuenta la novela visual para PC, los RPG o Role Playing Game -donde los participantes asumen la identidad de los personajes- y los populares Eroge, que se caracterizan por una temática y jugabilidad1 que privilegian el erotismo o directamente la pornografía. De esta manera, la gran diferencia que ostenta el mundo de la animación japonesa respecto de objetos culturales similares es el alto grado de especialización que está presente en su interior. Esto se materializa en la gran cantidad de tiendas exclusivamente dedicadas a uno u otro formato de este complicado multiverso, establecimientos que se han replicado en nuestro país en conjunto con varias otras instancias y mecanismos. Así, la naturaleza de micro-cultura que ostenta este movimiento cultural es un rasgo que queda validado en su capacidad de construirse y extenderse a través de una variedad de formatos. No obstante, su complejidad no se detiene ahí. Más allá de las extensas referencias que configuran el mundo de los otaku en su origen, con su exportación a otras partes de mundo dichas consideraciones deben conjugarse con la identidad local. El producto es un nuevo sistema de significación, en cuyo centro se encuentra la comunidad de fanáticos chilenos como principales actores y reactores de la construcción identitaria que los alberga. En términos prácticos, se pueden apreciar manifestaciones como la organización de convenciones en torno al universo de la japoanimación. El surgimiento de eventos propios como la reconocida Fan Viña, Anime Festival -el que posteriormente agregaría “Latinoamérica” a su nombre- Otaku Usach y muchas otras instancias que intentan emular a las mundialmente reconocidas Jump Fest2 o Comiket3 de Japón son la prueba de que se trata de una micro-cultura que no ha sido simplemente imitada, sino que ha requerido de una constante adaptación. Así, es claro que el fenómeno de la animación japonesa en Chile y la comunidad resultante de su importación dio lugar a una seguidilla de apropiaciones y re-significaciones que le permitieron adaptarse a su nuevo hogar. A partir de esto, se generan una gran cantidad de interrogantes: ¿De qué manera se consigue dicha apropiación, considerando las abismantes diferencias culturales entre oriente y occidente? ¿Cómo es posible que cientos de jóvenes se reúnan en torno a un producto multimedial determinado por códigos tan ajenos a sus propias realidades? ¿De qué manera son capaces de adaptar la gran variedad de formatos a sus propios intereses? El trabajo expuesto a continuación, realizado a partir de relatos, experiencias personales y observaciones en terreno, es un intento por dilucidar cómo opera la identificación cultural al interior de la comunidad otaku chilena: su estructura interna, motivaciones y re-significaciones hechas a partir del molde original. Debido a las distintas transformaciones que este movimiento ha sufrido con el tiempo, es posible detectar tres fases de gran relevancia para su configuración final. Los inicios, la transición y el panorama contemporáneo de la comunidad de fanáticos de la japoanimación y sus múltiples soportes son los tres momentos más distintivos en su trayectoria. Puesto que cada período tuvo como principales actores a una generación específica de aficionados, resulta lógico permitir que sean sus testimonios los que den ritmo a esta historia. A lo largo de tres capítulos principales, aparejados a su vez con tres protagonistas afines, la presente narración tiene como finalidad iniciar un viaje a través de la tradición de esta comunidad cultural. Desde sus fragmentados inicios, plagados de prejuicios y malos entendidos, hasta un presente mucho más cómodo y mejor articulado. Todo esto, sin restarle importancia a aquella etapa de crecimiento, ajustes y enmiendas por la que debió atravesar la actualmente bien aceitada maquinaria otaku. Los personajes que serán introducidos a continuación encarnan dichos procesos: toda ~ 8 ~ la complejidad, la terminología y los desafíos que ha debido enfrentar esta colectividad son llevados a la realidad por medio de sus experiencias y anécdotas. Tal y como comprobaremos dentro de algunas páginas más, el otaku chileno participa activamente en la construcción de su propio entorno micro-cultural. Es a partir de sus vivencias que han podido determinar la dirección del progreso, con el fin de trabajar en pos del mismo. Considerando que se trata de una forma de identidad cultural y social que se encuentra instalada en Chile hace décadas y que además grafica un proceso de carácter semiótico a través de un comportamiento observable socialmente -la identificación de los fanáticos con la cultura y/o los personajes de la japoanimación- es prudente su investigación, a través del relato de sus protagonistas como forma de analizar y comprender un proceso social de carácter actual.
