The document discusses Brahmanism as a precursor to Hinduism, detailing the creation myth, the role of deities like Brahma, Vishnu, and Shiva in the cosmic cycle, and the significance of Dharma. It also outlines key Hindu beliefs, including reincarnation, and emphasizes the importance of holy texts such as the Vedas and Upanishads. Additionally, the document provides guidelines for respectful engagement with Hindu practices and traditions.
Corporate communication involves both internal and external communication channels used by an organization to communicate with stakeholders. It should be planned, structured, and measured. Effective corporate communication can produce profits, cut costs, and reduce risks. External communication includes methods like press releases, newsletters, and media interviews to engage people outside the organization, while internal communication relies on constant interactions to convey meaning to staff and management. Developing a long-term focus, clear values, and specific goals while using comprehensive methods is key to successful corporate communication and brand management.
Page 3 refers to the entertainment section commonly found in newspapers, containing news, horoscopes, puzzles and recipes. It covers fashion, celebrities, music and the lifestyles of the rich and famous. In the UK, Page 3 originated from The Sun newspaper and featured glamour model photographs, though many now want this abolished due to concerns over nudity and objectification of women. It remains a popular part of tabloid culture in India where it provides diversion and escapism.
This document discusses the concepts of technoculture and risk society. It summarizes Ulrich Beck's theory that modern societies have become "risk societies" as modernization introduces new insecurities and risks. Examples of technological risks discussed include computer viruses, terrorist attacks, and cyberstalking. The document reflects on how culture both thrives on and responds to risks created by new technologies. It argues that within technoculture, systems tend to be self-referential and focus on risks and solutions within that system rather than considering outside impacts.
This document discusses different types of radio discussions, including interviews and panel discussions. It provides examples of each type and explains the key roles in a radio discussion. Panel discussions involve a host and experts discussing a topic for an audience, who may also participate. The host facilitates and manages the discussion. Discussion topics depend on the program's focus and can come from current events, feedback, or new ideas. The goal is typically to encourage expression, provide information, or give instruction. Screeners help filter calls to stay on topic. News, magazine, and talk programs commonly use discussions.
The document discusses top advertising agencies in India and worldwide. JWT, Mudra, Rediffusion, O&M, and FCB Ulka are listed as top agencies in India. JWT is described as a full-service global agency with over 200 offices and 10,000 employees. Mudra Group covers over 1.75 lakh villages across India with 1,100 employees. Rediffusion was founded in 1973 and is now part of the Y&R network. O&M India focuses on advertising, PR, direct marketing and has specialized divisions for various sectors. Creativity is highlighted as key to an agency's success.
This document provides an overview of anime and manga. It begins by explaining that manga are Japanese comics that are adapted from anime shows. It then discusses some of the earliest and most influential anime shows from Japan, including Tetsuwan Atomu and Astro Boy. It notes that while Astro Boy was popular in North America, later shows were deemed too violent for children. Over time, anime and manga grew more popular both in Japan and other countries. The document concludes by recommending some famous anime titles, discussing the differences between anime and cartoons, and providing information about anime conventions and cosplay.
After early experiments with recording sound, radio broadcasting began to develop in the late 19th/early 20th century. Key milestones included Marconi sending the first radio signal over 2 miles in 1896, the first radio broadcast occurring on Christmas Eve 1906, and the launch of Sputnik in 1957 with its radio beacon. In India, amateur radio clubs conducted early broadcasts in the 1920s, leading to the formation of All India Radio in 1936 under British rule. AIR played a key role in the independence movement and post-independence nation-building. Through the 20th century, AIR expanded its network across India and introduced new programming.
The document discusses the concept of audience in media studies, noting that all media texts are produced with a target audience in mind. It explores how audience research is used to understand who comprises the target audience and their demographics. The document also outlines several theories about how audiences interact with and make sense of media texts, ranging from more passive models to more active models that view audiences as playing a role in interpreting meaning.
