著者
古田 明子
出版者
神戸女学院大学
雑誌
女性学評論 (ISSN:09136630)
巻号頁・発行日
vol.14, pp.201-224, 2000-03-31

The TV animation Sailor Moon,broadcast from 1992 to 1997,won an unusual popularity among the young female audience in Japan at that time. This study is an attempt to clarify an implicit message theanimation conveys to the audience under the disguise of a childish story of love, peace and justice by examining the underlying structure each episode of the animation has. A TV animation which repeats practically the same story every week is a very effective cultural apparatus but hasbeen seldom studied in detail. Each episode generally follows the pattern of a typical initiation story: the heroine undergoes a process of maturity through the experienceof symbolic death and rebirth. But the story at the same time cleverly escapes from such an interpretation. What is characteristic with the story is that the initiation process is definitely related to consumer behavior: endless pursuit of commercial goods. And in this sense the heroine never accomplishes the initiation and this incompleteness or failure in initiation indeed places Sailor Moon in a unique position in the lineage of popularlegends. We see many other examples of such incompleteness. The heroine's metamorphosis itself betrays this. For what she puts on after taking off her girlish clothes is, unlike a traditional heroine, a "sailor suit", the symbol of eternal girlishness which accompanies an implication of commercialized sexuality. In the last episode,the heroine discloses her naked body of a matured woman before she becomes the savior of the world. Seemingly she finally attains motherhood and succeeds in showing a role model to the young audience but only to turn out to be a false one. Forher final purpose remains to be to reproduce her duplicates: ideal consumersof the consumption society. It is at that moment that a "Girl" throws off the mask of "Lovely One" and exposes her true face of"Woman".
著者
小林亮太 池内 淳
雑誌
研究報告ヒューマンコンピュータインタラクション(HCI)
巻号頁・発行日
vol.2012, no.29, pp.1-7, 2012
被引用文献数
2

本稿は,表示媒体と表示内容の相違が学習能率にもたらす影響を把握することを目的とする.36 名の被験者に対して,タブレット端末と紙媒体のそれぞれを用いて,文学的文章と説明的文章からなる 2 タイプの文章を読ませ,主観評価および読み速度,記憶テスト,理解テストの結果を比較した.その結果,第一に,主観的な読みやすさの面では,iPad はすでに紙と同等の性能を実現していることがわかった.iPad を支持する理由としては,文字表示の鮮明さやページめくりのしやすさが上位を占める一方,紙では読書時の疲労が少ないことや集中しやすさが上位となった.第二に,文字情報のみからなるコンテンツの場合,読み速度や逐語的記憶では,説明的文章において表示媒体による有意差が認められた.また,文章理解ではタブレット端末よりも紙媒体に優位性があることが明らかになった.The aim of this paper is to understand the learning effect by difference of display media and text contents. Thirty six subjects read two types of short texts that are literary text and descriptive one about scientific topic by using tablet computer (iPad) and paper. We compared subjective evaluation about each type of displays, reading speed per characters, score of memory test and comprehension test after reading texts. At first, the result of subjective impressions showed that iPad's readability has already achieved the equivalent to papers'. Subjects recognized that iPad was superior to paper in terms of display sharpness and easiness of turning pages. On the other hand, subjects felt less fatigue and higher concentration while reading texts on paper. Secondly, significant difference by ANOVA was observed between two types of media on reading speed and word memory test score only using descriptive text. Finally, it is concluded that paper is still higher usability media than tablet computer for understanding sentence.
著者
鬼塚健太郎
出版者
一般社団法人情報処理学会
雑誌
情報処理学会研究報告数理モデル化と問題解決(MPS) (ISSN:09196072)
巻号頁・発行日
vol.1998, no.27, pp.67-72, 1998-03-20
参考文献数
20

近年になって、発達してきたストーリー性のあるマルチシナリオゲームにおいて、プレイヤーにとって、自由度の高いシナリオゲームを作るためのモデリング手法について考える。シナリオ中の登場人物、欧界設定、登場人物の行動についてモデル化し、新しいゲームの可能性を探る。Regarding the story-telling-multiple-scenario games which are more and more popular these days, thus paper discusses on the modeling method for the making of such scenario games with the more degrees of freedom for the player. The author tries to models the each person, the design of the world, and the actions of the person in the scenario, and then tries to investigate the possiblity of new generation games.
著者
坂井 孝一
出版者
創価大学人間学会
雑誌
創価人間学論集 (ISSN:18827942)
巻号頁・発行日
vol.5, pp.1-12, 2012-03
著者
林 織部 西村 邦裕 阿部 浩二 谷川 智洋 廣瀬 通孝
出版者
一般社団法人映像情報メディア学会
雑誌
映像情報メディア学会技術報告 (ISSN:13426893)
巻号頁・発行日
vol.33, no.21, pp.85-90, 2009-06-08
被引用文献数
2

