This document provides a summary of an event for a DJ performance of J hip-hop music on June 22nd at 10pm at a DJ bar called Bonobo in the Jingumae neighborhood of Tokyo. The flyer provides the website for the bar and notes it is in Jingumae.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
A case study of an 18 month project at the Guardian that attempted to use linked data and automated pages to transform our culture coverage from a top-down experience, to a place where the audience can discuss any cultural event or artefact.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on SlideShare. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshow presentations.
About Asia Business Consulting is a Dutch-Chinese advisory firm that specializes in connecting businesses to opportunities in China. They prepare companies for the Chinese market by developing market entry strategies and building networks. They then position companies by promoting them locally and conducting research. Finally, they connect companies to their network of partners in China to help them succeed. Their services aim to give clients an advantage when entering the growing Chinese market.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on SlideShare. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshow presentations.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
A case study of an 18 month project at the Guardian that attempted to use linked data and automated pages to transform our culture coverage from a top-down experience, to a place where the audience can discuss any cultural event or artefact.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on SlideShare. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshow presentations.
About Asia Business Consulting is a Dutch-Chinese advisory firm that specializes in connecting businesses to opportunities in China. They prepare companies for the Chinese market by developing market entry strategies and building networks. They then position companies by promoting them locally and conducting research. Finally, they connect companies to their network of partners in China to help them succeed. Their services aim to give clients an advantage when entering the growing Chinese market.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on SlideShare. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshow presentations.
This document outlines a PhD proposal on active communication for distributed learning. The thesis aims to propose active sampling strategies that reduce communication overhead in distributed machine learning setups. The problem is defined as minimizing the number of communications between nodes while achieving similar or better accuracy compared to a single node learning on all data. Several proposed approaches and extensions are outlined, and prior related work by the author on domain adaptation and multi-task learning is summarized.
The document provides guidance on how to submit to God and change inwardly through renewing one's mind. It suggests identifying character defects, humbling oneself before God, and choosing to change one day at a time through God's help, as recovery is a process that God will complete. The prayer asks God to show his will in working on shortcomings and directing steps, while staying present and making the best of today through God's power and wisdom.
This document discusses finite state machine (FSM) design. It begins by motivating FSMs as a generalization of counters where outputs are a function of state rather than just the state itself. FSMs are used to implement circuits that control other circuits and make decisions based on their state and inputs. The chapter then provides an overview of the concepts to be covered, including defining the FSM, representing state transitions, Moore and Mealy machines, and using word problems and case studies. It describes the basic six-step design process and covers the concept of the state machine in more detail, including timing, state diagrams, and communicating between state machines.
This document discusses network security and penetration testing. It provides an overview of creating a networking lab and the tools used, including Cisco Packet Tracer, Backtrack, Metasploit, and Wireshark. The document then covers network security topics like common network threats, router security, switch security, and port security. It defines penetration testing and explains its goals of finding vulnerabilities and recommending improvements. The phases of penetration testing are outlined as profiling, enumeration, vulnerability analysis, exploitation, and reporting. Different styles of penetration testing like blue team and red team are also summarized.
The document discusses the dispatch system at Shree Renuka Sugars Ltd.'s (SRSL) Haldia refinery. It describes the existing process which involves trucks reporting at the factory gate, getting a delivery order after payment confirmation, waiting to enter and be weighed, getting loaded, and finally getting paperwork done before release. It aims to optimize the truck turnaround time by analyzing problems in the current system like delays in various waiting stages and proposing improvements.
Forests cover 30% of the Earth's surface and provide important ecological and economic resources. They are classified as renewable or non-renewable. Tropical rainforests are located in central and South America, Africa, and Southeast Asia and contain the greatest biodiversity. Temperate and boreal forests are found in Europe, Asia, and North America. India has 20% forest cover, hosting tropical moist deciduous and tropical dry deciduous forests. Forests are threatened by deforestation but are managed through afforestation, joint forest management, and social forestry programs to balance use with conservation.
This document discusses intrusion detection systems (IDS), beginning with historical examples of cyber attacks. It describes the role of firewalls in network security and how IDS serve as a complementary technique to firewalls by monitoring network traffic and detecting intrusions. The document outlines different types of IDS, including host-based, network-based, and hybrid systems. It also covers common intrusion detection techniques and the limitations of IDS in providing comprehensive security.
