Academic literature on the topic 'ANIME FACES'

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Journal articles on the topic "ANIME FACES"

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Lu, Amy Shirong. "The Many Faces of Internationalization in Japanese Anime." Animation 3, no. 2 (July 2008): 169–87. http://dx.doi.org/10.1177/1746847708091893.

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Heng, Yee-Kuang. "Three Faces of Japan's Soft Power." International Studies Review 18, no. 1 (October 19, 2017): 171–88. http://dx.doi.org/10.1163/2667078x-01801009.

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After two lost decades of economic stagnation and faced with rising neighbors such as South Korea and China, soft power has been touted by politicians and academics alike as a means for Japan to maintain its global profile and influence. "Soft power" is a concept coined by Harvard professor Joseph Nye to maintain American preponderance in the post-Cold War era, but what does it mean in the Japanese context? This paper suggests that there are three discernible faces to Japanese soft power. First, there is a conventional emphasis on promoting pop cultural assets overseas such as manga (comic books); anime (animated cartoons) and cosplay (costume play). Second,Japan may also seek to project influence by aligning with international norms on freedom of maritime navigation or combating climate change. Third is a somewhat more unconventional use of Japanese military assets in a non-threatening manner to attract others into supporting Tokyo's policies through, for example, providing humanitarian assistance. The paper concludes by evaluating the impact and limitations of this Japanese traid in attaining desired goals through soft power.
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Jaiswal, Devendra Prakash, Srishti Kumar, and Youakim Badr. "Towards an Artificial Intelligence Aided Design Approach: Application to Anime Faces with Generative Adversarial Networks." Procedia Computer Science 168 (2020): 57–64. http://dx.doi.org/10.1016/j.procs.2020.02.257.

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Atmiko, Sandhi Prasetio. "Persona EMIYA dalam Anime Fate/Stay Night Unlimited Blade Works Karya Takahiro Miura." Jurnal SAKURA : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 4, no. 1 (February 28, 2022): 108. http://dx.doi.org/10.24843/js.2022.v04.i01.p09.

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This research discusses persona EMIYA in the anime fate/stay night unlimited blade works by Takahiro Miura. The purpose of this research is to describe the persona of EMIYA's character such as the source, development, and persona transformation experienced by EMIYA. The research method used is descriptive qualitative. The data collection technique used the note-taking technique. The theory used is Carl Gustav Jung's personality theory regarding persona archetypes. The results of EMIYA's persona analysis brought destruction upon itself. EMIYA is too busy with his own world, following his own impulses, hopes, desires, and fantasies to realize his ambition, the idealism of the hero of justice. EMIYA also over-identifies with persona, adapts and satisfies the social world such as helping people around him with the idealism of his justice hero persona so that he believes that the image he builds is his true personality which ends in his regrets because reality, destiny slaps, the situation he faces changes.
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De Freitas, Ricardo Oliveira, and Danilo Andrade Bittencourt. "O mercado de mangás e a cultura da convergência: descentralizando as decisões." Pontos de Interrogação — Revista de Crítica Cultural 4, no. 1 (November 26, 2015): 65. http://dx.doi.org/10.30620/p.i..v4i1.1776.

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ResumoDesde a década de 2000, o mercado de mangás no Brasil conta com um relevante fandom consumidor que discute e organiza eventos. Contudo, com o advento da internet, as opiniões e ações destes fãs passaram a interferir, de forma cada vez mais incisiva, nas decisões de mercado de grandes editoras. Narrativas que antes dependiam de grandes emissoras e editoras para adentrar o mercado nacional, hoje são acessíveis graças à livre tradução e distribuição de fãs no espaço virtual. Este artigo resulta de uma breve investigação de viés exploratório e alicerçada no levantamento de dados bibliográficos sobre esta nova dimensão na distribuição de mangás. O evento para fãs Anime Friends e as atividades do blog MBB Anikenkai ilustram e confirmam a existência deste novo cenário. Abre-se um novo horizonte de investigações: o da análise da distribuição dos mangás e das suas diferentes faces midiáticas, levando em conta a interação entre fãs e editoras de mangá.Palavras-chaveMangás. Cultura da convergência. Cibercultura. Fandom.
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Irina Pelea, Crînguța. "Exploring the Irony in Japanese Popular Culture. A Cross-Cultural and Linguistic Analysis." Postmodernism Problems 11, no. 3 (December 5, 2021): 221–40. http://dx.doi.org/10.46324/pmp2103221.

