Research & Education

Mission, pedagogy, and technical resources for the Shōwa Digital Asset Archive.

15 December 2025 Project Director: Dr Christopher Gerteis

Preserving the Material Heritage of Modern Japan

We are building a library of 3D digitized objects used in everyday life during the Shōwa Era (1926-1989).

We think 3D digitization offers an ideal means to create an interactive virtual record of the material artifacts that distinguished everyday life in modern Japan. We invite specialists of all kinds involved in preserving cultural patrimony to join us in ensuring that Japan's twentieth-century cultural heritage does not disappear.


Mission and Argument

This project treats three interlocking claims as practical imperatives:

1. Social Indexing: First, ordinary objects (kitchenware, furniture, signage, industrial tools, and industrial artifacts) register social practices and index broad shifts in daily life over time.

2. Countering Nostalgia: Second, immersive technologies and 3D modeling, by excavating subtle textures and material states, counterpose nuanced records of cultural pasts against generalized national nostalgia.

3. Credible Narratives: Third, as virtual reconstructions become ubiquitous in contemporary pedagogy and historical world-building, their affective and narrative force depends on credible assets.

Teaching Material Culture Digitally

Material culture is not “background” to history. It is a primary archive of practice: how bodies moved, what infrastructures demanded, what kinds of labor were assumed, and how designs stabilized (or disrupted) social expectations in everyday life.

In a digital archive, 3D surrogates function as primary sources that can be handled without damage. The point is not only realism. It is method. Students can isolate components, compare variants, measure proportion, and argue from wear, assembly, and ergonomics in ways that a still photograph rarely permits.


Why 3D?

1. Scale, posture, and the built environment

Concept: Domestic space is a technology of the body. Floor-sitting, storage patterns, thresholds, and circulation routes index lived constraints and social norms.

Application: Start from a spatial component rather than an “iconic object.” Use a tatami-room interior as a measuring device for postwar domestic life: students can infer circulation paths, storage logics, and the relationship between furniture height and posture by working inside a modeled room rather than looking at it from outside. Pair a room model with a standardized tatami unit to make the argument legible as proportion and habit, not atmosphere.

2. Design history, materials, and industrial time

Concept: Shōwa design history is not a simple story of “traditional to modern.” It is an uneven overlay of craft, mass production, corporate branding, and export logics that reorganized domestic life and taste.

Application: Ask students to compare a storage cabinet associated with long-lived carpentry practices to an industrially standardized, globally circulating consumer object. Treat the comparison as an argument about materials, production, and social circulation: what kinds of labor become visible or invisible, what kinds of maintenance are expected, what kind of space each object presumes, and how branding changes the object’s social life.

3. Infrastructures of work, risk, and repair

Concept: “Everyday life” includes industrial time, workplace risk, and the designed management of safety. Objects of work are often the clearest index of how institutions governed bodies and extracted labor.

Application: Use a safety artifact as a gateway to discuss labor regimes rather than treating it as a prop. Students can write object biographies that include manufacture, institutional adoption, maintenance, and the politics of risk. The point is to connect form to governance: what the object assumes about accidents, accountability, and worker visibility.

Classroom Methodology: “Reading” an Object

We recommend adapting Jules Prown’s descriptive sequence, with an added design-and-ethics step appropriate to 3D assets:

  1. Description: What is observable (materials, joins, geometry, wear, scale cues). Require claims to be anchored in visible evidence.
  2. Deduction: What kinds of bodily movement does the object demand or discourage (posture, grip, reach, maintenance).
  3. Contextualization: Where does the object sit in Shōwa time (policy, infrastructure, household economy, labor regime, consumption).
  4. Design-and-ethics check: If you deploy this asset in a game, VR exhibit, or heritage simulation, what claims are you making, what are you erasing, and what responsibilities follow from that use.

For more examples, encourage students to browse the Catalog, then propose additions or variants (the archive grows through comparative sets, not single “representative” objects).

Digital Representations of the Shōwa Era in Heritage and Entertainment

From virtual museums to video games, the Shōwa period (1926–1989) lives on vibrantly in digital form across heritage preservation and entertainment platforms worldwide.


