1,283 research outputs found

    Kyoto International Manga Museum

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    Tendo como pressupostos teóricos aspectos daEtnografia e da Estética, o presente artigo apresenta umpanorama sobre o Kyoto International Manga Museum (MuseuInternacional do Mangá de Kyoto), refletindo sobre aspectosculturais e estéticos que conformam o papel do mangá nasociedade japonesa contemporânea. O estudo decorre depesquisas mais amplas sobre estética moderna japonesa e opapel das artes na educação do século XXI em equipamentosculturais como bibliotecas e museus

    The 1970 Osaka Expo And/As Science Fiction

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    Perkembangan komik dan animasi: satu kajian perbandingan antara Melayu dan Jepun

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    Manga (komik Jepun) dan anime (animasi Jepun) berkait rapat dengan budaya, sejarah, politik, ekonomi, keluarga, agama, kepercayaan dan gender yang merupakan dua budaya popular utama Jepun dan sangat popular di seluruh dunia. Manga dan anime merupakan refleksi kepada fantasi, kepercayaan, nilai dan mitos masyarakat Jepun. Kertas kerja ini ditulis berdasarkan kajian kepustakaan terhadap rujukan dalam bahasa Melayu, Inggeris dan Jepun serta lawatan penulis ke Kyoto International Manga Museum, Tokyo International Manga Museum dan Saitama Municipal Cartoon Building Hall serta Pusat Dokumentasi Melayu, Dewan Bahasa dan Pustaka, Kuala Lumpur. Kertas kerja ini menyorot perkembangan manga dan anime serta membandingkan kedua-duanya dengan komik dan animasi Melayu. Pada masa yang sama kertas kerja ini cuba menemukan kerelevanan komik dan animasi Melayu pada persada antarabangsa. Tiada kajian terperinci dilakukan oleh pengkaji tempatan terhadap komik mahupun animasi Melayu baik dari segi sejarah awal penulisan komik, plot cerita, budaya atau tulisan yang terkandung dalam komik Melayu. Objektif kertas kerja ini adalah untuk menerangkan perkembangan komik dan animasi sejak awal sehingga kini serta membandingkan kedua-duanya dari segi fungsinya pada waktu tertentu. Hasil kajian menunjukkan penulisan karikatur Jepun telah pun bermula semenjak zaman pramoden Jepun sebelum tahun 1600 berbanding komik Melayu yang cuma boleh dirujuk seawal 1950-an. Bagi komik dan animasi Melayu, garis masa yang sesuai untuk membezakan perkembangannya adalah sebelum dan selepas 1980-an. Apa yang boleh disimpulkan adalah komik Melayu ataupun lakaran berbentuk humor sangat baharu, malah tiada kajian yang signifikan telah dijalankan setakat ini oleh penyelidik tempatan

    Shōjo Manga Research: The Legacy of Women Critics and Their Gender-Based Approach

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    Shōjo manga varies in style and genre. But despite this diversity, there is a certain conception of shōjo manga aesthetics, dominated by images of flowers, ribbons, fluttering hem skirts, and innocent-looking girls with large, staring eyes. Traditionally, the beginning of shōjo manga has been equated with Tezuka Osamu’s Princess Knight (Ribon no kishi), but more recent studies have instead focused on prior texts,namely the creations of Takahashi Macoto, who was influenced by the so-called lyrical illustrations (jojōga) of artists such as Nakahara Jun’ichi, Takabatake Kashō and Takehisa Yumeji. Manga influenced by jojōga have arguably prioritized visual qualities. The importance of visual qualities has increasingly been recognized in shōjo manga studies. However, most critical examinations of shōjo manga place emphasis on the role of narrative structure and representation of gender. This applies particularly to those who read shōjo manga as a medium to challenge conventional gender roles. Female manga researchers especially have tended to focus on biological and socially constructed gender. This column discusses two such works, Fujimoto Yukari’s Where is my place in the world? (1998, revised edition 2008) and Oshiyama Michiko’s Discussion of Gender Representation in Shōjo Manga: Forms of “Cross-dressed Girls” and Identity (2007, revised edition 2013)

    Comics scholarship: its delayed birth, stunted growth, and drive to maturity

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    This article aims to present the trajectory of scholarship on comics, showing the difficulties faced by researchers, and the future of scientific research in this area study

    Interactive Rakuchu Rakugai-zu (Views in and Around Kyoto)

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    This book constitutes the refereed proceedings of the First International Conference on Culture and Computing, C&C 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in July 2020. The conference was planned to be held in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.Rakuchu Rakugai-zu is a screen painting illustrating in and around Kyoto created from the beginning of 16th century until 17th century. As in the Funaki Version of Rakuchu Rakugai-zu everyday lives of over 2, 000 people in Kyoto are vividly painted, the painting is a good material to learn their customs in early 17th century in Kyoto. However, it is difficult to understand the details of the painting, if background information is not provided. How to document such information and how to provide people such information would be crucial for the future of museums. To cope with this, we are carrying out a project to develop the interactive Rakuchu Rakugai-zu, Funaki Version. Firstly, we digitize the painting with ultra-high resolution. Secondly, using historical books regarding the customs of that era., we identify clothes and behaviors of each person in the painting and linked them to the person in the painting. Thirdly, we develop the technology to provide such information interactively using text or voice. Fourthly, we develop present Funaki Version including various manga characters so that we can compare old and present customs of people. Integrating these contents and technologies we are now developing the interactive Rakuchu Rakugai-zu, Funaki Version
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