%{search_type} search results

28 catalog results

RSS feed for this result

1. Interpreting anime [2018]

ix, 322 pages : illustrations ; 23 cm
  • Contents A Note on the Text Introduction. Read or Die: Reading Anime 1. From Origin to Oblivion: Akira as Anime and Manga 2. The Mecha's Blind Spot: Cinematic and Electronic in Patlabor 2 3. Puppet Voices, Cyborg Souls: Ghost in the Shell and Classical Japanese Theater 4. The Forgetful Phallus and the Otaku's Third Eye: 3x3 Eyes and Anime's Audience 5. Anime in Drag: Stage Performance and Staged Performance in Millennium Actress 6. The Quick and the Undead: Blood: The Last Vampire and Television Anime 7. It's Art, but Is It Anime? Howl's Moving Castle and the Novel Conclusion: Summer Wars Chronology Acknowledgments Notes Moving Image Sources Bibliography Index.
  • (source: Nielsen Book Data)9781517904036 20180430
For students, fans, and scholars alike, this wide-ranging primer on anime employs a panoply of critical approaches Well-known through hit movies like Spirited Away, Akira, and Ghost in the Shell, anime has a long history spanning a wide range of directors, genres, and styles. Christopher Bolton\u2019s Interpreting Anime is a thoughtful, carefully organized introduction to Japanese animation for anyone eager to see why this genre has remained a vital, adaptable art form for decades.Interpreting Anime is easily accessible and structured around individual films and a broad array of critical approaches. Each chapter centers on a different feature-length anime film, juxtaposing it with a particular medium-like literary fiction, classical Japanese theater, and contemporary stage drama-to reveal what is unique about anime\u2019s way of representing the world. This analysis is abetted by a suite of questions provoked by each film, along with Bolton\u2019s incisive responses.Throughout, Interpreting Anime applies multiple frames, such as queer theory, psychoanalysis, and theories of postmodernism, giving readers a thorough understanding of both the cultural underpinnings and critical significance of each film. What emerges from the sweep of Interpreting Anime is Bolton\u2019s original, articulate case for what makes anime unique as a medium: how it at once engages profound social and political realities while also drawing attention to the very challenges of representing reality in animation\u2019s imaginative and compelling visual forms.
(source: Nielsen Book Data)9781517904036 20180430
Art & Architecture Library (Bowes)
xix, 252 pages : illustrations ; 24 cm.
  • Introduction: It All Started with a Studio 1. It All Started With a Monkey 2. Cartoons and Chinese Studies 3. Meishu pian as national style 4. A Discussion and a Princess 5. Nezha naohai (Nezha Conquers the Dragon King): Scar Animation and an Ending 6. Industry and Animation.
  • (source: Nielsen Book Data)9781138938809 20160619
By the turn of the 21st century, animation production has grown to thousands of hours a year in the People's Republic of China (PRC). Despite this, and unlike American blockbuster productions and the diverse genres of Japanese anime, much animation from the PRC remains relatively unknown. This book is an historical and theoretical study of animation in the PRC. Although the Wan Brothers produced the first feature length animated film in 1941, the industry as we know it today truly began in the 1950s at the Shanghai Animation Film Studio (SAFS), which remained the sole animation studio until the 1980s. Considering animation in China as a convergence of the institutions of education, fine arts, literature, popular culture, and film, the book takes comparative approaches that link SAFS animation to contemporary cultural production including American and Japanese animation, Pop Art, and mass media theory. Through readings of classic films such as Princess Iron Fan, Uproar in Heaven, Princess Peacock, and Nezha Conquers the Dragon King, this study represents a revisionist history of animation in the PRC as a form of "postmodernism with Chinese characteristics." As a theoretical exploration of animation in the People's Republic of China, this book will appeal greatly to students and scholars of animation, film studies, Chinese studies, cultural studies, political and cultural theory.
