Full-page illustrations of familiar creatures against fanciful backgrounds combine the appeal of wildlife with the allure of imaginative graphics. Images include a garden of frisky insects, funky fish in a seaweed field, and more.
Japanese animation is at the nexus of an international multimedia industry worth over $23.6 billion a year, linked to everything from manga to computer games, Pokémon and plushies. In this comprehensive guide, Jonathan Clements chronicles the production and reception history of the entire medium, from a handful of hobbyists in the 1910s to the Oscar-winning Spirited Away and beyond. Exploring the cultural and technological developments of the past century, Clements addresses how anime's history has been written by Japanese scholars, and covers previously neglected topics such as wartime instructional animation and work-for-hire for American clients. Founded on the testimonies of industry professionals, and drawing on a myriad of Japanese-language documents, memoirs and books, Anime: A History illuminates the anime business from the inside – investigating its innovators, its unsung heroes and its controversies. This new edition has been updated and revised throughout, with full colour illustrations and three new chapters on anime's fortunes among Chinese audiences and subcontractors, 21st century trends in 'otaku economics', and the huge transformations brought about by the rise of global streaming technology.
Photography is ubiquitous. The visual image is the predominant form of communication. This book explores the myriad ways in which photographs can be used: to document events, places or things; to consolidate personal identity; to pose a challenge to an idea or regime; to animate the inanimate.
A new, interactive approach to storytime, The Whole Book Approach was developed in conjunction with the Eric Carle Museum of Picture Book Art and expert author Megan Dowd Lambert's graduate work in children's literature at Simmons College, offering a practical guide for reshaping storytime and getting kids to think with their eyes. Traditional storytime often offers a passive experience for kids, but the Whole Book approach asks the youngest of readers to ponder all aspects of a picture book and to use their critical thinking skills. Using classic examples, Megan asks kids to think about why the trim size of Ludwig Bemelman's Madeline is so generous, or why the typeset in David Wiesner's Caldecott winner,The Three Pigs, appears to twist around the page, or why books like Chris Van Allsburg's The Polar Express and Eric Carle's The Very Hungry Caterpillar are printed landscape instead of portrait. The dynamic discussions that result from this shared reading style range from the profound to the hilarious and will inspire adults to make children's responses to text, art, and design an essential part of storytime.
Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.