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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.
1

Portrait of an anonymous image board: the board-tans of 4chan

Shedd, Jesse Bernard 08 June 2015 (has links)
Compared to other online communities, relatively little is written academically about 4chan. This is likely because of the widespread use of politically incorrect language and images, the ephemerality of its content and its generally negative reputation. 4chan is a “image-based bulletin board where anyone can post comments and share images” related to a subject (4chan FAQ). When many hear 4chan, what often comes to mind is a dangerous website full of malicious internet trolls and hackers. While its undeniable that malicious internet trolls and hackers do frequent the site, journalists including those from Fox News, The Washington Post, The Guardian, and so on, assume an association between 4chan headline events and the general 4chan population (Dewey 2014; Fox 2009; Smith 2008). This ‘dangerous place’ has created or popularized numerous memes, or cultural genes, that many enjoy, such as Advice Animals, LolCats and RickRolling (Dawkins 1990; Smith 2008). The purpose of this paper is to expand the understanding of 4chan's culture and examine the usefulness of the moe anthropormophizations (a cute personification of a non-human thing) of 4chan’s boards, the Board-tans, to understanding each board’s culture and 4chan’s larger culture. The paper aims to shed light on the often misinterpreted internet cultural juggernaut that is 4chan.org, specifically identifying aspects about its cultural identity, and methods of communication.
2

Médias et stéréotypes sociaux : Représentations de l’otaku japonais

Brisset, Maxime January 2015 (has links)
Au Japon, le terme otaku désigne toute personne ayant un intérêt prononcé pour les produits de la culture populaire, en particulier les médias de divertissement comme la bande dessinée, le dessin animé, les jeux vidéo et leurs produits dérivés (figurines, modèles, costumes, etc.). Absorbé par son loisir et censément incapable de distinguer la réalité de la fiction, l’otaku est vu comme un sujet improductif et socialement inadapté voire dangereux. Cette étude a pour objectif de cerner les composantes du stéréotype façonné par le discours de presse et de les confronter aux représentations qu’en donne le milieu otaku à partir du film Otaku no Video (1992) explicitement réalisé pour rectifier cette image. Le film est composé de deux volets dialogiquement imbriqués l’un dans l’autre : d’une part, un dessin animé relatant le parcours d’un jeune Japonais qui devient otaku, récit initiatique fondé sur le vécu personnel et professionnel de ses auteurs; d’autre part, une série de dix « portraits » d’otaku sous forme d’entrevues en prises de vues réelles mais fictives. Le premier chapitre de l’étude explore l’origine et les formes de l’« étiquetage » (Becker, Kam) ainsi que les fondements de l’ostracisme qui frappe les otaku à cause de leur attrait pour l’« imaginaire » aux dépens du « fonctionnalisme institutionnel » (Castoriadis), ce par quoi on peut les considérer comme sujets postmodernes, producteurs et consommateurs de « simulacres » (Baudrillard, Azuma). Consacré au volet animé, le deuxième chapitre analyse les procédés narratifs utilisés pour déconstruire les représentations publiques stéréotypées et interroge les enjeux de ce contre-discours : que signifie la confrontation de deux figures masculines dont celle de l’otaku opposée à l’idéal japonais de l’homme productif et dévoué au bien commun? Le troisième chapitre cherche à éclairer le paradoxe des entrevues qui jouent avec humour sur la désinformation propagée dans la presse tout en expliquant les aspects inconnus ou moins connus de l’otakisme, phénomène aujourd’hui transnational et positivement connoté hors de son milieu d’origine.
3

Fenômeno otaku: de problema social à solução política / The otaku phenomenon: from social problem to political solution

