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magsawa ka sa pagpili ng pampaganda ng computer mo... kung may nagustuhan ka download a full version here:
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Monday, July 18, 2011
link on my classmate
Visual Basic 6 Sample programs and Reference [EBook Added] Sa mga gusto matuto ng VB6 at naghahanap ng mga sample programs.. heto na.. i created those programs in a simple way para madaling maintindihan.... Hit thanks button if nakatulong.. Update ko to from time to time pag meron naman akong natapos na program.. RAR Password: OrangeSystem (sample program & screenies below) heto yung isa sa mga reference na ginagamit ko... VB6 EBook |
Thursday, August 27, 2009
MY WORLD
MY WORLD
Anime
Anime (アニメ?, an abbreviated pronunciation in Japanese of "animation", pronounced [aꜜnime] ( listen) in Japanese, but typically /ˈænəˌmeɪ/ (help•info) or /ˈænəˌmə/ in English) is animation originating in Japan. The world outside Japan regards anime as "Japanese animation".[1] Anime originated about 1917.[2][dead link]
Anime, like manga (Japanese comics), has a large audience in Japan and high recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online.
Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. Anime, popular in Asian countries such as Japan, China, South Korea, Taiwan, Singapore, and Indonesia has also become widespread in countries in the Western World such as United States, Canada, United Kingdom, France, Norway, Russia, and Sweden.
Anime began at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States, and Russia.[3] The oldest known anime in existence first screened in 1917 - a two minute clip of a samurai trying to test a new sword on his target, only to suffer defeat.[4] The first talkie anime was Chikara to Onna no Yo no Naka, released[by whom?] in 1933.[5][6]
By the 1930s, animation became an alternative format of storytelling to the underdeveloped live-action industry in Japan. Unlike in the United States, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that do not naturally involve Japan. Animation allowed artists to create any characters and settings.[7]
The success of The Walt Disney Company's 1937 feature film Snow White and the Seven Dwarfs influenced Japanese animators.[8] In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified many Disney animation techniques to reduce costs and limit the number of frames in productions. He intended this as a temporary measure to allow him to produce material on a tight schedule with inexperienced animation staff.
The 1970s saw a surge of growth in the popularity of manga — many of them later animated — especially of the work of Osamu Tezuka, who has been called a "legend"[9] and the "god of manga".[10][11] His work and that of other pioneers in the field, inspired characteristics and genres that are fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the Gundam and The Super Dimension Fortress Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century.
Distribution
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization".[38] Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the Saint Seiya video game was released in Europe due to the popularity of the show even years after the series has been off-air.
Anime distribution companies handled the licensing and distribution of anime beyond Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions.
Some editing of cultural references may occur to better follow the references of the non-Japanese culture.[39] Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. Voltron), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of Naruto and Cartoon Network's Adult Swim programming block, both of which employ minor edits.[citation needed] Robotech and Star Blazers were the earliest attempts to present anime (albiet still modified) to North American television audiences without harsh censoring for violence and mature themes.
With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact.
TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK.
Although it violates copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community.[40] In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.[41]
The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.[42] As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.[43]
Influence on world culture
Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as Astro Boy, have revealed.[44] The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise[45] was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity.[46] Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Proficiency Test was devised to meet increasing demand.[47] Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime.[48] Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of Avatar: The Last Airbender. Often, production crews either are fans of anime or are required to view anime.[49] Some creators cite anime as a source of inspiration with their own series.[50][51] Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker.[52] Critics and the general anime fanbase do not consider them as anime.[53]
Some American animated television-series have singled out anime styling with satirical intent, for example South Park (with "Chinpokomon" and "Good Times with Weapons"). South Park has a notable drawing style, which was itself parodied in "Brittle Bullet", the fifth episode of the anime FLCL, released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of Kappa Mikey, a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as Perfect Hair Forever. Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe.[54] Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a was to publicly exhibit anime as well as broadening Japanese cultural understanding.[55]
Anime and American audiences
The Japanese term otaku is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted otaku fan base, which can be attributed highly to technological advances. Also, shows like Pokémon and Dragon Ball Z provided a pivotal introduction of anime's conventions, animation methods, and Shinto influences to many American children.