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The present study addresses the status and use of irony in Japanese popular culture by closely examining its’ cultural variations on a corpus consisting of ironic utterances and situations from three popular culture media: Japanese drama, anime, and manga. While it is likely that Western popular culture abounds in ironic aesthetics and standpoints, the concept of “irony” faces cultural reconstruction within Japanese culture and society, a fact easily reflected in national media and cinematographic productions. In such cases, the cultural and linguistic distance between Japanese and English, and the striking difference, which exists between these two geographical and cultural contexts, increase the challenge interposed by the understanding and interpreting of irony. Moreover, on a conversational level, ironizing one’s communication partner is considered socially unacceptable and penalised accordingly. It stands against the much-expected politeness and traditional Japanese concepts such as “honne” and “tatemae,” which, if preserved, can create harmony in communication. In conclusion, the ambiguous definition of irony, together with the negative perception and reluctance of Japanese people towards its usage, has contributed to frequently branding irony strictly as a Western phenomenon. However, as the present research attempts to demonstrate, the usage of irony in Japanese popular culture embraces multifarious approaches, and it extends to reach the borders of semantics.
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Bisiecka, Agata, and Krzysztof Brysławski. "The assessment of the biological age of children`s characters created in the convention of Japanese animation in forensic practice." Anthropological Review 85, no. 2 (July 26, 2022): 123–34. http://dx.doi.org/10.18778/1898-6773.85.2.06.

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Introduction: According to criminal codes of most Western countries, possessing, producing and disseminating of fictional paedopornography is a crime. In light of these laws, the shotacon/lolicon (popular and widely available Japanese animations or comic books showing minors in a sexual context) seems to deserve special mention. There have been several convictions for violations of these laws, however, the methodology of a depicted person’s age estimation is still unestablished. The aim of this study was to assess the suitability of anthropometrical prediction of age to the analysis of characters animated in the Japanese style. Material and methods: The metric (distance between facial landmarks) and non-metric (type of chin shape) features of 173 animated characters’ faces were obtained. Material was collected from 90 most popular Japanese anime series. Measurements were conducted in ImageJ software. The correlations of age and standardized measurements: en-ex, en-en, eye height, pu-prn, pu-sto, pu-gn were examined. The chin shape was described by three independent ‘judges’. Results and conclusions: Correlations for pu-prn, pu-sto, pu-gn and eye height in females and in all males were statistically significant. Age prediction was made using linear regression equations. Good prediction (± 1 year) was obtained for 44% males and 17% females. Prediction within the acceptable range (± 2 years) was achieved for 23% of males and 18% of females. In total, the prediction with an error of no more than ± 2 years was obtained for 67% of males and 35% from females, which is comparable to the results obtained in the study of real children. Moreover, triangular or rounded chin shape was significantly more frequent in boys aged 10–12 years, and square in older boys 16–18 years. Current research provides a basis for developing a methodology for assessing the age of animated characters. There is a need for further research in this area.
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Rosyid, Moh. "Mengurangi Animo Pekerja Imigran." Muwazah 9, no. 1 (February 5, 2018): 1–15. http://dx.doi.org/10.28918/muwazah.v9i1.1112.

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This research discusses on the issue of reducing Indonesian migrant workers by cultivating local and natural sources. Data were collected from interview and participative observation. This is a case study based on qualitative approach. In Kudus, some Indonesian migrant workers faced problems in the countries where they worked. In some cases families are lost contact with the workers, some workers were sent back home dying or in critical health condition while some other are sent back home in a coffin. Those who came back healthy faced other problems such as adultery, divorce, or father raped his daughters. There are also who came back in a good health and wealth. Discussing this matter, the government together with the society need to identify and cultivate local sources to help and empower those immigrant workers to find and establish their economic sources in their home town.
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Cho, Hyerim, Thomas Disher, Wan-Chen Lee, Stephen A. Keating, and Jin Ha Lee. "Facet Analysis of Anime Genres: The Challenges of Defining Genre Information for Popular Cultural Objects." KNOWLEDGE ORGANIZATION 45, no. 6 (2018): 484–99. http://dx.doi.org/10.5771/0943-7444-2018-6-484.

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Cho, Hyerim, Thomas Disher, Wan-Chen Lee, Stephen A. Keating, and Jin Ha Lee. "Facet Analysis of Anime Genres: The Challenges of Defining Genre Information for Popular Cultural Objects." KNOWLEDGE ORGANIZATION 47, no. 1 (2020): 13–30. http://dx.doi.org/10.5771/0943-7444-2020-1-13.

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Dissertations / Theses on the topic "ANIME FACES"

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Raidt, Edith H. "Regard et communication face-à-face entre un locuteur humain et un agent conversationnel animé : attention mutuelle et monstration multimodale." Grenoble INPG, 2008. http://www.theses.fr/2008INPG0034.