Media studies is a field that examines the content, history, and effects of mass media, focusing on artistic forms, production processes, and sociological impacts. It employs theories from various disciplines to analyze ideological themes in media, revealing how they shape societal beliefs and norms. The document highlights the role of hegemony in media, illustrating how common sense assumptions are formed and challenged through media representation.
- These magazines target younger women aged 18-35 and focus on content related to fashion, relationships, and sex.
- They use bright colors, feminine fonts, and celebrity photos on the cover to attract readers and encourage purchases. Celebrities featured are usually idols of the target age range.
- Both magazines discuss topics like beauty, health, and relationships. Articles provide tips and advice for improving appearance and relationships which aligns with readers' interests. Fashion and looking good are emphasized.
This document provides an overview of Japanese mythology and the early history of Japan. It describes how the Jomon people lived in Japan as early as 10,000 BC and were known for their distinctive rope pattern pottery. A new culture emerged in 400 BC called the Yayoi people who originated from China/Korea. The Yamato clan extended their rule over Japan in the Yayoi period. Central to Shinto religion is the Japanese creation myth recorded in the Kojiki and Nihongi, which tells of Izanagi and Izanami creating the first islands of Japan and the gods. Japanese mythology features a pantheon of gods/spirits associated with natural phenomena that were elevated in Shinto, the
Pop magazines use bright colors like pink, yellow, and orange to attract their target teenage audience. The celebrities featured on the covers also wear these bright colors to match the style of the magazine and reflect their image as pop stars. The informal style of pop magazines, with fun fonts, pictures, and captions, works to engage teenage readers and make the magazines feel like a friend rather than just text-heavy publications.
The document summarizes the structure and organization of a newspaper. It outlines the main departments including editorial, advertising, circulation, printing, administrative, stores, and IT. The editorial department is responsible for gathering, interpreting, and selecting news stories. It is assisted by editors, correspondents, photographers, and writers. The advertising and circulation departments generate revenue and distribute the newspaper. The printing department compiles the content and prints the physical copies. Other departments include administration, stores, personnel, legal, and accounting.
Radio formats refer to the overall content broadcast on a radio station. There are many formats designed to reach specific audience segments based on demographics like age, ethnicity, and background. Popular formats include talk shows, interviews, and phone-in programs. Talk shows usually feature a host interviewing guests on various topics in segments separated by advertisements or music. Interviews can be opinion-based or informational, and require preparation, rehearsal, and knowledge of the subject. Phone-in programs allow listeners to share opinions on discussed topics by calling in. Effective radio interviews and phone-in programs require organization and an engaging host who can share the spotlight and promote guests.
The document discusses News Corporation's production and promotion of the 2009 film Avatar. It details how News Corp used its cross-media platforms and convergence across video games, toys, books and television promotions to market the film globally. Specifically in the UK, News Corp targeted British audiences through an IMAX trailer premiere and partnerships with Coca-Cola for an augmented reality marketing campaign. The film was a major commercial success and broke several box office records.
Display advertisements are ads on websites that include text, images, video and audio to deliver brand messages to visitors. Facebook and Twitter are projected to take 33% of the display ad market by 2017, while desktop display ads surpassed search ads in 2014. Classified ads are cheaper than display ads and bring a greater return on investment, appearing frequently in newspapers, online and periodicals. The classified ad market in the US was estimated at $15.9 billion for newspapers and $14.1 billion online in 2003.
An advertising campaign is a series of coordinated advertisements that share a single theme or idea. Nike launched its iconic "Just Do It" campaign in 1988 to help drive its comeback against rival Reebok in the sportswear market. The campaign was successful because it tapped into the 1980s fitness craze and consumer desire for a healthy lifestyle. It used celebrity endorsements and humorous but motivating ads to convince people to exercise and view Nike sneakers as essential for an active lifestyle. The coordinated, identifiable campaign stayed on message and helped Nike expand its business beyond runners to a mass market.
