This document provides an overview of anime and suggestions for anime programming in libraries. It begins with a brief history of anime from 1948 onwards, highlighting some influential early works and periods of growth. Reasons for anime's popularity are discussed, such as engaging stories and characters. The document then offers tips for starting an anime club, including screening films and shows, hosting events like cosplay tournaments, and incorporating related cultural activities. Resources for licensing, online content, and books are also listed. The summary concludes by encouraging the reader to pursue anime programming opportunities.
The document discusses passive programming for teens in libraries. Passive programming involves activities and collections that engage teens without formal scheduled programs. It allows teens to participate on their own time and can attract peripheral users. Examples provided include interactive book and media displays, games, craft materials, and suggestion boxes. The document advises starting with a few passive programs and gauging reactions before expanding offerings. Challenges include lack of control and potential behavioral issues, but benefits include increased teen engagement within the library.
The document lists the summer programs being offered at the local library teen room. There will be weekly programs on Mondays, Wednesdays and Thursdays between June 30th and August 8th. Monday programs include crafting activities like making rock monsters and pencil holders. Wednesday programs include video game tournaments on Xbox and PS4 with weekly challenges and prizes. Thursday programs focus on science experiments like marshmallow catapults and glow-in-the-dark slime under the theme of "World Domination Thursdays". Teens can also earn points over the summer for reading books and attending programs to win prizes at the end of the summer reading competition.
The document announces a teen summer reading program from June 20th to August 10th at the New Rochelle Public Library for students entering 6th-12th grade. Participants can earn points by logging books read online, posting reviews, attending programs, and other activities. These points allow teens to enter a prize drawing and attend a secret end-of-summer party on August 15th. The goal is to get teens to read, participate in programs and activities, and have fun over the summer.
This document provides an overview of anime, including what anime is, common misconceptions, its history and origins in early 20th century Japan, character design techniques, popular genres like drama, romance, and sci-fi, its basis in manga comics, and influences on Western animation. It notes that anime is animation from Japan, encompassing many genres from drama to action to fantasy. The history discusses early experimentation in the 1900s, the rise of animation as an alternative to the underdeveloped live-action film industry in Japan, and major influential works and periods from the 1970s to 1990s.
Why is anime more popular among foreigners than JapaneseKiminori Sakaue
Anime originated in Japan in 1917 but did not become widely popular domestically until after World War II. Key figures like Osamu Tezuka and studios like Toei Animation helped popularize the genre. While cartoons are typically for children with happy endings, anime has a variety of genres and can have ambiguous or sad endings. In Japan, fans of anime who are called "otaku" face social stigma, so many Japanese fans hide their interest. However, foreign fans openly embrace the otaku label without stigma. A survey found nearly 40% of Japanese college students identified as otaku.
The document discusses passive programming for teens in libraries. Passive programming involves activities and collections that engage teens without formal scheduled programs. It allows teens to participate on their own time and can attract peripheral users. Examples provided include interactive book and media displays, games, craft materials, and suggestion boxes. The document advises starting with a few passive programs and gauging reactions before expanding offerings. Challenges include lack of control and potential behavioral issues, but benefits include increased teen engagement within the library.
The document lists the summer programs being offered at the local library teen room. There will be weekly programs on Mondays, Wednesdays and Thursdays between June 30th and August 8th. Monday programs include crafting activities like making rock monsters and pencil holders. Wednesday programs include video game tournaments on Xbox and PS4 with weekly challenges and prizes. Thursday programs focus on science experiments like marshmallow catapults and glow-in-the-dark slime under the theme of "World Domination Thursdays". Teens can also earn points over the summer for reading books and attending programs to win prizes at the end of the summer reading competition.
The document announces a teen summer reading program from June 20th to August 10th at the New Rochelle Public Library for students entering 6th-12th grade. Participants can earn points by logging books read online, posting reviews, attending programs, and other activities. These points allow teens to enter a prize drawing and attend a secret end-of-summer party on August 15th. The goal is to get teens to read, participate in programs and activities, and have fun over the summer.
This document provides an overview of anime, including what anime is, common misconceptions, its history and origins in early 20th century Japan, character design techniques, popular genres like drama, romance, and sci-fi, its basis in manga comics, and influences on Western animation. It notes that anime is animation from Japan, encompassing many genres from drama to action to fantasy. The history discusses early experimentation in the 1900s, the rise of animation as an alternative to the underdeveloped live-action film industry in Japan, and major influential works and periods from the 1970s to 1990s.
