Virtual YouTuber
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Virtual YouTuber
A , or , is an online entertainer who uses a virtual Avatar (computing), avatar generated using computer graphics. Real-time motion capture software or technology are often—but not always—used to capture movement. The digital trend originated in Japan in the mid-2010s, and has become an international online phenomenon in the early 2020s. A majority of VTubers are English and Japanese-speaking YouTubers or Online streamer, live streamers who use avatar designs. By 2020, there were more than 10,000 active VTubers. Although the term is an allusion to the video platform YouTube, they also use websites such as Niconico, Twitch (service), Twitch, Facebook, Twitter and Bilibili. The first entertainer to use the phrase "virtual YouTuber", Kizuna AI, began content creation, creating content on YouTube in late 2016. Her popularity sparked a VTuber trend in Japan, and spurred the establishment of specialized agencies to promote them, including major ones such as Hololive Production, Nijis ...
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Fansub
A fansub (short for fan-subtitled) is a version of a foreign film or foreign television program, typically anime or dorama which has been translated by fans (as opposed to an officially licensed translation done by paid professionals) and subtitled into a language usually other than that of the original. Process The practice of making fansubs is called fansubbing and is done by a fansubber. Fansubbers typically form groups to divide the work. The first distribution media of fansubbed material was VHS and Betamax tapes. Early fansubs were produced using analog video editing equipment. First, a copy of the original source material or raw was obtained, most commonly from a commercial laserdisc. VHS tapes or even a homemade recording could be used as well but would produce a lower quality finished product. The dialogue was then translated into a script that was then timed to match the dialogue and typeset for appearance. The two most popular programs used in the process were JACO ...
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Moe Anthropomorphism
is a form of anthropomorphism in anime and manga where '' moe'' qualities are given to non-human beings (such as animals, plants, supernatural entities and fantastical creatures), objects, concepts, or phenomena. In addition to ''moe'' features, ''moe'' anthropomorphs are also characterized by their accessories, which serve to emphasize their original forms before anthropomorphosis. The characters here, usually in a kind of cosplay, are drawn to represent an inanimate object or popular consumer product. Part of the humor of this personification comes from the personality ascribed to the character (often satirical) and the sheer arbitrariness of characterizing a variety of machines, objects, and even physical places as cute. This form of anthropomorphism is very common in ''otaku'' subcultures. With the exception of ''kemonomimi'' (which are human-like characters that have animal features), many ''moe'' anthropomorphizations started as '' dōjin'' efforts. An early form of moe ...
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Manga
Manga (Japanese: 漫画 ) are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long prehistory in earlier Japanese art. The term ''manga'' is used in Japan to refer to both comics and cartooning. Outside of Japan, the word is typically used to refer to comics originally published in the country. In Japan, people of all ages and walks of life read manga. The medium includes works in a broad range of genres: action, adventure, business and commerce, comedy, detective, drama, historical, horror, mystery, romance, science fiction and fantasy, erotica ('' hentai'' and ''ecchi''), sports and games, and suspense, among others. Many manga are translated into other languages. Since the 1950s, manga has become an increasingly major part of the Japanese publishing industry. By 1995, the manga market in Japan was valued at (), with annual sales of 1.9billion manga books and manga magazi ...
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Anime
is Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside of Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, in Japan and in Japanese, (a term derived from a shortening of the English word ''animation'') describes all animated works, regardless of style or origin. Animation produced outside of Japan with similar style to Japanese animation is commonly referred to as anime-influenced animation. The earliest commercial Japanese animations date to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist Osamu Tezuka and spread in following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, Original video animation, directly to home media, and Original net animation, over the Internet. In addition to original works, anime are often adaptations of Japanese comics (manga), light novels, ...
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Japanese Popular Culture
Japanese popular culture includes Japanese cinema, cuisine, television programs, anime, manga, video games, music, and doujinshi, all of which retain older artistic and literary traditions; many of their themes and styles of presentation can be traced to traditional art forms. Contemporary forms of popular culture, much like the traditional forms, are not only forms of entertainment but also factors that distinguish contemporary Japan from the rest of the modern world. There is a large industry of music, films, and the products of a huge comic book industry, among other forms of entertainment. Game centers, bowling alleys, and karaoke parlors are well-known hangout places for teens while older people may play '' shogi'' or '' go'' in specialized parlors. Since the end of the US occupation of Japan in 1952, Japanese popular culture has been deeply influenced by American media. However, rather than being dominated by American products, Japan localised these influences by appropriat ...