Maguiña, Chávez Lidia Angella. "El anime y la identidad otaku en jóvenes universitarios. El caso de “Ukato no Sekai”." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2021. http://hdl.handle.net/20.500.12404/20362.
Full textWatanabe, Yukina. "Queer som doujinshi : En fallstudie av Yonezawa Yoshihiro Memorial Library." Thesis, Uppsala universitet, Institutionen för ABM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323868.
Full textPanagopoulos, Andreas Ch. "Captives and hostages in the Peloponnesian war /." Amsterdam : A. M. Hakkert, 1989. http://catalogue.bnf.fr/ark:/12148/cb37412649q.
Full textBembenick, Candace Lauren. "Boy!!! Love and Fan-Fiction." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556930447876291.
Full textDaste, Sophie. "Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080042.
Full textIn a widespread background in which the influences of Otaku and Geek Generational Cultures have increased as regards both their cultural content and the new media created by them, we undertook to study their propensity to penetrate into the art sphere, whether within or outside contemporary art. The convergence of the media inherent to both cultures has produced new means of expression which have given rise to several types of experimental practices. In the light of these new aspects, we strove to review our referents as well as our practice. Emerging new IT systems are becoming more and more popular and they are increasingly affecting their users' daily lives. With such new items of knowledge, new relations to things have developed and they provide a foundation on which new Fantasy Realms are being built."Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational Cultures" is a transdisciplinary thesis. It blends art research with etymological, anthropological and sociological studies. The methodology applied relies on studies carried out by researchers and is based on the testing of the works presented which are related to contemporary art, books, comics, video games, alternate reality games etc., as well as to the convergence of all such media. As regards the domain referred to herein, we believe that testing through practising is a paramount aspect of the relevance of this thesis which is based on the study of an ever evolving cultural territory
Soejima, Emi. "Sur la question de la corporalité dans l'expression artistique de l'art contemporain japonais." Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010683.
Full textHanham, Susan Janette, and n/a. "�Where land meets water� : rights to the foreshore of Otakou Maori Reserve." University of Otago. Department of Surveying, 1996. http://adt.otago.ac.nz./public/adt-NZDU20070530.153901.
Full textCardon-Hamet, Claudine. "Mille otages pour Auschwitz : les "45000"; le convoi du 6 juillet 1942 /." Paris : Ed. Graphein, 1997. http://swbplus.bsz-bw.de/bsz061176664inh.htm.
Full textPauls, Elke. "OTAKT I UTKANTEN ˗ Om smuggling i Svenska Pommerns slutskede." Thesis, Högskolan Dalarna, Historia, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-36301.
Full textBaroody, Ahmed. "Watching anime, doing gender : hegemonic masculinity, sexual modesty, and the gendered consumption practices and preferences of Kuwaiti anime fans." Thesis, https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13153219/?lang=0, 2021. https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13153219/?lang=0.
Full text博士(アメリカ研究)
Doctor of Philosophy in American Studies
同志社大学
Doshisha University
Mattos, Carmela de. "Construção de referenciais auditivos no ensino inicial de violino: abordagem metodológica de Otakar Ševčík." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/8073.