Educational and Archival Digital Projects Preserving the Shōwa Era

Digital technology has enabled museums and archives to recreate and preserve the Shōwa period in immersive ways. Japanese institutions have been at the forefront of digitizing Shōwa-era artifacts and environments:

Shōwakan (National Shōwa Memorial Museum), Tokyo: Virtual Shōwakan

A Tokyo museum devoted to the everyday life of civilians during and after the Second World War. Its "Virtual Shōwakan" presents the permanent exhibition rooms on the sixth and seventh floors in images taken with a 360° camera. The emphasis on civilian experience rather than military history is the museum's own account of its mission.

Source: Shōwakan, "Virtual Shōwakan" (accessed 1 November 2026).

Matsudo Digital Museum: Tokiwadaira Danchi VR Tour

The City of Matsudo's digital museum site, run for the Matsudo Museum and the Tojō Historical Museum in Chiba, offers a VR tour titled "Birth of the Tokiwadaira Housing Complex." It reconstructs one apartment (danchi) unit as it was lived in during 1962 (Shōwa 37) by a household headed by a company office worker who commuted to Tokyo, a unit described as equipped with "all the latest conveniences." Tokiwadaira Danchi opened in 1960 with 4,839 units. The museum's pages describe the tour as 3D VR but do not say how the model was produced.

Sources: Matsudo Digital Museum, VR tour (English); same (Japanese) (accessed 1 November 2026).

1964 TOKYO VR

A project of the general incorporated association 1964 TOKYO VR, launched in October 2017 and organised by Tsuchiya Toshio (Nippon TV) and Saitō Seiichi (Rhizomatiks). It collects photographs of Tokyo taken across the twenty years around 1964 and builds them into a VR model, beginning with Shibuya Station in 1964 and extending towards Omotesandō and the National Stadium. A Makuake crowdfunding campaign ran from May to July 2018. The campaign page lists NHK, Sony Interactive Entertainment, TYO and Autodesk among its corporate sponsors.

Sources: Makuake, "1964 TOKYO VR"; Famitsu, 22 August 2018 (accessed 1 November 2026).

Virtual Kyoto: a 4D-GIS (Ritsumeikan University)

Ritsumeikan University's Virtual Kyoto adds a time axis to a 3D model of the city. Its historical layers were built by geographers, the Art Research Center and the university's institute for disaster mitigation in historic cities. Historical maps and aerial photographs, among them a Kyoto City aerial survey of 1927 and a US military photograph of October 1946, are integrated with the present-day city model so that past and present cityscapes can be compared.

Source: Yano Keiji, "Virtual Kyoto" (Ritsumeikan University), PDF, citing Yano et al. 2009, "Virtual Kyoto as 4D-GIS" (accessed 1 November 2026).

Tokyo Time Machine Project: Ginza VR

The Institute for Urban Strategies at the Mori Memorial Foundation produced Ginza VR, with ZOAN JAPAN credited on the project page. It reconstructs the Ginza 4-chōme crossing at three moments: the end of the Edo period (roughly 1850), the end of Meiji (roughly 1910) and early Shōwa before wartime damage (roughly 1940), drawing on maps, photographs and documents. The experience was online by June 2021; a 2023 update added the Mitsukoshi Ginza store of about 1940.

Source: Mori Memorial Foundation, Institute for Urban Strategies, "Tokyo Time Machine Project" (accessed 1 November 2026).

PEACE PARK TOUR VR, Hiroshima

A guided walking tour of the Peace Memorial Park, run since August 2021 by Tabimachi Gate Hiroshima with the nonprofit Peace Culture Village. At four or five stops, including the Atomic Bomb Dome and Motoyasu Bridge, participants use headsets to view VR scenes of the area before and after the atomic bombing of 6 August 1945, built from survivor testimony and photographs. Operator listings give its length as about 80 minutes. The tour starts from the Peace Park Rest House.

Sources: Dive! Hiroshima; Hiroshima Peace Media Center (accessed 1 November 2026).

