Deze scriptie onderzoekt het genre van de 'meisho zue', een type publicatie dat vooral in de Edo-periode (1603-1868) werd gepubliceerd en waarin afbeeldingen van en commentaren op "beroemde...Show moreDeze scriptie onderzoekt het genre van de 'meisho zue', een type publicatie dat vooral in de Edo-periode (1603-1868) werd gepubliceerd en waarin afbeeldingen van en commentaren op "beroemde plaatsen" ('meisho') staan. De vraag die in deze scriptie centraal staat, is wat 'meisho zue' van Akisato Ritō (data onbekend, actief circa 1772-1830) ons kunnen vertellen over hoe mensen in de Edo-periode hun omgeving beleefden. Deze scriptie doet dit op basis van aan de ene kant een bespreking van het werk van Robert Goree over 'meisho zue' en aan de andere kant de overweging in hoeverre het werk van Michel de Certeau aangaande 'touring' versus 'mapping' toepasbaar is op 'meisho zue' van Ritō. Deze scriptie betuigt dat mensen in de Edo-periode afbeeldingen in 'meisho zue' van Ritō beleefden in termen van 'ruimte'. 'Meisho zue' van Ritō legden derhalve de menselijke beleving van het landschap vast. 'Meisho zue' van Ritō functioneerden daardoor niet als 'kaarten' die 'plaats' representeren. Dit is een wezenlijk verschil van moderne kaarten die juist 'plaats' representeren. De oorzaak voor dit verschil ligt hem in het feit dat er bij 'meisho zue' van Ritō sprake is van een streven naar een vroegmodern realisme dat zich uit in precisie, terwijl er bij moderne kaarten sprake is van een streven naar een modern realisme waarbij nauwkeurigheid centraal staat. Deze conclusie betekent dat wij tot een heroverweging moeten komen over hoe de notie van 'kaart' functioneerde in vroegmodern Japan in verhouding tot die van de Moderne Tijd.Show less
It is well known that Meiji era woodblock print designers Kobayashi Kiyochika 小林清親 (1847-1915) and Toyohara Chikanobu 豊原周延 (1838-1912) fought during the Meiji restoration on the side of the...Show moreIt is well known that Meiji era woodblock print designers Kobayashi Kiyochika 小林清親 (1847-1915) and Toyohara Chikanobu 豊原周延 (1838-1912) fought during the Meiji restoration on the side of the Tokugawa shogunate. However, because the majority of academic secondary literature on prints tends to focus on the Meiji government's grand 'modernisation' project rather than dissenting voices, it has not been widely discussed to what extent their history as Tokugawa loyalists is expressed in their oeuvre. This thesis attempts to take a fresh approach by reexamining the early works by Kiyochika and Chikanobu. A thorough scrutiny of both visual object and historic context will show that there is more to the Meiji print than meets the eye.Show less
This paper proposes another axis of understanding for the Minamata case study by analyzing the philosophical intricacies of the Japanese culture in contrast with Japan's politics and industrial...Show moreThis paper proposes another axis of understanding for the Minamata case study by analyzing the philosophical intricacies of the Japanese culture in contrast with Japan's politics and industrial goals. Instead of offering a technical solution to such a far-reaching event, it looks at the hidden potential of Japanese cultural practices in transforming the way politics consider the priorities of human development and how local communities’ expectations can be met when their lifestyle is taken into consideration. In that sense, the Minamata incident reveals to be more than a local disaster but also to a larger extent the illustration of a societal and philosophical discordance.Show less
This thesis discusses what motivates people in Japan to buy sacred charms (omamori), through the lens of the Japanese ritual worldview. They are traditionally used as a means for protection or as a...Show moreThis thesis discusses what motivates people in Japan to buy sacred charms (omamori), through the lens of the Japanese ritual worldview. They are traditionally used as a means for protection or as a source of beneficial power. In recent decennia, consumer culture has permeated the world of religion in Japan and as a result distributors of religious tokens (temples and shrines) have started to focus more on the visual appeal of charms.Show less
This paper examines the localization practices in Japanese video games and anime in the last thirty years and the effects thereof, taking the Pokémon franchise as case study. Findings seem to...Show moreThis paper examines the localization practices in Japanese video games and anime in the last thirty years and the effects thereof, taking the Pokémon franchise as case study. Findings seem to suggest an increase in the importance of localization, as it developed from the translation of text to the restructuring of narrative and alteration of visual content. Multiple video games and anime have seen significant revisions in their adjustment to the Western market, but none of them have received as much modifications as Pokémon. The methods used in localizing Pokémon have transformed over the years, and its ever-expanding global significance shaped the content of future releases in both Japan and the West.Show less
