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The pleasure and politics of viewing Japanese anime.

机译:看日本动漫的乐趣和政治。

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摘要

My dissertation, situated in a Foucauldian framework, begins with a view of visual culture as a discourse where knowledge, pleasure, and power of images intersect. This dissertation first argues that a depthless visual field is discursively formed in and through Japanese culture, which constitutes recurring themes and particularities of Japanese anime. Features of postmodernism, described by Jameson and Baudrillard, are significantly embodied in anime images. By examining three anime works, Cat Soup (2001), The Grave of Fireflies (1988), and Neon Genesis Evangelion (1996), my dissertation argues that anime demonstrates postmodern "depthlessness," which questions former understandings of "representation."; Second, my dissertation investigates how anime images generate a specific kind of pleasure, and how this pleasure offers anime otaku a chance to develop not an escape from ideological constructions, but new ways of creative production in the practitioners' own favor. By examining two anime works, Fooly Cooly (2005) and Revolutionary Girl Utena (1999-2001), I argue that anime images deliberately deploy (1) void signifiers, (2) bodily senses, (3) liminal conditions, and (4) taboos and prohibitive themes to generate visual pleasures that may function as resistance to regulatory power. Further, the pleasure of viewing anime empowers anime otaku to go beyond mere image consumption, to actively and constantly change, manipulate, and subvert anime images through practices. Anime otaku's pleasurable practices demonstrate de-assurance of their supposed identity and engender an imperceptible but playful politics that strays from the social orders in which they reside.; The fundamental argument of my dissertation is that anime itself is a site of viewers' education about anime, and that anime as an alternative discourse empowers viewers, youth and adolescents in particular, to participate in creative practices that may generate an imperceptible politics in their own favor. My dissertation uses anime as a specific example to revisit three propositions in Visual Culture Art Education (VCAE): (1) the paradox of visual culture, (2) problems of representation of postmodern media, and (3) limitations of ideological critiques in art education. I argue that the alternative discourse of anime has potentials to decenter the movement of VCAE, and I conclude with a list of what anime is... and what anime does... to discuss what anime can teach us in art education.
机译:我的论文是在福柯框架下进行的,首先是将视觉文化作为一种​​话语,其中知识,愉悦和图像的力量相交。本文首先论证了在日本文化中并通过日本文化,形成了无深度的视野,这构成了日本动漫反复出现的主题和特殊性。詹姆森和鲍德里亚描述的后现代主义特征在动漫图像中得到了显着体现。通过研究三部动漫作品,《猫汤》(2001年),《萤火虫的坟墓》(1988年)和《新世纪福音战士》(1996年),我的论文认为动漫表现出后现代的“无深度”,这质疑了以往对“表现”的理解。其次,我的论文研究了动漫图像如何产生一种特定的愉悦感,以及这种愉悦感如何使动漫宅男有机会发展出摆脱意识形态结构的逃脱,而是一种新的创造性生产方式,以一种从业者自己的方式进行创作。通过研究两部动漫作品,Fooly Cooly(2005)和Revolutionary Girl Utena(1999-2001),我认为动漫图像刻意部署了(1)虚空的指示符,(2)身体感觉,(3)边缘条件和(4)禁忌和禁忌主题会产生视觉愉悦感,可能会导致对调节力的抵制。此外,观看动漫的乐趣使动漫宅男能够超越单纯的图像消费,并通过实践积极而不断地改变,操纵和颠覆动漫图像。动漫宅男的愉悦举止表现出对他们应有的身份的保证,并引发了一种与他们居住的社会秩序背道而驰的,不可察觉却有趣的政治。我的论文的基本论点是,动漫本身是观众对动漫的教育场所,动漫作为一种替代性话语,可以使观众,尤其是青年和青少年有能力参与创造性的实践,而这种创造性的实践可能会引起他们自己的潜意识政治。恩。本文以动漫为例,重新审视了视觉文化艺术教育(VCAE)中的三个命题:(1)视觉文化悖论;(2)后现代媒体的表现问题;(3)艺术意识形态批评的局限性教育。我认为动漫的另类话语有可能使VCAE的运动偏离中心,我最后列出了什么是动漫...以及动漫的作用...以讨论动漫可以在艺术教育中教给我们什么。

著录项

  • 作者

    Shen, Lien Fan.;

  • 作者单位

    The Ohio State University.;

  • 授予单位 The Ohio State University.;
  • 学科 Education Art.
  • 学位 Ph.D.
  • 年度 2007
  • 页码 175 p.
  • 总页数 175
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 J-4;
  • 关键词

  • 入库时间 2022-08-17 11:39:46

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