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Cosplay, short for costume play, has grown from its origins at fan conventions into a billion-dollar global dress phenomenon. Costuming Cosplay takes us from elaborately crafted DIY costumes to online fandoms, examining how the practice of portraying fictional characters from popular culture through dress and performance has become a creative means of expressing and playing with different identities.
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In this bold, surreal photographic celebration of the fantastical beauty of cosplay, 70 cosplayers leave behind their everyday existence and become heroes for a day.Whether it is becoming a fictional character or presenting the ?you? the world sees, the craft of cosplay is everywhere. A powerful expression of individuality and diversity, cosplay is a global phenomenon that allows a large number of diverse individuals to join together in one single chaotic but inclusive community. Cosplay allows anyone to become a hero for a day.After attending a cosplay convention in 2018, photographer Thurstan Redding became captivated by cosplay as a subject matter and embarked on a three-year photographic project to portray cosplay in a way it had never been seen before. In this bold and surprising volume, he captures the transfixing world of cosplay. Brought to life through the presentation of 70 cosplayers in the most unassuming of locations, this exceptional book highlights how creativity can thrive in the most mundane realities: Spider-Man is illuminated by the open fridge in the kitchen, three Alices wait at a bus stop in a desolate Wonderland, Resistance Pilot plays dead on the gravel driveway of a suburban housing estate. Supplemented by commentary from the cosplayers themselves, together with behind-the-scenes pages from Thurstan?s personal diary, Kids of Cosplay is ?a celebration of ... fandom and allows a glimpse into the world where people are united by their celebration of an art which transforms the ordinary into the extraordinary? (The Independent).A foreword by fashion powerhouse Katie Grand, an essay by writer and performer Tom Rasmussen, who discusses the social and cultural context of cosplay, and an illuminating interview with Redding by noted fashion writer Sara McAlpine complete this compelling volume. Sometimes, all it takes is to scratch the surface of our realities to reveal the fantasy that lies beneath.
Cosplay --- Redding, Thurstan --- Film --- Fotograaf
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Chinese-speaking popular cultures have never been so queer in this digital, globalist age. The title of this pioneering volume, Boys' Love, Cosplay, and Androgynous Idols: Queer Fan Cultures in Mainland China, Hong Kong, and Taiwan already gives an idea of the colorful, multifaceted realms the fans inhabit today. Contributors to this collection situate the proliferation of (often online) queer representations, productions, fantasies, and desires as a reaction against the norms in discourses surrounding nation-states, linguistics, geopolitics, genders, and sexualities. Moving beyond the easy polarities between general resistance and capitulation, Queer Fan Cultures explores the fans' diverse strategies in negotiating with cultural strictures and media censorship. It further outlines the performance of subjectivity, identity, and agency that cyberspace offers to female fans. Presenting a wide array of concrete case studies of queer fandoms in Chinese-speaking contexts, the essays in this volume challenge long-established Western-centric and Japanese-focused fan scholarship by highlighting the significance and specificities of Sinophone queer fan cultures and practices in a globalized world. The geographic organization of the chapters illuminates cultural differences and the other competing forces shaping geocultural intersections among fandoms based in Mainland China, Hong Kong, and Taiwan.
Fans (Persons) --- Gay culture --- Subculture --- Cosplay --- Androgyny (Psychology) --- Popular culture --- Psychology --- Influence --- Psychological aspects
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Déguisements (costume) --- Jeux de rôle (jeux) --- Culture populaire. --- Costume --- Cosplay --- Fans (persons) --- Fantasy games --- Role playing --- Popular culture --- Japon.
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Animated films --- Comic books, strips, etc --- Cosplay --- Animated films. --- Comic books, strips, etc. --- Cosplay. --- History and criticism --- Japan. --- Costume play --- Amusements --- Role playing --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Wit and humor, Pictorial --- al-Yābān --- Giappone --- Government of Japan --- Iapōnia --- I͡Aponii͡ --- Japam --- Japani --- Japão --- Japon --- Japonia --- Japonsko --- Japonya --- Jih-pen --- Mư̄ang Yīpun --- Nihon --- Nihonkoku --- Nippon --- Nippon-koku --- Nipponkoku --- Prathēt Yīpun --- Riben --- State of Japan --- Yābān --- Yapan --- Yīpun --- Zhāpān --- Manhua (Comic books) --- Manhwa (Comic books)
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Practical Fashion Tech is the result of a collaboration between two technologists and a veteran teacher, costumer, and choreographer. They came together to pull back the curtain on making fun and innovative costumes and accessories incorporating technologies like low-cost microprocessors, sensors and programmable LEDs. Fashion tech can require skills in design, pattern-making, sewing, electronics, programming, and 3D printing. Besides the tech skills, making a good costume or accessory also requires knowledge of the intangibles of what makes a good costume. Regardless of whether you are coming at this from the theater costuming, sewing, or electronics side, this book will help you get started with the other skills you need. More than just a book of projects (although it has those too), Practical Fashion Tech teaches why things are done a certain way to impart the authors’ collective wealth of experience. Whether you need a book for a wearable tech class or you just want to get started making fantastic costumes and wearables on your own, Practical Fashion Tech will get you there.