Why is anime more popular among foreigners than JapaneseKiminori Sakaue
Anime originated in Japan in 1917 but did not become widely popular domestically until after World War II. Key figures like Osamu Tezuka and studios like Toei Animation helped popularize the genre. While cartoons are typically for children with happy endings, anime has a variety of genres and can have ambiguous or sad endings. In Japan, fans of anime who are called "otaku" face social stigma, so many Japanese fans hide their interest. However, foreign fans openly embrace the otaku label without stigma. A survey found nearly 40% of Japanese college students identified as otaku.
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.
Exploring the Cross-Cultural Reach of Japanese Anime .pptxKatariyaGhanshyam
This presentation was
given as the semester-end presentation on the 'Exploring the Cross-Cultural Reach of Japanese Anime' for the paper 'Cultural Studies 205A' in the M.A. English Semester 3
Anime is commonly defined as animation originating from Japan. It typically features large eyes and exaggerated features inspired by early American cartoons. Anime characters are usually 7-8 heads tall and employ predetermined facial expressions to denote mood. Anime began in the early 1900s as Japanese animators experimented with techniques from other countries. By the 1930s, animation became an alternative to live-action films in Japan. Following some success abroad in the 1980s, anime gained wider acceptance in international markets in the 1990s with popular titles like Dragon Ball Z and Pokémon.
Anime is commonly defined as animation originating from Japan. It typically features large eyes and exaggerated features inspired by early American cartoons. Anime characters are usually 7-8 heads tall and employ predetermined facial expressions to denote mood. Anime began in the early 1900s as Japanese animators experimented with techniques from other countries. By the 1930s, animation became an alternative to live-action films in Japan. Following some success abroad in the 1980s, anime gained widespread acceptance in international markets in the 1990s with popular titles like Dragon Ball Z and Pokémon.
This document summarizes the key points from a lecture about anime. It discusses the history of anime, including its origins in early 20th century Japan and its evolution through different eras. It also outlines several common stylization techniques used in anime, such as character designs with large eyes and wild hair colors. Additionally, it lists different genres of anime like mecha, supernatural, horror, and slice of life genres. Finally, it provides suggestions for how to legally watch and explore anime through websites, rental stores, and community groups.
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.
The document provides an overview of anime and manga. It discusses how anime originated in Japan with creators like Osamu Tezuka and how it gained popularity internationally through shows like Astro Boy. Though it encountered some issues being broadcasted in other countries due to violence. Anime and manga continued growing in Japan and spread to other Asian countries and the US. The document recommends some classic anime titles and discusses differences between anime and cartoons. It also describes anime expos and cosplaying. In the end, it recommends a book for learning how to create manga.
Fundom is an online retailer specifically focused on offering officially licensed merchandise from your favorite comic books, TV shows, movies, video games, and more. As a passionate team of anime fans and collectors, we’ve scoured the market to partner with the very best suppliers in order to provide the highest quality products for our customers. And every step of the way, we fall in love with what we do.
This document provides a summary of Japanese media including anime, manga, and other related topics. It discusses the differences between anime/manga and their American counterparts, as well as common genres and terms used in Japanese media. It also covers the origins and growth of the American anime fan community and differences compared to the Japanese community.
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 classic anime titles, discussing the differences between anime and cartoons, and providing information about anime conventions and cosplay.
1) Osamu Tezuka is known as the "Godfather of Anime" for pioneering Japanese animation and manga.
2) In the 1940s and 50s, he produced early successful manga and anime works like "Shin Takarajima", "Kimba the White Lion", and the iconic "Astro Boy".
3) He went on to found animation studios like Mushi Productions and Tezuka Productions, producing many influential early anime TV series and films that helped establish the anime industry.
The document summarizes the information presented at a meeting of the Anime Club at Chestatee High School. It discusses club fees, activities like watching anime and learning about Japanese culture, rules for meetings, leadership roles for the year, vocabulary related to anime and manga, and concludes by announcing they will meet again next month.
Cartoons are animated scenarios designed for entertainment that come in drawn and animated forms, covering topics from cats to superheroes. Anime refers specifically to animations originating from Japan, though the term is sometimes used more broadly. The major difference between cartoons and anime is that cartoons are seen as for children while anime is considered more suitable for adults, though this depends on the creator. Otaku refers to anime or manga fans, sometimes seen as socially awkward, but otaku culture can provide educational benefits if interpreted correctly.
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 increasingly popular in Japan and also spread to other countries. The document concludes by recommending some famous anime titles and discussing activities at anime conventions like cosplay and shopping for merchandise.
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 like Astro Boy that helped spread anime's popularity internationally. Over time, anime and manga grew increasingly popular in Japan and other countries as more stories and films were produced. The document concludes by listing some famous anime titles and briefly describing anime expos and cosplay culture.