(source: Nielsen Book Data)9781138938809 20160619
Art & Architecture Library (Bowes)
2 videodiscs (66 min. ; 74 min.) : sound, color ; 4 3/4 in. + 1 booklet. Sound: digital; optical; Dolby. Video: laser optical; NTSC. Digital: video file; DVD video; all regions.
  • [Volume 1] Hong Kil-tong = A story of Hong Gil-dong
  • [volume 2] Hop'i wa Ch'adolbawi = Hopi and Chadol bawi.
  • [Volume 1] 홍 길동 = A story of Hong Gil-dong
  • [volume 2] 호피 와 차돌바위 = Hopi and Chadol bawi.
Hong Kil-tong : "Gil-dong is born as an illegitimate son of prime minister Hong and grows a chivalrous robber who stands up against the feudal system. He organizes a peasant movement group Hwalbindang to punish corrupt officials by robbing them of dishonest fortune and help the poor. The authorities go any length to arrest him to no avail. Finally Hong Gil-dong builds his own ideal country Yuldo Kingdom and becomes a king."--KMDb.
Hop'i wa Ch'adolbawi : "Wangho (big tiger) who always wears tiger skin and Chadolbawi (hard rock) fight against corrupt public officials and wicked bandits."--KMDb.
Art & Architecture Library (Bowes), Media & Microtext Center
xii, 475 pages : illustrations ; 26 cm.
Art & Architecture Library (Bowes)
vii, 191 pages : illustrations ; 24 cm.
  • Introduction Chapter 1: Approaching Anime: Genre and Subgenres Chapter 2: Sci Fi Anime: Cyberpunk to Steampunk Chapter 3: Anime's Bodies Chapter 4: Early Anime Histories: Japan and America Chapter 5: Anime, Video and the Shojo and Shonen Genres Chapter 6: Post-Video Anime: Digital Media and the Revelation of Anime's Hidden Genres Chapter 7: Ghibli Genre: Toshio Suzuki and Studio Ghibli's Brand Identity Chapter 8: Experiencing Japan's Anime: Genres at the Tokyo International Anime Fair Chapter 9: Anime Horror and Genrification Index.
  • (source: Nielsen Book Data)9781847884800 20160619
Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a "genre, " but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
(source: Nielsen Book Data)9781847884800 20160619
Art & Architecture Library (Bowes)

6. Anime : a history [2013]

vi, 250 pages : ill. (some color) ; 25 cm
  • Acknowledgments Introduction: What Do We Talk About When We Talk About Anime? 1. Kid Deko's New Picture Book: Early Cartoons in Japan 1912-21 2. The Film Factories: Animation Technique and Technology 1921-37 3. The Shadow Staff: Japanese Animation at War 1931-48 4. The Seeds of Anime: Japanese Animation Industries 1946-62 5. Dreams of Export: Toei Doga and MOM Production 1953-67 6. Warrior Business: Tezuka's Anime Revolution in Context 1961-67 7. The Brown Screen: Trended Change in Japanese Animation 1966-83 8. The Third Medium: The Transformation of Ownership and Access 1977-96 9. The Pokemon Shock: Anime Goes Global 1984-97, 1997-2006 10. The Digital Engine: New Technologies in Animation 1983-2012 Epilogue: The End of Anime's First Century Bibliography Index.
  • (source: Nielsen Book Data)9781844573905 20160612
Japanese animation is at the nexus of an international multimedia industry worth over $6.5 billion a year, linked to everything from manga to computer games, Pokemon and plushies. In this comprehensive guide, Jonathan Clements chronicles the production and reception history of the entire medium, from a handful of hobbyists in the 1910s to the Oscar-winning Spirited Away and beyond. Exploring the cultural and technological developments of the past century, Clements addresses issues of historiography within Japanese academic discourse and covers previously neglected topics such as wartime instructional animation and work-for-hire for American clients. Founded on the testimonies of industry professionals, and drawing on a myriad of Japanese-language documents, memoirs and books, Anime: A History illuminates the anime business from the inside - investigating its innovators, its unsung heroes and its controversies.