This document provides an overview of the UNIX operating system and some basic UNIX commands. It discusses what UNIX is, its origins at Bell Laboratories in 1969, and some of its core functions like providing a filing system and loading/executing programs. It also covers the UNIX kernel and layers, file system structure, shells, logging in, and examples of common commands like ls, cat, more, pr, grep, passwd, who, and man.
Java & J2EE Struts with Hibernate FrameworkMohit Belwal
This document provides an overview of Java 2 Enterprise Edition (J2EE) and its core components. J2EE is a multi-tiered architecture for developing enterprise applications and web applications using Java technology. It uses a component-based model where components like servlets, JavaServer Pages (JSPs), and Enterprise JavaBeans (EJBs) interact with services provided by containers like web containers and EJB containers. The document discusses J2EE concepts, features, benefits, components, containers, and how applications are packaged and deployed. It also provides examples of servlets and JSPs as core web components in J2EE.
Fabrics & their Types, Control, Quality & CleaningMohit Belwal
The document provides information about various types of fabrics, including cotton, polyester, silk, acrylic, velvet, and damask. It discusses the defining characteristics of each fabric and common uses. It also covers topics like controlling fabric pilling, shrinkage, and quality. Methods for fabric cleaning such as vacuuming, wet cleaning, dry cleaning, steaming, and ironing are described. Finally, the document explains what thread count measures and how it is used to evaluate fabric quality.
Ian Condry: Music and the New Social Economy: Value and Livelihoods in a Post-Capitalist 21st Century
ICAS public lecture series videos are posted on Youtube: https://www.youtube.com/playlist?list=PLAA67B040B82B8AEF
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.
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
This document discusses how the internet is changing our understanding of value. It argues that true value lies not in superficial things like lectures or CD sales, but in the experiences, inspiration, networks and communication that are formed. The internet allows people to create and share based on love by connecting public viewings of livestreams and enabling new social projects in industries like music.
The document discusses Chiaki Hayashi and their work creating collaborative projects. It notes that Hayashi founded loftwork.com and has 15,000 followers on Twitter. The document then discusses how the concept of primary value is changing with the Internet, allowing people to connect and share based on love rather than traditional consumer transactions. It provides examples of Ryuichi Sakamoto's music streaming project which connected over 100,000 people. The document argues the Internet enables creating connections and sharing based on love rather than money.
This document outlines a proposed game called "Gnothi Seauton" that aims to help players learn about themselves by reflecting on their life situations and goals. The game would use interactive conversations and a mathematical portfolio system to provide guidance to players on how to resolve concerns and move closer to their desires. Over time, the game would track player information to construct a customized profile reflecting their personality. The concept is described as a simple yet significant idea because it automates a sounding board process to anonymously help people in their self-reflection and decision making.
The document discusses the contextual research and statement for Bronte Parsons' final major project (FMP) animation. Some key points:
- Bronte chose animation to experiment with software for a potential university course and finds animating fun. COVID restrictions require working at home alone.
- The animation will be influenced by horror films and include human/animal hybrids. One character will mix a gorilla and goblin.
- Adobe Animate, Photoshop, and Blender will be used for movement, close-ups, and landscapes, respectively.
This document provides contextual information and research for an animation project. It discusses why the creator chose animation as the medium, influences from horror films, planned scenes and characters. It also provides research on animation artists and theorists such as Ian Hubert, Chuck Jones, Hayao Miyazaki, and Paul Wells. Key points of animation theory are summarized, such as principles of movement, realism, narrative vs. experimental forms, the role of dialogue vs. music, and unity of style vs. multiple styles.
This document outlines a PhD proposal on active communication for distributed learning. The thesis aims to propose active sampling strategies that reduce communication overhead in distributed machine learning setups. The problem is defined as minimizing the number of communications between nodes while achieving similar or better accuracy compared to a single node learning on all data. Several proposed approaches and extensions are outlined, and prior related work by the author on domain adaptation and multi-task learning is summarized.