Katekawa, Henrique Eidin 08 November 2016 (has links)
No Japão, o fenômeno otaku se popularizou no final dos anos 1980 por causa do assassino em série Tsutomu Miyazaki. A mídia japonesa rapidamente o identificou como um otaku, uma pessoa obcecada pela indústria do entretenimento, e nos anos 1990 o indivíduo otaku ficou conhecido como um grande problema social. Contudo, nos anos 2000, o governo japonês colocou em prática seu plano político Cool Japan, que promovia a divulgação da cultura pop japonesa ao mundo. O indivíduo otaku, sendo um grande consumidor de cultura pop japonesa, deixou de ser considerado um problema para se tornar parte de uma solução política. O fenômeno otaku foi pesquisado com o objetivo de descobrir como essa transformação ocorreu. Para isso, foi necessário pesquisar: a origem do indivíduo otaku; sua relação com sociedade; e a teoria filosófica de Hiroki Azuma sobre a relação entre os consumidores japoneses e a cultura pop japonesa. Foi possível afirmar que a imagem do indivíduo otaku melhorou porque a sociedade japonesa mudou sua relação de consumo com os produtos culturais. Assim como os indivíduos otaku, a sociedade japonesa passou a consumir não pelo produto em si, mas pelas configurações que possui em suas imagens japonesas. Não houve evidências o suficiente para afirmar, mas no final houve a suposição de que talvez a imagem do indivíduo otaku tenha melhorado porque a sociedade japonesa esteja se tornando otaku. / In Japan, the otaku phenomenon became popular in the late 1980s because of the serial killer Tsutomu Miyazaki. Japanese media identified him quickly as an otaku, a person obsessed with the entertainment industry, and in the 1990s the otaku became known as a major social problem. However, in 2004, the Japanese government started its political plan named Cool Japan, which promoted the dissemination of Japanese pop culture to the world. Being a major consumer of Japanese pop culture, the otaku was no longer considered a problem, but became part of a political solution. The otaku phenomenon has been investigated in order to find out how this transformation occurred. Thereunto, it has been researched: the otakus origin; his relationship with society; and the philosophical theory of Hiroki Azuma on the relationship between Japanese consumers and the Japanese pop culture. It was possible to state that the otakus image improved because Japanese society changed its consumer relationship with cultural products. As well as those considered otaku, Japanese society began to consume not because of the product itself, but because of its settings in Japanese images. There was not enough evidence to affirm, but in the end there was the assumption that perhaps the otakus image has improved because Japanese society itself is becoming otaku.
4

Fenômeno otaku: de problema social à solução política / The otaku phenomenon: from social problem to political solution

Henrique Eidin Katekawa 08 November 2016 (has links)
No Japão, o fenômeno otaku se popularizou no final dos anos 1980 por causa do assassino em série Tsutomu Miyazaki. A mídia japonesa rapidamente o identificou como um otaku, uma pessoa obcecada pela indústria do entretenimento, e nos anos 1990 o indivíduo otaku ficou conhecido como um grande problema social. Contudo, nos anos 2000, o governo japonês colocou em prática seu plano político Cool Japan, que promovia a divulgação da cultura pop japonesa ao mundo. O indivíduo otaku, sendo um grande consumidor de cultura pop japonesa, deixou de ser considerado um problema para se tornar parte de uma solução política. O fenômeno otaku foi pesquisado com o objetivo de descobrir como essa transformação ocorreu. Para isso, foi necessário pesquisar: a origem do indivíduo otaku; sua relação com sociedade; e a teoria filosófica de Hiroki Azuma sobre a relação entre os consumidores japoneses e a cultura pop japonesa. Foi possível afirmar que a imagem do indivíduo otaku melhorou porque a sociedade japonesa mudou sua relação de consumo com os produtos culturais. Assim como os indivíduos otaku, a sociedade japonesa passou a consumir não pelo produto em si, mas pelas configurações que possui em suas imagens japonesas. Não houve evidências o suficiente para afirmar, mas no final houve a suposição de que talvez a imagem do indivíduo otaku tenha melhorado porque a sociedade japonesa esteja se tornando otaku. / In Japan, the otaku phenomenon became popular in the late 1980s because of the serial killer Tsutomu Miyazaki. Japanese media identified him quickly as an otaku, a person obsessed with the entertainment industry, and in the 1990s the otaku became known as a major social problem. However, in 2004, the Japanese government started its political plan named Cool Japan, which promoted the dissemination of Japanese pop culture to the world. Being a major consumer of Japanese pop culture, the otaku was no longer considered a problem, but became part of a political solution. The otaku phenomenon has been investigated in order to find out how this transformation occurred. Thereunto, it has been researched: the otakus origin; his relationship with society; and the philosophical theory of Hiroki Azuma on the relationship between Japanese consumers and the Japanese pop culture. It was possible to state that the otakus image improved because Japanese society changed its consumer relationship with cultural products. As well as those considered otaku, Japanese society began to consume not because of the product itself, but because of its settings in Japanese images. There was not enough evidence to affirm, but in the end there was the assumption that perhaps the otakus image has improved because Japanese society itself is becoming otaku.
5