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Dans le contexte de la génération synthétique et le décodage d'informations linguistiques, non seulement le composant auditif mais aussi le composant visuel de la parole transmettent de l'information précieuse. Nous étudions le regard en tant qu´élément crucial pour enrichir la parole et fournir des informations supplémentaires. Le regard est un geste déictique très important, ainsi il influence de manières variées l'organisation du dialogue et de l'interaction sociale. Dans une première expérience nous étudions comment le regard d'une tête parlante peut être employé comme geste déictique dans un jeu de recherche et sélection sur un écran d'ordinateur. Nous avons trouvé que ces gestes sont capables de réduire le temps de réaction ainsi que la charge cognitive. Cet effet est accentué quand le geste est de caractère multimodal, utilisant la parole de manière adaptée. Dans une deuxième expérience nous avons étudié le rapport entre le regard d'un sujet cible et les différents éléments d'une interaction dialogique. Nous avons défini différents segments dans l'échange d'information dialogique et avons trouvé qu´ils sont liés aux variations du comportement du regard mesuré. Basé sur ces résultats nous proposons un modèle pour le contrôle du regard d'un agent conversationnel animé dans l'interaction face-à-face
In the context of synthetic generation and decoding of linguistic information, not only the audible component but also the visual component of speech conveys valuable information. We address gaze as an important modality to enhance speech and to convey additional information. Gaze is an important deictic gesture as well as it plays various roles in the organization of dialogue and social interaction. In a first experiment, we investigated how the gaze of a talking head can be used as a deictic gesture in an on-screen search and retrieval task. We found that such gestures are appropriate to reduce processing time as well as cognitive load. Multimodal gestures incorporating speech in a coherent way showed to be more efficient than only visual gestures. In a second experiment, we investigated the relations between the gaze of a target subject and different elements of conversational interaction. We defined different stages in the dialogic exchange of information and found that these are related to the variations in the measured gaze behavior. Based on the observed characteristics we propose a model to control the gaze of an embodied conversational agent in close dyadic interaction
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Rosa, Renata Giardini. "Caracterização molecular das fases de separação, relaxamento e remodelação da sínfise púbica do camundongo, durante a prenhez, parto e pós-parto." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/317882.