(source: Nielsen Book Data)9781844573905 20160612
Art & Architecture Library (Bowes)
xi, 313 pages ; 24 cm
  • Animation Studies and Animation History in Japan
  • Pioneers of Japanese Animation
  • Popular Culture, East-West Expressions, and Tezuka Osamu
  • Female Characters and Transnational Identities
  • Artistic Animation and Expression in Japan
  • Japan's First Commercial Animation Studio after the Second World War: Toei.
Never before available in English, East Asian critiques and discussion of a powerful Japanese export and popular art form Contributions by Kenny K. N. Chow, Sheuo Hui Gan, Hiroshi Ikeda, Sonoko Ishida, Tokumitsu Kifune, Joon Yang Kim, Dong-Yeon Koh, Masashi Koide, Akiko Sano, Akiko Sugawa-Shimada, Nobuyuki Tsugata, Yasushi Watanabe, and Makiko Yamanashi Japanese Animation: East Asian Perspectives makes available for the first time to English readership a selection of viewpoints from media practitioners, designers, educators, and scholars working in the East Asian Pacific. This collection not only engages a multidisciplinary approach in understanding Japanese animation but also shows ways to research, teach, and more fully explore this multidimensional world. Presented in six sections, the translated essays cross-reference each other. The collection adopts a wide range of critical, historical, practical, and experimental approaches. This variety provides a creative and fascinating edge for both specialist and nonspecialist readers. Contributors' works share a common relevance, interest, and involvement despite their regional considerations and the different modes of analysis demonstrated. They form a composite of teaching and research ideas on Japanese animation. Masao Yokota, Tokyo, Japan, is professor of psychology at Nihon University and former chair of the Japan Society for Animation Studies. Tze-yue G. Hu, Oklahoma City, Oklahoma, is an independent scholar and author of Frames of Anime: Culture and Image-Building.
(source: Nielsen Book Data)9781617038099 20160612
Art & Architecture Library (Bowes)
x, 241 p. : ill. ; 24 cm.
  • Collaborative networks, personal futures
  • Characters and worlds as creative platforms
  • Early directions in postwar anime
  • When anime robots became real
  • Making a cutting-edge anime studio : the value of the gutter
  • Dark energy : what overseas fans reveal about the copyright wars
  • Love revolution : Otaku fans in Japan
  • Future anime: collaborative creativity and cultural action.
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research including interviews with artists at some of Tokyo's leading animation studios - such as Madhouse, Gonzo, Aniplex, and Studio Ghibli - Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries - including those that produce film, television, manga (comic books), and toys and other licensed merchandise - and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.
(source: Nielsen Book Data)9780822353942 20160615
Art & Architecture Library (Bowes)
2 videodiscs (ca. 125 min.) : sd., col. ; 4 3/4 in.
A young boy and a mysterious girl search for a fantastic floating castle while trying to outrun pirates, the army, and government agents.
Green Library, Art & Architecture Library (Bowes), Media & Microtext Center
216 p. : ill. (some col.) ; 28 cm.
Art & Architecture Library (Bowes)
xvii, 275 p. : ill. ; 24 cm.
  • Introduction: death acts (survival acts)
  • Modes of engagement: Post-Shingeki's edge. No holds barred: Betsuyaku Minoru and the paradoxes of total commitment
  • Terayama Shuji: gender, power, and the imperative voice
  • Blindness and the visuality of desire
  • Intersubjective spaces, communal dreams
  • Theories of encounter. Theories of encounter: breaking the everyday
  • Imaginations of return: film, Buto, photography. X marks the spot: experimental film crossings
  • On homecoming: Hijikata's writings and Buto
  • The provoke era: new languages of Japanese photography
  • Conclusion: counterfeit coins/phantasms.