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The aim of this research was to analyze Otakar Ševčík’s methodological approach to the violin initial learning and to demonstrate the auditory reference construction points for the placement of the left hand fingers on its strings, starting with the ‘Semitone System’ finger patterns inserted in his ‘Violin Method for Beginners’ op. 6. The cognitive development process in learning was discussed, as well as the applicability of methodological procedures related to the present muscular and auditory memory in the mentioned pedagogical proposal. The research methodology was ‘Qualitative’ with methodological procedures of ‘Bibliographic Survey’ and ‘Documentary Analysis’, which enables the identification of relevant information and data, so that relations with the Otakar Ševčík teaching methodology could be established. The bibliographical survey organization and the research relevant documents resulted in a ‘Corpus of texts’ firstly with excerpts of specific music authors which highlight the use of auditory references and finger patterns in violin teaching and learning methodologies; and secondly with pedagogical literature authors that according to the researcher could base the pedagogical practice of Ševčík (1901a): Morin (2007), Penna (2011), Harder (2003), Bourdieu, cited by Sandra Pesavento (1995), Folleto (2010), Gerle (2015), Perdomo Guevara (2005), Swanwick (1994) e Póvoas (2006). The research highlighted the publication importance of Ševčík’s pedagogical works as a factor that since 1881 may have led to a complete violin pedagogy transformation and consequently in it’s teaching and learning. The analysis of the ‘Corpus of texts’ made it possible to identify one (1) category to highlight: ‘Teaching / Learning’. It is concluded that there is an inseparable relationship between violin teaching and learning. The analysis of Otakar Ševčík’s methodological approach to initial learning has pointed to interconnection of cognitive processes in simultaneous complex movement execution in initial learning, and it was possible to identify orderly and determinant methodological procedures that can lead to auditory reference construction and gradual development of differentiated technical skills in the course of violin initial teaching and learning process.
O objetivo desta pesquisa foi analisar a abordagem metodológica de Otakar Ševčík para o aprendizado inicial do violino e evidenciar a construção de referenciais auditivos para a colocação dos dedos da mão esquerda nas cordas do instrumento, a partir dos padrões de dedos do ‘Sistema dos Semitons’ inserido em seu ‘Método de Violino para Principiantes’ op. 6. Discutiu-se o processo de desenvolvimento cognitivo na aprendizagem, bem como a aplicabilidade de procedimentos metodológicos relativos à memória muscular e auditiva presentes na referida proposta pedagógica. A metodologia da pesquisa foi ‘Qualitativa’ com procedimentos metodológicos de ‘Levantamento Bibliográfico’ e de ‘Análise Documental’, possibilitando a identificação de informações e dados relevantes para estabelecer relações com a metodologia de ensino de Otakar Ševčík. A organização do levantamento bibliográfico e de documentos relevantes à pesquisa resultou em um ‘Corpus de textos’ primeiramente com excertos de obras de autores específicos da área de música que ressaltaram a utilização de referenciais auditivos e de padrões de dedos em metodologias de ensino e aprendizagem do violino; e num segundo momento com autores da literatura pedagógica que puderam fundamentar, segundo a pesquisadora, a prática pedagógica de Ševčík (1901a): Morin (2007), Penna (2011), Harder (2003), Bourdieu, citado por Sandra Pesavento (1995), Folleto (2010), Gerle (2015), Perdomo Guevara (2005), Swanwick (1994) e Póvoas (2006). A pesquisa destacou a importância da publicação das obras pedagógicas de Sevcik como fator que desde 1881 pode ter ocasionado uma completa transformação na pedagogia do violino e, consequentemente, no ensino e aprendizagem do instrumento. A análise do ‘Corpus de textos’ possibilitou a identificação de 1 (uma) categoria a destacar: ‘Ensino/ Aprendizagem’, concluindo-se que há uma relação indissociável entre ensino e aprendizagem do violino. A análise da abordagem metodológica de Otakar Ševčík para o aprendizado inicial apontou para a interligação de processos cognitivos na execução de movimentos simultâneos complexos na aprendizagem inicial e foi possível identificar procedimentos metodológicos ordenados e determinantes que podem conduzir à construção de referenciais auditivos e ao desenvolvimento gradativo de habilidades técnicas diferenciadas no decorrer do processo de ensino e aprendizagem inicial do violino.
Papatzikis, Efthymios. "A conceptual analysis of Otakar Ševčík’s method : a cognitive approach to violin teaching and learning." Thesis, University of East Anglia, 2008. https://ueaeprints.uea.ac.uk/47264/.
Full textMörck, Johan. "Regionalt samhällsbyggande i otakt : En studie av den varierande framväxten av samverkansorgan." Doctoral thesis, Örebro University, Department of Social and Political Sciences, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-2122.
Full textRegionalisation out of step - the varying growth of regional cooperation councils
Traditionally regionalisation is either seen as a bottom up movement or as state reform politics from above. From that perspective, Sweden contains both parts. The state enables regionalisation through legislation, promote it through policies and encourage it in rhetoric’s. But the formation of new regional institutions can only be done by the municipalities themselves. Without their belief in stronger and more self governed regions or their will to act and together build capacity in their region, the regionalisation is halted.
