Matching Items (6)
Filtering by

Clear all filters

150887-Thumbnail Image.png
Description
My study centers on the novel Katakiuchi Kidan Jiraiya Monogatari (1806-1807) by Kanwatei Onitake (1760-1818). Jiraiya Monogatari was the first literary reading book to be adapted for the kabuki stage. It was also the prototype on which Mizugaki Egao, Kawatake Mokuami, Makino Shouzou; and others based their bound picture books,

My study centers on the novel Katakiuchi Kidan Jiraiya Monogatari (1806-1807) by Kanwatei Onitake (1760-1818). Jiraiya Monogatari was the first literary reading book to be adapted for the kabuki stage. It was also the prototype on which Mizugaki Egao, Kawatake Mokuami, Makino Shouzou; and others based their bound picture books, kabuki, and films. The tale is composed of two revenge incidents, both of which have the same structural framework and are didactic in tone. In my study, I analyze the two revenge incidents by examining their narrative structures. Each incident has the same three-act structure: setup, confrontation, and resolution. The setup of each revenge incident introduces the main characters and their relationships and establishes the dramatic vehicle, which is an unexpected incident that sets the revenge in motion. The confrontation contains myriad non-linear inserts, plot twists, and reversals of fortune, all of which have the effect of a narrative delay. This prolongation of the outcome of a simple revenge plot allows readers the necessary space in which they can form their own judgments regarding good and evil and consider karmic cause and effect. The resolution, including the climax as well as the ending of the revenge, demonstrates the didactic notion of punishing evil and karmic effect. The two revenge incidents embody two rules, kanzen chouaku and inga, which together highlight the didacticism of Jiraiya monogatari.
ContributorsZhang, Jin (Author) / Creamer, John (Thesis advisor) / West, Stephen (Committee member) / Chambers, Anthony (Committee member) / Arizona State University (Publisher)
Created2012
Description
While studying in Japan, I became fascinated by the variety shows my roommates would watch. These shows featured a flexible format with comedians and other entertainers participating in a wide variety of activities. For my senior creative project, I decided to determine what features were essential to Japanese variety

While studying in Japan, I became fascinated by the variety shows my roommates would watch. These shows featured a flexible format with comedians and other entertainers participating in a wide variety of activities. For my senior creative project, I decided to determine what features were essential to Japanese variety shows, and to then use these features to create my own program.
In order to determine the essential features of Japanese variety television, I watched a total of 22 episodes of three popular Japanese variety shows: Gaki no tsukai ya arahende (ダウンタウンのガキの使いやあらへんで! Usually abbreviated as ガキの使い), London Hearts (ロンドンハーツ), and Utaban (うたばん). I chose these three shows because of their differing styles, popular comedic hosts, and impressive longevity, with a combined 58 years of runtime. Through my research, I was able to assemble the analyses of basic and technical features found in the next section of this document in addition to several pages of my own notes used to design my original program.
My own program, American Joke (アメリカンジョーク), is meant to be filmed in America featuring an entirely Japanese cast. The main idea of the show is to capitalize on the comedic potential of cultural differences by having Japanese comedians interact with American people and traditions.
In order to showcase the show, I filmed a short “sizzle reel” video featuring Japanese exchange students as the cast. Segments filmed included our “comedians” learning the high jump from ASU track athletes, bringing Japanese fermented soybeans to campus for American students to taste, and participating in an American-themed quiz show.
ContributorsAmkraut, Elliott R. (Author) / Chambers, Anthony (Thesis director) / Wilson, Bradley (Committee member) / Maday, Gregory (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
158326-Thumbnail Image.png
Description
When the Warsaw Ghetto was demolished by German forces towards the end of World War II, there were few physical traces of the Ghetto left standing. As such, both historians and the public must look to other types of sources to understand what life and death were like for the

When the Warsaw Ghetto was demolished by German forces towards the end of World War II, there were few physical traces of the Ghetto left standing. As such, both historians and the public must look to other types of sources to understand what life and death were like for the inhabitants of the Ghetto, and how they have remembered their experiences within the Ghetto. These memories and representations of the Warsaw Ghetto can be found in memoir-style written works, and later, in films based on these works. This thesis will examine the ways in which the Warsaw Ghetto was represented by two authors who survived it, Władisław Szpilman and Marcel Reich-Ranicki, and how their memory of the Warsaw Ghetto is represented in the films based on their lives and survival, The Pianist, and Mein Leben: Marcel Reich-Ranicki.
ContributorsSmith, Erin Lianne (Author) / Benkert, Volker (Thesis advisor) / Cichopek-Gajraj, Anna (Committee member) / Gilfillan, Daniel (Committee member) / Arizona State University (Publisher)
Created2020
131860-Thumbnail Image.png
Description
History and art have always had an intersecting relationship, and each helps us to acquire a better understanding of the other, since artistic works help us to visualize the zeitgeist of a particular point in history. The connection between art and history is most apparent when the radical changes that

History and art have always had an intersecting relationship, and each helps us to acquire a better understanding of the other, since artistic works help us to visualize the zeitgeist of a particular point in history. The connection between art and history is most apparent when the radical changes that befall society through historically important events, especially conflict, are followed by sweeping changes in society, which trickle their way down into the minds of artists and creators, whose works subsequently reflect these changes. We cannot understand these works and their relationship to their respective period of time simply by isolating them into individual components like art style, artist, and location. They are socially and historically charged, part of a larger network of intersecting relationships that factor in concepts like ideology, material, and culture. We can examine the analytical power of this framework, better known as actor network theory, in a post-WWII European landscape, a period heightened by rapid social changes as the citizens of the formerly war-torn continent worked to rebuild and recover. When examining the artistic output of vanquished nations, mainly Italian neorealist films and German Trümmerfilmen, in a framework built around the principles established in actor network theory, we can see how the historical, political, social, and cultural developments established in the wake of European fascism’s unceremonious collapse is reflected on film when compared to the victorious United States, whose infrastructure and film industry remained mostly unscathed.
ContributorsBrown, Tristan Michael (Author) / Gilfillan, Daniel (Thesis director) / Vitullo, Juliann (Committee member) / Department of English (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
164927-Thumbnail Image.png
Description

This thesis evaluates how films from Western Europe portray the social, political and economic degradation that allows the American influence to rise leading up to the Cold War. Specifically, this thesis evaluates classic films from Weimar Germany, the Soviet Union, post-fascist Italy and post-Vichy France as historical and cultural artifacts

This thesis evaluates how films from Western Europe portray the social, political and economic degradation that allows the American influence to rise leading up to the Cold War. Specifically, this thesis evaluates classic films from Weimar Germany, the Soviet Union, post-fascist Italy and post-Vichy France as historical and cultural artifacts that depict the harsh conditions of postwar life and how American influence revitalized daily European life. While the American influence (defined as the support of democracy, technological modernization and a capitalist economy) was supported by many struggling Europeans who looked to the United States as a standard to rebuild, critics from each country viewed American influence as a threat to the stability of national independence which they sought to maintain as recovery balanced postwar society.

ContributorsBarney, Clinton (Author) / Gilfillan, Daniel (Thesis director) / Hedberg Olenina, Ana (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor)
Created2022-05