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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

The Buddhist Worldview of Neon Genesis Evangelion: Positioning Neon Genesis Evangelion in a Japanese Cultural Context

Vaughan, Cassandra N. January 2009 (has links)
No description available.
32

Eustia of the Tarnished Wings: The Visual Novel in Translation

Bird, Matthew R 13 July 2016 (has links) (PDF)
The center of this thesis proposal is a translation of the first book of AUGUST Software’s Eustia of the Tarnished Wings 穢翌のユースティア, a 2011 dark fantasy visual novel. As visual novels are practically unknown in English or Japanese academic writing, this thesis will provide an introduction to the medium’s history, as well as common display and organizational formats of the medium; a literary overview of Eustia of the Tarnished Wings and its characters and themes of choice and sacrifice; and a discussion of translation methodology and goals pursued in the accompanying excerpts. The translation presented consists of selected excerpts from the Prologue of Eustia of the Tarnished Wings, introducing the main characters, the floating city-state of Novus Aether, and the uneasy social climate of the city. Presented scenes are selected on the basis of plot or thematic relevance or translational interest, as well as scenes that are necessary to contextualize plot or character developments discussed in the critical introduction. This thesis will serve as an introduction to a developing medium that has been overlooked by most academics in the field of Japanese popular culture, as well as a look at the utilization of choice mechanics and branching story structure to In addition, it will present a personal methodology of and approach to translation as related to Eustia’s many and varied characters, social strata and situations, and maintaining individual and consistent voices for different characters and a first-person narrator in fiction.
33

Otaku Kultūros Tapatumo Formavimas: Šiaulių Klubo "Yorokonde" Atvejo Analizė / Formation of Otaku Cultural Identity: Šiauliai Club "Yorokonde" Case Study

Visockis, Edvinas 17 July 2014 (has links)
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.
34

Metropolis : o uso do jazz no cinema de animação japones / Metropolis : the use of jazz music in the animated cinema

Chritaro, Gustavo Rocha, 1978- 07 January 2009 (has links)
Orientador: Claudiney Rodrigues Carrasco / Acompanha 1 DVD-R DL Recordable / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes / Made available in DSpace on 2018-08-14T02:58:46Z (GMT). No. of bitstreams: 1 Chritaro_GustavoRocha_M.pdf: 2779207 bytes, checksum: 36c364413fdb91f0537ab70583dc27f4 (MD5) Previous issue date: 2009 / Resumo: Este trabalho tem como proposta analisar o uso do jazz no cinema de animação japonês, através de um estudo de caso que tem como objetivo o longa-metragem de animação "Metrópolis" (2001), dirigido por Rintaro, com roteiro de Katsuhiro Otomo, e música de Toshiyuki Honda. A metodologia que escolhemos foi a de estabelecer conexões com a literatura específica da área de trilhas sonoras, e dialogar com o pensamneto de outras áreas, como a filosofia e a crítica literária Além disso, foram feitas exposições formais sobre a parte técnica da trilha musical e a partir de então, foram realizadas uma síntese entre a literatura e o procedimento de análise / Abstract: This work intents to analyse the use of jazz music in the Japanese animated cinema , trough a case study that has as object the feature-film "Metropolis" (2001),direct by Rintaro, screen-played by Katsuhiro Otomo , and underscored by Toshiyuki Honda. The methodology we have chosen was that of establishing connections with the film music specific writings, and dialoging with the thinking of other areas, such as philosophy and literary criticism. Formal exposition about the form music technical characteristics was also made, and then a synthesis was made between the literature and the analyses procedure / Mestrado / Mestre em Música
35

The Powerpuff Girls vs. Sailor Moon : En jämförelse av två animerade barnprograms underliggande diskurser / The Powerpuff Girls vs. Sailor Moon

Lörtscher, Yasmin January 2014 (has links)
This study is about underlying discourses of two tv-series for children from opposite parts of the globe. Focus lays on which morals and values adults choose to teach children through popular culture, even on an unaware basis and how does differ, or not, between different societies. The theoretical framework chosen for this study are semiotics in combination with the concept of the gaze by Laura Mulvey. Semiotics is the study of signs and their underlying meanings constructed by society. By studying popular culture with the tools provided by semiotic analysis it is possible to discouver underlying myths, social constructions of society, that are reproduced over and over again to remain alive. Mulveys theory of the gaze is helpfull in the process of decoding those constructions to discover the dominant partys and norms represented. In this particular study underlying structures such as patriarcal power relations, unequality between the representation of different ethnicities and the consistent presents of the male gaze where discovered. The conclusions made are that some social constructions are more global then others and that popular culture in a high degree mirrors societies norms, preferences and values.
36