In the years of rapid economic growth following the protest movements of the 1960s, artists and intellectuals in Japan searched for a means of direct impact on the whirlwind of historical and cultural transformations of their time. Yet while the artists often called for such 'direct' encounter, their works complicate this ideal with practices of interruption, self-reflexive mimesis, and temporal discontinuity. In an era known for idealism and activism, some of the most cherished ideals - intimacy between subjects, authenticity, a sense of home - are limitlessly desired yet always just out of reach. In this book, Miryam Sas explores the theoretical and cultural implications of experimental arts in a range of media. Casting light on important moments in the arts from the 1960s to the early 1980s, this study focuses first on underground (post-shingeki) theater and then on related works of experimental film and video, buto dance and photography. Emphasizing the complex and sophisticated theoretical grounding of these artists through their works, practices, and writings, this book also locates Japanese experimental arts in an extensive, sustained dialogue with key issues of contemporary critical theory.
(source: Nielsen Book Data)9780674053403 20160605
Art & Architecture Library (Bowes)
1 videodisc (162 min.) : sd., col. and b&w ; 4 3/4 in. + 1 booklet (103 p. : ill. ; 19 cm.)
  • I. The language of technology. Computer movie no. 2 (1969, 8 min.) / CTG (Computer Technique Group) ; Image modulator (1969, 0.45 min.) ; Ooi and environs (1979, 1:30 min.) / Katsuhiro Yamaguchi ; Metastasis (1971, 8 min.) / Toshio Matsumoto ; Oh! My mother (1969, 14 min.) / Kohei Ando ; Camera, monitor, frame (1976, 17:15 min.) / Takahiko Iimura ; Hand no. 2 (1976, 7:50 min.) / Keigo Yamamoto
  • II. Open television. Magnetic scramble (1968, 0.30 min.) / Toshio Matsumoto ; Under a bridge (1974, 13 min.) / Video Earth Tokyo
  • III. Body acts. What a woman made (1973, 10:50 min.) / Mako Idemitsu ; Kick the world (1974, 13 min.) / Nobuhiro Kawanaka ; Eat (1972, 1:30 min.) / Katsuhiro Yamaguchi ; Digest of video performance, 1978-1983 (15:35 min.) / Norio Imai ; Lapse of communication (1972, revised 1980, 16 min.) / Hakudo Kobayahi ; Image of image - Seeing (1973, 12:30 min.) / Saburo Muraoka, Tatsuo Kawaguchi, Uematsu ; The recognition construction - Hyojyutsu (Against application or mimesis) / Morihiro Wada (1975, 20 min.).
Vital Signals is a survey of the vibrant, interdisciplinary video art scene in Japan in the 1960s and '70s. Produced by EAI, the DVD anthology features sixteen works by fifteen Japanese artists, among them key figures such as Takahiko Iimura, Mako Idemitsu and Toshio Matsumoto. The Vital Signals DVD is organized in three parts: The Language of technology, Open television, and Body acts. In technical experiments, activist statements, and conceptual performances, Japanese artists of the 1960s and '70s transformed the intangible -- time, gesture, the electronic signal -- into rich art-making material.
Art & Architecture Library (Bowes)
7 videodiscs (approximately 496 min.) : sound, color ; 4 3/4 in. + 1 gift videodisc (60 min.) ; 4 3/4 in.
  • Nezha nao hai
  • Da nao tian gong
  • Bao lian deng
  • Jin hou xiang yao
  • Tian shu qi tan
  • Shan shui qing, Yu bang xiang zheng, Mu di
  • Lu ling, Hei gong ji, Xiao ke dou zao ma ma.
  • 哪吒閙海
  • 大閙天宮
  • 寳蓮燈
  • 金猴降妖
  • 天書奇譚
  • 山水情, 鷸蚌相爭, 牧笛
  • 鹿鈴, 黑公鷄, 小蝌蚪找媽媽.
Art & Architecture Library (Bowes), Media & Microtext Center
1 videodisc : sd., b&w ; 4 3/4 in + 1 booklet (11 p.)
  • Muramatsuri = Village festival (3 min.)
  • Haru no uta = Song of spring (4 min.)
  • Chinkoro Heibei tamatebako = Chinkoroheibei and the treasure box (9 min.)
  • Saru Masamune = Monkey Masamune (8 min.)
  • Chameko no ichinichi = Chameko's day (7 min.)