This study will first analyse the historical background of Shakespeare in China, which begun with the introduction of the English author as a storyteller during the late Qing dynasty (1640-1911),...Show moreThis study will first analyse the historical background of Shakespeare in China, which begun with the introduction of the English author as a storyteller during the late Qing dynasty (1640-1911), followed by the publication of official translations in Chinese at the beginning of the twentieth century , the posterior abrupt tragic decrease of the studies under the Communists and its complete death with the beginning of the Cultural Revolution (1966-1976) , which did not allow Shakespeare to resuscitate until the end of the 70s . The second chapter will be focused on the methods of translations and the theories put forward between the end of the 19th century and the beginning of the 20th century in China, while the third chapter of this study aims at observing how Chinese translators overcame the historical, grammatical and cultural differences between Shakespeare and China, how they rendered the most important traits of the Shakespearean works in Chinese. To conclude, the fourth chapter will be concentrated on the comparison between the original English version of the famous drama of “Romeo and Juliet” and its Chinese.Show less
Over the recent years Japanese animation has seen the rise of a new form of the science fiction genre, namely technoludic anime, or anime that involves video game elements. Commentative technoludic...Show moreOver the recent years Japanese animation has seen the rise of a new form of the science fiction genre, namely technoludic anime, or anime that involves video game elements. Commentative technoludic anime, the main focus of this research, are part of a critical discourse on techno- culture and its future. This genre of anime taps into themes such as gender identity, nationalism, societies of control and the disintegration of ontological boundaries while using video game portrayal and video game play as the main focus of their narrative. It also either tends to smear or beautify video games through technophobic or technophilic themes which are supported by binary opposition such as lived experience and fantasy, and the real and the virtual. Considering the popularity of video games, it is no surprise that commentative technoludic anime have not only gained recognition in "digitally native" Japan, but also resonate with viewers on a global scale. Kawahara Reki's Sword Art Online has gained massive attention and can be seen as one of the icons of this commentative technoludic anime genre. Through its technophilic-tinted themes the series stimulates philosophical thinking by proposing a different understanding of virtual worlds and ontological boundaries. Throughout its story a young otaku recluse heightens the intensity of his life by moving into a new virtual exterior, finding its beauty along the way. The story's proposition, one that accentuates the merits, beauty, and realness of the virtual, is strengthened through the addition of life-like AI characters, exciting adventure, a beautiful environment and most surprisingly, death. Furthermore, even though Sword Art Online represents its virtual world as a video game, its world lacks the characteristics of play, showing that the virtual world Sword Art Online revolves around isultimately, not really a video game, but a sensational replacement for life in the real world.Show less
In this new millennium, the world is facing many drastic changes. Technology has revolutionized our lives and we are still trying to grasp the essence of this new age. Many traditions are fading,...Show moreIn this new millennium, the world is facing many drastic changes. Technology has revolutionized our lives and we are still trying to grasp the essence of this new age. Many traditions are fading, one of them being the practice of oral storytelling, used in pre modern societies by common folks to amuse themselves and to educate children at the same time. This essay analyzes the transition from traditional storytelling to mass communication, and its implications, through the case study of Japanese snake and dragon lore. The dragon, a well established symbol of Eastern Asian cultures, is the mythical evolution of a snake, considered to belong to the same species. The two animals are treated, however, in very different ways: the first is venerated as a kami , a god, while the second, even though object of worship too, is so feared that speaking about it is still considered a taboo. During the last century oral storytelling practice has been fading out, overpowered by the attractiveness of new medias. However, while the traditional practice is slowly dying out, storytelling itself is, I argue, just changed media. This essay will look into modern portraying of snakes and dragons, comparing tradition with new media. Through the example of Oscar winner movie Spirited Away (2001) and especially through the character of the white dragon Haku, it will be shown how anime and manga can represent a new way for the transmission and preservation of folk tales and beliefs. The director, Hayao Miyazaki, created the movie with the precise aim of educate children about Japanese values and traditions. Manga and anime can be considered a new form of storytelling, accessible simultaneously by anybody and anywhere in the world, that at the same time crystallizes a set of stories and beliefs.Show less
