cdi 2023
DOI: 10.7764/cdi.54.53193
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Anime clustering for automatic classification and configuration of demographics

Abstract: The cultural industry assumed greater relevance as a productive system and expanded its market share with different forms of reception, transmission, and communication with the public, increasingly using the so called classification and recommendation algorithms and manipulation of mass processed data, which do not require cyber-physical systems for cataloging andconstant feedback from all parties involved for cataloging. In this regard, this paper proposes a methodology to support the classification and creat… Show more

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Cited by 1 publication
(2 citation statements)
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“…This popularization phenomenon can be observed with anime (Japanese animation) in the 1990s, and recently with the expansion of streaming services promoting anime in Brazil, such as Netflix, Amazon Prime, and Crunchyroll, with the later having licensed more than six hundred animation titles (mostly from Japan and China) available to the Brazilian public on their platform. (Urbano & Araujo 2021) (Ferreira et al 2023). In agreement with the scenario observed in the animation and print publication industry, the Japanese game industry was also heavily exported.…”
Section: Globalization and Otome Games Exportsupporting
confidence: 65%
See 1 more Smart Citation
“…This popularization phenomenon can be observed with anime (Japanese animation) in the 1990s, and recently with the expansion of streaming services promoting anime in Brazil, such as Netflix, Amazon Prime, and Crunchyroll, with the later having licensed more than six hundred animation titles (mostly from Japan and China) available to the Brazilian public on their platform. (Urbano & Araujo 2021) (Ferreira et al 2023). In agreement with the scenario observed in the animation and print publication industry, the Japanese game industry was also heavily exported.…”
Section: Globalization and Otome Games Exportsupporting
confidence: 65%
“…However, in December 2021, Voltage's Tokyo headquarters decided to shut down Voltage Entertainment USA, citing reasons such as a stagnant Otome Game market, decreased productivity, and rising labor costs in San Francisco (Ganzon 2022). It is worth questioning Voltage's claim about the market stagnation, considering the increased consumption of Asian pop culture products, like anime, outside of Japan during the COVID-19 pandemic by popularization of streaming services, converting some of these products like anime largest dependent of global market (Pineda 2021) (Hirasawa & Mihara 2022) (Ferreira et al 2023), including very specific niche markets like Virtual YouTubers (VTubers) (Regis 2021) (Diniz et al 2022a).…”
Section: Otome Games Glocalization: the Voltage Entertainment Usa Casementioning
confidence: 99%