"Hikaru Shindo is like any sixth-grader in Japan: a pretty normal school boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic-- and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago."--Cover of v. 1.
An ancient ghost possesses Hikaru and unleashes his hidden genius! Reads R to L (Japanese Style). An ancient ghost possesses Hikaru and unleashes his hidden genius! The Young LionsGo players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto Cup, and Hikaru and Akira are both in contention for the Japanese team. The preliminaries prove to be tough going, and Hikaru, stung by a reality check, focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?
Covering genres from action/adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast and expanding terrain of graphic novels, describing and organizing titles as well as providing information that will help librarians to build and balance their graphic novel collections and direct patrons to read-alikes. • Introduces users to approximately 1,000 currently popular graphic novels and manga • Organizes titles by genre, subgenre, and theme to facilitate finding read-alikes • Helps librarians build and balance their graphic novel collections
Known as Wei Ch'i in China, where it originated 4,000 years ago, the territorial board game of Go is enjoyed today by millions of people the world over. Its rules are simple, but it bears endless possibilities for complex strategic maneuvers--in fact, it's reputed to be beyond the capacity of computers! Manuals for Go are hard to come by; this introduction initiates newcomers and also helps experienced players to hone their skills. "Go is for everyone," notes the author. "Judgment and experience are at least as important in Go as mental agility, and young and old are equally represented at even the highest and most strenuous levels of the game." This easy-to-follow guide assures players of a fresh appreciation for an ancient game. 124 diagrams.
The majority of studies on the agricultural history of Japan have focused on the public administration of land and production, and rice, the principal source of revenue, has received the most attention. However, while this cereal has clearly played a decisive role in the public economy of the Japanese State, it has not had a predominant place in agricultural production. Far from confining its scope to a study of rice growing for tax purposes, this volume looks at the subsistence economy in the plant kingdom as a whole. This book examines the history of agriculture in premodern Japan from the 8th to the 17th century, dealing with the history of agricultural techniques and food supply of rice, wheat, millet and other grains. Drawing extensively on material from history, literature, archaeology, ethnography and botany, it analyses each of the farming operations from sowing to harvesting, and the customs pertaining to consumption. It also challenges the widespread theory that rice cultivation has been the basis of "Japaneseness" for two millennia and the foundation of Japanese civilization by focusing on the biodiversity and polycultural traditions of Japan. Further, it will play a role in the current dialogue on the future of sustainable agricultural production from the viewpoints of ecology, biodiversity, dietary culture and food security throughout the world as traditional techniques such as crop rotation are explored in connection with the safeguarding of the minerals in the soil. Surveying agricultural techniques across the centuries and highlighting the dietary diversity of Japan, this book will appeal to students and scholars of Japanese history, the history of science and technology, medieval history, cultural anthropology and agriculture.
"Children are made readers on the laps of their parents." --Author Emilie Buchwald Filled with beautifully illustrated reviews and a wealth of recommendations, A Parent's Guide to the Best Kids' Comics lovingly and thoughtfully reveals a world of graphic novels sure to capture the imagination and curiosity of your child. Children's literature experts and library professionals Scott Robins and Snow Wildsmith select and review 100 age-appropriate books, and recommend another 750 titles for children from pre-kindergarten to eighth grade in this full-color, first-of-its-kind guide. You'll also find an educator's bibliography, website recommendations, and a bounty of resources to make this magical journey informative as well as delightful. Jeff Smith and Vijaya Iyer, producers of the highly acclaimed and award-winning Bone series, provide a Foreword for the book.
Using close readings of a range of premodern and modern texts, Atsuko Sakaki focuses on the ways in which Japanese writers and readers revised or in many cases devised rhetoric to convey Chineseness and how this practice contributed to shaping a national Japanese identity. The volume begins by examining how Japanese travelers in China, and Chinese travelers in Japan, are portrayed in early literary works. An increasing awareness of the diversity of Chinese culture forms a premise for the next chapter, which looks at Japan s objectification of the Chinese and their works of art from the eighteenth century onward. Chapter 3 examines gender as a factor in the formation and transformation of the Sino-Japanese dyad. Sakaki then continues with an investigation of early modern and modern Japanese representations of intellectuals who were marginalized for their insistence on the value of the classical Chinese canon and literary Chinese. The work concludes with an overview of writing in Chinese by early Meiji writers and the presence of Chinese in the work of modern writer Nakamura Shin ichiro. A final summary of the book s major themes makes use of several stories by Tanizaki Jun ichiro. "