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Orientadores: Paulo Pinto Joazeiro, Stephen Hyslop
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Biologia
Made available in DSpace on 2018-08-17T23:19:29Z (GMT). No. of bitstreams: 1 Rosa_RenataGiardini_D.pdf: 6665917 bytes, checksum: bfaa430fcdeef027dd2744caa78df851 (MD5) Previous issue date: 2010
Resumo: A remodelação que a sínfise púbica (SP) sofre durante a prenhez, parto e pós-parto é um dos eventos importantes para o parto normal, e ocorre no trato reprodutor feminino como útero, cérvice uterina e sínfise púbica em alguns mamíferos. Durante a prenhez de alguns roedores ocorre um acentuado processo de remodelação da sínfise púbica (SP). No camundongo, esta articulação fibrocartilaginosa é gradativamente modificada, formando o ligamento interpúbico (LI) da etapa final da prenhez. Logo após o parto, este ligamento é rapidamente remodelado e o espaço entre os ossos púbicos se fecha, por volta do quinto dia pós-parto. Contudo, alterações no metabolismo celular durante o relaxamento da sínfise púbica do camundongo durante a prenhez, parto e pós-parto não foram extensivamente estudadas. Neste trabalho, foram utilizadas sínfises de camundongos virgens (V) e de animais prenhes como também no pós-parto. Os experimentos evidenciaram que as enzimas Metaloproteinases (MMPs) -2, -9, Tissue Inhibitors of Metalloproteinases (TIMPs) -1, -2 assim como as catepsinas B e K foram detectadas em todos os dias estudados. Por meio do Western Blotting foi observado que a MMP-8 teve sua maior expressão protéica no (12º Dia de prenhez) D12, onde as modificações da sínfise em ligamento se iniciam. Através da zimografia foi possível observar que as MMPs -2 e -9 tiveram suas atividades mais evidentes no início das modificações decorrentes da prenhez no D12, D15. Estas MMPs ainda se mantiveram em níveis mais altos de expressão/atividade até o final da prenhez quando comparados com o animal virgem. As catepsinas tiveram sua expressão mais alta no final da prenhez, porém a catepsina B não foi detectada em sua forma ativa sugerindo participação no processo de remodelação da sínfise, porém não tão significativa do que as MMPs. O teste de solubilidade evidenciou um aumento no conteúdo de água não significativo durante a prenhez com um ápice significativo durante o parto D19 quando comparado com o animal não prenhe. O conteúdo de colágeno não se alterou e nem a solubilidade do colágeno demonstrou modificações significativas durante a prenhez, excetuando-se o 24HPP (horas pós-parto) em relação a solubilidade de colágeno. O Western blotting demonstrou que tanto a concentração do colágeno I, da molécula C-propeptídeo e do Decorin não se alteraram significativamente durante a prenhez, parto e pós-parto. O FACE (Fluorophore-assisted carbohydrate electrophoresis) evidenciou aumento qualitativo de moléculas AH (Ácido Hialurônico) de maiores pesos moleculares no ligamento interpúbico no final da prenhez. Este ensaio permitiu observar que não há quebra de moléculas de AH durante a prenhez e pós-parto, como é observado na cérvice uterina. Quantitative real-time PCR (QRT-PCR) evidenciou alta expressão relativa do Hyaluronic acid synthases (Has) 1 e 2 diferente das hialuronidases que tiveram sua expressão relativamente baixa. Estes dados são condizentes com aqueles que mostraram que o AH de alto peso molecular encontrado na sínfise púbica do camundongo não sofreu digestão enzimática. Dentre os proteoglicanos, o Versican foi altamente expresso juntamente com Adamts 1 e 2 que estão envolvidas em sua ativação. De modo geral, a remodelação é facilitada por mudanças nas regulações traducionais, pós-traducionais de efetores multifuncionais que participam ativamente da remodelação da MEC (Matriz Extracelular) in vivo. A identificação de etapas finamente reguladas na maturação de componentes celulares e da matriz poderá proporcionar avanços no entendimento de processos que ocorrem na preparação para a parturição normal, como também prevenir disfunções da sínfise púbica durante a parturição
Abstract: The remodeling that the pubic symphysis (PS) goes through pregnancy, parturition and post-partum is an important event for normal birth, and occurs in the female reproductive tract such as uterus, cervix and pubic symphysis in some mammals. During pregnancy of some rodents an acentuated remodeling process occurs in the PS. In mice, this fibrocartilaginous joint is gradually modify, forming the interpubic ligament (IpL) by the end of pregnancy. Right after birth, this ligament is rapidly restored and the gap between the pubic bones closes, around the fifth day postpartum. However, changes in cellular metabolism during relaxation of the pubic symphysis of mice during pregnancy, birth and postpartum has not been extensively studied. In this work, we used symphysis of virgin mice and interpubic ligaments of pregnant animals as well as postpartum. The experiments showed that the enzymes Metalloproteinases (MMPs) -2, -9, Tissue Inhibitors of Metalloproteinases (TIMPs) -1, -2 as well as cathepsins B and K were detected at all studied days. By Western blotting it was observed that MMP-8 was most expressed on 12º Day of pregnancy (D12), where the pubic symphysis changes into changes ligament begin. The zymography observed that MMPs -2 and -9 activities were more evident in early pregnancy D12, D15. These MMPs remained at higher levels of expression/activity until the end of pregnancy when compared to virgin animal. Cathepsins had its highest expression in late pregnancy, but cathepsin B was not detected in its active form suggesting involvement in the remodeling of the symphysis, but not as significant as MMPs. The solubility test showed an increase in water content that was not significant during pregnancy with a significant peak during birth D19 compared to the non-pregnant animal. The collagen content did not change and neither the solubility of collagen showed significant changes during pregnancy excepting the 24HPP (hours postpartum) in respect to the solubility of collagen. Western blotting analysis showed that both type I collagen, the molecule Cpropeptide and decorin did not change significantly during pregnancy, birth and postpartum. FACE (fluorophore-assisted carbohydrate electrophoresis) showed a qualitative increase of HA molecule (Hyaluronic Acid) from higher molecular weights in the interpubic tissue at the end of pregnancy. This essay has observed that there is no breaking down of HA during pregnancy and postpartum, as observed in the uterine cervix. Quantitative real-time PCR (QRT-PCR) revealed high relative expression of Hyaluronic acid synthases (Has) 1 and 2 different from hyaluronidase that had relatively low expression. These data are consistent with those that showed high molecular weight of HA found in the pubic symphysis of mice suffered no brakes. Among the Proteoglycans, Versican was highly expressed along with ADAMTS 1 and 2 that are involved in its activation. In general, the remodeling is facilitated by changes in translational, post-translational regulations of multifunctional effectors that participate actively in the remodeling of ECM (extracellular matrix) in vivo. The identification of finely regulated steps in the maturation of cellular components and matrix could provide breakthroughs in the understanding of processes that occur in preparation for normal birth, but also prevent dysfunctions with the PS during parturition
Doutorado
Biologia Celular
Doutor em Biologia Celular e Estrutural
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Jones, Danielle. "Perceptions of Cuteness and Beauty." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4160.