The document provides guidance on how to submit to God and change inwardly through renewing one's mind. It suggests identifying character defects, humbling oneself before God, and choosing to change one day at a time through God's help, as recovery is a process that God will complete. The prayer asks God to show his will in working on shortcomings and directing steps, while staying present and making the best of today through God's power and wisdom.
This document discusses finite state machine (FSM) design. It begins by motivating FSMs as a generalization of counters where outputs are a function of state rather than just the state itself. FSMs are used to implement circuits that control other circuits and make decisions based on their state and inputs. The chapter then provides an overview of the concepts to be covered, including defining the FSM, representing state transitions, Moore and Mealy machines, and using word problems and case studies. It describes the basic six-step design process and covers the concept of the state machine in more detail, including timing, state diagrams, and communicating between state machines.
This document discusses network security and penetration testing. It provides an overview of creating a networking lab and the tools used, including Cisco Packet Tracer, Backtrack, Metasploit, and Wireshark. The document then covers network security topics like common network threats, router security, switch security, and port security. It defines penetration testing and explains its goals of finding vulnerabilities and recommending improvements. The phases of penetration testing are outlined as profiling, enumeration, vulnerability analysis, exploitation, and reporting. Different styles of penetration testing like blue team and red team are also summarized.
The document discusses the dispatch system at Shree Renuka Sugars Ltd.'s (SRSL) Haldia refinery. It describes the existing process which involves trucks reporting at the factory gate, getting a delivery order after payment confirmation, waiting to enter and be weighed, getting loaded, and finally getting paperwork done before release. It aims to optimize the truck turnaround time by analyzing problems in the current system like delays in various waiting stages and proposing improvements.
Forests cover 30% of the Earth's surface and provide important ecological and economic resources. They are classified as renewable or non-renewable. Tropical rainforests are located in central and South America, Africa, and Southeast Asia and contain the greatest biodiversity. Temperate and boreal forests are found in Europe, Asia, and North America. India has 20% forest cover, hosting tropical moist deciduous and tropical dry deciduous forests. Forests are threatened by deforestation but are managed through afforestation, joint forest management, and social forestry programs to balance use with conservation.
This document discusses intrusion detection systems (IDS), beginning with historical examples of cyber attacks. It describes the role of firewalls in network security and how IDS serve as a complementary technique to firewalls by monitoring network traffic and detecting intrusions. The document outlines different types of IDS, including host-based, network-based, and hybrid systems. It also covers common intrusion detection techniques and the limitations of IDS in providing comprehensive security.
This document provides an overview of the UNIX operating system and some basic UNIX commands. It discusses what UNIX is, its origins at Bell Laboratories in 1969, and some of its core functions like providing a filing system and loading/executing programs. It also covers the UNIX kernel and layers, file system structure, shells, logging in, and examples of common commands like ls, cat, more, pr, grep, passwd, who, and man.
Java & J2EE Struts with Hibernate FrameworkMohit Belwal
This document provides an overview of Java 2 Enterprise Edition (J2EE) and its core components. J2EE is a multi-tiered architecture for developing enterprise applications and web applications using Java technology. It uses a component-based model where components like servlets, JavaServer Pages (JSPs), and Enterprise JavaBeans (EJBs) interact with services provided by containers like web containers and EJB containers. The document discusses J2EE concepts, features, benefits, components, containers, and how applications are packaged and deployed. It also provides examples of servlets and JSPs as core web components in J2EE.
Fabrics & their Types, Control, Quality & CleaningMohit Belwal
The document provides information about various types of fabrics, including cotton, polyester, silk, acrylic, velvet, and damask. It discusses the defining characteristics of each fabric and common uses. It also covers topics like controlling fabric pilling, shrinkage, and quality. Methods for fabric cleaning such as vacuuming, wet cleaning, dry cleaning, steaming, and ironing are described. Finally, the document explains what thread count measures and how it is used to evaluate fabric quality.
Ian Condry: Music and the New Social Economy: Value and Livelihoods in a Post-Capitalist 21st Century
ICAS public lecture series videos are posted on Youtube: https://www.youtube.com/playlist?list=PLAA67B040B82B8AEF
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.
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
This document discusses how the internet is changing our understanding of value. It argues that true value lies not in superficial things like lectures or CD sales, but in the experiences, inspiration, networks and communication that are formed. The internet allows people to create and share based on love by connecting public viewings of livestreams and enabling new social projects in industries like music.