Ancient Japanese myths — often deriving from the animistic nature worship of Shinto — have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show Hercules will be no stranger to the Greek myths and legends it is based on, while the same person watching the show Tenchi Muyo! might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of Amaterasu and Susano.[56][page needed]
Anime
Anime (アニメ?, an abbreviated pronunciation in Japanese of "animation", pronounced [aꜜnime] ( listen) in Japanese, but typically /ˈænəˌmeɪ/ (help•info) or /ˈænəˌmə/ in English) is animation originating in Japan. The world outside Japan regards anime as "Japanese animation".[1] Anime originated about 1917.[2][dead link]
Anime, like manga (Japanese comics), has a large audience in Japan and high recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online.
Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. Anime, popular in Asian countries such as Japan, China, South Korea, Taiwan, Singapore, and Indonesia has also become widespread in countries in the Western World such as United States, Canada, United Kingdom, France, Norway, Russia, and Sweden.
Anime began at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States, and Russia.[3] The oldest known anime in existence first screened in 1917 - a two minute clip of a samurai trying to test a new sword on his target, only to suffer defeat.[4] The first talkie anime was Chikara to Onna no Yo no Naka, released[by whom?] in 1933.[5][6]
By the 1930s, animation became an alternative format of storytelling to the underdeveloped live-action industry in Japan. Unlike in the United States, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that do not naturally involve Japan. Animation allowed artists to create any characters and settings.[7]
The success of The Walt Disney Company's 1937 feature film Snow White and the Seven Dwarfs influenced Japanese animators.[8] In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified many Disney animation techniques to reduce costs and limit the number of frames in productions. He intended this as a temporary measure to allow him to produce material on a tight schedule with inexperienced animation staff.
The 1970s saw a surge of growth in the popularity of manga — many of them later animated — especially of the work of Osamu Tezuka, who has been called a "legend"[9] and the "god of manga".[10][11] His work and that of other pioneers in the field, inspired characteristics and genres that are fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the Gundam and The Super Dimension Fortress Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century.
Distribution
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization".[38] Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the Saint Seiya video game was released in Europe due to the popularity of the show even years after the series has been off-air.
Anime distribution companies handled the licensing and distribution of anime beyond Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions.
Some editing of cultural references may occur to better follow the references of the non-Japanese culture.[39] Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. Voltron), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of Naruto and Cartoon Network's Adult Swim programming block, both of which employ minor edits.[citation needed] Robotech and Star Blazers were the earliest attempts to present anime (albiet still modified) to North American television audiences without harsh censoring for violence and mature themes.
With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact.
TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK.
Although it violates copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community.[40] In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.[41]
The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.[42] As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.[43]
Influence on world culture
Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as Astro Boy, have revealed.[44] The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise[45] was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity.[46] Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Proficiency Test was devised to meet increasing demand.[47] Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime.[48] Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of Avatar: The Last Airbender. Often, production crews either are fans of anime or are required to view anime.[49] Some creators cite anime as a source of inspiration with their own series.[50][51] Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker.[52] Critics and the general anime fanbase do not consider them as anime.[53]
Some American animated television-series have singled out anime styling with satirical intent, for example South Park (with "Chinpokomon" and "Good Times with Weapons"). South Park has a notable drawing style, which was itself parodied in "Brittle Bullet", the fifth episode of the anime FLCL, released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of Kappa Mikey, a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as Perfect Hair Forever. Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe.[54] Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a was to publicly exhibit anime as well as broadening Japanese cultural understanding.[55]
Anime and American audiences
The Japanese term otaku is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted otaku fan base, which can be attributed highly to technological advances. Also, shows like Pokémon and Dragon Ball Z provided a pivotal introduction of anime's conventions, animation methods, and Shinto influences to many American children.
Ancient Japanese myths — often deriving from the animistic nature worship of Shinto — have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show Hercules will be no stranger to the Greek myths and legends it is based on, while the same person watching the show Tenchi Muyo! might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of Amaterasu and Susano.[56][page needed]
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