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 in the 1950s-1960s like Astro Boy. Over time, anime and manga became more popular both within Japan and other countries as different genres and studios emerged. The document concludes by discussing anime expos where fans can buy merchandise, cosplay as characters, and more. It provides recommendations for classic anime titles and a book about learning how to draw manga.
The document discusses Japanese pop culture and how to understand Japanese culture. It defines culture as a system of symbols used for communication and socialization. In Japan, age groups are important, and there is a hierarchy of professors, senior students, and beginners. Examples of Japanese pop culture discussed include manga, anime, music, games, and fashion centered in Harajuku and Akihabara. Popular manga and anime franchises like Naruto, Spirited Away, and Ghost in the Shell are described. The document cautions that Japanese pop culture worship could bring isolation.
This document provides an overview of anime including its history and what makes it unique. It discusses how anime originated in the early 20th century in Japan and was influenced by western animation techniques. Anime has become popular for its high-quality graphics, depth of characters, and ability to create dedicated fans. The document also shares some interesting facts, such as the longest running anime series having over 7,500 episodes and the highest grossing anime film being Your Name. In conclusion, the document gives context about anime's origins and popularity.
Anime refers to a style of Japanese animation that is known for its distinctive visual style, complex characters, and engaging storylines. Anime has become increasingly popular around the world, with many fans enjoying the unique storytelling and artistic style that anime offers.
Anime covers a wide range of genres, including action, adventure, romance, comedy, and science fiction, among others. Some of the most popular anime series of all time include "Dragon Ball Z," "Naruto," "Death Note," "Attack on Titan," "Fullmetal Alchemist," and "Spirited Away," among many others.
One of the unique features of anime is its distinctive visual style, which often features exaggerated character designs, vibrant colors, and intricate details. Many anime series also incorporate elements of Japanese culture and history, such as traditional clothing, architecture, and customs.
Anime has also become known for its complex and well-developed characters, who often have multi-dimensional personalities and complex motivations. Many anime series explore mature themes such as love, loss, and personal growth, and can be emotionally engaging and thought-provoking.
Overall, anime has become a significant part of popular culture around the world, with many fans enjoying the unique storytelling and visual style that anime offers. Whether you are a fan of action-packed adventures or complex character-driven dramas, there is an anime series out there for everyone.
The document lists the weekly programs offered by the Teen Room at the library. Mondays feature arts and crafts projects, Tuesdays allow teens to experiment with coding, circuits and tech games, and Wednesdays include videogame competitions, digital music recording, and open mic nights. Thursdays screen viewer's choice movies with popcorn, and Fridays host board game tournaments for prizes. Contact information is provided for the Teen Services Librarian for more details on any of the programs.
The document announces the schedule for teen programs at the Ossie Davis Theatre for winter/spring 2019. On Mondays there is an open mic night from 4-6pm where teens can perform. Tuesdays and Wednesdays feature tech and science activities like robotics and coding from 4-6pm. Thursdays are for a weekly video game tournament from 4-6pm. Fridays include photography lessons on using professional cameras and editing photos from 4-6pm. Art programs on drawing and painting are held Fridays from 3:30-4:45pm. The programs are for grades 6-12 and more information can be found by contacting the Teen Services Librarian.
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.
Exploring the Cross-Cultural Reach of Japanese Anime .pptxKatariyaGhanshyam
This presentation was
given as the semester-end presentation on the 'Exploring the Cross-Cultural Reach of Japanese Anime' for the paper 'Cultural Studies 205A' in the M.A. English Semester 3
Anime is commonly defined as animation originating from Japan. It typically features large eyes and exaggerated features inspired by early American cartoons. Anime characters are usually 7-8 heads tall and employ predetermined facial expressions to denote mood. Anime began in the early 1900s as Japanese animators experimented with techniques from other countries. By the 1930s, animation became an alternative to live-action films in Japan. Following some success abroad in the 1980s, anime gained wider acceptance in international markets in the 1990s with popular titles like Dragon Ball Z and Pokémon.
Anime is commonly defined as animation originating from Japan. It typically features large eyes and exaggerated features inspired by early American cartoons. Anime characters are usually 7-8 heads tall and employ predetermined facial expressions to denote mood. Anime began in the early 1900s as Japanese animators experimented with techniques from other countries. By the 1930s, animation became an alternative to live-action films in Japan. Following some success abroad in the 1980s, anime gained widespread acceptance in international markets in the 1990s with popular titles like Dragon Ball Z and Pokémon.