The document discusses Chiaki Hayashi and their work creating collaborative projects. It notes that Hayashi founded loftwork.com and has 15,000 followers on Twitter. The document then discusses how the concept of primary value is changing with the Internet, allowing people to connect and share based on love rather than traditional consumer transactions. It provides examples of Ryuichi Sakamoto's music streaming project which connected over 100,000 people. The document argues the Internet enables creating connections and sharing based on love rather than money.
This document outlines a proposed game called "Gnothi Seauton" that aims to help players learn about themselves by reflecting on their life situations and goals. The game would use interactive conversations and a mathematical portfolio system to provide guidance to players on how to resolve concerns and move closer to their desires. Over time, the game would track player information to construct a customized profile reflecting their personality. The concept is described as a simple yet significant idea because it automates a sounding board process to anonymously help people in their self-reflection and decision making.
The document discusses the contextual research and statement for Bronte Parsons' final major project (FMP) animation. Some key points:
- Bronte chose animation to experiment with software for a potential university course and finds animating fun. COVID restrictions require working at home alone.
- The animation will be influenced by horror films and include human/animal hybrids. One character will mix a gorilla and goblin.
- Adobe Animate, Photoshop, and Blender will be used for movement, close-ups, and landscapes, respectively.
This document provides contextual information and research for an animation project. It discusses why the creator chose animation as the medium, influences from horror films, planned scenes and characters. It also provides research on animation artists and theorists such as Ian Hubert, Chuck Jones, Hayao Miyazaki, and Paul Wells. Key points of animation theory are summarized, such as principles of movement, realism, narrative vs. experimental forms, the role of dialogue vs. music, and unity of style vs. multiple styles.
This document provides contextual information and research for an animation project. It discusses why the creator chose animation as the medium, influences from horror films, planned scenes and characters. It also provides research on animation artists and theorists such as Ian Hubert, Chuck Jones, Hayao Miyazaki, and Paul Wells. Key points of animation theory are summarized, such as principles of movement, realism, narrative vs. experimental forms, the role of sound, and using mixed styles.
This document provides contextual information and research for an animation project. It discusses why the creator chose animation as the medium, influences from horror films, planned scenes and characters. It also provides research on animation artists and theorists such as Ian Hubert, Chuck Jones, Hayao Miyazaki, and Paul Wells. Key points of animation theory are summarized, such as principles of movement, realism, narrative vs. experimental forms, the role of sound, and using mixed styles.
Edited margaret wister final presentation are598mwister
The document discusses the process of digital ethnography and conducting research in virtual worlds like Second Life. It explains the three main stages: data collection, content analysis, and comparative analysis. It then provides examples from a graduate art education course where students explored and engaged with art in Second Life, including building sculptures, visiting galleries, and collaborating on a classroom project. Students found the environment challenging but appreciated the creative outlet and exploring other students' work.
This document discusses the shift from a "Web of Documents" to a "Web of Creativity" enabled by social media. It provides examples of massively collaborative creation on sites like Wikipedia and NicoNicoDouga. A case study analyzes the social network of creators who make content related to Hatsune Miku on NicoNicoDouga. The analysis finds different types of creators who interact in a large, decentralized network to spur new creative works. The conclusion is that this model of massively collaborative creation represents a new style that fully leverages the "Community Web" of information and communication activities.
Difference Between Western And Western AnimationLindsey Jones
Western animation often used cartoons during WWII to promote war bonds and encourage citizens to pay taxes, depicting these acts as patriotic duties. The Disney style was influential in Soviet animation as well. Modern animation uses computer graphics to create highly detailed and realistic 3D worlds and characters. Effective animation requires skills in modeling, lighting, simulations and more.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
Slides from my Midwest UX 2012 presentation on new media art.
These aren't very useful without the talk - it's mostly pictures from the artists' websites. However, if you see the presentation in person some day this will be a good reference for remembering names and pieces.
There are a couple blank slides that are videos in the actual presentation.
14. • 30-40% jobs today are new;
did not exist one generation
ago (30 years ago)
• Piketty (2013) Capital in 21c.