The document explores the concept of fandom and its impact on media, highlighting both positive and negative stereotypes associated with fans. It discusses the active role fans play in interpreting and engaging with media texts, forming communities, and creating new content, often shaping cultural experiences. Furthermore, it delves into fan activism and the social dynamics within fan cultures, illustrating how fans can influence media production and challenge institutional norms.
The document discusses the concept of shamanism, tracing its origins and evolution from traditional practices in Siberia to contemporary neo-shamanism in the West. It highlights key figures and cultural shifts that have influenced perceptions of shamans, particularly in the context of counterculture movements from the 1960s onwards. The text also addresses the validity of neo-shamanism, asserting that it has become an integral and authentic part of the modern spiritual landscape.
This document discusses factors beyond traditional "push" and "pull" explanations for international migration. It argues that migration decisions are made by households seeking to maximize income and minimize risks. As global markets penetrate developing regions, they undermine traditional social and economic structures, creating mobile labor forces and driving international migration. Market forces, including the growth of export industries, global cities, and a bifurcated labor structure, naturally lead to international movement as a result of capitalist development in peripheral regions.
Kyoto Station is a modern transportation hub surrounded by ancient temples that serves as the starting point for sightseeing. Nearby are department stores, restaurants, and both old and new attractions. The Kyoto International Manga Museum is located near Karasuma Oike Station and houses over 300,000 manga works that visitors can read. The Kyoto Toei Studio Park is a working film set that also functions as a theme park, where visitors can watch productions and dress up as samurai. Nishiki Market is a narrow pedestrian street lined with hundreds of food shops and stalls frequented by locals and chefs to buy ingredients.
The document discusses various youth subcultures including indie, glam rock, chav, emo, and goth. It focuses on the indie subculture, describing typical fashion styles for both males and females, such as skinny jeans, cardigans, plimsolls, checked shirts, Fred Perry, and Converse. Popular indie bands and celebrities associated with the subculture are also listed.
Subcultures are groups with distinct cultures that differentiate them from the larger society, characterized by shared values and rituals. They often reflect negative or ambivalent relations to mainstream work, class, and social norms, allowing individuals to form identities outside traditional standards. The emo subculture, rooted in music and emotional expression, exemplifies these characteristics through its distinct fashion, attitudes, and social dynamics.
Traditional Audience vs. Fan Culture: How Social Media Research Connects Comm...Alterian
?
Fan cultures have emerged that celebrate Peeps candies through creative artistic expression on social media platforms. These fan cultures are more visual and performance based, sharing photos and videos of Peeps art installations and experiments. Influential communities include Flickr groups where over 4,000 members share Peeps photos, and the YouTube channel "4 Peeps Sake" which creates videos testing the limits of what can be done with Peeps, attracting thousands of views. Individual influencers like photographer Shelly S drive engagement by sharing artistic Peeps photos that attract thousands of views from other fans.
This document discusses theories of subcultures from various thinkers from the 1950s to the 1980s. It outlines how subcultures form in reaction to feelings of alienation from mainstream society due to factors like class, age, or ethnicity. Members of subcultures try to resist the dominant culture through distinctive styles of dress, music, art, and rituals. However, capitalism can commodify the symbolic styles of subcultures and mass produce them, absorbing the subculture into mainstream culture and undermining its message of resistance.
The document discusses several different youth subcultures that emerged throughout history, including hippies, punks, mods, rockers, goths, teddy boys, and raggare. It provides descriptions of the fashion, music, and activities typically associated with each subculture. It also mentions that some subcultures, such as raggare when they first emerged in Sweden, caused moral panics among the general public who saw them as threatening social norms.
This document identifies cosplaying as a new emerging social stereotype in Bangladesh. It defines cosplaying as fans dressing up as characters from comics, movies, video games, TV shows and anime. It notes that the trend started in 2010 among young people aged 13-24 who are easy accessing the internet. The purpose of cosplaying is described as expressing admiration for characters, seeking attention, meeting others with similar interests, and having fun. However, a deeper perspective is that cosplayers seek escape and affirmation through participating in fan activities to create an identity and gain acceptance. The document also provides characteristics of cosplayers and proposes a dedicated super shop service to meet cosplayers' needs.