This document summarizes the key points from a lecture about anime. It discusses the history of anime, including its origins in early 20th century Japan and its evolution through different eras. It also outlines several common stylization techniques used in anime, such as character designs with large eyes and wild hair colors. Additionally, it lists different genres of anime like mecha, supernatural, horror, and slice of life genres. Finally, it provides suggestions for how to legally watch and explore anime through websites, rental stores, and community groups.
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.
The document provides an overview of anime and manga. It discusses how anime originated in Japan with creators like Osamu Tezuka and how it gained popularity internationally through shows like Astro Boy. Though it encountered some issues being broadcasted in other countries due to violence. Anime and manga continued growing in Japan and spread to other Asian countries and the US. The document recommends some classic anime titles and discusses differences between anime and cartoons. It also describes anime expos and cosplaying. In the end, it recommends a book for learning how to create manga.
Fundom is an online retailer specifically focused on offering officially licensed merchandise from your favorite comic books, TV shows, movies, video games, and more. As a passionate team of anime fans and collectors, we’ve scoured the market to partner with the very best suppliers in order to provide the highest quality products for our customers. And every step of the way, we fall in love with what we do.
This document provides a summary of Japanese media including anime, manga, and other related topics. It discusses the differences between anime/manga and their American counterparts, as well as common genres and terms used in Japanese media. It also covers the origins and growth of the American anime fan community and differences compared to the Japanese community.
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 classic anime titles, discussing the differences between anime and cartoons, and providing information about anime conventions and cosplay.
1) Osamu Tezuka is known as the "Godfather of Anime" for pioneering Japanese animation and manga.
2) In the 1940s and 50s, he produced early successful manga and anime works like "Shin Takarajima", "Kimba the White Lion", and the iconic "Astro Boy".
3) He went on to found animation studios like Mushi Productions and Tezuka Productions, producing many influential early anime TV series and films that helped establish the anime industry.
The document summarizes the information presented at a meeting of the Anime Club at Chestatee High School. It discusses club fees, activities like watching anime and learning about Japanese culture, rules for meetings, leadership roles for the year, vocabulary related to anime and manga, and concludes by announcing they will meet again next month.
Cartoons are animated scenarios designed for entertainment that come in drawn and animated forms, covering topics from cats to superheroes. Anime refers specifically to animations originating from Japan, though the term is sometimes used more broadly. The major difference between cartoons and anime is that cartoons are seen as for children while anime is considered more suitable for adults, though this depends on the creator. Otaku refers to anime or manga fans, sometimes seen as socially awkward, but otaku culture can provide educational benefits if interpreted correctly.
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 increasingly popular in Japan and also spread to other countries. The document concludes by recommending some famous anime titles and discussing activities at anime conventions like cosplay and shopping for merchandise.
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 like Astro Boy that helped spread anime's popularity internationally. Over time, anime and manga grew increasingly popular in Japan and other countries as more stories and films were produced. The document concludes by listing some famous anime titles and briefly describing anime expos and cosplay culture.
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 in the 1950s-1960s like Astro Boy. Over time, anime and manga became more popular both within Japan and other countries as different genres and studios emerged. The document concludes by discussing anime expos where fans can buy merchandise, cosplay as characters, and more. It provides recommendations for classic anime titles and a book about learning how to draw manga.
The document discusses Japanese pop culture and how to understand Japanese culture. It defines culture as a system of symbols used for communication and socialization. In Japan, age groups are important, and there is a hierarchy of professors, senior students, and beginners. Examples of Japanese pop culture discussed include manga, anime, music, games, and fashion centered in Harajuku and Akihabara. Popular manga and anime franchises like Naruto, Spirited Away, and Ghost in the Shell are described. The document cautions that Japanese pop culture worship could bring isolation.
This document provides an overview of anime including its history and what makes it unique. It discusses how anime originated in the early 20th century in Japan and was influenced by western animation techniques. Anime has become popular for its high-quality graphics, depth of characters, and ability to create dedicated fans. The document also shares some interesting facts, such as the longest running anime series having over 7,500 episodes and the highest grossing anime film being Your Name. In conclusion, the document gives context about anime's origins and popularity.
Anime refers to a style of Japanese animation that is known for its distinctive visual style, complex characters, and engaging storylines. Anime has become increasingly popular around the world, with many fans enjoying the unique storytelling and artistic style that anime offers.
Anime covers a wide range of genres, including action, adventure, romance, comedy, and science fiction, among others. Some of the most popular anime series of all time include "Dragon Ball Z," "Naruto," "Death Note," "Attack on Titan," "Fullmetal Alchemist," and "Spirited Away," among many others.
