How to Draw Kawaii Manga Characters

How to Draw Kawaii Manga Characters PDF

Author: Misako Rocks!

Publisher: Learn Manga with Misako

Published: 2024-04-16

Total Pages: 82

ISBN-13: 0760388695

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Create the cutest animals and chibi figures with How to Draw Kawaii Manga Characters, an inspiring and interactive drawing guide for tweens.

Kawaii Manga

Kawaii Manga PDF

Author: Eva Minguet

Publisher: HarperCollins

Published: 2014-11-04

Total Pages: 181

ISBN-13: 0062393421

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The ultimate guide to creating your very own adorable kawaii manga characters

Japanese Media Cultures in Japan and Abroad: Transnational Consumption of Manga, Anime, and Media-Mixes

Japanese Media Cultures in Japan and Abroad: Transnational Consumption of Manga, Anime, and Media-Mixes PDF

Author: Manuel Hernández-Pérez

Publisher: MDPI

Published: 2019-06-24

Total Pages: 162

ISBN-13: 3039210084

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In the last few decades, Japanese popular culture productions have been consolidated as one of the most influential and profitable global industries. As a creative industry, Japanese Media-Mixes generate multimillion-dollar revenues, being a product of international synergies and the natural appeal of the characters and stories. The transnationalization of investment capital, diversification of themes and (sub)genres, underlying threat in the proliferation of illegal audiences, development of internet streaming technologies, and other new transformations in media-mix-based production models make the study of these products even more relevant today. In this way, manga (Japanese comics), anime (Japanese animation), and video games are not necessarily products designed for the national market. More than ever, it is necessary to reconcile national and transnational positions for the study of this cultural production. The present volume includes contributions aligned to the analysis of Japanese popular culture flow from many perspectives (cultural studies, film, comic studies, sociology, etc.), although we have emphasized the relationships between manga, anime, and international audiences. The selected works include the following topics: • Studies on audiences—national and transnational case studies; • Fandom production and Otaku culture; • Cross-media and transmedia perspectives; • Theoretical perspectives on manga, anime, and media-mixes.

Women and the Media

Women and the Media PDF

Author: Theresa Carilli

Publisher: University Press of America

Published: 2005

Total Pages: 308

ISBN-13: 9780761830405

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This anthology has a cultural focus and addresses issues of race, ethnicity, class, and sexuality.

Manga for the Beginner Kawaii

Manga for the Beginner Kawaii PDF

Author: Christopher Hart

Publisher: Watson-Guptill

Published: 2012-08-07

Total Pages: 194

ISBN-13: 082300662X

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Kawaii—so cute it hurts! You probably know this already, but the superpopular manga genre of Kawaii is everywhere! From Hello Kitty to Pokémon, these supercute Kawaii creatures are taking over. These characters are intensely cute, simple to draw, and colorfully graphic. The Kawaii genre puts its supercute stamp on a variety of well-known manga staples from adorable anthros to lovable monsters and animals to dark-but-still-cute Goths. Even the breathtaking and beautiful ladies of the Kawaii subgenre moe get their turn in the spotlight. The undisputed master of manga, Christopher Hart provides you with all the tools and techniques you will need to bring these beloved Kawaii characters to life. The supercute drawings and step-by-step directions provide you with everything you need to draw with Kawaii-style charm and personality. From color contrasts to simplifying designs, Manga for the Beginner Kawaii provides the complete inside scoop on what it takes to make it as a Kawaii artist. This is the ultimate guide to bringing supercute characters from manga’s most adorable genre to life.

Teen Fandom and Geek Programming

Teen Fandom and Geek Programming PDF

Author: Carrie Rogers-Whitehead

Publisher: Rowman & Littlefield

Published: 2018-06-15

Total Pages: 169

ISBN-13: 1538107538

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Fandom and geek programming has exploded in libraries in recent years. From anime-themed library lock-in events, cosplay contests, and video game tournaments, to an annual Harry Potter Yule Ball, libraries have embraced their inner geek and are hosting a wide variety of fandom programs. For those librarians who have no idea about the importance of Doctor Who, or the Star Trek vs.Star Wars debate, planning for such programming can seem daunting. Teen Fandom and Geek Programming: A Practical Guide for Librarians covers major fandom and program themes, as well as real-world event, club, and program ideas to help librarians provide this type of programming to their communities. Specifically, detailed coverage is provided for: Major fandoms, including superheroes, anime, Harry Potter, Dr. Who, Sherlock, and video game fandoms including MMOGs, Nintendo, and RPGs Fandom clubs Fanfiction programming Cosplay programming STEM programming through fandoms (graphic design and art; video editing and design; 3D printing) Large-scale geek events Promoting inclusivity through geek programming Use the tips and how-to knowledge in this practical guide to get more teens into your library!

The Dragon and the Dazzle

The Dragon and the Dazzle PDF

Author: Marco Pellitteri

Publisher: Tunué

Published: 2010

Total Pages: 734

ISBN-13: 8889613890

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"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover

Super Bodies

Super Bodies PDF

Author: Jeffrey A. Brown

Publisher: University of Texas Press

Published: 2023-08

Total Pages: 249

ISBN-13: 1477327363

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An examination of the art in superhero comics and how style influences comic narratives.

That Cute Kid Is Mine and Mine

That Cute Kid Is Mine and Mine PDF

Author: Keiko Kinoshita

Publisher: Digital Manga, Inc.

Published: 2012-02-22

Total Pages: 196

ISBN-13: 1613130562

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Elite businessmen Hosokawa and graduate student Takagi are both in love with cute little Gouda, who they used to go to school with! Gouda, however, is a little thick and only sees the two as good friends. One of them is his beloved childhood friend, and the other is his bosom buddy. But then, one day, Gouda falls in love...

Human-Computer Interaction. Perspectives on Design

Human-Computer Interaction. Perspectives on Design PDF

Author: Masaaki Kurosu

Publisher: Springer

Published: 2019-07-10

Total Pages: 607

ISBN-13: 3030226468

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The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019. A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions. The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows: Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue. Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality. Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.