Modern Japan Digital Artifact Library (Hashima XR Project)

An international academic effort led by Dr Christopher Gerteis, this project focuses on 3D digitization of everyday objects from the Shōwa era. The team is building a library of high-fidelity 3D models of material culture used in Japanese daily life between 1926 and 1989. Using techniques like laser scanning and photogrammetry (including Epic Games' RealityScan app for quick captures), they have begun preserving artifacts ranging from household appliances and electronics to toys and personal items of the era. By scanning these objects and hosting them on platforms like Sketchfab, the project not only safeguards their form and appearance but also makes them accessible globally for study and virtual exhibition. This is especially relevant for sites like Hashima Island (Gunkanjima), an abandoned coal-mining settlement of the Shōwa industrial boom, where researchers can preserve artifacts and architecture from an otherwise decaying environment.

Together, these examples illustrate a range of heritage approaches: from virtual museums and city "time machines" to photogrammetric archives. Both Japanese and international projects converge on key goals: preserving the memory of the Shōwa era's events, architecture, and daily life through immersive technology. Crucially, many are supported by public institutions or universities, indicating a broad recognition of the value of digitally safeguarding Shōwa history.


Shōwa Era Settings in Video Games and Virtual Worlds

Beyond the museum sphere, the Shōwa era has become a rich backdrop for commercial games and user-generated virtual environments. Developers and creators often tap into Shōwa-period settings to provide players with worlds that feel authentic or nostalgically familiar:

Yakuza 0 (Sega, 2015)

A critically acclaimed action-adventure game set in 1988, during the late Shōwa years at the height of Japan's "bubble economy." Yakuza 0 painstakingly recreates fictionalized Tokyo and Osaka districts (Kamurocho and Sotenbori) based on real locations as they looked in the 80s. Neon-lit streets are filled with period-accurate shop signs, arcades, VHS rental stores, and fashion, immersing the player in the hustle of the boom era. The narrative uses this setting not just as window dressing but as plot fuel: the story centers on a real estate scramble, with criminal factions fighting over property during the Shōwa-era real estate bubble.

Shenmue (Sega AM2, Dreamcast, 1999)

Often regarded as a pioneer of open-world design, Shenmue is set in 1986 Yokosuka, a port city in Japan. Players explore a faithfully modeled Japanese town in the Shōwa 60 era, complete with a neighborhood candy shop, gacha toy machines, vintage Sega arcade games, and neighbors who follow daily routines. Shenmue's attention to mundane details (drinking soda from a vending machine, feeding a stray cat, waiting for the bus) effectively captures late-Shōwa everyday life.

More information: Shenmue Wiki; The Guardian (2014); SeSeSega hatenablog (Japanese).

Boku no Natsuyasumi (Millennium Kitchen; Sony Computer Entertainment, PlayStation, 2000)

"My Summer Vacation" is a series of Japanese games that drop the player into the role of a young boy visiting relatives in the Japanese countryside in August 1975 (Shōwa 50). These games have no combat or grand conflict; instead, they simulate the nostalgic pleasures of a Shōwa-era childhood summer – catching cicadas, playing with water rockets, listening to evening cicada cries and distant wind chimes.

VRChat Worlds – User-Created Shōwa Environments

In the social VR platform VRChat, creators (both Japanese and international) have built numerous explorable worlds that pay homage to Shōwa-era settings. At Virtual Market 2021 (4–19 December 2021), the clothing brand BEAMS's virtual shop included a "Virtual Asakusa" area recreating Shōwa-era Asakusa, tied to the release of Netflix's Asakusa Kid, where avatars could tap dance. The same retro-urban imaginary circulates through adjacent streaming nostalgia, including Netflix’s Midnight Diner: Tokyo Stories.

Sources: MarkeZine; CommercePick (accessed 1 November 2026).

Showa American Story (NEKCOM; 4Divinity and 2P Games)

A third-person action title, listed on Steam for release in 2026, set in an alternate 1991 (Shōwa 66) in which Japan has bought out much of a post-apocalyptic United States. We note it here primarily as a market-facing example of how Shōwa visual culture and material signs can be lifted as an aesthetic kit for violent spectacle, rather than handled as historically accountable heritage. In that sense, it helps clarify what this Archive is not trying to do, even as it shows one commercial path that developers may pursue when Shōwa-era assets become widely available.

Content note: Not appropriate for all ages, and may be unsuitable for workplace viewing (Blood, Intense Violence, Partial Nudity, Sexual Themes, Strong Language, Use of Alcohol). Sources: Steam; RPGFan, 26 August 2026.