One of the unique features of anime is its distinctive visual style, which often features exaggerated character designs, vibrant colors, and intricate details. Many anime series also incorporate elements of Japanese culture and history, such as traditional clothing, architecture, and customs.
Anime has also become known for its complex and well-developed characters, who often have multi-dimensional personalities and complex motivations. Many anime series explore mature themes such as love, loss, and personal growth, and can be emotionally engaging and thought-provoking.
Overall, anime has become a significant part of popular culture around the world, with many fans enjoying the unique storytelling and visual style that anime offers. Whether you are a fan of action-packed adventures or complex character-driven dramas, there is an anime series out there for everyone.
The document lists the weekly programs offered by the Teen Room at the library. Mondays feature arts and crafts projects, Tuesdays allow teens to experiment with coding, circuits and tech games, and Wednesdays include videogame competitions, digital music recording, and open mic nights. Thursdays screen viewer's choice movies with popcorn, and Fridays host board game tournaments for prizes. Contact information is provided for the Teen Services Librarian for more details on any of the programs.
The document announces the schedule for teen programs at the Ossie Davis Theatre for winter/spring 2019. On Mondays there is an open mic night from 4-6pm where teens can perform. Tuesdays and Wednesdays feature tech and science activities like robotics and coding from 4-6pm. Thursdays are for a weekly video game tournament from 4-6pm. Fridays include photography lessons on using professional cameras and editing photos from 4-6pm. Art programs on drawing and painting are held Fridays from 3:30-4:45pm. The programs are for grades 6-12 and more information can be found by contacting the Teen Services Librarian.
The document announces the teen summer programs at the library for those entering 6th through 12th grade, including weekly events like Gamer Clash on Tuesdays, Movie Madness on Thursdays, and other activities offered daily in the teen room. Additional programs are listed on Mondays, Wednesdays, and Thursdays like Open Mic, Photography, Art Lab, and Anime Club. The teen summer reading program is also described where participants can log books read to earn points for prizes, with registration starting on June 23rd online.
The document provides information about summer programs for teens at the library from July 3rd through August 11th. Afternoon programs include board games, video games, crafts, science experiments, and movie nights. Teen summer reading games will also be available online from July 2nd through August 12th where teens can log books they read to earn credits and unlock rewards as they travel through time and space on a mission to build a better world. The teen librarian can provide help with signing up for the summer reading program.
The New Rochelle Public Library will host summer sessions on July 19, July 26, August 2, August 9, and August 23 from 5:30PM to 8:30PM for youth. Interested participants should contact the Youth Bureau at 914-654-2045 from 8:30AM to 4:30PM to register as space is limited and no walk-ins will be accepted. The sessions are sponsored by various New Rochelle organizations.
Intensive summer workshops will teach teens the technical and creative aspects of digital audio and video production through hands-on projects. There will be two three-session workshops held on Thursdays in July that will cover music creation, video shooting, and editing. The workshops for students entering 8th through 12th grade have limited space and require pre-registration by emailing the teen librarian.
This document announces the summer programs for teens entering 6th through 12th grade at the local library. It provides information on weekly drop-in programs like video gaming on Wednesdays and movie nights on Thursdays. Daily programs in the teen room include board games, art supplies, and occasional pop-up activities. Three multi-session programs on Mondays, Tuesdays and Thursdays teach audio recording, video editing, and 3D printing basics. It also describes the summer reading program open to grades 6-12 with online registration, book logging for prizes, and weekly challenges.
Every other Monday at 3:30 PM in the Teen Room, the library will host movie screenings for 6th to 12th graders to help them relax and reduce Monday stress. Upcoming dates for the movie events are October 16th and 30th, and November 13th and 27th. Teens can contact the Teen Librarian at 914-813-3735 or nrplteens@wlsmail.org for more information.
Gamer Clash is a biweekly event on Tuesdays at 3:30 PM in the teen room where teens of all species can play video games on PS4 or Xbox One systems for two hours, bringing their own games. Upcoming Gamer Clash dates are January 8th and 22nd and February 5th and 19th. Teens can also watch viewer's choice movies on selected Tuesdays with free popcorn. Upcoming movie dates are January 15th and 29th and February 12th and 26th. For more information contact the Teen Services Librarian.
NRPL Teen Services is hosting video game tournaments called "Gamer Clash" on Wednesdays at 4:00 PM in the teen room for two hours where teens can bring their own games to play on PS4 or Xbox One systems provided by the library. Upcoming tournaments will take place on May 23rd and 30th and June 6th with more planned for the summer. Teens can contact the Teen Services Librarian, Ken Petrilli, or follow the library's social media for more information.
