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Keywords = karuta

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16 pages, 7718 KB  
Article
Sacralizing the Playful Secular: The Deity of Karuta-Gambling at the Nose Kannon Hall in Sannohe, Aomori
by Mew Lingjun Jiang
Arts 2024, 13(1), 27; https://doi.org/10.3390/arts13010027 - 4 Feb 2024
Cited by 1 | Viewed by 4214
Abstract
In a faraway apple orchard in Sannohe, a small town in Japan’s Aomori Prefecture, a zushi miniature wooden shrine at the Nose Kannon Hall caught the media’s attention with its unique adornment—the karuta playing cards with European-inspired abstract designs in bold red and [...] Read more.
In a faraway apple orchard in Sannohe, a small town in Japan’s Aomori Prefecture, a zushi miniature wooden shrine at the Nose Kannon Hall caught the media’s attention with its unique adornment—the karuta playing cards with European-inspired abstract designs in bold red and black colors that were used during the early modern period for pastime and gambling. Because of this decoration, the Nose Kannon Hall is known by locals as the Karuta Hall, and the zushi that enshrines the Buddhist deity Bodhisattva Shō-Kanzeon is also believed to be the home of bakuchi no kamisama “the kami deity of gambling”. Little is known about the nature of devotion to this bakuchi no kamisama or how the playing cards that were used for frivolous games came to be sacralized as items worthy to be used as decoration of a Buddhist shrine. This article considers the slippage between prayer and play in the regional Buddhist devotion by focusing on the Nose Kannon Hall, which presided at a key intersection along the northern trade route where the local community and outside visitors, such as pilgrims and traders, converged, especially during the Edo period (1603–1868). Marshaling historical records, televised interviews, and images provided by the town officials and guardian family of Nose Kannon Hall, I argue that the use of karuta playing cards on the miniature shrine at Nose Kannon Hall epitomizes a kind of localized early modern Shinto–Buddhist syncretism at the margins of the urban culture that is simultaneously devotional and tongue-in-cheek sacrilegious in a quintessentially Edo-esque way. Full article
(This article belongs to the Special Issue Japanese Buddhist Art of the 19th–21st Centuries)
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23 pages, 1332 KB  
Article
Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired
by Haruna Miyakawa, Noko Kuratomo, Hisham E. Bilal Salih and Keiichi Zempo
Electronics 2021, 10(6), 750; https://doi.org/10.3390/electronics10060750 - 22 Mar 2021
Cited by 7 | Viewed by 5331
Abstract
Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a [...] Read more.
Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The purpose of this paper is to determine whether the game allows for fair competition for people with visual impairments and to clarify the effects of the valuable parameters of the system on the players. The effectiveness of the proposed system was verified by having experimental participants play “Auditory Uta-Karuta”. The results suggested that the proposed system has the potential for an accessible board game design regardless of visual impairment. In the following experiment, we investigated the impact of each valuable parameter of the system on the player’s perception of the board games to clarify the appropriate audio cue design method. The results of this experiment will greatly assist in designing an appropriate board game using the proposed system. Full article
(This article belongs to the Special Issue Multi-Sensory Interaction for Blind and Visually Impaired People)
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