Connecting the World: The Visual Lexicon and Terminology of Anime, Manga, and...Lawrence Brenner
?
This document discusses the global visual lexicon of anime, manga, and fandom. It explains how anime and manga share visual content across languages, creating a unified understanding of imagery. Character emotions, intents, and states of mind like innocence, humor, and evil are communicated through distinct visual cues. Cosplay is also discussed as having its own lexicon, where a character's iconic visual elements allow for easy identification. The global spread of anime and manga has led to a worldwide shared understanding of these visual storytelling techniques.
The influence of anime and manga in popular culture is seen through the practices of cosplay and identifying as otaku. While otaku originally referred to an unhealthy obsession in Japan, it has become a label for fans of anime and manga outside of Japan. Cosplay emerged in the 1980s in Japan, where fans seek to look as much like their favorite anime, manga or video game characters as possible. It has grown increasingly popular worldwide with competitions offering large prizes. Cosplay came to Brazil in the 1990s and has expanded greatly across the country, with national and international cosplay competitions now held.
The document discusses the concept of audience in media studies, noting that all media texts are produced with a target audience in mind. It explores how audience research is used to understand who comprises the target audience and their demographics. The document also outlines several theories about how audiences interact with and make sense of media texts, ranging from more passive models to more active models that view audiences as playing a role in interpreting meaning.
Media studies is a field that examines the content, history, and effects of mass media, focusing on artistic forms, production processes, and sociological impacts. It employs theories from various disciplines to analyze ideological themes in media, revealing how they shape societal beliefs and norms. The document highlights the role of hegemony in media, illustrating how common sense assumptions are formed and challenged through media representation.
- These magazines target younger women aged 18-35 and focus on content related to fashion, relationships, and sex.
- They use bright colors, feminine fonts, and celebrity photos on the cover to attract readers and encourage purchases. Celebrities featured are usually idols of the target age range.
- Both magazines discuss topics like beauty, health, and relationships. Articles provide tips and advice for improving appearance and relationships which aligns with readers' interests. Fashion and looking good are emphasized.
This document provides an overview of Japanese mythology and the early history of Japan. It describes how the Jomon people lived in Japan as early as 10,000 BC and were known for their distinctive rope pattern pottery. A new culture emerged in 400 BC called the Yayoi people who originated from China/Korea. The Yamato clan extended their rule over Japan in the Yayoi period. Central to Shinto religion is the Japanese creation myth recorded in the Kojiki and Nihongi, which tells of Izanagi and Izanami creating the first islands of Japan and the gods. Japanese mythology features a pantheon of gods/spirits associated with natural phenomena that were elevated in Shinto, the
Pop magazines use bright colors like pink, yellow, and orange to attract their target teenage audience. The celebrities featured on the covers also wear these bright colors to match the style of the magazine and reflect their image as pop stars. The informal style of pop magazines, with fun fonts, pictures, and captions, works to engage teenage readers and make the magazines feel like a friend rather than just text-heavy publications.
The document summarizes the structure and organization of a newspaper. It outlines the main departments including editorial, advertising, circulation, printing, administrative, stores, and IT. The editorial department is responsible for gathering, interpreting, and selecting news stories. It is assisted by editors, correspondents, photographers, and writers. The advertising and circulation departments generate revenue and distribute the newspaper. The printing department compiles the content and prints the physical copies. Other departments include administration, stores, personnel, legal, and accounting.
Radio formats refer to the overall content broadcast on a radio station. There are many formats designed to reach specific audience segments based on demographics like age, ethnicity, and background. Popular formats include talk shows, interviews, and phone-in programs. Talk shows usually feature a host interviewing guests on various topics in segments separated by advertisements or music. Interviews can be opinion-based or informational, and require preparation, rehearsal, and knowledge of the subject. Phone-in programs allow listeners to share opinions on discussed topics by calling in. Effective radio interviews and phone-in programs require organization and an engaging host who can share the spotlight and promote guests.