The NRPL Teen Services department hosts a biweekly video game tournament called Gamer Clash for two hours on the second and fourth Wednesdays of each month at 4:00 PM in the teen room. The upcoming tournament dates are listed as March 29th, April 12th and 26th, and May 10th and 24th, with potential special tournament rounds. Teens can contact the Teen Services Librarian or follow the department's social media for more information.
This 3-day boot camp will teach teens audio and video production skills through hands-on instruction in a media lab from 3-6 PM on April 11-13. The boot camp is open to 8th-12th graders but preregistration is required as space is limited, and participants must attend all three sessions. Teens will learn video and audio technologies and how to combine them while developing skills like teamwork, discipline, and leadership.
This nine-week program teaches all aspects of video production through six afternoon workshops and nine evening lab sessions on Tuesdays in July and August, giving students entering 6th through 12th grade the skills and confidence to create videos. Registration for the limited spaces opens on June 1st, 2016 and interested students should email the Teen Services Librarian for more information.
The NRPL Teen Services department hosts a twice monthly video game competition called Gamer Clash for two hours in the teen room on the second and fourth Wednesdays of each month at 4:00 PM. Upcoming dates for Gamer Clash are listed as March 29th, April 12th and 26th, and May 10th and 24th, with the possibility of special tournament rounds. Teens can contact the Teen Services Librarian or follow the department's social media for more information.
7 Months of work went into this one crazy night; we turned the entire library into Hogwarts and had about 150 people there of all ages. An absolute blast!
Teen Summer Reading 2012 invites teens entering grades 6-12 to register online or in person from June 29th to participate in reading challenges and win prizes. Teens can track books read and reviews posted online for weekly raffles and end-of-summer giveaways, with more opportunities to earn points through library programs, social media engagement, and blogging. Registration begins June 29th with the program running until August 12th.
This was the narrative I wrote for our application for the New York State Library construction grant. This grant was instrumental in allowing us to build the teen room.
The document lists various board and card games available in a teen room collection, including Boggle, Monopoly, Chess/Checkers, Backgammon, Clue, Connect 4, Jenga, Jeopardy, Life, Pinochle, Regular Playing Cards, Scrabble, Sorry!, Trouble, and Uno. It reminds players to be responsible with the games and play them inside the teen room only to avoid damage and ensure others can also enjoy them.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
1. Anime Programming
for the
non-otaku librarian
you’re gonna be king
o f t h e li b r a r y ! ! ! ! ! ! !
Monkey D. Luffy of “One Piece”
p r e s e n te d @
NYLA 2007
by
K e n Pe t r i l li
Te e n S e r v i c e s L i b r a r i a n
N e w Ro c h e l le Pu b li c L i b r a r y
2. What is Anime?
B o y , i s t h a t a lo a d e d q u e s t i o n . . . .
Quite honestly, we could sit here all day and I still wouldn’t have finished explaining
exactly what anime is and isn’t. For our purposes, let’s go with the following:
Anime is a Japanese abbreviation of the word ‘animation.’ In Japan, ‘anime’ refers to
anything animated, but in the west, it refers to animation from Japan. The Japanese
were experimenting with animation as early as 1905, and went through a long
developmental period that ran through the war years, with most animators being heavily
influenced by Disney and other American animation.
1948: ‘modern’ anime comes onto the scene in the form of Toei Studios, who begin
producing successful films such as Hakujaden.
1962: Creation of Mushi Studios in 1962 by Osamu Tezuka.
Often called “The Father of Manga,” Tezuka was already a highly
successful mangaka (comic book artist). Mushi’s first TV series
Tetsuwan Atomu (‘Mighty Atom’) became a huge hit and opened
the door for many more successful anime series to be produced,
including Tetsujin-28-Go and Mach Go-Go-Go.
1970’s: A slow period for anime, notable mainly for the 100,000 Horsepower and
development of several science fiction space operas which a heart of gold! It’s
brought anime into a more complex storytelling arena. Among Atom Boy!
these were Kagaku Ninja tai Gatchaman and Kidō Senshi
Gandamu. With the worldwide success of Star Wars in 1977, the shift towards science
fiction became pronounced, and this, along with the development of the otaku (super-
fan) subculture, led to the anime boom of the 1980’s.
1980’s: First ‘boom’ period. Massive success of such anime as Urusei Yatsura and Chō
Jikū Yōsai Makurosu. Studio Ghibli is formed by Hayao Miyazaki
after the enormous success of Kaze no tani no Naushika in 1984.
Otaku subculture gains more influence over the anime world.