Sweden is a unitary state and there is no real tradition of strong and self governing regions. In that perspective the regional experiments during the second half of the 1990th can be seen as a rather big step. These experiments inspired other parts of Sweden and in the millennium shift, all counties was interested in forming some kind of selfgoverning regional body. In 2002, when legislation made it possible to build new political regional institutions, these new institutions were formed in seven counties. Since then, yet six counties have formed these new regional bodies. This variation raises several empirical questions. The main purpose of this study is to describe and explain the variation in growth of these new regional institutions.
The analysis follows three different perspectives. The first is a structural one and aims to investigate municipalities need for economic development as a driving force. The second is an institutional perspective where norms are supposed to promote cooperation. The third focus on promoting actors as a force behind the growth of new regional institutions. Through a combination of quantitative and qualitative methods this thesis shows that different kinds of social norms promoting collaboration are the most important factor in explaining the variation in growth of new regional institutions. The analysis also showed that political actors play an important, both in building and maintaining coopera-tive norms, and probably also in bridging the lack of them.
Cardon-Hamet, Claudine. "Politique des otages et déportation à Auschwitz : le convoi du 6 juillet 1942, dit des "45000"." Paris 8, 1995. http://www.theses.fr/1995PA081047.
Full textThe july 6th 1942 convoy was singular in nature, taking as it did more than one thousand communist hostages, fifty jews and some twenty common law prisoners from compiegne to auschwitz. This study is divided into two parts, with the date of the convoy linking the two. The opening chapters recount the setting up and development of the hostage system established by the german military commander in france, as from august 1941. In retaliation for attacks by communist armed groups, hitler demanded a large-scale execution of hostages, which he supplemented in april 1942 by an order to deport communist, jewish and "antisocial" hostages to the east. The purpose of the july 6th 1942 convoy was to remove the communist and antisocial hostages who had been herded together in compiegne by the german military authorities. The remaining chapters of part 1 show how these retaliatory deportations were prepared, and especially how the july 6th 1942 convoy was formed. A sipo-sd order specified that these deportees were to be put under nn prisoner regime in auschwitz. Part 2 begins with the story of how the "45. 000" were transferred to auschwitz and of the particular conditions of their entry into the camp system. Chapter 2 analyses why 85% of the members of this convoy died within 6 months of arriving, while chapter 3 discusses what the chances of survival were for these french political prisoners held in the main camp used to further the final solution. In december 1942, a french resistance group was set up among the survivors. Fron spring 1943 onwards, the severity of this regime in the main camp began to ease andthe "45. 000" benefited from a series of measures which all helped to improve their chances of survival - so much so that, by 1944, there were no more deaths among the "45. 000"
Abu, Khater Yasser. "Essai sur l'affaire des otages (personnels diplomatique et consulaire) des États-Unis à Téhéran et la responsabilité internationale." Rouen, 1993. http://www.theses.fr/1994ROUEL182.
Full textIn this essay, we aimed at highlightening the comlexity of international responsabiliy in relying on a and the consular staff). To begin with, there is no doubt that the responsabilit of Iran is obvious if we consider conventiona and customs (especially the international islamic law). Iran was not able to protect the hostages where the so-called "islamic students" attacked the American embassy and consulates. And a more serious point is that susbsequently the Iranian government did not hesitate, on political grounds, to take the resposibility for the kidnapping of the hostages. Actually, this case cannot be studied judiciously unless we resort to politics. The stormy relationships between both nations since the coup d'Etat of 1953, as well as the necessity of safeguard for the Khomenist revolution lead the analystn to underline the relationships between international law and politics. Consequently we shoud keep in mind the causes -that- might have cancelled ,or at least lightened, the
Adamová, Marie. "TERRA HISTRIONIS: ZKOUMÁNÍ HERECKÉHO UMĚNÍ." Master's thesis, Akademie múzických umění v Praze.Divadelní fakulta. Knihovna, 2016. http://www.nusl.cz/ntk/nusl-364423.
Full textLambertson, Kristen. "Mariko Mori and Takashi Murakami and the crisis of Japanese identity." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1244.