Ballader av stål : En översättning med kommentar av animeserien Fullmetal Alchemists intro- och slutlåtar till svenska / Ballads of Steel : A translation/commentary on the opening and ending songs of Fullmetal Alchemist

Onemark, Daniel January 2021 (has links)
Denna uppsats behandlar översättning av sångtext från japanska till svenska. Denna typ avöversättningsuppdrag befinner sig någonstans i gränslandet mellan översättning för scen och film, ochöversättning av populärmusik. Författaren har översatt samtliga intro- och slutlåtar till den japanskaanimerade serien Fullmetal Alchemist (2003) och därtill skrivit en översättningskommentar. I arbetet har jaganvänt mig av Peter Lows s.k. pentatlon-princip (2017:80), Johan Franzons tre översättningsmatchningar(2008:390) samt Annjo Greenall med fleras olika översättningsnivåer (2021:30). Ansatsen är till största delav egenintresse, med hänseende till uppdragets ovanlighet. Jag visar med denna uppsats också att de flestatittare i och med denna ovanlighet går miste om en hel narrativ kanal in i originalverket, och propagerar föratt fler uppdragsgivare borde ta sångöversättning i beaktande vid lokalisering av anime till svenska. / This paper discusses song translation from Japanese into Swedish. This kind of translation assignment issomewhere between translation for performance and film, and translating popular music. The author hastranslated all of the opening and ending themes for the animated series Fullmetal Alchemist (2003) andthereto provided a commentary. The thesis uses the pentathlon principle of Peter Low (2017:80), the threetranslational matches of Johan Franzon (2008:390) as well as the translational levels of Annjo Greenall et.al.(2021:30). The onset of this thesis is largely out of self-interest, with regards to the rarity of the type ofassignment. This paper also highlights that viewers because of this rarity are deprived of a narrative channelinto the source text, and thus I propagate for commissioners to take song translation more into considerationwhen localizing anime into Swedish.
37

Aesthetics of Destruction: Music and the Worldview of Ikari Shinji in Neon Genesis Evangelion

Hoffer, Heike January 2012 (has links)
Director Anno Hideaki's series Neon Genesis Evangelion caused a sensation when it first aired on TV Tokyo in 1995 and has become one of the most influential anime ever made. Since its premiere, fans across the globe have debated the possible interpretations of the complex plot, but little has been said about how composer Sagisu Shiro's score might contribute to understanding the series. Anno's rehabilitation in a Jungian clinic and subsequent personal study of human psychology plays heavily into understanding the main character Ikari Shinji, and music has much to contribute to appreciating Shinji's view of the world. Shinji is an impressionable fourteen-year old boy, so his musical interpretations of the people and things around him do not always match reality. Sagisu's music gives the viewers welcome insight into Shinji's thoughts and feelings as he matures throughout the series.
38

Weeb-Con

Williams, Rachel 01 December 2014 (has links)
One of the most important parts in the development stage of filmmaking is writing a screenplay. Weeb‐Con is a thirty‐two‐page action comedy screenplay. After an anime convention in Galveston, Texas, is forcefully taken over by armed robbers in creepy, badlymade fursuits, it is up to Dolores “Dolly” Lopez, a Lolita who must lead the convention attendees ‐ including her family and her fat pitbull Butterball ‐ and make them band together. Dolly is something of a perfectionist loner; but, with the help of her new friends Seymour, a cowardly nerd, and Boyd, a stoner who is smarter than he looks, she will be able to learn about the importance of friendship and working together and save everyone.
39

The legacy of Wagner's Der Ring des Nibelungen as reflected in select late twentieth- and early twenty-first-century film media