The document discusses News Corporation's production and promotion of the 2009 film Avatar. It details how News Corp used its cross-media platforms and convergence across video games, toys, books and television promotions to market the film globally. Specifically in the UK, News Corp targeted British audiences through an IMAX trailer premiere and partnerships with Coca-Cola for an augmented reality marketing campaign. The film was a major commercial success and broke several box office records.
Display advertisements are ads on websites that include text, images, video and audio to deliver brand messages to visitors. Facebook and Twitter are projected to take 33% of the display ad market by 2017, while desktop display ads surpassed search ads in 2014. Classified ads are cheaper than display ads and bring a greater return on investment, appearing frequently in newspapers, online and periodicals. The classified ad market in the US was estimated at $15.9 billion for newspapers and $14.1 billion online in 2003.
An advertising campaign is a series of coordinated advertisements that share a single theme or idea. Nike launched its iconic "Just Do It" campaign in 1988 to help drive its comeback against rival Reebok in the sportswear market. The campaign was successful because it tapped into the 1980s fitness craze and consumer desire for a healthy lifestyle. It used celebrity endorsements and humorous but motivating ads to convince people to exercise and view Nike sneakers as essential for an active lifestyle. The coordinated, identifiable campaign stayed on message and helped Nike expand its business beyond runners to a mass market.
The document explores the concept of fandom and its impact on media, highlighting both positive and negative stereotypes associated with fans. It discusses the active role fans play in interpreting and engaging with media texts, forming communities, and creating new content, often shaping cultural experiences. Furthermore, it delves into fan activism and the social dynamics within fan cultures, illustrating how fans can influence media production and challenge institutional norms.
The document discusses the concept of shamanism, tracing its origins and evolution from traditional practices in Siberia to contemporary neo-shamanism in the West. It highlights key figures and cultural shifts that have influenced perceptions of shamans, particularly in the context of counterculture movements from the 1960s onwards. The text also addresses the validity of neo-shamanism, asserting that it has become an integral and authentic part of the modern spiritual landscape.
This document discusses factors beyond traditional "push" and "pull" explanations for international migration. It argues that migration decisions are made by households seeking to maximize income and minimize risks. As global markets penetrate developing regions, they undermine traditional social and economic structures, creating mobile labor forces and driving international migration. Market forces, including the growth of export industries, global cities, and a bifurcated labor structure, naturally lead to international movement as a result of capitalist development in peripheral regions.
Kyoto Station is a modern transportation hub surrounded by ancient temples that serves as the starting point for sightseeing. Nearby are department stores, restaurants, and both old and new attractions. The Kyoto International Manga Museum is located near Karasuma Oike Station and houses over 300,000 manga works that visitors can read. The Kyoto Toei Studio Park is a working film set that also functions as a theme park, where visitors can watch productions and dress up as samurai. Nishiki Market is a narrow pedestrian street lined with hundreds of food shops and stalls frequented by locals and chefs to buy ingredients.
The document discusses various youth subcultures including indie, glam rock, chav, emo, and goth. It focuses on the indie subculture, describing typical fashion styles for both males and females, such as skinny jeans, cardigans, plimsolls, checked shirts, Fred Perry, and Converse. Popular indie bands and celebrities associated with the subculture are also listed.
Subcultures are groups with distinct cultures that differentiate them from the larger society, characterized by shared values and rituals. They often reflect negative or ambivalent relations to mainstream work, class, and social norms, allowing individuals to form identities outside traditional standards. The emo subculture, rooted in music and emotional expression, exemplifies these characteristics through its distinct fashion, attitudes, and social dynamics.
Traditional Audience vs. Fan Culture: How Social Media Research Connects Comm...Alterian
?