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Upbringing and psychological make-up inspire individual norms for beauty and cuteness. The mannerist approach in my work is a product of the figural liberties found in cartooning, illustration and art history. By altering facial and bodily features, I relate the proportions of an infant to cuteness and innocence. However, I tailor the photographs to empower the subjects all the while mirroring trends in contemporary pop culture. I'm interested in themes of everyday life, vitality and emotion placed in obscure, imaginary or exaggerated venues. I fictionalize subjects of my reality to compel viewers to identify with and fancy emotions, circumstances, moods and relationships. The intent is to amplify, yet be truer to their existence and idiosyncrasies through figural adaptations.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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KATIYAR, PRATEEK. "GENERATION OF ANIME FACES USING GANs." Thesis, 2022. http://dspace.dtu.ac.in:8080/jspui/handle/repository/19634.

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Generative Adversarial Networks are a topic of interest in the world of DNN (Deep Neural Networks). GAN frameworks were designed by Ian Goodfellow and his colleagues in June 2014. This idea took the world of deep learning by storm. In GAN two neural networks fight against each other, giving feedback to each other in the process, and eventually become very good at a particular task. This idea was so powerful that lots of applications of GANs emerged. Due to GANs, many futuristic concepts came to life. One such cool application is generating real-looking fake images. These images did not exist before but were completely formed by the Generative Adversarial Network. Many more applications like Text-to-image translation, video prediction, face aging, etc. were made possible using GANs. In this report, I will specifically present anime faces generation using GANs.
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Raidt, Stephan. "Regard et communication face-à-face entre un locuteur humain et un agent conversationnel animé. Attention mutuelle et monstration multimodale." Phd thesis, 2008. http://tel.archives-ouvertes.fr/tel-00369479.

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Dans le contexte de la génération synthétique et le décodage d'informations linguistiques, non seulement le composant auditif mais aussi le composant visuel de la parole transmettent de l'information précieuse. Nous étudions le regard en tant qu´élément crucial pour enrichir la parole et fournir des informations supplémentaires. Le regard est un geste déictique très important, ainsi il influence de manières variées l'organisation du dialogue et de l'interaction sociale. Dans une première expérience nous étudions comment le regard d'une tête parlante peut être employé comme geste déictique dans un jeu de recherche et sélection sur un écran d'ordinateur. Nous avons trouvé que ces gestes sont capables de réduire le temps de réaction ainsi que la charge cognitive. Cet effet est accentué quand le geste est de caractère multimodal, utilisant la parole de manière adaptée. Dans une deuxième expérience nous avons étudié le rapport entre le regard d'un sujet cible et les différents éléments d'une interaction dialogique. Nous avons défini différents segments dans l'échange d'information dialogique et avons trouvé qu´ils sont liés aux variations du comportement du regard mesuré. Basé sur ces résultats nous proposons un modèle pour le contrôle du regard d'un agent conversationnel animé dans l'interaction face-à-face.
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Books on the topic "ANIME FACES"

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Ribezzo, Donatella. Come in uno specchio: Anime a confronto. Torino: Museo regionale di scienzi naturali, 2009.

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Martínez García, Francisco Javier, 1965- editor, ed. Animo decipiendi?: Rethinking fakes and authorship in classical, late antique, & early Christian works. Groningen: Barkhuis, 2018.

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McCoy, Eva C. Young Artists Draw Anime Faces: Draw Anime Faces Step by Step, 30 Ways to Draw Anime Faces, Young Artists Draw Manga Faces, Learn to Draw Anime Faces, How to Draw Anime Eyes and Hair, Draw Anime Faces for Kids 7-12, 30 Ways to Draw Anime. Independently Published, 2021.

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Anime Faces Coloring Book: Manga Drawing Book - Anime Stuff. Independently Published, 2021.

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Stevenson, Joseph. How to Draw Anime Part 1 Drawing Anime Faces. Golden Valley Press, 2021.

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How to Draw Anime Part 1 Drawing Anime Faces. Golden Valley Press, 2020.

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Ku, Bashlu. How to Draw Anime ( Includes Anime&Popular Anime Characters ) Drawing Anime Faces-8. 5/11. Independently Published, 2020.

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Publications, Caspars's. Anime Coloring Book: EASY to DRAW Anime, Cute Anime Coloring Book for Adults , Drawing Anime Faces. Independently Published, 2020.

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Publishing, Mangtok. How to Draw Anime Faces: Learn to Draw Anime and Manga Faces for Beginners ,draw Comics Faces Eyes for Teens and Kids , Gift Idea for Who Loves Anime and Sketching. Independently Published, 2021.

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Publishing, Michi. 5 Minute Anime Artist : How to Draw Anime for Beginners: Eyes, Faces and Heads. Independently Published, 2021.

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Book chapters on the topic "ANIME FACES"

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Oshiba, Junki, Motoi Iwata, and Koichi Kise. "Automatic Landmark-Guided Face Image Generation for Anime Characters Using C$$^2$$GAN." In Pattern Recognition. ICPR International Workshops and Challenges, 236–49. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68780-9_21.