• now, capitalism is producing
greater inequality
• Economists measure value
when money is exchanged
• Anthropologists recognize
social value through fieldwork
• social value generates
economic value
• collaborative creativity =
new kinds of jobs
• useful goal? study social
foundation of jobs & value
Jobs, value &
the future
14
16. Anime
Success• 60% of world’s TV
cartoon broadcasts are
Japanese in origin
(JETRO, 2004)
• $2B / yr: TV, theater,
DVD
• $19B / yr merchandise
• 60% of anime is based
on successful manga
• fan “cons” / production
• manga-anime-toys-fans
Pokemon: The First Movie (1998)
Highest grossing anime in US
$86M box office ($164M worldwide)
Source: Box Office Mojo
37. David Graeber (2011)
“Debt: The First 5000 Years”
• “ . . . all social systems, even
economic systems like capitalism,
have always been built upon a
bedrock of actually-existing
communism” (p. 95)
• Example:
– X: “Can I borrow a pen?”
– Y: “Sure, for a dollar.”
– X: “Loser.”
37
38. Anthropology and value
• David Graeber (2001) Toward an Anthropological
Theory of Value
– " . . . look at social systems as structures of
creative action, and value, as how people
measure the importance of their own actions
within such structures" (p. 230)
– 社会構造=クリエティヴアクション構造
– 価値=自分で計るアクションの重要性
value = that which has soul
43. The social in media
• Media as content (message)
– boundary between producer / fan
– published, packaged, consumed
• books, DVDs, CDs, etc.
– propaganda, access to broadcast
• Media as platform (social)
– participatory spaces
– communities of shared interests
– crowd-sourced production
• blogs, Facebook, Twitter, Nico Nico
Dôga, YouTube, 2 Channel,
Wikipedia, etc.
• value, exchange, production
43
59. characters & worlds
as "generative platform"
• characters
–キャラクター
–kyarakutaa
• world
–世界観
–sekaikan
• story comes later
– シナリオ (shinario) Mighty Atom aka Astro Boy
80. David Graeber (2011) Debt
categories of exchange
• communism
• from each (ability), to each (needs)
• “bedrock” of social life & fun
• reciprocal exchange
• compliments, favors, rounds of drinks
• market --> payment ends obligation
• hierarchy
• extortion by gangsters, kings, parents,
dissertation advisors
80
Graeber (2011) Debt: The First 5000 Years
see also “Exchange” in Critical Terms in Media Studies
81. PiaPro (“peer production”)
81
Video describes licensing issues http://piapro.jp/intro/
“Of course,
Miku illustrations
are copyrighted
under Crypton Future
Media.”
82. Crypton Future Media: 3 licensing
scenarios
1. non-commercial, no recompense
covered by Piapro Character License (PCL)
–> freely use images, make goods, w/o asking
82
83. 2. non-profit, but some recompense
if recoup only costs of materials --> submit
application through PiaProLink, receive QR code
83
Crypton Future Media http://piapro.jp/intro/
84. 3. commercial, for profit
negotiate a contract with Crypton, pay license fees;
“This income to support CGM” (consumer generated media).
8432
Crypton Future Media http://piapro.jp/intro/
85. Kagerô Days (“Mirage Days”)
2014
• song on Nico Nico Dôga by
Jin
• video reinterpreted by fan
• light (young adult) novel by
Jin
• manga by another artist
• now official TV anime is in
production
• seemingly new origin for a
character and story, but how
different from Disney fairy
tale?
85
86. AMV = Anime Music Video
• AnimeMusicVideo.org
– 150,000+ videos posted (Nov. ’12)
– No permission from anime company
– No permission from music artist
87. Fansub ethics: "non-commercial"
"Free fansub, not for sale, rent or eBay"
"Please terminate distribution after
licensing"
fansubs
The Melancholy of Haruhi Suzumiya (2006) a.f.k fansubs
90. Comic Market Ethnograpy - Shichijo (2010)
同人作品を制作の理由
七邊信重(2010)「同人会」
“Why do you produce fan-made works?”