現在,インターネット上の動画共有サイトなどに大量の動画情報が存在する.この中から興味のある動画や面白い動画を効率的に見ることができることが望ましい.現在の視聴スタイルは一度に一つの動画を見るというもので,大量の情報を短時間で見ることには適していない.そこで本研究では,大量の動画を見るためには大画面ディスプレイを用い,複数の動画を同時視聴することが良いのでは,と考え実装し検証を行った.この際,ただ同時視聴するのみでなく,どの部分に注目するべきかといったガイドが必要である.このため大画面における視覚刺激を用いた対象への注意喚起の検証を合わせて行った.また,注目すべき部分の抽出のために実際の動画共有サイトの視聴ログを解析し,注目すべき部分の抽出を行った.
著者
佐藤 千秋
出版者
日経BP社
雑誌
日経レストラン (ISSN:09147845)
巻号頁・発行日
no.352, pp.138-142, 2005-03

昼飯時を外しても開いてるし、豚カツなのに、注文するとさっと出てくる。みそカツの味だけでなく、店員の気さくな接客も、名古屋の店と同じところがいいね。
著者
堀田 進
出版者
日本衛生動物学会
雑誌
衛生動物 (ISSN:04247086)
巻号頁・発行日
vol.49, no.4, pp.267-274, 1998
被引用文献数
11 42

In August 1942 dengue fever broke out in Nagasaki, a port city located in the Kyushu District, Japan. It soon spread over other cities, recurring every summer until 1944. This was not only the first dengue epidemic in Japan proper but also was one of the most widespread dengue epidemics recorded in a temperate region, involving at least 200,000 typical cases. It was obvious that the principal vector was Aedes albopictus which distributes in the Main Islands of Japan, particularly south of 38-39°N. At that time an important factor promoted transmission of the infection. A number of water tanks had been set up for the purpose of extinguishing fires caused by bombardment during the war, and the tanks were occupied by innumerable mosquitoes. Large-scale application of insecticides was not then possible. Since the early work by Yamada (1917a, b), it had been believed that Ae. aegypti mosquitoes do not habit in Japan proper, excepting the Ryukyu and Ogasawara Islands. Contrarily, Oguri (1945) and Oguri and Kobayashi (1947,1948) reported that they found Ae. aegypti in the Ushibuka area of Kyushu (32°N) during September 1944 to May 1947. Several other investigators obtained similar survey data as those of Oguri and Kobayashi (1947,1948). The species, either adults or larvae, completely disappeared, however, from there after 1955. In another survey it was observed that, inside a cargo boat which plied between Japan and dengue-prevalent Southeast Asian countries, many Ae. aegypti were seen flying and also larvae were caught from small water deposits on the decks. It was thought that Ae. aegypti were transferred into Japan probably by boat, and that the mosquito settled in a particular area of Japan for several years. There was no definite evidence as to whether or not the imported Ae. aegypti had some role in the 1942-1944 Japanese dengue epidemics. However, serious precautions must be taken against the possible danger that vectors of infectious diseases may be introduced into an originally non-endemic area. Biological and epidemiological aspects relative to these problems are discussed.
著者
山口 堯二
出版者
佛教大学
雑誌
文学部論集 (ISSN:09189416)
巻号頁・発行日
vol.87, pp.29-42, 2003-03-01

年齢を表す名詞には古来「とし」と「よはひ」がある。両語の複合語「としよばひ」からは「としうばひ」「としばひ」「としばへ」なども生じた。年齢の捉え方に、共起する語の違いを含めて、定数年齢・概数年齢・年齢階層・特定年齢階層を区別して、年齢を表す名詞の通時態を一望すれば、古代語の「とし」はまず定数年齢・概数年齢の表示に優れたが、年齢階層の表示に長じた「よはひ」の力を吸収しつつ、年齢を表す名調の代表格に成長する様子がうかがえる。室町期ごろから、「とし」は複合語の前項としても特に造語力を発揮し、従来漢語にしかなった、一語で特定年齢階層を表す和語の語構成にも寄与している。