Fan cultures have emerged that celebrate Peeps candies through creative artistic expression on social media platforms. These fan cultures are more visual and performance based, sharing photos and videos of Peeps art installations and experiments. Influential communities include Flickr groups where over 4,000 members share Peeps photos, and the YouTube channel "4 Peeps Sake" which creates videos testing the limits of what can be done with Peeps, attracting thousands of views. Individual influencers like photographer Shelly S drive engagement by sharing artistic Peeps photos that attract thousands of views from other fans.
This document discusses theories of subcultures from various thinkers from the 1950s to the 1980s. It outlines how subcultures form in reaction to feelings of alienation from mainstream society due to factors like class, age, or ethnicity. Members of subcultures try to resist the dominant culture through distinctive styles of dress, music, art, and rituals. However, capitalism can commodify the symbolic styles of subcultures and mass produce them, absorbing the subculture into mainstream culture and undermining its message of resistance.
The document discusses several different youth subcultures that emerged throughout history, including hippies, punks, mods, rockers, goths, teddy boys, and raggare. It provides descriptions of the fashion, music, and activities typically associated with each subculture. It also mentions that some subcultures, such as raggare when they first emerged in Sweden, caused moral panics among the general public who saw them as threatening social norms.
This document identifies cosplaying as a new emerging social stereotype in Bangladesh. It defines cosplaying as fans dressing up as characters from comics, movies, video games, TV shows and anime. It notes that the trend started in 2010 among young people aged 13-24 who are easy accessing the internet. The purpose of cosplaying is described as expressing admiration for characters, seeking attention, meeting others with similar interests, and having fun. However, a deeper perspective is that cosplayers seek escape and affirmation through participating in fan activities to create an identity and gain acceptance. The document also provides characteristics of cosplayers and proposes a dedicated super shop service to meet cosplayers' needs.
Connecting the World: The Visual Lexicon and Terminology of Anime, Manga, and...Lawrence Brenner
?
This document discusses the global visual lexicon of anime, manga, and fandom. It explains how anime and manga share visual content across languages, creating a unified understanding of imagery. Character emotions, intents, and states of mind like innocence, humor, and evil are communicated through distinct visual cues. Cosplay is also discussed as having its own lexicon, where a character's iconic visual elements allow for easy identification. The global spread of anime and manga has led to a worldwide shared understanding of these visual storytelling techniques.
The influence of anime and manga in popular culture is seen through the practices of cosplay and identifying as otaku. While otaku originally referred to an unhealthy obsession in Japan, it has become a label for fans of anime and manga outside of Japan. Cosplay emerged in the 1980s in Japan, where fans seek to look as much like their favorite anime, manga or video game characters as possible. It has grown increasingly popular worldwide with competitions offering large prizes. Cosplay came to Brazil in the 1990s and has expanded greatly across the country, with national and international cosplay competitions now held.
This document provides an overview of the animation subculture in Russia. It describes some of the key groups within the subculture, including kosplears (people who cosplay as anime characters), mangaka (people who draw manga comics), fans who create fan art, and otakeys (hardcore fans). It discusses common traits of people in the subculture, such as having bags decorated with anime characters, unusual hair styles/colors, and liking Japanese music and culture. The document also notes that the subculture originated in Japan and became popular in Russia in the 1990s-2000s, with members often gathering at anime-themed festivals and parties.
The document explores the history and subcultures surrounding Lolita fashion and cosplay, originating from Japanese culture and integrated with Western influences. It discusses various styles of Lolita fashion, notable figures, and social activities, as well as the fundamentals of cosplay, its evolution, and popular conventions. Additionally, it delves into the impact of anime and manga on global culture, highlighting prominent creators and genres within these mediums.
The document discusses several youth subcultures in Russia including animations, writers, hippies, ravers, and bikers. Animations are fans of Japanese anime and manga who often cosplay as characters. Writers engage in graffiti art. Hippies emerged in the 1960s promoting peace, love, and anti-war sentiments. Raves originated in the late 1980s involving parties with electronic dance music. Bikers are motorcycle enthusiasts who often join clubs and wear distinctive clothing with symbols.