The human fascination with fear of the unknown has been documented in art and literature across civilisations for centuries. In every culture, this has manifested itself in the forms of creatures...Show moreThe human fascination with fear of the unknown has been documented in art and literature across civilisations for centuries. In every culture, this has manifested itself in the forms of creatures as bizarre as they are terrifying. These physical forms can be inspired by the world around us or reflect aspects of our own humanity. Perhaps the most awe-inspiring of all of these are those forms associated with the ocean. This paper explores the theory that art featuring sea monsters and other supernatural creatures is a phenomenon which appears in a society undergoing significant upheaval, change or trauma. Comparing the respective contexts of British and Japanese sea monster art, it will show how similar circumstances produced art that, while very different in visual aesthetic, has a remarkable amount of features in common in terms of subject matter and context. Furthermore, it will examine the ways in which these monsters are depicted in visual art can tell us about how British and Japanese societies approached and dealt with the fear and anxiety surrounding issues such as loss of traditional social structures, political and economic instability and the rapid and unpredictable change this brought about.Show less
This thesis seeks to examine the notions of shame and guilt in the literary expression of these concepts in Endo Shusaku’s novel, Scandal (1986). With an emphasis on analyzing shame and guilt in...Show moreThis thesis seeks to examine the notions of shame and guilt in the literary expression of these concepts in Endo Shusaku’s novel, Scandal (1986). With an emphasis on analyzing shame and guilt in this fiction as key elements in the characters’ psychological struggle, the thesis aims to determine how their interweaving reveals Endo’s personal sense of identity in the context of post-war Japan. The thesis argues that, through his literary accounts, Endo has contributed to enriching this intellectual exploration of these two notions. Based on a detailed scrutiny of Scandal, the thesis also briefly reflects on previous theoretical paradigms of shame and guilt to point out Endo’s position within the diverse flow of defining these concepts.Show less
Een onderzoek naar de relatie tussen populaire prentkunst, geschiedkunde, en de Keizer van Japan in het vroege stadium van de Meiji-periode (1868-1912). Het onderzoek richt zich op de prentenreeks...Show moreEen onderzoek naar de relatie tussen populaire prentkunst, geschiedkunde, en de Keizer van Japan in het vroege stadium van de Meiji-periode (1868-1912). Het onderzoek richt zich op de prentenreeks Dainihon shiryaku zue 大日本史略図会 (Beknopte Geïllustreerde Geschiedenis van het Grote Japan, 1879-1880) van prentkunstenaar Tsukioka Yoshitoshi 月岡芳年 (1839-1892).Show less
What makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the...Show moreWhat makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the conventions of the video game medium, specifically the Japanese Roleplaying Game (JRPG) genre. This thesis analyzes EarthBound’s satire and situates it into a concrete paradigm, namely that of postmodernism.Show less
This thesis describes the development of the phenomenon of yōkai in Japan throughout time and investigates the influence of nationalism on this phenomenon using the oni as a case study.
This thesis seeks to find general commonalities and differences between Japanese science fiction and Western science fiction. exploring the definitions of science fiction and fantasy, looking at...Show moreThis thesis seeks to find general commonalities and differences between Japanese science fiction and Western science fiction. exploring the definitions of science fiction and fantasy, looking at technophobia, using the movies Ghost in the Shell and Robocop as case studies.Show less
In the recent decades Japan has experienced several social problems as the society is ajusting itself to the changing global climate. One of the main problems currently still persisting is the so...Show moreIn the recent decades Japan has experienced several social problems as the society is ajusting itself to the changing global climate. One of the main problems currently still persisting is the so-called hikikomori-state, in which young men and women seclude themselves in their homes and rooms, and refuse to interact with society. This thesis looks at this problem, which has been analysed on many fields through a new lens; how are these individuals and the problem as a whole portrayed through one of the most popular cultural export products of Japan; anime. This thesis will provide a comparison of scholarly research and an interpretation of two anime in particular: "No Game No Life" and "Welcome to the N.H.K.!"Show less