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Mace (wrestler)
Brennan Marcel Williams (born February 5, 1991) is an American professional wrestler and former American football player. He is currently signed to WWE, where he performs on the SmackDown brand under the ring name ma.çé. Prior to beginning his professional wrestling career, Williams was drafted by the Houston Texans of the National Football League in the third round (89th overall) of the 2013 NFL Draft. He played college football at North Carolina. Early life Williams was born in North Easton, Massachusetts and attended Catholic Memorial School. While at Catholic Memorial, Williams was a member of ''PrepStar''s High School All-America team, a member of the "Super 26" team in 2008, an all-scholastic by the ''Boston Globe'' and ''Boston Herald''. He was named all-conference as both a junior and senior. He was rated as the eighth best offensive lineman in the country by SuperPrep All-America. Rivals.com rated him the seventh best offensive guard in the country. Scout.com rated h ...
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Professional Wrestling
Professional wrestling is a form of theater that revolves around staged wrestling matches. The mock combat is performed in a ring similar to the kind used in boxing, and the dramatic aspects of pro wrestling may be performed both in the ring or—as in televised wrestling shows—in backstage areas of the venue, in similar form to reality television. Professional wrestling as a form of theater evolved out of the widespread practice of match fixing among wrestlers in the early 20th century. Rather than sanction the wrestlers for their deceit as was done with boxers, the public instead came to see professional wrestling as a performance art rather than a sport. Professional wrestlers responded to the public's attitude by dispensing with verisimilitude in favor of entertainment, adding melodrama and outlandish stuntwork to their performances. Although the mock combat they performed ceased to resemble any authentic wrestling form, the wrestlers nevertheless continued to pr ...
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Kayfabe
In professional wrestling, kayfabe, as a noun, is the portrayal of staged events within the industry as "real" or "true", specifically the portrayal of competition, rivalries, and relationships between participants as being genuine and not staged. The term ''kayfabe'' has evolved to also become a code word of sorts for maintaining this "reality" within the direct or indirect presence of the general public. Kayfabe, in the United States, is often seen as the suspension of disbelief that is used to create the non-wrestling aspects of promotions, such as feuds, angles, and gimmicks in a manner similar to other forms of fictional entertainment. In relative terms, a wrestler breaking kayfabe during a show would be likened to an actor breaking character on-camera. Also, since wrestling is performed in front of a live audience, whose interaction with the show is crucial to its success, kayfabe can be compared to the fourth wall in acting, since hardly any conventional fourth wall exists ...
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Transgender
A transgender (often abbreviated as trans) person is someone whose gender identity or gender expression does not correspond with their sex assigned at birth. Many transgender people experience dysphoria, which they seek to alleviate through transitioning, often adopting a different name and set of pronouns in the process. Additionally, they may undergo sex reassignment therapies such as hormone therapy and sex reassignment surgery to more closely align their primary and secondary sex characteristics with their gender identity. Not all transgender people desire these treatments, however, and others may be unable to access them for financial or medical reasons. Those who do desire to medically transition to another sex may identify as transsexual. ''Transgender'' is an umbrella term. In addition to trans men and trans women, it may also include people who are non-binary or genderqueer. Other definitions of ''transgender'' also include people who belong to a third gender, or ...
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Online Identity
Internet identity (IID), also online identity or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity. In some online contexts, including Internet forums, online chats, and massively multiplayer online role-playing games (MMORPGs), users can represent themselves visually by choosing an avatar, an icon-sized graphic image. Avatars are one way users express their online identity. Through interaction with other users, an established online identity acquires a reputation, which enables oth ...
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Social Exclusion
Social exclusion or social marginalisation is the social disadvantage and relegation to the fringe of society. It is a term that has been used widely in Europe and was first used in France in the late 20th century. It is used across disciplines including education, sociology, psychology, politics and economics. Social exclusion is the process in which individuals are blocked from (or denied full access to) various rights, opportunities and resources that are normally available to members of a different group, and which are fundamental to social integration and observance of human rights within that particular group (e.g., housing, employment, healthcare, civic engagement, democratic participation, and due process). Alienation or disenfranchisement resulting from social exclusion can be connected to a person's social class, race, skin color, religious affiliation, ethnic origin, educational status, childhood relationships, living standards, and or political opinions, and app ...
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