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1. Controllable Anime Image Editing via Probability of Attribute Tags.

2. Between Educational and Expressive Functions in Arabic-Dubbed Anime.

3. The associations between self-rated autistic traits, social camouflaging, and mental health outcomes in Taiwanese anime, comics and games (ACG) doujin creators: an exploratory study.

4. Engaging the present, embracing the past: Pop culture museums and cultural continuity in Fukushima.

5. Tearing through the screen: diegetic credits, dialogic media, and fictional reality in Kon Satoshi's Paprika.

6. Watching intensity and media franchise engagement.

7. Ejemplo de proceso de resiliencia en la serie de animación japonesa Fruits Basket

8. Polskie fanziny mangowe. Przyczynek do poznania zjawiska

9. From Fandom to Fadeaway: Unpacking Factors Contributing to Anime Dropout.

10. THE MAKING OF ULTRAMAN RISING.

11. Rzeczywistość w anime, anime w rzeczywistości. Nowe praktyki fanowskie

12. Continual few-shot patch-based learning for anime-style colorization.

13. The 'Everyday' in the Context of Japanese Cultural Anti-Modernism: A Case Study of Isao Takahata's Anime My Neighbors the Yamadas.

14. The Correlation between the MBTI-Based Personality Analysis of Anime Characters and Their Popularity.

15. A "soul" emerges when AI, AR, and Anime converge: A case study on users of the new anime-stylized hologram social robot "Hupo".

16. Few-shot anime pose transfer.

17. FENOMENOLOGÍA DE LA NARRACIÓN AUDIOVISUAL PARA LA FORMACIÓN ÉTICA EMPLEANDO EL "ANIME".

18. Comics chilenos: Una visión crítica del concepto de descolonización en la cultura de masas.

19. Hard Spirits: Architectural Apparitions in Hayao Miyazaki's Spirited Away.

20. Is Anime Still in Favour among University Students?

21. Attendees' experiences of anime conventions in the United States: a netnography study.

22. Practicing belonging, vicarious spirituality, and gendered fetishism: The transformation of the non-religious/religious in contemporary Japanese youth culture.

23. That time I was reincarnated as a problematic trope: Viewer preferences and cultural trends in reincarnation isekai anime.

24. A New Labor Model for a New Era of Anime.

25. Crafting Consensus in Anime's Writer's Room.

26. Trends and Issues in Japanese Cultural Tourism

27. VTubers, Their Global Expansion and Impact on Modern Society : An Exploratory and Comparative Study Between Portugal and the USA

29. English translations of gender nonconformity in shōjo manga and anime : a trans-queer materialist feminist analysis

30. Analysis of the Spatial Configuration in Cinema on a Human Scale: ‘The Secret World of Arrietty’

31. The ASTONISHING ANIME of HAYAO MIYAZAKI.

32. Examining gender representations in the pilot episode of the anime <italic>Attack on Titan</italic>.

33. Informal learning of Japanese as a foreign language through watching anime.

34. Reimagining Extinction in Australia and Japan: 'Voices' of the Tasmanian Tiger and Hokkaido Wolf.

35. INOVAÇÃO TECNOLÓGICA, ARTE E OS LIMITES CRIATIVOS DA IA NA SÉRIE ANIMADA PLUTO.

36. 'Say my name': Slam Dunk, the importation of manga in South Korea, and post-crisis nostalgia in East Asia.

37. Derailing the capitalist engine: theorizing relations of mujō through <italic>Mugen Train</italic>.

38. НОВАТОРСТВО КОМІКСУ В ПРОСТОРІ СУЧАСНОЇ ЕКРАННОЇ ВИДОВИЩНОЇ КУЛЬТУРИ

39. Anime as a medium for science learning.

40. ANALYSIS OF THE SPATIAL CONFIGURATION IN CINEMA ON A HUMAN SCALE: 'THE SECRET WORLD OF ARRIETTY'.

41. Mainstreams, Mavericks, Misfits, and Amphibians: On the Mainstreaming, Platformisation, and Re-conventionalisation of the Former Home of Chinese ACGN.

42. Eksplorasi Unsur Arsitektur Bajo pada Kapal Thousand Sunny dalam Serial Anime One Piece sebagai Representasi Kekayaan Citra Budaya.

43. Animato/Inanimato.

44. Fighting with Rotating Blades, Boomerangs, and Crushing Punches: A History of Mecha from a Robotics Point of View.

45. Global Media Streams: Netflix and the Changing Ecosystem of Anime Production.

46. EDITORIAL: HECHOS VIRTUALES.

47. DEL VIDEOJUEGO AL ANIME: HAKUOKI SHINSENGUMI KITAN Y LA MODELIZACIÓN DE LA CULTURA OTAKU.

48. LA ADAPTACIÓN AL ANIME DE LOS CUENTOS DE HADAS COMO HERRAMIENTA DE JAPONIZACIÓN: EL CASO DE BELLE.

49. Anime girls embodied: an introduction to British maid café cosplay.

50. Fandom identification and in-person activities as mediators of the association between cosplay and psychological well-being.

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