Book picks similar to
Shadows on the Screen: Tanizaki Junʼichirō on Cinema and "Oriental" Aesthetics by Thomas Lamarre
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Anthology of Japanese Literature: From the Earliest Era to the Mid-Nineteenth Century
Donald Keene十返舎 一九 - 1955
Every genre and style, from the celebrated No plays to the poetry and novels of the seventeenth century, find a place in this book. An introduction by Donald Keene places the selections in their proper historical context, allowing the readers to enjoy the book both as literature and as a guide to the cultural history of Japan. Selections include “Man’yoshu” or “Collection of Ten Thousand Leaves” from the ancient period; “Kokinshu” or “Collection of Ancient and Modern Poetry,” “The Tosa Diary” of Ki No Tsurayuki, “Yugao” from “Tales of Genji” of Murasaki Shikibu, and “The Pillow Book” of Sei Shonagon from the Heian Period; “The Tale of the Heike” from the Kamakura Period; Plan of the No Stage, “Birds of Sorrow” of Seami Motokiyo, and “Three Poets at Minase” from the Muromachi Period; and Sections from Basho, including “The Narrow Road of Oku,” “The Love Suicides at Sonezaki” by Chikamatsu Monzaemon, and Waka and haiku of the Tokugawa Period.
Pure Invention: How Japan Made the Modern World
Matt Alt - 2020
Then a catastrophic 1990 stock-market crash ushered in what the Japanese call their "lost decades." The end of the boom times should have plunged Japan into irrelevance. But in Pure Invention, Matt Alt argues that's precisely when things got interesting--when once again, Japan got to the future a little ahead of the rest of us.Japan made itself rich after the Second World War by selling the world what it needed, in the form of better cars, appliances, and microprocessors. But it conquered hearts through wildly creative pop culture that responded to modern life in new ways. As social compacts and safety nets evaporated, in rushed a revolution of geeky gadgets, gizmos, and flights of fancy. Hello Kitty, the Nintendo Entertainment System, and illustrated entertainment empires like Pokemon and Dragon Ball Z were more than marketing hits. They transformed Japan into the world's forge of fantasies, and they transformed us as we consumed them: karaoke making everyone a star, emoji rewriting the rules of human communication, virtual game-worlds offering escapes from reality and new perspectives on it.By turns a nostalgia trip and a secret history, Pure Invention is the story of an indelible group of Japanese craftsmen, artists, businesspeople, geniuses, and oddballs. It is also an unsung chapter of globalization, in which Japanese dreams formed a new blueprint for global pop culture--and may have created the modern world as we know it.
Musashi
Eiji Yoshikawa - 1935
Musashi is a novel in the best tradition of Japanese story telling. It is a living story, subtle and imaginative, teeming with memorable characters, many of them historical. Interweaving themes of unrequited love, misguided revenge, filial piety and absolute dedication to the Way of the Samurai, it depicts vividly a world Westerners know only vaguely.
Shanghai
Riichi Yokomitsu - 1932
The personal lives and desires of the main characters play out against a historical backdrop of labor unrest, factional intrigue, colonialist ambitions, and racial politics.The author, Yokomitsu Riichi (1898-1947), was an essayist, writer, and critical theorist who became one of the most powerful and influential literary figures in Japan during the 1920s and 1930s. He looked to contemporary avant-garde movements in Europe -- Dadaism, futurism, surrealism, expressionism -- for inspiration in his effort to explode the conventions of literary language and to break free of what he saw as the prisonhouse of modern culture.Yokomitsu incorporated striking visuality into a realistic mode that presents a disturbing picture of a city in turmoil. The result is a brilliant evocation of Shanghai as a gritty ideological battleground and as an exotic landscape where dreams of sexual and economic domination are nurtured.
The Heart of Dogen's Shobogenzo
Dōgen - 2002
This book is centered around those essays that generations have regarded as containing the essence of Dogen's teaching. These translations, revised from those that first appeared in the 1970s, clarify and enrich the understanding of Dogen's religious thought and his basic ideas about Zen practice and doctrine. Dogen's uncommon intellectual gifts, combined with a profound religious attainment and an extraordinary ability to articulate it, make Sho�bo�genzo� unique even in the vast literature the Zen school has produced over the centuries, securing it a special place in the history of world religious literature.