Full textSalcedo, Nahuel Matías. "OTAKUS. Subjetividad e identidad en jóvenes que asisten a eventos de animé." Tesis, 2010. http://hdl.handle.net/10915/1829.
Full textInformación extraída de: http://perio.unlp.edu.ar/tesis/?q=node/23
Hung-Ju, Wang, and 汪宏儒. "The Activity and Identification of ACG Otakus in Taiwan– from the Viewpoint of Serious Leisure." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/m88v9h.
Full text國立臺東大學
區域政策與發展研究所
97
The prosperous culture of OTAKU, is the " personal liberalism and democracy on the internet". The knowing of OTAKU is changing from "small scale and low priority" to "market leader". Otaku can spread high level information, and high purchasing power. The society has become the information and market leading character. The basic definition of OTAKU is " Someone take care on some people or things." and "OTAKU has plentiful knowledge and creative on something, and will spread the information and create". The word "OTAKU" is not only means on the people who loves animation and comic, but also define these people's characteristics and unique communication form. The competition in the society make them to get more knowledge and technique, and the power to gather their collection. It can upgrade the whole society's level and make the society more special. According to Stebbins' serious leisure theory:" someone who join the avocational, volunteer activity systematically and join it like their career, to show off and get special technique, knowledge and experience, make them feel joyful and full of substance." Combine these things, in this research, we try to compare the theory of Serious Leisure and the ACG OTAKU in Taiwan, and find out the knowledge, activity and the curiosity of OTAKUS can be explained by Serious Leisure.
Liu, Jui-Yu, and 劉瑞瑜. "Otaku design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/88762558437079943528.
Full text國立交通大學
應用藝術研究所
98
When the consumer market becomes more and more matures, people have their own values and diversity of taste. Otaku population appears, and they increase, forming a new huge consumer market. “Otaku” is a Japanese term used to refer to people with obsessive interests, particularly anime, comics, or video games. But the products designed for the otaku is still less. This research is intended to do user-centered design. The research is intended to use knowledge, wisdom of otaku, to create new products or find new usages. This research through interviewing with otaku, observing activities of otaku, to obtain real otaku’s features, preferences, and the problems they meet. And one tries to use design approach to create new products and services. This research included four parts. In the first part of this research is defining what otaku is, and collecting the data. Describes the otaku briefly, and finds the design elements and design direction from the reviewing literatures, data, or related products. This research finds there are 7 characteristics of otaku: (1) they frequent exchange of information and form their community, (2) they keep cumulative their interested collections, (3) otaku with good imagination and creativity, (4) they use large of time on the computer and internet, (5) they have good sense of humor with self-mockery, (6) they have a unique sense of aesthetics, (7) they wish they can become the ideal type of perfect by “henshin”. (“henshin” is a Japanese term, it means “transformation” nearly.) In the second part of the research, one through the cases study and get into their fields, and activities. One observes otaku’s behavior and preferences, and through the interviewing the otaku to understand their mentality. Than we create personas and problem scenarios, to make the main design concepts. In the third phase, one gets the basic design concepts of otaku, and than spreads and reduces ideas to develop new products design. Importing otaku really needs and desired features, becomes the practical products of life, and expresses by models and pictures in the exhibition. Finally, the four product design works of “Character HP clock”, “Physiological sensing mouse”, “Motion seat”, “Motion mat” have been developed. And be in the virtual role-playing games to let otaku play with the virtual character, make them exercise. The forth phase is to reviewing and discussing the concept products design. One collects opinions from ordinary audiences, and discusses with the otaku cases, tries to raise the possibility design developments of future. Through this research of the otaku population, one expects to provide industrial designers the reference in the design of products or new services. Keywords: Product design, otaku, persona, scenario, user-centered design
Skoch, Stephen. "“Pride, Otaku Matsuri”." Thesis, 2007. http://hdl.handle.net/10125/20337.
Full textChen, Wei-Yu, and 陳威宇. "Taiwan Variation of Otaku." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/kv987y.