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Abenstein, Christina. "Facts, Fakes or Fiction?" In Animo Decipiendi?, 187–200. Barkhuis, 2019. http://dx.doi.org/10.2307/j.ctvggx27t.15.

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Cooley, Alison E. "Fakes, Forgeries and Authenticity:." In Animo Decipiendi?, 285–90. Barkhuis, 2019. http://dx.doi.org/10.2307/j.ctvggx27t.21.

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Martínez, Javier. "Classical Fakes and Forgeries:." In Animo Decipiendi?, 3–10. Barkhuis, 2019. http://dx.doi.org/10.2307/j.ctvggx27t.4.

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Zeng, Chengyan. "Living in a Virtual Reality." In Advances in Marketing, Customer Relationship Management, and E-Services, 244–53. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3220-0.ch013.

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Anime (animated films) and manga (comic books), fans are easily misunderstood and can even face prejudice. In fact, they are usually not as people see them. As one of the many anime and manga fans, I would like to show people what the real world of the anime and manga fan is like. As the fan population grows, the market increases, so this chapter will also act as a guide for those who are interested in this market. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. This chapter will also describe the different characters of anime and manga fans and explain how these characters can affect marketing. Finally, this chapter will look at the current market size of anime and manga fandom and explore how the culture is used in marketing.
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Zeng, Chengyan. "Living in a Virtual Reality." In Research Anthology on Fandoms, Online Social Communities, and Pop Culture, 101–10. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4515-0.ch007.

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Anime (animated films) and manga (comic books), fans are easily misunderstood and can even face prejudice. In fact, they are usually not as people see them. As one of the many anime and manga fans, I would like to show people what the real world of the anime and manga fan is like. As the fan population grows, the market increases, so this chapter will also act as a guide for those who are interested in this market. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. This chapter will also describe the different characters of anime and manga fans and explain how these characters can affect marketing. Finally, this chapter will look at the current market size of anime and manga fandom and explore how the culture is used in marketing.
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Fike, Matthew A. "The Anima’s many faces in Henry Rider Haggard’s She." In Anima and Africa, 29–40. Routledge, 2017. http://dx.doi.org/10.4324/9781315226668-3.

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Guo, Chiquan, and Chengyan Zeng. "Anime and Manga Fandom in the 21st Century." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 480–96. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch023.

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Anime (animated films) and manga (comic books) fans are easily misunderstood and can even face prejudice. In fact, they are considered nerds or weirdoes in the eye of many people. This is an unfortunate happenstance for two simple reasons. First, it is a gross misperception of fans, which is fundamentally unfair to them. Second, with a growing fan base, this ever-expansive population presents ample opportunities for businesses. However, any biased view toward those fans may likely hinder marketers' efforts to serve them in an effective manner. We would like to show people what anime and manga fans are all about. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. We will also describe the different characters of anime and manga fans and explain how these characters can affect marketing.
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"Animer un Forum territorial permanent." In Saguenay-Lac-Saint-Jean face à son avenir, 229–48. Presses de l'Université du Québec, 2011. http://dx.doi.org/10.2307/j.ctv18ph6mt.17.

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Pechlivanidis, Christos. "Epagōgē, Nous and Phantasia in Aristotle’s Logical System." In Proceedings of the XXIII World Congress of Philosophy, 251–57. Philosophy Documentation Center, 2018. http://dx.doi.org/10.5840/wcp232018221315.

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In this paper, I try to show how epagōgē is related to the actions of nous, and furthermore to the kind of calculative (λογιστικὴ) or deliberative (βουλευτικὴ) phantasia analysed by Aristotle in De Anima. By examining the role, whichAristotle attaches to the epagōgē, nous and phantasia, I conclude that the Stagerite philosopher didn’t mean to identify epagōgē merely to a process of systematic correlation of the empirical facts. Experience finds its deserved place inAristotle’s epistemological system, but it is the mind’s actions that lead us to discover the new and the novel. Among them phantasia has a distinguished constructive role. Aristotle in his logical treatises describes the classic theory of syllogismōs and the less systematic theory of epagōgē. Transcribing, however, the argument from the field of logic to one of the epistemic process within Aristotle’s philosophy, I argue that in the light of De Anima, and specifically at those points where the philosopher mentions the power of the mind to imagine and infer, Aristotle’s model of knowledge is better explained, and the epistemic character that the philosopher attributed to the meaning of epagōgē, nous and phantasia is demonstrated in a more complete way.
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Conference papers on the topic "ANIME FACES"

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Li, Sicheng, Haoran Xie, Xi Yang, Chia-Ming Chang, and Kazunori Miyata. "A Drawing Support System for Sketching Aging Anime Faces." In 2022 International Conference on Cyberworlds (CW). IEEE, 2022. http://dx.doi.org/10.1109/cw55638.2022.00010.