Shichijo (2010) “Dôjinkai no ronri” (the logic of the dôjin world)
• 作品を作ることそれ自体が楽しいから 49.8%
–Because making works itself is fun
• 作品を人に見てもらえることが楽しい 27
.1%
–Because it’s fun to have others see my works
• 主張や伝えたいメッセージがあるから 8.1%
–Because I have a message or something to emphasize
• 作品をきっかけに友人やファンを増やす 7.0%
–Because it’s a chance to increase my number of friends or fans
• アート活動、表現活動として 5.3%
–As a kind of art activity, or as form of expression
• 作品を販売することで収入を得るため 0.8%
–To make money by selling my works
• その他 (other) 1.9%
七邊信重(2010)「同人会の論理:行為者の利害、関心と資本の変換」コンテン
ツ文化史研究、第3号、p。23 −− in Contents Bunkashi Kenkyû, Vol. 3, p. 23
98. Gundam (1979) fails at first
revival depended on fan activity
• series canceled early (toys don’t sell)
• Bandai licenses plastic model rights
• Fans revive series
–build models
–create fan clubs
–write encyclopedias & timelines
–fan magazines develop
• Social dynamics lead to success
98
toys are media too
103. Participation in what?
• Less exploitative if . . .
• transparent
–how will my work be used?
–how will my data be used?
• opt in
–I can choose the terms
–I can opt out if desired
–monetization or not
• credit where credit is due
–remix, retweet w/ name
–use of data gets credit . . . ?
103
Images from
Deviant Art
104. Graeber (2011) “Debt”
• We are all communists with our closest friends,
• and feudal lords when dealing with small children.
• It is very hard to imagine a society where people wouldn't be
both.
• [But] if we are all ordinarily moving back and forth between
completely different systems of moral accounting, why hasn't
anybody noticed this?
• Why do we reframe everything in terms of reciprocity?
• [Because] reciprocity is our main way of imagining justice.
• We fall back on reciprocity when we're thinking in the
abstract, and especially when we're trying to create an
idealized picture of society. (pp. 113-114) 104
113. 113
Norton; Ariely (2012) in Perspectives on Psychological Science
Americans don’t understand
current economic inequality
114. Thomas Piketty (2013):
# of billionaires, 1987-2013
tenfold increase, from 140 to 1400
114http://piketty.pse.ens.fr/files/capital21c/en/pdf/F12.1.pdf
117. Henry Jenkins, Nick Couldry (2014)
“Participations”
• Nick Couldry:
• positive social and political potential
• OR
• new forms of labor exploitation ... ?
• Henry Jenkins:
• Core question: “Participation” in
what?
• International Journal of
Editor's Notes
What comes after the industrial revolution?
Can we find inspiration in media for alternative forms of org’n/production? environment? technology?
Related to question of “why is anime a success?” -- I want to suggest it’s not just a question of “what is it about the object of anime?” but rather “who makes it successful?” -- most people begin with “what is anime?” but I start with “who makes anime?” Which raises the question, who made animation first?
What is it about anime that makes it so successful? (as an object) - commercial, aesthetic
who makes anime successful?
Karl Marx critique of capitalism: power to those who control means of production, but who controls today?
no longer clear who is a “producer” and who is a “consumer”
Ridicule. Disbelief. Teasing.
turn outwards from media, to look at the social --
the social energy is part of the platform -- what does it coalesce around -- “the character” -- “the world” -- Occupy / 99% -- how understand the potential for collaborative problem solving, trouble-making, broader as yet unimagined forms of social change?
WHO MAKES ANIME? Ethnography to make central the roles of anime creators, but also the roles of manga artists, sponsors, merchandisers, and fans as part of wider processes of production.
collaborative creativity aims to bring into focus the multiplicity of modes of production, and what exactly collaboration means. Who is collaborating with whom? Who “owns” the results of collaboration? Whose creativity is valued, whose is recognized and within which spheres?
a couple of metaphors to get us thinking comparatively
critical successes, but also commercial successes
why Japan?
plus for teens and up
i got into this through my students: why are you taking my class?