Chilenos adoptando Asia: Corea del Sur y Japón

Collao Kehr, Francisca Almendra, Rivera Oyanadel, Mónica Alessandra 07 1900 (has links)
Memoria para optar al título de Periodista / Los chilenos han presenciado cambios culturales durante las últimas décadas. Entre ellos, la revolución del Internet y la globalización1 que han permitido que diferentes rasgos propios de otros países se inserten en la cotidianeidad del chileno común. Sin embargo, ya no se puede decir que los habitantes de Chile sólo han sido influenciados por la cultura mapuche (y otras similares), la española y los diferentes países de los que provinieron colonos europeos. Los chilenos se han podido acercar a otras nacionalidades – poco comunes en nuestro territorio pero con presencia cada vez más fuerte en lo cultural y económico- gracias a la comida como primer factor: En un ejercicio simple, en el sitio especializado en turismo nacional www.800.cl, se encuentran más de 225 restaurantes de comida japonesa, 80 de comida china y 10 de comida coreana repartidos en toda la ciudad de Santiago2. Considerando que en nuestro país existen más de 1.010 restaurantes vinculados al turismo3, podemos asegurar que al menos el 30% de ellos es de comida asiática. A través de esto se observa un claro ejemplo de sincretismo cultural al corroborar que los ingredientes de estas recetas son adaptados a nuestros recursos: al sushi se le añade palta, ingrediente imposible de encontrar en la comida japonesa, y en los restaurantes de comida coreana existe como opción el comer platos con una cantidad regulada de picante. Siguiendo con el primer ejemplo, hace unos años comer sushi era sinónimo de poseer cierto status, porque en ese tiempo no era un alimento común y los precios eran más altos que los actuales. Ciertos grupos se diferenciaban del resto al poder “comer con palitos”, pero hoy en día este tipo de “comida rápida” ha pasado a ser un snack que se puede encontrar en cualquier mesa chilena y en muchos lugares de comunas como Providencia o Santiago, siendo parte de la dieta habitual de ejecutivos y hasta de estudiantes universitarios. Es así como se presenta también un escenario totalmente diferente en el que los mismos chilenos han aprendido a hacer su propia comida oriental, en base a ingredientes que compran en tiendas cercanas, lo que hace que las preparaciones no sean tan difíciles y que cualquiera pueda llegar a decir “yo sé cocinar mi propio sushi”, lo que llegaría a brindar “cierto plus” frente a los ojos de algunas personas. Junto con esto, en el Barrio Patronato de Santiago existen supermercados en los que se puede comprar ingredientes de origen coreano y chino y cada vez son más las personas que prueban los productos de este tipo de negocios. Además, ha habido una gran apertura en los medios de comunicación hacia estos establecimientos: es común ver algunas notas periodísticas en la televisión chilena referentes al tema.
6

The imagined life of an Otaku collector, or to be a Cosplay star

Watts, Mark Leonard January 2008 (has links)
This project explores my relationship with elements of Japanese culture. Central to the project will be the Japanese practice of cosplay (dressing in costume), otaku (geek) subculture and their influences in the worlds of Japanese manga comic books and animated films. It will focus on the importance of kawaii (cute) in Japanese culture. The artworks will explore notions of identity and the ‘space between’. I shall do this through the gathering of Japanese objects which will be fused with my own image. I shall use photography, print and digital manipulation finishing in a sculptural installation referencing pop culture and commercial display. This project will constitute 80% practical work to be presented in a final exhibition piece accompanied by 20% written exegesis.
7

The imagined life of an Otaku collector, or to be a Cosplay star

Watts, Mark Leonard January 2008 (has links)
This project explores my relationship with elements of Japanese culture. Central to the project will be the Japanese practice of cosplay (dressing in costume), otaku (geek) subculture and their influences in the worlds of Japanese manga comic books and animated films. It will focus on the importance of kawaii (cute) in Japanese culture. The artworks will explore notions of identity and the ‘space between’. I shall do this through the gathering of Japanese objects which will be fused with my own image. I shall use photography, print and digital manipulation finishing in a sculptural installation referencing pop culture and commercial display. This project will constitute 80% practical work to be presented in a final exhibition piece accompanied by 20% written exegesis.
8