Home video leads to the OVA revolution. The late 80’s sees a
large number of big budget experimental films such as Ōritsu
Uchūgun - Oneamisu no Tsubasa and Akira. By the end of the
decade, overspending and commercial flops have led to a
doldrums period which will last until the mid 1990’s.
Princess Nausicaa and
Teto 1990’s: In 1995, Hideaki Anno’s Shin Seiki Evangerion
reenergizes the anime industry and leads to a new ‘boom’ period.
3. The worldwide success of Poketto Monsutā, Bishōjo Senshi
Sērā Mūn, and Doragon Bōru Zetto bring anime to a new
level of success in the USA.
And here we are. Anime now has a foothold in american pop
culture, and is therefore something we need to know about
and learn to take advantage of. A few other things to keep in
mind: Asuka Langley Soryu of
Neon Genesis Evangelion
Anime is not American, it’s Japanese. It is an art form being created by a culture
that is very, very different from our own, and will often present scenes, themes,
elements and ideas that will leave you scratching your head.
American animation has always been considered something only for children.
Not so in Japan, where anime and manga are produced for all age groups. They
often contain violence, language, sexuality and dramatic elements not
appropriate for younger kids.
While it has never been as popular as now, anime has been coming over to the
US since the 1960’s, often heavily edited and redrawn. Didn’t know that? Take
another look at the anime I’ve already mentioned and see how many you
recognize:
Hakujaden - Tale of the White Serpent, In the US: Panda and the White Serpent
Tetsuwan Atomu - Mighty Atom, In the US: Atom Boy
Tetsujin-28-Go - Iron Man #28, In the US: Gigantor
Mach Go-Go-Go - Speed Racer
Kagaku Ninja tai Gatchaman - Science Ninja Team Gatchaman, In the US: Battle of the
Planets
Kidō Senshi Gandamu - Mobile Suit Gundam
Urusei Yatsura - Those Obnoxious Aliens!
Chō Jikū Yōsai Makurosu - Super Dimension Fortress Macross, In the US: Became the
first part of Robotech
Kaze no tani no Naushika - Nausicaa of the Valley of the Wind
Ōritsu Uchūgun - Oneamisu no Tsubasa - Royal Space Force: Wings of Honneamise
Akira - Akira was the first feature length anime to gain a wide release in the US
Shin Seiki Evangerion - Neon Genesis Evangelion, or simply ‘Eva.’
Poketto Monsutā - Pocket Monsters, or as it is better known: Pokemon
Bishōjo Senshi Sērā Mūn - Pretty Soldier Sailor Moon, in the west simply Sailor Moon
Doragon Bōru Zetto - DragonBall Z
4. Why is anime so popular?
Lots of reasons:
It’s there. With the success of DragonBall Z and Pokemon in
the late 90’s, programmers began bringing more and more
anime over to show on TV. As the Pokemon kids have grown
up, the imports have grown with them.
Unlike most American animation, anime focuses on story and
character. Any young teen can easily identify with Naruto
Uzumaki (Naruto) or Kagome Higurashi
(InuYasha), and the serialized stories will
easily keep anyone coming back.
Anime is supported by an enor-
Naruto Uzumaki and fellow
mous (and often obsessive) fan Hidden Leaf Shinobi
community, often referred to as Otaku.
In the online age this is an easily
accessible world, one full of people, clubs, conventions, and fun.
And anime is more than film - it is music, art, food, literature,
video games, technology and more.
Japanese popular culture is quite unlike anything in America
Otaku in full cosplay mode and is a highly attractive curiosity.
It will make your parents say “What in the heck are you
watching/doing!!!????”
Why do anime related programming?
Lots of reasons:
As we’ve already seen, anime & manga have become part of the modern teen
culture, which means it is something our patrons are looking for.
It’s a multicultural experience, introducing a whole new world to American kids.
It’s a multi-educational experience, combining film, literature, art, music, technology
and social and cultural studies.
IT”S FUN!!!!!!!!!!!
5. Where Do I Start?
With an anime club, of course:
1. As with most programming, your teens are your best resource. If they’re asking for
anime programming, you’re already halfway there; otherwise, seek them out! If you
have a manga collection that circulates well, that’s your first point of contact:
Put feeler flyers out by the graphic novel collection.
Stick small flyers inside the manga.
Put flyers out asking for contact information, with a box to drop them in.
2. Once you’ve got some names, you’re ready to go. Keep the following in mind:
BE PATIENT; it took three months before I had more than two people coming.
Persistence will pay off.
Check to see if there are other anime clubs in the area. The High School will often
have one as an offshoot of the Japanese or Asian Culture Club. Schedule a different
day and try to communicate with them; most otaku will readily come to any and all
clubs.