From big-budget console games to fan-made VR chatrooms, the Shōwa era provides a rich palette of settings. The careful construction of Shōwa-era environments (whether realistic or fantastical) can enrich the user experience, allowing entertainment products to double as cultural time capsules.


Digital Strategies and Thematic Narratives

Across both heritage and entertainment platforms, the Shōwa era is brought to life through two main digital strategies: the creation of detailed 3D environments (macro-scale recreations of places) and the preservation of authentic objects or artifacts (micro-scale details). These digital assets serve as stages and props for narratives that reflect the complex history of the Shōwa period.

3D Scanning and Photogrammetry of Artifacts

Many projects put special focus on digital objects from the Shōwa era. Once digitized, these objects can be examined in virtual galleries or inserted into larger simulations. By preserving such objects, creators ensure that the textures of Shōwa life can be experienced by those who never lived through it.

Reconstructed Virtual Environments

Whether it's an entire city district like 1940s Ginza or a humble 1960s apartment, reconstructing environments is key to situating users in Shōwa contexts. These environments are often created through archival research plus modern 3D modeling.

Key Themes in Digital Shōwa Representations
  • Nostalgia for Everyday Life: Many projects evoke nostalgia for family, community, and the perceived "simpler times" of mid-20th-century Japan.
  • Trauma and War Memory: Heritage digital projects tackle the trauma of Shōwa history using immersive tech to foster empathy and pass down lessons of history.
  • Modernity and Rapid Change: Many representations emphasize the era's breakneck modernization, with themes of "old vs new" visible in cityscapes where skyscrapers rise next to traditional shophouses.
  • Family and Social Structure: Digital narratives often focus on the multi-generational family, neighborhood communities, and the transition to nuclear families during the postwar boom.

Conclusion

From virtual museums preserving fading memories to video games resurrecting the sights and sounds of mid-20th-century Japan, the Shōwa era lives on vibrantly in digital form. Heritage projects lend factual depth and gravitas, ensuring virtual Shōwa worlds are credible and historically responsible, while entertainment projects contribute creative breadth and reach.

Together they form a multifaceted digital remembrance of Shōwa. In an age when the last generation with direct Shōwa memories is aging, these digital reconstructions and narratives will play an ever more important role in how the world recalls Japan's dramatic twentieth century.

For Developers & Technical Leads

Our archive relies on external hosting to maintain lightweight, accessible metadata. We prioritize the following standards for "Credible Assets":

1. Preferred Formats
  • glTF / GLB: Preferred for web-readiness and PBR materials.
  • OBJ / FBX: Accepted for archival geometry, provided textures are included.
2. Viewing Standards

Every asset in this catalog is hosted on an external platform (Sketchfab, Fab, CGTrader or the Unity Asset Store). Sketchfab listings can be inspected in the browser without specialized software; marketplace listings show previews only.

3. Licences and Metadata

Each catalog record carries the licence exactly as the listing states it, the creator as named on the listing, and the date the listing was last checked. Licences vary, from Creative Commons to commercial marketplace licences and view-only models; check the listing before any use. The data schema is documented in the repository.

Lesson Plans & Modules

These modular lesson plans treat digital 3D assets as primary sources. The point is not simply to “decorate” a scene, but to practice historically grounded interpretation through material culture: students make explicit, testable claims about time, place, labor, and everyday life by attending to scale, wear, repair, interfaces, packaging, and spatial arrangement.

Why this matters (humanities and design)

  • For humanities students: the exercise trains close reading of objects as evidence. Everyday things condense policy, industry, gendered labor, and built environments, especially in the high-growth decades when domestic life was reorganized through consumer durables and new media ecologies.
  • For design students: the exercise connects form to constraint. Students learn to explain why a given interface, footprint, material, or maintenance pattern makes sense (or does not) within a historically specific household, budget, and infrastructure.
  • For both: the goal is to move from “plausible vibes” to argued plausibility: what in the object makes your period/location claim credible, and what evidence would falsify it.

Each module below includes a core question, direct asset links, and a sequence that can be run in 50–90 minutes. Encourage students to use the Catalog to find additional assets that strengthen or complicate their argument.