AND, Hip-Hop Japan - Prof. you gotta check out samurai champloo: samurai reimagined as hip-hop
how? it’s not released yet? We’ve gotta show you fansubs and BitTorrent
plan: learn the secret of anime’s success, package as business model,
get rich as a consultant . . . but when I started looking at anime,
quickly learned: no one gets rich making anime (even Disney)
But this raises an even more interesting Q: how did anime go global w/o making money
So we can measure the anime market in terms of TV advertising, cinema box office, DVD sales, online streaming fees,
but we end up capturing only a small fraction of anime's influence:
As Ted Bestor points out in his study of Tsukiji, "the fish market at the center of the world," the values that anime a living, breathing marketplace, are more than financial:
Japanese market for anime
2002 films, TV, OVA market = US$1.9 billion
incl. licensed goods --> market = US$18 billion
60% of all cartoons broadcast worldwide are Japanese in origin (METI, est. Jan. 2004)
content industries and copyright-related businesses extend economy and “soft power”
anime that crit Japan and others
values complex
He is a character who despairs at the various media phenomenon ravaging Japan:
email harrassment,
the "shut in" youth known as hikikomori,
and issues of domestic violence.
For example, this anime, more or less in the "gag" genre, hinges on a variety of puns, The teacher's name is "Itoshiki Nozomu" which can be read also as "Despair."
This anime "Sayonara Zetsubo Sensei" (or, "Goodbye Mr. Despair") illustrates the lengths to which fansubbers will go to provide detailed translations.
Note: ¥10,000 = $100 ¥50 = 50 cents
Here he endeavors to encourage his students to recognize their own value, and live accordingly, without being obsessed by external, and arbitrary measures of success.
Let's watch a brief clip.
This is what he gets.
in other words, the value here is measured not by what others are willing to pay, but in terms of what fans are willing to give up
despite the weight of economic ways of thinking, we recognize this value in our daily lives
we value people who are generous, good at what they do, committed to a larger vision defined by things other than simply material gain
when we talk about value, we want to acknowledge the broader meanings of value
As Ted Bestor points out in "Tsukiji" -- business relations are at once social relations, and they cannot be easily untangled.
So if fansubbers work partly for the art of what they do -- speed, accuracy, depth -- what about the labor of the producers? how do they understand the value of anime? what lead to its emergence as a style and a business?
my book then explores the performative aspects of hip-hop in Japan,
examining the permutations of race, langauge, gender, fandom, and the recording industry
through an ethnographic method that attempts to capture the nuances of different locations of power,
that is, where culture, social relations, and politics are made and remade.
To conclude, music is again leading the way in the evolution of digital media in several ways:
With the decline of package businesses and rise of SOCIAL MEDIA we see
a resurgence of interest in LIVE CULTURE / PERFORMANCE
An expansion of media mix possibilities
A renewed interest in PARTICIPATION
industry as a frame - production and exchange - economic rationality
works well with “media as packaged content” (torn from context)
but media as a platform
hinges on understanding dynamics of the “social” in social media
shiny and futuristic facade
6 people in house, freelance animators (key frame) in Tokyo, in-between in South Korea, Philippines and China
"Story" often thought of as what makes anime different
Fans talk of "story arcs"
Anime books describe narrative strategies, but in the studios, while stories are deemed crucial, it is rather the characters, premises and worldview
early anime successes build on energy of fans towards characters already popular in manga
Hatsune Miku is an interesting example of collaborative creativity in music.
The character is based on music and vocal synthesizer software called “Vocaloid”
Created by Crypton, based in Sapporo, the character has a look and some characteristics
Age: 16, height and weight
But company allowed openness in use of character image, and explosion of fan activity
Hatsune Miku and Nico Nico Doga are examples of contemporary media style
Not just content, but platform for participation
Also, Facebook, MySpace, Twitter, Four Square, etc. etc.
This world of “social media” shows how collaborative creativity can arise
from performance spaces as something larger than clubs
And facilitated by online sharing.
And now, going global as well . . .
Video clip 1 minute, 21 seconds
From: http://www.youtube.com/watch?v=DTXO7KGHtjI (accessed 11/25/10)
CNN recently covered a live show featuring a
holographic image of Hatsune Miku
Performing before thousands of people
Now SEGA has made an arcade game,
And there is are two SEGA games for the PSP.
But more interesting than the big company versions of Hatsune Miku
Are the many, many fan products.
On 14 November 2010, I went to a doujin event at Sunshine City in Ikebukuro,
450 fan circles (mostly selling CDs, but also earrings, illustration books, posters, games, etc.)