Otaku: um sujeito entre dois mundos. Refletindo sobre o diálogo existente entre ficção e realidade / Otaku: a person between two worlds reflections on the relationship between fiction and reality

Issa, Victor Eiji 14 November 2014 (has links)
Os personagens centrais desta pesquisa são os otakus, que podem ser descritos como fãs aficionados por mangás e animes, que passam boa parte de seu tempo entretidos com estes elementos (além de alguns outros) da cultura pop japonesa, vínculo este que exerce influência sobre sua visão de mundo e sobre o modo como agem em seu cotidiano. O foco central da pesquisa será a busca pela compreensão da relação existente entre ficção e realidade. Parto da ideia de que a ficção não é um simples produto do contexto sociocultural no qual é produzida: de fato é fruto deste contexto, porém na medida em que apresenta uma leitura, um modo de ver que extrapola os limites da realidade, ela pode ser vista como um agente ativo, transformador, como um agente que estimula a construção de novas percepções sobre o mundo que nos cerca. / The central characters of this research are the otakus, who can be described as fans of mangá and anime, who spend much of their time entertained with these (and some others) elements of Japanese pop culture, a linkage that influences their worldview and the way they act in their daily lives. The central focus of the research is the quest for understanding the relationship between fiction and reality. My assumption is the idea that fiction is not simply a product of the sociocultural context in which it is produced: in fact it is a product of this context, but as it is a way of reading, a way of seeing, which goes beyond the limits of reality, fiction may be thought of as an active agent, transformer, an agent that stimulates the construction of new insights about the world around us.
9

Otaku: um sujeito entre dois mundos. Refletindo sobre o diálogo existente entre ficção e realidade / Otaku: a person between two worlds reflections on the relationship between fiction and reality

Victor Eiji Issa 14 November 2014 (has links)
Os personagens centrais desta pesquisa são os otakus, que podem ser descritos como fãs aficionados por mangás e animes, que passam boa parte de seu tempo entretidos com estes elementos (além de alguns outros) da cultura pop japonesa, vínculo este que exerce influência sobre sua visão de mundo e sobre o modo como agem em seu cotidiano. O foco central da pesquisa será a busca pela compreensão da relação existente entre ficção e realidade. Parto da ideia de que a ficção não é um simples produto do contexto sociocultural no qual é produzida: de fato é fruto deste contexto, porém na medida em que apresenta uma leitura, um modo de ver que extrapola os limites da realidade, ela pode ser vista como um agente ativo, transformador, como um agente que estimula a construção de novas percepções sobre o mundo que nos cerca. / The central characters of this research are the otakus, who can be described as fans of mangá and anime, who spend much of their time entertained with these (and some others) elements of Japanese pop culture, a linkage that influences their worldview and the way they act in their daily lives. The central focus of the research is the quest for understanding the relationship between fiction and reality. My assumption is the idea that fiction is not simply a product of the sociocultural context in which it is produced: in fact it is a product of this context, but as it is a way of reading, a way of seeing, which goes beyond the limits of reality, fiction may be thought of as an active agent, transformer, an agent that stimulates the construction of new insights about the world around us.
10

Úloha postav v japonské vizuální kultuře / The Role of Characters in Japanese Visual Culture

Flesch, David January 2013 (has links)
The main purpose of this thesis is the analysis of fictional characters, their role in Japanese visual culture and society in general. For a better understanding of the argumentation that follows in chapters 2 to 4, I first introduce the reader to the world of postwar Japanese visual culture, its most iconic works and characters. In the following chapter I observe fictional characters from a psychological and sociological standpoint, and highlight their significance for contemporary society. Chapters 3 and 4 are dedicated to some of the most significant subcultures in postwar Japan - the shojo and otaku. In each of these chapters I first offer a synopsis of their respective histories and proceed to analyze some of the main trends associated with these subcultures; trends that have subsequently led to a major shift in consumer culture and a significant popularization of characters, the character business and its products. I argue that the most significant phenomenon associated with shojo culture is kawaii, the aesthetic of cuteness. Kawaii is arguably one of the defining aesthetic categories of contemporary Japan and is closely linked to postwar visual culture and the character goods industry. In the case of otaku, passionate consumers and fans of visual culture and modern media, I have focused on...

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