3. So now you’ve got your club, what do you do?
Watch anime, of course! There are several ways to do this; have the kids bring in
their favorites and vote, watch on a laptop, or watch the
DVD’s provided by one of the many anime club sponsors. DDR is
mega-
Several of the major liscensing companies now have popular
anime clubs you can join, and they’ll send you newslet- with
anime
ters, DVD’s and other stuff. fans!
Play video games. If you can swing it, set up a game
system; anime and gaming go hand in hand.
Have manga available to read, circulate, swap, whatever.
Most of the kids will bring their own, so you should too.
Drawing supplies are always fun to have on hand for your budding mangaka.
6. FOOD! And it should be Japanese. Pocky, Lotte Koala March, Kasugai milk candy,
Mini Jellycups, Ramune soda, Ramen noodles, and more! The
Japanese are VERY good at creating snack food.
It’s Japanese,
It’s Yummy,
It’s totally
addictive:
Pocky!
So now what?
There’s more:
Once you’ve got a club up and running, there are plenty of other
program opportunities to explore:
Anime Festivals: Like the club, only bigger and more structured. This is where you
can show feature films, screen multiple episodes and more. Set up a manga cafe to
go with it and you’re in business! This will take some planning, and a lot of
promotion. Just make sure to get your screening permissions early - some of the
licensing companies can be notoriously slow.
Cosplay: ‘costume play’ is a big part of the anime world. If you have any cosplayers,
set up a tournament.
Art & writing programs: If you can find someone to teach manga style art, or maybe
kanji drawing, and combine it with creative writing.
Cultural programs: There’s more to Japanese culture than just anime; history, art,
film...and of course, food! if you can find a hibachi or sushi
chef willing to teach some technique, it could be a lot of
fun!
Well, that’s about it. Just remember to
follow the lead of your teen Otaku, and
have fun. Your anime programming will
then be a sure success!
Sushi, anyone?!
7. Resources and other stuff
Informational Anime sites:
The enigmatic
http://www.animenewsnetwork.com Saber of
‘Fate/Stay
http://www.theotaku.com Night’
http://www.animeonline.net
http://www.anime.com
http://animenfo.com
Licensing companies: (these are the big guys - there are many more!)
http://www.advfilms.com
http://www.viz.com
http://www.funimation.com
http://www.manga.com
http://www.geneonanimation.com
Haruka of
‘Noein’
Licensed Anime Club sites:
http://advocates.advfilms.com (ADV Films)
http://www.bandai-ent.com/fans (Bandai
USA)
http://www.operationanime.com (Funimation)
8. She’s cute, she’s
sweet, she’s a Online Stores:
vampire! Miss
Hazuki of ‘Moon http://www.animenation.com
Phase’
http://www.animegamersusa.com
http://www.animecastle.com (located in Mineola,
L.I., warehouse open to the public)
http://www.animepavilion.com
Misc. Japanese culture and food:
http://www.j-fan.com
http://www.jlist.com
http://www.jpopmusic.com
http://www.asianmunchies.com
http://www.asiafoods.com Haruhi Suzimaya
says: Go do some
anime program-
ming!!!!
Online Video Sites: There are a ton of these sites out there, and your
kids will know most of them...
(provided for informational purposes. I leave the copyright issues to your individual discretion...)
http://www.youtube.com
http://www.veoh.com
http://www.crunchyroll.com
9. Books:
Clements, Jonathan - The Anime Encyclopedia : A Guide to Japanese Animation Since
1917 (Rev. & expanded ed.)
Levi, Antonia - Samurai From Outer Space : Understanding Japanese Animation
Poitras, Gilles - The Anime Companion : What's Japanese in Japanese Animation?
Poitras, Gilles - The Anime Companion 2 : More...What's Japanese in Japanese
Animation?
Drazen, Patrick - Anime explosion! : The What? Why? & Wow! of Japanese Animation
Poitras, Gilles - Anime Essentials : Everything a Fan Needs to Know
Patten, Fred - Watching Anime, Reading Manga: 25 Years of Essays and Reviews
Macias, Patrick and Tomohiro Machiyama - Cruising the Anime City: An Otaku Guide to
Neo Tokyo
Now go do some anime programming...or else!!!!
Abel Nightroad of ‘Trinity Blood’
Ken Petrilli is the Teen Services Librarian at the New Rochelle
Public Library. In addition to being a musician, sci-fi nerd and
all-around pop-culture junkie, he has been a rabid anime fan since
the age of twelve. (His anime club, however, will just tell you that
he’s old...)
you can contact him @ planetfire@hotmail.com