17 research outputs found
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The Crisis of Language in Contemporary Japan: Reading, Writing, and New Technology
My dissertation is an ethnographically inspired theoretical exploration of the crises of reading and writing in contemporary Japan. Each of the five chapters examines concrete instances of reading and writing practices that have been problematized in recent decades. By calling attention to underlying moral assumptions, established sociocultural protocols, and socio-technological conditions of the everyday, I theorize the concept of embodied reading and writing thresholds. The scope of analysis is partly informed by popular discourse decrying a perceived decline in reading and writing proficiency among Japanese youth. This alleged failing literacy figures as a national crisis under the assumption that the futurity of children's national language proficiency metonymically correlates with the future well being of its national cultural body. In light of heightened interests in the past, present, and future of books, and a series of recent state interventions on the prospect of "national" text culture, it is my argument that ongoing tensions surrounding the changing media landscape and symbolic relations to the world do not merely reflect changes in styles of language, structures of spatiotemporal awareness, or forms of knowledge production. Rather, they indicate profound transformations and apprehensions among the lives mediated and embodied by the very system of signification that has come under scrutiny in the post-Lost Decade Japan (03/1991-01/2002). My dissertation offers an unique point of critical intervention into 1) various forms of tension arising from the overlapping media technologies and polarized population, 2) formations of reading and writing body (embodiment) at an intersection of heterogeneous elements and everyday disciplining, 3) culturally specific conditions and articulations of the effects of "universal" technologies, 4) prospects of "proper" national reading and writing culture, and 5) questions of cultural transformation and transmission. I hope that the diverse set of events explored in respective chapters provide, as a whole, a broader perspective of the institutional and technological background as well as an intimate understanding of culturally specific circumstances in Japan. Insofar as this is an attempt to conduct a nuanced inquiry into the culturally specific configurations and articulations of a global phenomenon, each ethnographic moment is carefully contextualized to reflect Japan specific conditions while avoiding the pitfall of culturalist assumptions. Understanding how an existing system of representation, technological imperatives and sociohistorical predicaments have coalesced to form a unique constellation is the first step in identifying how the practice of reading and writing becomes a site of heated national debate in Japan. Against theories that problematize the de-corporealizing effects of digital technology within reading and writing, I emphasize the material specificity of contemporary reading and writing practices
PAPER PEOPLE AND DIGITAL MEMORY: RECREATING THE PUBLIC AND PRIVATE IN JAPAN
This research examines how reading and writing on digital platforms establishes public and private spheres in Tokyo, Japan. Based upon findings from a group of students at an international University, I develop new modes of thinking about people and their use of Internet capable devices by exploring the paradoxes present in contemporary literacies. Contextualizing reading and writing within the speech patterns and exchange rituals (aisatsu) which mark public spheres in Japan, writing practices are found to reflect multiple nuanced identity performances in which the varied use of the cultural principles uchi/soto (inside/outside) and ura/omote (back/front) create parallel publics. Constructed by authors and recognized by readers, these parallel publics are the result of student agency as well as the materiality of platform programing and device capabilities. Contemporary literacies have developed conventions which account for the message recipient carrying an ever-present Internet capable device, leading authors to utilize message practices which align the proximity of a platform to levels of intimacy in a relationship. Authors also compose messages which are less likely to require the receiver to excuse themselves from any given social situation. The ubiquity of human-device pairs has also impacted memory practices, with youths prioritizing recognition skills over memorization
Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking
In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks â Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices â the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
KEER2022
AvanttĂtol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202
IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -
Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to âvisual novelâ, âdating simulatorâ and âadult computer gameâ.
As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the gameâs characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as âcharacter intimacy gamesâ, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the gameâs characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies.
The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases â The Visual Novel Database and Erogescape -ErogÄ HyĹron KĹŤkan â with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the gameâs wider assemblage of narrative content and software mechanics
THE ROLE OF JAVANESE CULTURE IN CHARACTER BUILDING AT ELEMENTARY SCHOOL
Nowadays, character education becomes a major concern in Indonesia. Character development has been done
by various strategy, but the results is yet to be seen. Character development should beginin elementary school
in order that the children's charactercould formed early so that it could be developed until they are mature.
One of the efforts of character building is integrating the local wisdom in learning. One of them is the
Javanese culture. Javanese culture has a variety of rules called the "unggah-ungguh" that always give good
models to the public community, especially to the Javanese. Along with the times, the Javanese culture that
upholds ethics began to degraded and replaced by foreign cultures that came later. The parentsâ roles in
instilling the Javanese culture to their children also decreased gradually. This paper will examine the Javanese
cultureâs roles toward the character building in elementary schoolsâ students. Descriptive method supported by
a depth review of the literature and the previous studies is used in this paper as a method. Based on the results
of these reviews, we obtain some information about the types and mechanisms of Javanese culture in character
building of students, especially elementary school students