Module 1: Domestic modernity and the “new middle-class home” (c. 1955–1973)

This module uses consumer durables and domestic props to reconstruct the lived logic of high-growth household life: not only “what was owned,” but how ownership reorganized routines (food storage, family gathering, media consumption, heating).

Core question: What kinds of domestic time, labor, and aspiration are being built into this room?

Assets (direct links):

Learning objectives:

  • Practice object-based historical inference by linking visible features (materials, knobs, vents, packaging, cord logic) to a bounded time frame.
  • Explain how domestic infrastructure (electricity, retail distribution, housing size) shapes what “modern” ownership means in practice.
  • Make an argument about household labor (who does what, where, and when) using spatial placement as evidence.

In-class sequence (50–75 minutes):

  1. Observe (10 min): In pairs, list five concrete features of one object (not “retro,” but “wood cabinet,” “dial layout,” “vent placement,” “bottle geometry,” “wear pattern”).
  2. Hypothesize (10 min): For each feature, propose one historical claim it supports (period, income bracket, housing type, routine). Name one piece of counterevidence that would challenge your claim.
  3. Stage (15–25 min): Place objects into a single room (living/dining/kitchen). Justify why each object sits where it does (circulation, cords, heat, cleaning, social use).
  4. Argue (10–15 min): Deliver a 90-second “room argument” connecting objects to (a) media time, (b) food time, and (c) heating time.
  5. Extend (optional): Use the Catalog to add one additional prop that complicates the narrative (a prewar object that persists, or an item signaling hobbyist culture).

Assessment prompt (short writing): Choose one object and write 250–350 words explaining how it reorganizes domestic labor or sociability. Cite at least two visible features as evidence.


Module 2: Built form, interior hybridity, and everyday space

This module treats architecture and interior components as historical arguments. Students build a small, plausible domestic space and explain how “traditional” and “modern” forms coexist in Shōwa-era interiors.

Core question: What does this layout imply about household size, privacy, and daily routines?

Assets (direct links):

Learning objectives:

  • Understand domestic space as an archive of constraint (timber, tatami modularity, storage, shifting expectations about privacy and cleanliness).
  • Explain how interiors “carry” social relations (gendered work, intergenerational living, guest etiquette) through layout choices.
  • Translate spatial claims into concrete design decisions (room boundaries, thresholds, object placement, sightlines).

In-class sequence (60–90 minutes):

  1. Plan (10 min): Choose one scenario (single adult worker, couple with child, multigenerational household) and one setting (machiya slice, small apartment, mixed interior).
  2. Assemble (20–30 min): Build a two-room slice (tatami room plus corridor or kitchenette edge). Use walls/thresholds deliberately.
  3. Explain (15 min): Annotate the scene with 4–6 labels linking spatial features to routines (sleep storage, eating, studying, receiving guests, heating/cooling).
  4. Challenge (10–15 min): Swap scenes with another group and identify one “implausibility” and one “strong historical clue.” Revise accordingly.
  5. Extend (optional): Use the Catalog to add one object that forces a spatial rethink (a large appliance, a school item, or an item of ritual practice).

Module 3: Industrial labor, energy regimes, and the hidden infrastructure of “growth”

This module links everyday prosperity to industrial work and extraction. Students use mining-related assets to think about what is made visible or invisible in “modernization” narratives, and how labor, safety, and environment are represented.

Core question: What must be true about labor and risk for this vision of “growth” to function?

Assets (direct links):

Learning objectives:

  • Connect domestic consumption to energy and industrial systems (without treating infrastructure as “background”).
  • Identify how visual representation can naturalize risk, erase labor, or turn extraction into scenery.
  • Practice ethical historical narration: describe labor conditions without sensationalism, and name what the scene cannot show.

In-class sequence (50–75 minutes):

  1. Read the scene (10 min): List what the environment emphasizes (machines, tunnels, buildings) and what it obscures (bodies, sound, dust, injury, governance).
  2. Build a claim (15 min): Write two claims: one about labor organization (skill, supervision, safety) and one about energy politics (why coal matters here).
  3. Visual ethics (15–20 min): Add 3–5 annotations describing what would be present beyond the frame (protective gear, lighting, ventilation, injury risk, shift rhythms).
  4. Compare (10 min): Contrast this industrial scene with Module 1’s domestic scene: what links them, and what language usually separates them?
  5. Extend (optional): Use the Catalog to add an object that “travels” between worlds (a phone, a clock, a bottle, a school item) and justify the connection.