7000 fan / consumers, and more wanted to get in but were denied
(unless you purchased catalog beforehand, and catalog sold out before the event)
Prices range from Y100 (CD) to Y2000 (for CDs on left)
But mostly people seemed to be there to share in the excitement,
To discover something unknown, and to have a chance to show off
To others.
Spoke w/ half dozen fans: many reasons for liking Miku . . .
I don't have friends who can sing, but thls lets me make a whole song.
It's a voice that's only from a computer; it's like it's from a parallel world
Japanese people like machine-like things.
There's no room in Japanese homes [so handy to make music with just computers].
無限の存在 infinite possibility
For example, authorship by Miku P (Miku producers) is still v. important - eg. Hachioji P
What’s going on with this phenomenon?
I got a sense from my fieldwork in Tokyo anime studios . . .
characters and the social energy that goes into them is a big part of anime’s success
“This is important because there is a widespread assumption that societies are, in some sense, systems of reciprocal exchange in which accounts ultimately balance out. This is simply not the case. . . . The very idea of “the market,” in which all exchanges balance out, is just such an imaginary projection” (Crit Terms, p. 222)
the labor of fans -- identifying the various impacts of fan participation
NOT FOR SALE: so driven more by what THOMAS LAMARRE CALLS "a collective force of desire."
aiming to support anime culture, but unwilling to abide by copyright law.
piracy, sharing, participation . . .
a kind of DARK ENERGY that is largely non-commercial
invisible by economic measures, expands the cultural universe of anime
bleeding across boundariesperverse politics of youth depend on understanding the value of new connectivities through popular culture.
including worlds beyond capital
FEEDBACK LOOPS, circulation of culture and shifting communities of value
both anime and hip-hop are cultural forms that were deemed "fads," no serious culture, but "subcultura and therefore morginal, or commercialized pop, without meaningful political value.
I would argue the opposite: politics is increasingly driven by dynamics similar to those that drive popular culture
Faddish phenomenon can have real political consequences. Of the thousands of people who have been killed by US forces in Iraq
The 17 civilians killed by Blackwater may bleed into a reconfiguration of American power.
What can we learn from examining the circulation of popular culture?
Recent research by Prof. Shichijo, looking at Comic Market,
Found that there is a split between Comike’s official goals,
And the goals of the participants.
The official goal is:
What comes after the industrial revolution?
Can we find inspiration in media for alternative forms of org’n/production?
Karl Marx critique of capitalism: power to those who control means of production, but who controls today?
no longer clear who is a “producer” and who is a “consumer”
This difference is partly because TV manga was largely for children (Doraemon being one of the most influential in this history)
Early TV anime based on manga ("TV manga")
ready-made fans
proven sales
sponsors: sweets, stationary
Super robot anime attracts toy companies
Mazinger Z (1972, Toei)
metal alloy toy a big hit
toy co.s help design robots
long history begins (100+ series)
TV commercial
community, social energy -> success, even though the money making comes later
wolf children - a look at the challenges of youth who face uncertain futures . . . .
this is an “interpreting the content” approach to media studies, also the most common way of explaining anime’s success
but what happens if we change the question from “what within anime (the object) makes it successful
to exploring instead, who makes anime successful
I’m a cultural anthropologist - fieldwork, participant-observation
I’m an anthropologist - fieldwork & participant-observation - can bring new insights to media - and by extension for thinking about the emergence of new kinds of media businesses, networking, and organization
The space between the panels, “What comics aficionados have named ‘the gutter,’<HR>” he writes, “plays host to much of the magic and mystery that are at the very heart of comics” (McCloud 1993: 66). This magic and mystery also depends on someone else. “Every act committed to paper by the comics artist is aided and abetted by a silent accomplice, an equal partner in crime known as the reader,” McCloud (1993: 66) writes. “I may have drawn the axe being raised in this example, but I’m not the one who let it drop or decided how hard the blow, or who screamed or why. That, dear reader, was your special crime, each of you committing it in your own style.” This observation is only partly true. We, the audience, are not equal partners in crime, but we do have a role. The gutter draws attention to that role as the negative space that creates a vacuum, pulling the reader in and encouraging us to finish the thought.