Full text國立臺北藝術大學
美術學系碩士班創作組
103
Summary Born in 1987, an era of huge transformation, an era in which computers are widely used and popular, an era in which diverse cultures merge, cultural blendings give rise to differences in local culture recognition. Not focusing on the sense of cultural belonging, new cultural aspects bred from differences of culture recognition are applied to serve the starting point. Reforms after the nerd culture introduced to Taiwan, resulting in being closer to the ordinary life, popularity of the Net, and the availability in usage attribute to new confrontations of this sub-culture. Re-pondering the discrepancies of essential Taiwan culture, constructing the new faces of it, the two aspects, the ordinal and the social ones are employed for discussion for further discussion (on Taiwan’s otaku phenomena). Discussions on this distributes in four chapters. ”Nerds” mentioned in each chapter refers to nothing more than depreciative meanings. In Chinese, “宅(Jai)” is defined “derogatory,” an adjective in evaluating a man. When this concept is affix to other words to present diverse situations, malign definitions spring out in most cases. This situation will be further elaborated in this essay. In a hope of differentiating Taiwan’s nerds from otaku definitions, of re-confronting conflicts between the foreign and local cultures, these chapters are in further understanding and exploring for various sparkles.
Chang, Yuan-po, and 章淵博. "Japanese Manga and Otaku Culture." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/9skq22.
Full text國立高雄第一科技大學
應用日語所
96
This study mainly focuses on exploring Japanese comic books - known as manga hereinafter - and otaku culture; based on that, history of the development of Japanese manga and otaku culture, and their growth and impacts on countries other than Japan. Modern Japanese Manga stems from caricatures brought into Japan from the Western during the late Edo period, and it gradually evolved into yonkoma manga and graphic novels. After World War Two, foundation of modern manga was established by several respectful artists like Tezuka Osamu, and through many stages of evolution, Japanese manga today has become highly diversified. Japanese manga attracted a worldwide attention since the 21st century; however, as early as 1970’s and 1980’s, Japanese manga had entered into all over the world. Animations made Japanese manga popular in Europe and the US, and in East Asia, it is pirate manga that made it prevalent. The diversity nature of its themes and contents also draws large adolescent interests of different countries. With this mass fervor of Japanese manga, noticeable impacts on local comics emerged in those countries other than Japan. Moreover, otaku culture that is centered by anime (Japanese animation) and manga sprung up during 1980’s, after that, otaku culture has digitally disseminated all over the world via the Internet together with anime and manga. However, definitions of “otaku” are different between Japan and other countries. For instance, people who are fond of Japanese pop culture could be considered as otaku in Europe or the US, but in East Asia, where people highly recognize Japanese pop culture, those who view themselves as otaku are only limited to fans of Japanese anime and manga. On the other hand, dojinshi does not gain popularity in the West, and became popular only in East Asia. Through this research and analysis of Japanese manga and otaku culture, the author hope to make others abandon the stereotype imposed on manga and otaku culture, and then further understand manga and otaku culture more clearly and correctly.
TSENG, JUNG-PEI, and 曾蓉珮. "Japanese Anime Music In Otaku Culture." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/62734664898501124417.
Full text國立臺南藝術大學
民族音樂學研究所
98
Abstract The Japanese Anime is famous not only for its diversity of stories and characters but also for its adaptability into people’s lives. The Anime creates so much value of output in the Japanese economy that it has become an important cultural industry in Japan. In this culture of Anime, the large amount of interactions between the anime and its fans triggers the formation of a sub-culture called Otaku. Along with this sub-culture, as well as under the influence of the visual and aural stimuli from the anime, a distinct kind of musical activity is thus developed within the group of anime fans. Generally speaking, the background music is an essential element in the anime, especially in its capabilities of highlighting the themes of stories and of stirring up the audience’s emotions. Therefore, the Japanese anime songs are thus created with strong senses of originality and novelty, which further leads to the emergence of such departments as music composition, stage direction, and other related works in the creation of different Animes. In this way, the Japanese anime is able to give its innovative producers a free space to look for different musical elements and to incorporate them into the anime, thus contributing to the uniqueness of Japanese Anime songs. In Taiwan, the present studies related to Japanese Anime and its relevant topics are mainly approached from as varied perspectives as visual communication, sub-cultural studies, postcolonial studies, psychological identification, or textual analysis of Anime stories and characters. In this thesis, the study of Japanese anime is specifically focused on the music, especially on how the anime songs develop their own peculiar style that is distinctively different from the common film music. Likewise, the anime fans, influenced by the anime songs, also fashion a particular attitude toward the evaluation of these songs and a special categorization of these songs on the basis of a different set of standards. With Maurice Merleau-Ponty’s notion of “phenomenology of perception” in mind, this thesis discusses the relation between the songs and the images of Anime as well as the contrast between the Anime songs in the culture of Otaku and other kinds of background or film music. Keyword:Japanese Anime、Otaku culture、Anime Song、Hearing、 Vision、Phenomenology of perception
Chen, Ting-Chun, and 陳廷鈞. "The Research in Taiwan Otaku Culture." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/n35wvs.
