This story takes place on the frigid, massive artificial planet known as Aposimz. Eo, Biko and Etherow, residents of the White Diamond Beam, are in the middle of combat training when suddenly a girl appears, Rebedoan Empire soldiers in hot pursuit. The girl asks for their help in keeping safe a “code” and seven mysterious “bullets.” This chance encounter marks a major shift in the fate of the entire planet…
Heretofore unwilling to communicate in all but the most zero-sum fashion, humanity's implacable nemesis attempts to interface in what can only be considered a gruesomely familiar shape and form. Meanwhile, some of the deepest secrets of the Sidonia also come to the fore as revealed by the resident talking bear, err...the dormitory den-mother.
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
"The Anime Boom in the United States provides a comprehensive and empirically-grounded study of the various stages of anime marketing and commercial expansion into the United States. It also examines the supporting organizational and cultural processes, thereby describing a transnational, embedded system for globalizing and localizing commodified culture. Focusing primarily on television anime series but also significant theatrical releases, the book draws on several sources, including in-depth interviews with Japanese and American professionals in the animation industry, field research, and a wide-scale market survey. The authors investigate the ways in which anime has been exported to the United States since the 1960s, and explore the transnational networks of anime production and marketing. They also investigate the many cultural and artistic processes anime inspired. The analysis of the rise and fall of the U.S. anime boom is the starting point for a wider investigation of the multidirectional globalization of contemporary culture and the way in which global creative industries operate in an age of media digitalization and convergence. This story carries broad significance for those interested in understanding the dynamics of power structures in cultural and media globalization."
Charles E. Robinson, Professor Emeritus of English at The University of Delaware, definitively transformed study of the novel Frankenstein with his foundational volume The Frankenstein Notebooks and, in nineteenth century studies more broadly, brought heightened attention to the nuances of writing and editing. Frankenstein and STEAM consolidates the generative legacy of his later work on the novel's broad relation to topics in science, technology, engineering, arts, and mathematics (STEAM). Seven chapters written by leading and emerging scholars pay homage to Robinson's later perspectives of the novel and a concluding postscript contains remembrances by his colleagues and students. This volume not only makes explicit the question of what it means to be human, a question Robinson invited students and colleagues to examine throughout his career, but it also illustrates the depth of the field and diversity of those who have been inspired by Robinson's work. Frankenstein and STEAM offers direction for continuing scholarship on the intersections of literature, science, and technology. Published by the University of Delaware Press. Distributed worldwide by Rutgers University Press.