Film / Genre
Rick Altman - 1998
It connects the roles played by industry critics and audiences in making and re-making genre. In a critique of major voices in the history of genre theory from Aristotle to Wittgenstein, Altman reveals the conflicting stakes for which the genre game has been played. Recognizing that the very term "genre" has different meaning for different groups, he bases his genre theory on the uneasy competitive yet complimentary relationship among genre users and discusses a range of films from "The Great Train Robbery" to "Star Wars", and from "The Jazz Singer" to "The Player".
Middle-earth from Script to Screen: Building the World of The Lord of the Rings and The Hobbit
Daniel Falconer - 2017
R. R. Tolkien’s magic world was brought to vivid life on the big screen in the record-breaking film trilogies The Lord of the Rings Motion Picture Trilogy and The Hobbit Motion Picture Trilogy. Drawing on resources, stories, and content from the archives of the companies and individuals behind the films, much of which have never appeared in print before, as well as interviews with director Peter Jackson and key members of the Art Department, Shooting Crews, Park Road Post, and Weta Digital teams who share their personal insights on the creative process, this astonishing resource reveals:
How the worlds were built, brick by brick and pixel by pixel;
How environments were extended digitally or imagined entirely as computer generated spaces;
How the multiple shooting units functioned;
How cast members and characters interacted with their environments.
Daniel Falconer takes fans from storyboard concepts to deep into the post-production process where the films were edited, graded, and scored, explaining in depth how each enhanced the films. He also discusses how the processes involved in establishing Middle-earth for the screen have evolved over the fifteen years between the start and finish of the trilogies. Going region by region and culture by culture in this fantasy realm, The Making of Middle-Earth describes how each area created for the films was defined, what made it unique, and what role it played in the stories. Illustrated with final film imagery, behind-the-scenes pictures and conceptual artwork, including places not seen in the final films, this monumental compilation offers unique and far-reaching insights into the creation of the world we know and love as Middle-earth.
Lonely Planet Pocket Tokyo
Rebecca Milner - 2013
Shop and dine in Shinjuku, catch a sumo tournament, get a bird's-eye view from the Tokyo Sky Tree and day-trip to majestic Mt Fuji; all with your trusted travel companion. Get to the heart of the best of Tokyo and begin your journey now!Inside Lonely Planet's Pocket Tokyo:Full-colour maps and images throughoutHighlights and itineraries show you the simplest way to tailor your trip to your own personal needs and interestsInsider tips save you time and money and help you get around like a local, avoiding crowds and trouble spotsEssential info at your fingertips - including hours of operation, phone numbers, websites, transit tips, and pricesHonest reviews for all budgets - including eating, sleeping, sight-seeing, going out, shopping, and hidden gems that most guidebooks missFree, convenient pull-out Tokyo map (included in print version), plus over 20 colour neighbourhood mapsUser-friendly layout with helpful icons, and organised by neighbourhood to help you determine the best spots to spend your timeUseful features - including Best for Kids, Walking Tours, and Don't Miss (quick glance at must-sees)Coverage of Ginza, Harajuku, Shibuya, Shinjuku, Roppongi, Asakusa, Mt Fuji and moreThe Perfect Choice: Lonely Planet's Pocket Tokyo is a handy guide that literally fits in your pocket, providing on-the-go assistance to travellers who seek only the can't-miss experiences. Colourful and easy-to-use, this neighbourhood-focused guide includes unique local recommendations to maximise your quick-trip experience.Looking for a comprehensive guide that recommends a wide range of experiences, both popular and offbeat, and extensively covers all of Tokyo's neighbourhoods? Check out Lonely Planet's Tokyo guide, a photo-rich guide to all of the city's most popular attractions.Looking for more extensive coverage? Check out Lonely Planet's Japan guide for a comprehensive look at all the country has to offer, or Lonely Planet's Discover Japan, a photo-rich guide to the country's most popular attractions.Authors: Written and researched by Lonely Planet and Rebecca Milner.About Lonely Planet: Started in 1973, Lonely Planet has become the world's leading travel guide publisher with guidebooks to every destination on the planet, as well as an award-winning website, a suite of mobile and digital travel products, and a dedicated traveller community. Lonely Planet's mission is to enable curious travellers to experience the world and to truly get to the heart of the places they find themselves in.TripAdvisor Travelers' Choice Awards 2012 and 2013 winner in Favorite Travel Guide category'Lonely Planet guides are, quite simply, like no other.' - The New York Times'Lonely Planet. It's on everyone's bookshelves; it's in every traveller's hands. It's on mobile phones. It's on the Internet. It's everywhere, and it's telling entire generations of people how to travel the world.' - Fairfax Media (Australia)