Bridges, Rose Elizabeth 17 March 2016 (has links)
Richard Wagner is one of the most important and influential composers for scholars of film music. His concept of the Gesamtkunstwerk or "total art work," which combined music, visuals and storytelling, played an indelible role in the creation of film aesthetics, especially with regard to music and sound design. Yet, Wagner's actual music has its own curious legacy in film history, in terms of how it is used to interact with a story that often bears no relation to those of Wagner's operas. This is particularly interesting with regard to the Der Ring des Nibelungen (aka "the Ring Cycle"). The Ring is his most ambitious and influential, and densest work, and perhaps the one with the greatest lingering legacy in popular culture. For example, "Ride of the Valkyries," an excerpt from Die Walküre made famous by Looney Tunes shorts and Francis Ford Coppola's Apocalypse Now, is still a frequent presence in film, television and advertising that want to evoke sounds of war and conquest--associations created more from its use in those contexts than the original opera. This thesis will examine films and television series of the last half-century that have used musical examples from the Ring in their soundtracks. Works given particular focus will include Apocalypse Now (1979), the Japanese anime series Princess Tutu (2002-2003) and Terrence Malick's historical romance The New World (2006). The examination will discern both how film media has influenced modern cultural perceptions of the original operas--and of Wagner's legacy in general--and also how said film media is itself a reflection of modern attitudes about Wagner and his masterwork.
40

Cosplay: imagem, corpo, jogo / Cosplay: Image, body, play

Soares, Gabriel Theodoro 10 May 2013 (has links)
Made available in DSpace on 2016-04-26T18:12:54Z (GMT). No. of bitstreams: 1 Gabriel Theodoro Soares.pdf: 2562292 bytes, checksum: 2cd4c70928b7f3564c4c297898c3ceaa (MD5) Previous issue date: 2013-05-10 / It is necessary to understand how images relate to us and the effects they cause in our bodies. This research analyzes cosplay (costume play, the activity of dressing as characters, generally from games, cartoons or movies) in conventions about Japanese animations, where there is a blend between Japanese pop culture and Brazilian culture. This creates a marginal culture still not well studied in communication, despite being so rich. The images, which are the characters created by that culture, utilizes people s bodies via cosplay to make themselves part of the material world. Why people consume and let themselves be consumed by them is what we want to find out in this research, after all, they are still so mysterious and need more scientific glances at all of their manifestations, so they can be better understood. For this, we will use Vilém Flusser s concept of image and Norval Baitello Jr. s iconophagy, which proposes we are more and more consuming and being consumed. The objectives of this research are to understand how an image can subdue a body, considering its iconophagic features that devours the body and take its place, and analyze how they are closer to us than we often imagine. Cosplays will be analyzed inside Brazilian anime conventions, more specifically in São Paulo, where the biggest conventions in the country happens. The most plausible hypothesis is that people do cosplay in order to be part of a group of Japanese pop culture fans, to be recognized by this group, to find themselves in this group and, as said Boris Cyrulnik, to let themselves be enchanted by it / É necessário entender como as imagens se relacionam conosco, e os efeitos que elas causam em nosso corpo. Esta pesquisa analisa cosplays (costume play, a atividade de se fantasiar de personagens, geralmente de games, desenhos e filmes) em eventos de animação japonesa, onde há a uma mistura entre a cultura pop japonesa e a cultura brasileira. Isso cria uma cultura marginal, que ainda é pouco estudada na área de comunicação, apesar de tão rica. As imagens, em forma de personagens criados por essa cultura, se utilizam, por meio do cosplay, do corpo das pessoas para se fazer presentes no mundo material. E o motivo pelo qual pessoas consomem e se deixam consumir por essas elas é o que pretendemos descobrir nesta pesquisa, afinal, são ainda tão misteriosas e necessitam de mais olhares científicos em todas as formas em que elas se apresentam, para serem entendidas melhor. Para tal, utilizaremos os conceitos de imagem de Vilém Flusser, de que estas são superfícies que pretendem representar algo, e a iconofagia de Norval Baitello Junior, segundo o qual estamos cada vez mais consumindo e sendo consumidos por imagens. Os objetivos desta pesquisa são entender como uma imagem pode dominar um corpo, observando o caráter iconofágico dela, que devora o corpo e toma seu lugar, e analisar como elas estão mais próximas de nós do que muitas vezes imaginamos. Os cosplays serão analisados dentro de eventos de animação japonesa que ocorrem no Brasil, principalmente em São Paulo, que tem os maiores eventos do país. A hipótese que parece mais plausível é de que as pessoas fazem cosplay para pertencer ao grupo dos fãs de cultura pop japonesa, para serem reconhecidos por esse grupo, se encontrarem nele e, assim, como diz Boris Cyrulnik, se deixarem encantar por ele

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