Full text龍華科技大學
電子工程系碩士班
103
This thesis is based on a questionnaire to investigate the definition and the consumer behavior of Otaku in Taiwan. The term “Otaku” was first introduced in Japan during the early 1980s. In the beginning, Otaku is the subculture group with ample interest in comics or games. In 2007, the Japanese television drama of “Train Man” is broadcasted in Taiwan, after that “Otaku” derived from a variety of different meanings in Taiwan. Such as "阿宅", "宅男/宅女" and “anime fans”. This thesis clarifies these concepts and studies of the consumer behaviors on Otaku and non-Otaku in Taiwan. The research results show that Otaku more often shopping online and buying more expensive items than non-Otaku.
Lung, Yi-An, and 龍奕銨. "Exploring the Motivations and Needs of Otaku." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/50151187308479441256.
Full text元智大學
企業管理學系
96
The main purpose of this research is to explore the motivations and desires of Otaku. The definition of Otaku in this research is people who are addicted to some specific issues, items, objects, or even people. When it is about the objects they are addicted to, they will be very fascinated, curious, and dying to know everything in details about those certain objects. Besides, Otaku want to gather every peripheral of the objects no matter how expensive they are or how difficult to have them. Moreover, since Otaku get a lot of information and knowledge about the objects at hands, they love to share the information with others. They want others to have the same feelings and fascination about the objects as well and love the objects as they do. The channels they usually use to spread and share their information and experiences nowadays are internet, blogs, and community websites. So this research is curious about this phenomenon and hoping to explore Otaku’s desires behind their behaviors. This methodology of this research is qualitative research and this research conducts ten in-depth interviews with Otaku. The respondents of the interviews are those who fit the definition of Otaku in this research and are willing to be interviewed by this research. After the interviews, this research finds that there are eleven desires in Otaku by this research emphasize. Including desires of “Saving, Owning, Curiosity, Stimulation, and Attribution,” “Independence, Consistency, and Autonomy,” “Acceptance, Social Contact, Affiliation, Showing, and Expression,” “Power, Status, Assertion, and Identification,” “Order and Categorize,” “Modeling,” “Uniqueness,” “Realizing Dreams,” “Conforming to a Habit,” “Imagination,” and “Leaving Evidences”
Chang, Shao-Hsien, and 張紹賢. "A Research for the Spaces of OTAKU." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/55618129394401686037.
Full text淡江大學
建築學系碩士班
95
With the development of computer technologies, living habits of mankind have been transferred by these technologies gradually. In the era of Internet, the relationship between populace is reconstructed, and the individual values are also repositioned. In this condition, here initiates the new urban tribes to follow the new trend of living style. The new tribes own relatively higher ability to accommodate the explosive information. Besides, these people are sensitive to the flat images. In the consequence, they are called ”OTAKU”. Human’s projection for emotion has changed as well. People began to project to the virtual “MOE” rather than real objects. The evolutionary living model of these new tribes evokes the insufficiency of human’s actual contact, and hence the “OTAKU” desires more for the “MOE” than the general population. “MOE” is an important factor for “OTAKU” in their living style. The current study is to discuss the “fetishism” people for the information age, then to analyze the ratio of the “OTAKU” in diverse levels. As well as, their fetish and living tendencies are going to be described and collected. The main purpose is trying to design products, activities, and spaces for these new tribes through the combination of internet glossary and the specific local elements and components of Taiwan, which may be transformed and up-graded for the spaces at different scale according to special criteria. Finally, design a new “OTAKU” space in the real-world to interpret their living style. The first part is to set an “OTAKU” space at the parking lot located on the roof of Carrefour of Tamsui. The second part is to locate different kinds of urban components of “MOE” at Xi-Men-Ting, Taipei where is filled with sub-culture for young generation. Through the inter-connection of these urban components to produce a “MOE” park which could reach the illusions of adventure.