The document discusses several youth subcultures in Russia, including animations (anime fans), writers (graffiti artists), hippies, and ravers. Animations enjoy Japanese anime, manga, and culture. Writers engage in graffiti art and tag public spaces. Hippies followed a counterculture movement in the 1960s promoting peace, love, and understanding. Ravers participate in all-night electronic dance music parties known as raves.
Sample Introduction For College Class Samples - Sample CollKimberly Berger
?
This document provides instructions for students to get writing help from the website HelpWriting.net. It outlines a 5-step process: 1) Create an account with an email and password. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until needs are fully met, with a refund option for plagiarized work.
The document provides an outline for a presentation on anime. It begins with an introduction to anime and discusses it as a popular culture phenomenon. It then examines some of the ideologies behind anime's popularity, such as hedonism, propaganda, and capitalism. The document also explores contradictory opinions about anime, with some reasons people like it and others dislike it. It concludes by stating that anime has gained significant attention as a phenomenon and should be responded to from multiple perspectives.
Cosplay, a blend of 'costume' and 'play,' is an art form that involves bringing fictional characters to life through costume design, acting, and makeup. It has evolved in both Japan and the western world, with resources for costumes and props becoming more accessible, especially in Ireland where the community has thrived with numerous events and online groups. Cosplay also reflects a professional aspect, encouraging ambition and networking among participants to pursue careers in acting and modeling.
Cosplay, or 'costume play,' has transformed from a niche hobby into a global phenomenon, with origins traced back to the 1939 World Science Fiction Convention. Its growth accelerated in the 1990s and 2000s due to the internet and social media, allowing fans to connect, share ideas, and showcase their costumes. Events like Comic-Con and Anime Expo have become platforms for cosplayers to display their skills and engage with others in the community.
Examining the Visual Culture through the Fashion used by the pop-cultural gee...Tanya M.
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This document discusses visual fashion trends among the pop-cultural geek community. It examines how cosplay at comic conventions allows geeks to creatively embody their favorite characters. It also explores how casual geek fashion, such as slogan t-shirts, helps geeks publicly express their fandom and find community. The document notes that geek fashion has grown from socially marginalized styles to influence mainstream fashion through trends like geek chic and geek couture fashion shows.
Cosplay is an immersive role-play art where participants embody fictional characters from various media, gaining popularity globally, especially in the U.S., Asia, and Europe. It evolved from Japanese culture, particularly influenced by the manga series 'Urusei Yatsura,' and has since become a part of mainstream culture, with some cosplayers achieving celebrity status. Costumes can be handcrafted or purchased from specialized retailers, and the community is known for its inclusivity and passion for the craft.
This document discusses cosplay, which is a performance art where participants dress up and act as specific characters. It notes that cosplay originated in Japan and is influenced by genres like anime, video games, and comics. The document outlines characteristics of cosplayers and their costumes, as well as how cosplay impacts both cosplayers and audiences emotionally and socially. It also describes the target demographics and promotion of the cosplay subculture.
Format Of Essay For College. Online assignment writing service.Lisa Richardson
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This document discusses the application of dialectic neocapitalist theory to the works of film director Quentin Tarantino. It argues that Tarantino's films promote the concept of dialectic truth and imply that society has intrinsic meaning. The document also analyzes how Tarantino's works relate to concepts like postmodernism, prematerial Marxism, and Marxist capitalism. It references the views of several philosophers and critics in this analysis.
This document provides an overview of how artists have depicted and explored concepts of the body, gender, and identity. It discusses how notions of beauty have varied across cultures and eras. Artists like Cindy Sherman, Andy Warhol, and Richard Prince examined how gender and male identities are socially constructed. The document also explores how some artists have challenged assumptions through techniques like cross-dressing and assuming different personae. Overall, the document examines the complex relationships between biology, gender, and constructed identities as portrayed in art over time.