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Ho, Sy Tuyen, Vinh-Tiep Nguyen, and Thanh Duc Ngo. "Interpolation based Anime Face Style Transfer." In 2020 International Conference on Multimedia Analysis and Pattern Recognition (MAPR). IEEE, 2020. http://dx.doi.org/10.1109/mapr49794.2020.9237764.

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Yamakawa, Keisuke, and Suguru Saito. "Generating anime-like face images from projected 3D models." In SA '18: SIGGRAPH Asia 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3283289.3283314.

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Niki, Takayuki, and Takashi Komuro. "Semi-Automatic Creation of an Anime-Like 3D Face Model from a Single Illustration." In 2019 International Conference on Cyberworlds (CW). IEEE, 2019. http://dx.doi.org/10.1109/cw.2019.00017.

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Deng, Shiping, Kaoru Uchida, and Zhengwei Yin. "Cross-modal and Semantics-Augmented Asymmetric CycleGAN for Data-Imbalanced Anime Style Face Translation." In VSIP 2021: 2021 3rd International Conference on Video, Signal and Image Processing. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3503961.3503969.

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Cheung, Kaiho, Ishmael Rico, Tao Li, and Yu Sun. "Anime4You: An Intelligent Analytical Framework for Anime Recommendation and Personalization using AI and Big Data Analysis." In 10th International Conference on Natural Language Processing (NLP 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.112317.

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In recent years the popularity of anime has steadily grown. Similar to other forms of media consumers often face a pressing issue: “What do I watch next?”. In this study, we thoroughly examined the current method of solving this issue and determined that the learning curve to effectively utilize the current solution is too high. We developed a program to ensure easier answers to the issue. The program uses a Python-based machine learning algorithm from ScikitLearn and data from My Animelist to create an accurate model that delivers what consumers want, good recommendations [9]. We also carried out different experiments with several iterations to study the difference in accuracy when applying different factors. Through these tests, we have successfully created a reliable Support vector machine model with 57% accuracy in recommending users what to watch.
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Botezatu, Liuba. "Principiile coșeriene ale creativității și alterității în perimetru textologic interpretativ." In Filologia modernă: realizări şi perspective în context european. “Bogdan Petriceicu-Hasdeu” Institute of Romanian Philology, Republic of Moldova, 2021. http://dx.doi.org/10.52505/filomod.2021.15.03.

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O abordare textologică complexă (conținut-formă): interpretare gramaticală, interpretare psihotehnologică, interpretare imagistică, interpretare fenomenologică (în format filologocentric continuativ MVPF/metodologia vehiculării potențelor formative/-MECA/metodologia evidenței complinirilor axiologice-Anexele 1 și 2) își poate demonstra eficacitatea constructivă prin exersarea intersectivă a funcționalității celor două principii coșeriene, care îndeamnă la nesfârșit „a intra în contact cu frumusețea”. Or, anume prin ascensiunea parabolică dinspre lexem spre text, desprindem că textul, ca drept semn valoric complex, incorporează modalitatea genetic-instinctivă a unui fel anume de a fi al condeierului/creatorului de valori culturale pe de o parte și pe de alta ‒ a managerului educației ca şi expresie valorică în unicum reprezentativ-creativ: limbă, etnie, naţiune, popor – lume… În prezenta abordare, prin atingerea scopului investigaţional ‒ cuvântul miracol al plinătăţii de sine, ne străduim să pătrundem în lumea misterului conţinutului de sine al creatorului în întregime ajuns pe scala Marilor Virtuţi. Acesta este motivul prin care îndrăznim să spunem că, vizavi de principiile coșeriene cât și de cele două principii metodologice ale gramaticii dintotdeauna: principiul structural-gramatical şi principiul logico-semantic şi funcţional, prioritate trebuie să poarte efectul coordonativ. Prezentul discurs teoretico-aplicativ este solicitat să răspundă la întrebarea: cum o facem?
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Udroiu, Adriana meda. "NEW PERSPECTIVES ON DISTANCE LEARNING IN INTELLIGENCE EDUCATION." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-058.

