A Blue Cat on the Galactic Railroad

2014 ◽  
Vol 128 (1) ◽  
pp. 124-158 ◽  
Author(s):  
Paul Roquet

In the 1980s, Japanese animation shifted its focus away from the social self and toward cosmic subjectivity, the framing of intensely personal emotions within the larger impersonal expanse of the universe. This essay examines an important moment in this shift: Night on the Galactic Railroad, anime studio Group TAC’s 1985 feature based on the classic Japanese children’s tale by Miyazawa Kenji. The film emphasizes the interpenetration of the microcosmic and macrocosmic through a range of experiments with “limited” animation, sound design, and character design that would in turn influence the imaginary worlds of later anime.

1989 ◽  
Vol 34 (5) ◽  
pp. 450-451
Author(s):  
William P. Smith

1991 ◽  
Vol 36 (10) ◽  
pp. 869-871
Author(s):  
Joan G. Miller
Keyword(s):  

1993 ◽  
Author(s):  
R. H. Striegel-Moore ◽  
◽  
L. R. Silberstein ◽  
J. Rodin

Author(s):  
Margaret Kemeny ◽  
Tara Gruenewald ◽  
Sally Dickerson

2018 ◽  
pp. 1060-1068
Author(s):  
Galina A. Dvoenosova ◽  

The article assesses synergetic theory of document as a new development in document science. In information society the social role of document grows, as information involves all members of society in the process of documentation. The transformation of document under the influence of modern information technologies increases its interest to representatives of different sciences. Interdisciplinary nature of document as an object of research leads to an ambiguous interpretation of its nature and social role. The article expresses and contends the author's views on this issue. In her opinion, social role of document is incidental to its being a main social tool regulating the life of civilized society. Thus, the study aims to create a scientific theory of document, explaining its nature and social role as a tool of social (goal-oriented) action and social self-organization. Substantiation of this idea is based on application of synergetics (i.e., universal theory of self-organization) to scientific study of document. In the synergetic paradigm, social and historical development is seen as the change of phases of chaos and order, and document is considered a main tool that regulates social relations. Unlike other theories of document, synergetic theory studies document not as a carrier and means of information transfer, but as a unique social phenomenon and universal social tool. For the first time, the study of document steps out of traditional frameworks of office, archive, and library. The document is placed on the scales with society as a global social system with its functional subsystems of politics, economy, culture, and personality. For the first time, the methods of social sciences and modern sociological theories are applied to scientific study of document. This methodology provided a basis for theoretical vindication of nature and social role of document as a tool of social (goal-oriented) action and social self-organization. The study frames a synergetic theory of document with methodological foundations and basic concepts, synergetic model of document, laws of development and effectiveness of document in the social continuum. At the present stage of development of science, it can be considered the highest form of theoretical knowledge of document and its scientific explanatory theory.


2019 ◽  
Vol 9 (3) ◽  
pp. 206 ◽  
Author(s):  
Manuel Castro-Sánchez ◽  
Mercedes Rojas-Jiménez ◽  
Félix Zurita-Ortega ◽  
Ramón Chacón-Cuberos

Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to determine and establish associations between the dimensions of self-concept and the problematic use of videogames and their gender differences. Methods: A total of 525 university students participated in this study, representing 44.7% of the male gender and 55.3% of the female gender, with an average age of M = 20.80 SD = 3.12 years old. The instruments used were the CESR and AF-5 questionnaires. Results: The results reveal the association (p ≤ 0.05) between the problematic use of videogames and the dimensions of self-concept, showing that students with severe or potential problems have lower levels of self-concept. In addition, it has been found that men have more problems associated with the use of video games than women. Men have a greater physical and emotional self-concept, while women have better social self-concept. Conclusions: This study highlights the inverse association between self-concept and problematic use of video games, a fact that shows the need to develop intervention programs aimed at improving self-concept and to reduce the problematic use of video games. Likewise, the levels of self-concept reveal that men have higher scores in the emotional and physical dimension, while women stand out in the social dimension.


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