The Easy Life in Kamusari
Shion Miura - 2009
No phone, no internet, no shopping. Just a small, inviting community where the most common expression is “take it easy.”At first, Yuki is exhausted, fumbles with the tools, asks silly questions, and feels like an outcast. Kamusari is the last place a city boy from Yokohama wants to spend a year of his life. But as resistant as he might be, the scent of the cedars and the staggering beauty of the region have a pull.Yuki learns to fell trees and plant saplings. He begins to embrace local festivals, he’s mesmerized by legends of the mountain, and he might be falling in love. In learning to respect the forest on Mt. Kamusari for its majestic qualities and its inexplicable secrets, Yuki starts to appreciate Kamusari’s harmony with nature and its ancient traditions.In this warm and lively coming-of-age story, Miura transports us from the trappings of city life to the trials, mysteries, and delights of a mythical mountain forest.
70 Japanese Gestures: No Language Communication
Hamiru-aqui - 2004
This whimsical look at “the language of no language” will teach you to hurl insults, flirt, agree, excuse yourself, cross the street, and even make promises—wordlessly! (And who is that stoic guy wearing a suit in all the photos?) Finally, a way to tell someone at a loud party, “Your underwear is showing,” in four easy hand motions. This is a book for the serious student, the class clown, and the crazy guy at Akihabara Station hoping to communicate with Godzilla.Hamiru-aqui is a Japanese artist based in Tokyo.
The Science of Interstellar
Kip S. Thorne - 2014
Yet in The Science of Interstellar, Kip Thorne, the physicist who assisted Nolan on the scientific aspects of Interstellar, shows us that the movie’s jaw-dropping events and stunning, never-before-attempted visuals are grounded in real science. Thorne shares his experiences working as the science adviser on the film and then moves on to the science itself. In chapters on wormholes, black holes, interstellar travel, and much more, Thorne’s scientific insights—many of them triggered during the actual scripting and shooting of Interstellar—describe the physical laws that govern our universe and the truly astounding phenomena that those laws make possible.Interstellar and all related characters and elements are trademarks of and © Warner Bros. Entertainment Inc. (s14).
A-Z Great Film Directors
Andy Tuohy - 2015
A striking, design-led reference book, A-Z Great Film Directors features Andy Tuohy's portraits of 52 directors significant for their contribution to cinema including kings of world cinema Wong Kar-Wai and Akira Kurosawa, arthouse pioneers Fritz Lang and David Lynch as well as the often under-appreciated female directors Kathryn Bigelow and Jane Campion.With text by film journalist Matt Glasby, each director's entry will also have a summary of the essential things you need to know about them, why they're important, a list of their must-see films, and a surprising fact or two about them, as well as images of their key films throughout.So whether you're already a film afficionado, or looking for a helpful cheat to pass convincingly as an arthouse fan, you'll love this guide to international directors, past and present.
The Art of Hammer: The Official Poster Collection From the Archive of Hammer Films
Marcus Hearn - 2010
This lavish hardcover brings together rare artwork from around the world. Featuring Hammer’s greatest films, including The Curse of Frankenstein, the Dracula series, and many more.
Weirdsville U.S.A.: The Obsessive Universe of David Lynch
Paul A. Woods - 1997
Weirdsville U.S.A. charts Lynch’s work from his experimental art school years and the midnight movie hit Eraserhead, the mainstream success of The Elephant Man and the commercial failure of Dune, the birth of Weird Americana with Blue Velvet and Twin Peaks and the neo-noir mystery Lost Highway, to the present day and the film The Straight Story and TV series Mulholland Drive.
The Official Godzilla Compendium: A 40 Year Retrospective (Official Godzilla)
J.D. Lees - 1998
144 pp. Ages 14 and up. Pub: 3/98.