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,,Mihai Viteazul" National Intelligence Academy (ANIMV) is an institution of higher education which develops educational policies in the intelligence field. ANIMV combines academic education, military discipline and training in the university training programs which use traditional tools (face-to-face learning) or modern/innovative tools of Knowledge society such as eLearning or distance learning. Implementation of e-learning platforms in Academy contributes directly to the attainment arising from its mission by streamlining and increased adressability educational offer. Numerous advantages offered by distance learning such as learner-centered education and low cost allows the intense use of distance learning (eLearning, collaborative learning or blended learning) for training programs, academic and non-academic in our academy. eIntelligence education combines all type of distance learning to develop new perspective in preventing and combating the asymmetric threats. Eintelligence education combines the methods and methodologies in intelligence training with innovative tools of education in knowledge society such as distance learning. The intelligence training is based on specific methods and methodologies to collect , process and transmit information from all field from all areas of society. Preparation of best specialists requires commitment, dedication and modern training methods and tools. The use of simulation and training tools applicable to specific activities help students in training to a high level. In this context, distance learning or elearning/collaborative learning are necessary tools for the best education. The training in fields such as phycology, communication, security and political science requires cases simulation and analysis. Modern education tools and specific working methodologies offer the framework for the best training in intelligence and develop a new concept eintelligence education.
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Grecu, Luminița. "The role of MAIB’s human resources management in its succes in the Moldovan banking sector." In Simpozion stiintific al tinerilor cercetatori, editia 20. Academy of Economic Studies of Moldova, 2023. http://dx.doi.org/10.53486/9789975359030.28.

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Componenta de resurse umane a oricărei companii este partea de declanșare a succesului care vine ulterior, managementul adecvat al resurselor umane fiind de mare importanță pentru dezvoltarea acestuia. Scopul acestei cercetări este de a înțelege în ce proporție managementul resurselor umane al maib a contribuit la întâietatea sa în sectorul bancar din Republica Moldova, analizând practicile principiilor de management în cadrul băncii, în special satisfacția personalului și metodele motivaționale utilizate. În urma analizei se poate concluziona că lucrătorul bancar din cadrul maib este motivat, este încurajat și susținut în tot ceea ce face, iar activitatea sa îi aduce plăcere. Banca a investit mereu suficient pentru motivarea personalului, lucru de apreciat de organizațiile cărora nu le reușește obținerea succeselor, deoarece anume acesta este secretul succesului în afaceri. Specialiștii motivați din cadrul maib au ridicat și mențin ani dea rândul banca în rolul de liber pe piața financiarbancară a Republicii Moldova, specialiștii motivați au știut cum mereu să ridice performanța băncii, tot ei au putut să fie flexibili la toți, așa numiții, factori de influență externi, la toate greutățile băncii, pentru a continua cu aceleași rezultate, cu același ritm de creștere a succeselor maib.
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Movileanu, Pavel, and Veronica Movileanu. "The challenges of social-economic and organizational reform and its implications- the Republic of Moldova at 30 years of independence." In International Scientific Conference “30 Years of Economic Reforms in the Republic of Moldova: Economic Progress via Innovation and Competitiveness”. Academy of Economic Studies of Moldova, 2022. http://dx.doi.org/10.53486/9789975155649.40.

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Perioada de tranziţie a Republicii Moldova de la economia dirijată (planificată) la cea liberă (democratică) în ultimii 30 de ani a fost marcată cu mai multe lucruri: a veniturilor, a volumului producţiei industriale şi agricole apariţia noilor ramuri în economie şi mai ales scăderea dramatică a populaţiei. Referindu-ne la perioada anilor 1991 în republică învăţau, activau, aveau locuri de muncă, se conducea statul având o politică economică internă şi externă echilibrată cu cele cca 4 milioane de cetăţeni, care în ultimii 30 de ani au scăzut aproximativ în jumătate. Din ţară au plecat aproape jumătate din ei. Fiecare astăzi poate pune întrebarea: Cine şi cum a guvernat această ţară în ultimii 30 de ani? A fost, este şi va fi lupta tuturor cetăţenilor pentru nivelul înalt de viaţă în care în prin plan fiecare înaintează asigurarea salariilor şi pensiilor. Practic, în timp de 20 de ani nu a crescut numărul muncitorilor. Dacă în anul 1991 salariul mediu în Republica Moldova era cca 450 ruble lunar, echivalent la aproape 2000 lei de astăzi, ulterior veniturile lor reale în ultimii 10 ani până în 2001 au rămas neschimbate. Se poate de mai întrebat, dar pe cine, din ce cauză au plecat moldovenii în diferite ţări a Europei? Moldovenii au simţit că în ţară sistemul economic nu este dirijat dar a rămas în haosul democraţiei şi nici o şansă moldovenii nu vedeau ca acest sistem economic să fie reanimat. În acelaşi timp cei care au rămas în ţară au moştenit o agricultură cu care nu se putea face nimic şi cu industrie agroalimentară care nu puteai spune că-i industrie anume aceste situaţii care au creat o sărăcie în ţară practic i-au determinat pe oameni să părăsească ţara. Speranţa lor era pierdută. Au supravieţuit cu cea mai mizer salariu în mărime de 2000 lei pe lună.
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