Results for 'Kanji Ueno'

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  1. A Strategy for Origins of Life Research. [REVIEW]Caleb Scharf, Nathaniel Virgo, H. James Cleaves Ii, Masashi Aono, Nathanael Aubert-Kato, Arsev Aydinoglu, Ana Barahona, Laura M. Barge, Steven A. Benner, Martin Biehl, Ramon Brasser, Christopher J. Butch, Kuhan Chandru, Leroy Cronin, Sebastian Danielache, Jakob Fischer, John Hernlund, Piet Hut, Takashi Ikegami, Jun Kimura, Kensei Kobayashi, Carlos Mariscal, Shawn McGlynn, Bryce Menard, Norman Packard, Robert Pascal, Juli Pereto, Sudha Rajamani, Lana Sinapayen, Eric Smith, Christopher Switzer, Ken Takai, Feng Tian, Yuichiro Ueno, Mary Voytek, Olaf Witkowski & Hikaru Yabuta - 2015 - Astrobiology 15:1031-1042.
    Aworkshop was held August 26–28, 2015, by the Earth- Life Science Institute (ELSI) Origins Network (EON, see Appendix I) at the Tokyo Institute of Technology. This meeting gathered a diverse group of around 40 scholars researching the origins of life (OoL) from various perspectives with the intent to find common ground, identify key questions and investigations for progress, and guide EON by suggesting a roadmap of activities. Specific challenges that the attendees were encouraged to address included the following: What key (...)
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  2. Prefiguring the Otokonoko Genre: A Comparative Trans Analysis of Stop!! Hibari-Kun! and No Bra.Riley Hannah Lewicki - 2022 - Journal of Anime and Manga Studies 3:62-84.
    This article examines two manga, Stop!! Hibari-Kun! and No Bra, which prefigure the increasingly popular anime and manga genre of otokonoko from a queer studies perspective. Otokonoko, also known as otoko no musume, is a genre of manga in which persons assigned male at birth (AMAB) wear women’s clothing and are perceived as attractive women. The term otokonoko (男の娘) is pronounced identically to the term男の子, meaning boy-child; however, due to a pun in the kanji which replaces "child" (子) with (...)
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    Three Patterns to Support Empathy in Computer-Mediated Human Interaction.Michael Lyons & Daniel Kluender - 2020 - arXiv 2011:1-6.
    We present three patterns for computer-mediated interaction which we discovered during the design and development of a platform for remote teaching and learning of kanji, the Chinese characters used in written Japanese. Our aim in developing this system was to provide a basis for embodiment in remote interaction, and in particular to support the experience of empathy by both teacher and student. From this study, the essential elements are abstracted and suggested as design patterns for other computer-mediated interaction systems.
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