Computer science. --- Microprogramming. --- Application software. --- Computer Science. --- Hardware and Maker. --- Computer Appl. in Arts and Humanities. --- Control Structures and Microprogramming. --- Costume. --- Cosplay. --- Costume play --- Fancy dress --- Motion pictures --- Opera --- Stage costume --- Theater --- Theatrical costume --- Costume --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Computer programming --- Informatics --- Science --- Amusements --- Role playing --- Decorative arts --- Clothing and dress --- Computer input-output equipment. --- Information systems. --- Computer hardware --- Computer I/O equipment --- Computers --- Electronic analog computers --- Electronic digital computers --- Hardware, Computer --- I/O equipment (Computers) --- Input equipment (Computers) --- Input-output equipment (Computers) --- Output equipment (Computers) --- Computer systems --- Input-output equipment --- Microprogramming .
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Manga Vision examines cultural and communicative aspects of Japanese comics, drawing together scholars from Japan, Australia and Europe working in areas as diverse as cultural studies, linguistics, education, music, art, anthropology, and translation, to explore the influence of manga in Japan and worldwide via translation, OEL manga and fan engagement. This volume includes a mix of theoretical, methodological, empirical and professional practice-based chapters, examining manga from both academic and artistic perspectives. Manga Vision also provides the reader with a multimedia experience, featuring original artwork by Australian manga artist Queenie Chan, cosplay photographs, and an online supplement offering musical compositions inspired by manga, and downloadable manga-related teaching resources.
Comic books, strips, etc. --- Comic books, strips, etc., in art. --- Social aspects --- Social aspects. --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Comic books, strips, etc., in education. --- Subculture --- Subcultures --- Culture --- Ethnopsychology --- Social groups --- Counterculture --- Teaching --- Visual education --- Aids and devices --- Manhua (Comic books) --- Manhwa (Comic books) --- Literature --- Manga --- Literary Studies --- Japanese Culture --- Pop Culture --- Linguistics --- Cultural Studies --- Translation --- Cosplay --- Anime --- Onomatopoeia --- Yaoi --- Comics and society --- Society and comics --- Japan. --- al-Yābān --- Giappone --- Government of Japan --- Iapōnia --- I͡Aponii͡ --- Japam --- Japani --- Japão --- Japon --- Japonia --- Japonsko --- Japonya --- Jih-pen --- Mư̄ang Yīpun --- Nihon --- Nihonkoku --- Nippon --- Nippon-koku --- Nipponkoku --- Prathēt Yīpun --- Riben --- State of Japan --- Yābān --- Yapan --- Yīpun --- Zhāpān
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This book is an introduction to cosplay as a subculture and community, built around playful spaces and the everyday practices of crafting costumes, identities, and performances. Drawing on new and original ethnographic data, as well as the innovative use of arts-led research, this book adds to our understanding of a popular, global cultural practice. In turn, this pushes forward our understanding of play, fan practices, subcultures, practice-led research, and uses of urban spaces. Cosplay and the Art of Play offers a significant addition to key contemporary debates on the meaning and uses of popular culture in the 21st century, and will be of importance to students and scholars interested in communities, fandom, identity, leisure, participatory cultures, performance, and play.
Sports-Sociological aspects. --- Sociology, Urban. --- Youth-Social life and customs. --- Fine arts. --- Sociology of Sport and Leisure. --- Cultural Studies. --- Sociology of Culture. --- Urban Studies/Sociology. --- Youth Culture. --- Fine Arts. --- Urban sociology --- Cities and towns --- Sports—Sociological aspects. --- Cultural studies. --- Culture. --- Youth—Social life and customs. --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Social aspects --- Cultural studies --- Youth - Social life and customs --- Sociology of sport and leisure --- Sports - sociological aspects --- Sociology, Urban --- Sports --- Youth --- Art. --- Cosplay. --- Costume play --- Amusements --- Role playing --- Art, Occidental --- Art, Primitive --- Art, Visual --- Art, Western (Western countries) --- Arts, Fine --- Arts, Visual --- Fine arts --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics --- Sociology of sports --- Sociology --- Sociological aspects. --- Study and teaching. --- Social life and customs.
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