  • Ban Dan'emon bakemono taiji no maki = Danemon Ban : the monster exterminator (10 min.)
  • Benkei tai Ushiwaka = Benkei and Ushiwaka (14 min.)
  • Momotarō no umiwashi = Momotaro's sea eagle (37 min.).
  • 村祭 = Village festival (3 min.)
  • 春の唄 = Song of spring (4 min.)
  • ちんころ平々玉手箱 = Chinkoroheibei and the treasure box (9 min.)
  • 猿正宗 = Monkey Masamune (8 min.)
  • 茶目子の一日 = Chameko's day (7 min.)
  • 塙団右衛門化物退治の卷 = Danemon Ban : the monster exterminator (10 min.)
  • べんけい対ウシワカ = Benkei and Ushiwaka (14 min.)
  • 桃太郎の海鷲 = Momotaro's sea eagle (37 min.).
A rare glimpse of early Japanese anime and prewar Japanese culture, The roots of Japanese anime features the masterworks of such pioneers of Japanese animation as Noburo Ofuji, Yasuji Murata, and Kenzo Masaoka, in addition to Mitsuyo Seo's Momotaro's sea eagle, the notorious war cartoon billed as Japan's first feature anime.
Art & Architecture Library (Bowes)
4 videodiscs (355 min.) : sd., b&w ; 4 3/4 in.
  • Disc 1 [1928-1931]. Tairiki Tarō no mucha shugyō. Nihon-ichi Momotarō. Issunbōshi no shusse. Kuro nyago. Kobutori. Tarō-san no kisha. Kōmori. Saru Masamune . Mura matsuri. Urashima Tarō. Oira no yakyū. Kokka kimigayo - Disc 2 [1931-1933]. Dobutsu sumō taikai. Sora no Momotarō. Chō no sainan. Nezumi no uta. Umi no Momotarō. Ōatari sora no entaku. Dankichi-jima no Orinpikku Taikai. Dōbutsumura no supōtsu dē. Sankō to Tako : hyakuman-ryō chinsōdō. Hibari no yadogae. Shojoji no tanuki-bayashi. Norakuro nitōhei : kyōren no maki, enshū no maki - Disc 3 [1934-1936]. Norakuro Gochō. Dekobō no jidōsha ryokō. Osaru no Sankichi : Totsugekitai. Tengu taiji. Issunbōshi : Chibisuke monogatari. Umi no mizu wa naze karai. Tā-chan no kaitei ryokō. Ninjutsu hi no tama kozō : Edo no maki. Shojoji no tanuki-bayashi Ban Danʻemon. Hinomaru Hatanosuke : bakemono-yashiki no maki. Hinomaru Hatanosuke : Inazuma-gumi tōbatsu no maki. Izakaya no ichiya. Osaru no kantai. Ohisama to Kaeru. Suzume no oyado - Disc 4 [1936-1950, and undated]. Furudera no obake-sōdo. Hinomaru Tarō : musha shugyō no maki. Mābō no daikyōsō. Mābō no Kinoshita Tōkichirō. Oyogeya ogoye. Kangarū no tanjōbi. Osaru no Sankichi : bōkūsen. Kuma ni kuwarenu otoko. Garibā funtōki. Dōbutsumura no daisōdo. Bōken Dankichi : hyōryū no maki. Norakuro Shōi : Nichiyōbi. Kaitei no bōkun. Ahiru no otegara.
Fifty-five vintage Japanese animated short films, originally produced between 1928-1950.
Art & Architecture Library (Bowes), Media & Microtext Center
1 videodisc (ca. 90 min.) : sd., col. ; 4 3/4 in.
A revolutionary machine has been built that allows scientists to enter and record a subject's dream. After the machine is stolen, a fearless detective and brilliant therapist join forces to recover the device before it falls into the hands of a "dream terrorist."
Art & Architecture Library (Bowes)
1 videodisc (73 min.) : sd., b&w ; 4 3/4 in.