Art In Anime The Creative Quest As Theme And Metaphor Dani Cavallaromoatshampl1y
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Art In Anime The Creative Quest As Theme And Metaphor Dani Cavallaro
Art In Anime The Creative Quest As Theme And Metaphor Dani Cavallaro
Art In Anime The Creative Quest As Theme And Metaphor Dani Cavallaro
The document describes a critical collage workshop for teachers focused on social issues. In the workshop, teachers identified a social issue from a book, researched it further by reading supporting and contradictory information, then created a collage representing the issue. One teacher initially chose a book but realized through further research that it appropriated Indigenous culture. Her collage represented this issue of cultural appropriation, using hands to symbolize how it hides Indigenous culture. The conclusions were that the workshop supported critical thinking skills by having teachers view issues differently, question assumptions, and take ownership of their representations through creative works.
The document discusses various aspects of Japanese popular culture that have gained worldwide popularity, including anime, manga, J-pop music, and cosplay. It provides examples of popular anime titles and describes how voice actors in anime have devoted fans. The document also explains the cosplay hobby where fans recreate outfits from anime and manga, and how Japanese street fashion like Lolita style clothing has influenced fashion worldwide.
Postmodernism lesson 1 introduces some of the basic ideas and concepts of postmodernism. It discusses the origins and key themes of postmodernism, including its skepticism of grand narratives and emphasis on individual experimentation. The document outlines some previous artistic and cultural movements like modernism to provide context. It also examines some key postmodern features such as pastiche, parody, intertextuality, and self-reflexivity. Students are assigned a task to create a presentation on a postmodern text that demonstrates at least two of these concepts.
How Much Does Fashion Photo Editing Service Cost?GXYZ Inc
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In today’s world, high-quality fashion photography is essential to stand out. However, just capturing the pictures is not enough; there is a lot to do.
Rekomendasi Link Gacor 2025 Hanya DI Kancah4D ,Daftar Dan Mainkan Di Jamin Au...marketing and administrasi
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2. Cosplay was created from the
words “costume play”, is a
performance art or hobby in which
participants wear costumes and
accessories to represent a specific
chareter or idea that is usually
identified with a unique name.
3. ?Cosplaying includes dressing
up as chareter from various
mangas, animes, comic books,
video games, and films.
?Any entity from the real or
virtual world that lends itself to
dramatic interpretation may be
taken up as a subject.
4. The cosplayer's purpose may generally be sorted
into one of three categories, or a combination of
the three:
?The first purpose might be to express adoration
for a character, or in feeling similar to a character
in personality.
?The second category is those people who enjoy
the attention that cosplaying a certain character
brings. Such cosplayers are often characterised
by their choice of popular characters.
?The third is those who enjoy the creative
process, and the sense of personal achievement
upon completion.
5. ?The term “cosplay” was coined by
Nov Takahashi in 1984,
while attendinga sci-fi convention in
Los Angeles. He was so impressed by
the costume masquerade that he
wrote about it in Japanese sci-fi
magazines. Word spread quickly
through Japan of this new
performance art.
?Since then cosplay has spread to
countries across the globe
?Japan is the largest exporter of quality
cosplay. the Japanese have taken
cosplay to a new level. They’ve
managed to turn it into an art
form, inspiring fellow cosplayers
worldwide.
6. ?The most popular form of presenting
a cosplay is by wearing it to a fan
covention or Event. Multiple
conventions dedicated to anime and
manga, comics, TV shows, video
games, science fiction and fantasy may
be found all around the world.
?WCS (World Cosplay Summit ) is an
annual international cosplay event
that promotes friendly international
exchange through Japanese pop
culture.
?Brazillian events: Anime Friends,
Anipolitan, Bon Odori and others.
7. Cosmaker: is a person who creates
cosplays costumes to sell.
Social worker: Cosplayers that visiting
orphanages, kindergartens, hospitals
and other