Kuo, Tzu-Wei, and 郭子瑋. "Relationship between Kawaii Consciousness and Otaku Subculture." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/29299583303028058970.
Full text義守大學
應用日語學系
103
Based on consumer culture, Kawaii has gradually booms in the capitalism and globalization land with economic recovery after Second World War and blossoms two nice flowers, namely Hello Kitty and Pikachu. Led by this two virtual roles, Japan again waved the flag towards the world which was even regarded to be contend against with American modern pop culture. An article named ≪Japan’s Gross National Cool≫written by American journalist Douglas McGray in ≪Foreign Policy≫ magazine in 2002 added a beautiful stroke which was treated as the important turning point for Japan to walk towards Cool Japan policy. Till now, Cool Japan is still very lovely but is declining in policy. Besides, another special Japanese modern consumer culture Otaku subculture is facing a review challenge. It needs to be noticed that Japanese Kawaii pop culture and Otaku subculture have a strong superposition but separate in pop culture and subculture. It means they have common points but also have contradictory and unstable inner structure. Hence, it is amazing why this contradiction is rooted in postwar Japanese consumer culture. This contradiction reflects social reality of postwar Japan. On one hand, it compares postwar Japanese culture once stated this contradiction before and after ≪Japan’s Gross National Cool≫ article was released. On the other hand, it reviews if the difficult situation of review war of Japanese Otaku subculture is related to this contradiction which will be used as reference for new Asian emerging economies to review the internal consumer culture contradiction and external soft power competition subjects.
Hsu, Hsiu-ying, and 徐瑛秀. "The Opinion Leadership of OTAKU in Internet." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/02019192947241739360.
Full text南台科技大學
數位內容與動畫設計研究所
98
A new community discovered by mass media called “Otaku” recently. They were active in the internet. But, study of this subject is not yet. The way will refer to the relative bibliography of otaku, and to take on how was otaku in Taiwan. The purpose of this article is to investigate opinion leader of otaku in internet. Furthermore, the purpose of this research intends to compare with Lazarsfeld’s opinion-leader theory, by way of that to describe opinion-leader of otaku in the internet. The way probed into by the questionnaire, that using two-usage phases field survey of collect data. The first questionnaire, refer to the relative bibliography of otaku, design the otaku scale, the subjects of this study derive from CWS(in Kaoshsiung),FF(in NTU) and internet. An opinion leader result from whose opinion supported by more people. In another word, an opinion leader developed that influence factors issue-opinion and sharing information behavior. Therefore, the way probed into by the questionnaire, that using Lazarsfeld’s opinion-leader theory. The based for design the second questionnaire:Otaku- opinion-leader in internet scales. The subjects of this derive from the first questionnaire. The way probed into by the online questionnaire. The way analyzed by Descriptive Statistics. Research Institute summed up the results of scholars with relevant theory and discussions of this study was that the Royal House version of opinion leaders, as well the environmental impact of the Internet media, and therefore the characteristics of opinion leaders are more the same network. Therefore, this study summarized Royal House version of opinion leaders, and early Lazarsfeld the difference between opinion leaders as follows: 1、Due to the network environment brought about by equal opportunities to exchange ideas, disseminator and the recipient will not have to filter through intermediaries and transmission, but the existence of opinion leaders is not much change in nature, but equal in this open network Road environment, opinion leaders to become more easily than ever before. 2、With the early distinction between the views of leaders and non-leaders, opinion leaders in the Internet today is a network of community-level characterization. Royal house only version of opinion leaders, knowledge of their identity and status of the relationship may not be positive. 3、The past is a foreign opinion leaders declared their own professional authority, as well as the status symbol of power. But now Royal House version of opinion leaders in the collection and sharing of information act, the principal is to meet the self-interest for the exchange of information with others at the same time, indirectly, the performance of the self. 4、Compared to earlier in which one-way opinion leaders, restricted the spread of the environment, the advantages of Internet technology to expand the influence of opinion leaders in areas.