Produced by the Wan brothers in the midst of World War II, Princess Iron Fan is the first feature length animated film produced in China. Following the Monkey King, his Master and friends on their journey to the West, they reach Fire Mountain. They are unable to pass because of the fire but learn that a special iron fan can quench the flames. However, the fan belongs to Princess Iron Fan and she will not willingly lend it to them. The film is also one of the earliest works to extensively use the rotoscoping animation process.
Art & Architecture Library (Bowes)
11 videodiscs (ca. 1200 min.) : sd., b&w ; 4 3/4 in + 1 booklet (30 p.).
  • Episode 1. Birth of Astro Boy
  • Episode 2. Colosso
  • Episode 3. Expedition to Mars
  • Episode 4. The sphinx
  • Episode 5. Cross Island
  • Episode 6. Grass boy
  • Episode 7. Zero, the invisible robot
  • Episode 8. Silver comet
  • Episode 9. Hullabaloo land
  • Episode 10. The spirit machine
  • Episode 11. Strange voyage
  • Episode 12. The artificial sun
  • Episode 13. The deep freeze
  • Episode 14. One million mammoth snails
  • Episode 15. Gangor the monster
  • Episode 16. Secret agent 3-Z
  • Episode 17. The haunted ship
  • Episode 18. Time machine
  • Episode 19. The cosmic giant
  • Episode 20. Toxor, the mist man
  • Episode 21. Satellite R-45
  • Episode 22. Sea-serpent isle
  • Episode 23. The deadly flies
  • Episode 24. Kingdom of the sea
  • Episode 25. The strange birthday present
  • Episode 26. Don Tay's infernal machine
  • Episode 27. Pearl people
  • Episode 28. The wacky machine
  • Episode 29. Memory day
  • Episode 30. The super duper robot
  • Episode 31. Mysterious cosmic rays
  • Episode 32. The moom mosters
  • Episode 33. The three magicians
  • Episode 34. The beast from 20,000 fathoms
  • Episode 35. Planet X
  • Episode 36. The elixir of life
  • Episode 37. Astro boy goes to school
  • Episode 38. The asteroid menace
  • Episode 39. The mysterious cat
  • Episode 40. The abominable snowman
  • Episode 41. Deadline to danger
  • Episode 42. The island of mystery
  • Episode 43. Ditto
  • Episode 44. Cleopatra's heart
  • Episode 45. Return of Cleopatra
  • Episode 46. The phantom spaceship
  • Episode 47. The gigantic space crab
  • Episode 48. The great space horse
  • Episode 49. 3D tee vee
  • Episode 50. Westward, ha!
  • Episode 51. Jimbo, the Great
  • Episode 52. Snow lion.
The original boy-robot with 100,000 horsepower strength and courage! In the year 2000, Dr. Boyton creates a super-robot in his deceased son's image. He calls the robot Astro Boy. Astro Boy can swim oceans, leap over mountains, even fly into space on his own power. However, Astro Boy can't replace his son; Dr. Boyton becomes dissatisfied with the boy robot and disowns him. Astro Boy is befriended by Dr. Packadermus J. Elefun of the Institute of Science, who guiides him through his adventures. Endowed with super strength, rocket-powered flight, a selfless heart and a kind demeanor, Astro Boy fights a never-ending crusade against the forces of evil. -- Container.
Art & Architecture Library (Bowes), Media & Microtext Center
1 videodisc (102 min.) : sd., col. ; 4 3/4 in.
A film adaptation of a true event, a shy nerd falls hard for a girl he rescues on a commuter train. Seeking advice on how to ask her out, he turns to the internet and begins soliciting help through an online forum.
Art & Architecture Library (Bowes)
3 videodiscs (277 min. ) : sd., b&w, col. ; 4 3/4 in. + 1 booklet.
  • Part 1. Shi to shite no eizō (87 min.)
  • part 2. Shisō no renkinjutsu (92 min.)
  • part 3. Hanpuku to hen'yō (98 min.)
20 short experimental films by Toshio Matsumoto.
Art & Architecture Library (Bowes), Media & Microtext Center