Context Primers & Instructor Notes

These short primers are designed to be assignable in advance (5–10 minutes each) or used as in-class framing. They anchor object work in Shōwa time, without turning the exercise into a survey lecture. Instructors can treat them as “working hypotheses” that students test against object evidence.

“High growth” is often narrated as macroeconomics, but for students working with 3D assets it is more productive to treat it as a reorganization of everyday infrastructures and routines. Domestic electrification, mass distribution, and the normalization of repair and replacement created new expectations about comfort, hygiene, storage, and media time. A television console or refrigerator, read closely, is an argument about space and household management: where cords can run, where heat can vent, how cleaning is imagined, and which tasks are assumed to be repetitive rather than exceptional. The point is not to claim that any one object “represents” the period. Rather, students should learn to link observable features to a bounded claim about when and where such an object becomes plausible, and what it presumes about household budgets, service networks, and the social organization of labor in the home.

Teaching tip: Require students to name what the object cannot tell them on its own (purchase price, brand status, region), then assign a “minimal corroboration” task (an advertisement, a household budget table, a housing plan) as follow-up evidence.

Postwar housing is a crucial hinge for material-culture work because it sets the constraints that make objects “fit” or “misfit.” The spread of apartment living (including danchi) and the persistence of mixed interiors complicate simplistic narratives of tradition versus modernity. Students should treat room components (tatami modules, thresholds, storage walls, circulation) as technologies that discipline bodies and organize privacy. Even small placement decisions can be turned into arguments: a kotatsu implies a winter social geography, a phone implies a household boundary and an institutional network, a wall clock implies a regime of scheduled time. The analytical payoff comes when students connect these spatial logics to family structure, gendered labor, and neighborhood governance, rather than stopping at “nostalgic atmosphere.”

Teaching tip: Assign a “one-room proof” exercise. Students must justify every placement in writing and identify one non-negotiable constraint (cords, cleaning, sleep storage, guest etiquette) that forces trade-offs.

Telephony, school goods, and routine institutional artifacts are not neutral. They materialize access, enforce schedules, and rehearse hierarchies through placement and use. Instructors can frame a phone not as “retro tech,” but as an object that implies subscription systems, repair infrastructures, household authority, and the spatial politics of privacy (who answers, where it rings, what can be overheard). In the classroom, the strongest student work connects institutional time to domestic time: the bell schedule, shift work, commuting, children’s homework, and the shared spaces where these regimes collide.

Teaching tip: Have students stage a threshold scene (genkan, corridor, office entry) and write a short “day in the life” that cites object placement as evidence for discipline, access, and conflict.

A digital archive of Shōwa objects risks reproducing a familiar split: the warm domestic interior versus the distant industrial exterior. This module refuses that split by treating energy and labor as everyday conditions. Mining assets, safety equipment, and industrial scenes should be used to make representation itself a question. What becomes visible (machines, tunnels, buildings) and what remains absent (bodies, dust, sound, injury, governance) is not an accident. Students should learn to name what the model cannot show, and to write historically responsible captions that resist turning extraction into “scenery.” The goal is not to moralize, but to connect consumption to systems, and to identify the narrative shortcuts that entertainment media often takes.

Teaching tip: Ask students to write two captions for the same scene: one in “game marketing” voice, one in “museum label” voice. Then require a third caption that is historically accountable and explicit about limits.

Suggested Readings (short list)

These are intentionally few and teachable. Instructors can expand regionally or thematically (labor, gender, environmental history, media history, design history) as needed.

  • Prown, Jules David. 1982. “Mind in Matter: An Introduction to Material Culture Theory and Method.” Winterthur Portfolio 17, no. 1: 1–19. https://doi.org/10.1086/496065.
  • Gordon, Andrew. 2014. A Modern History of Japan: From Tokugawa Times to the Present. 3rd ed. Oxford University Press.
  • Sand, Jordan. 2003. House and Home in Modern Japan: Architecture, Domestic Space, and Bourgeois Culture, 1880–1930. Harvard University Asia Center.
  • Allison, Anne. 2006. Millennial Monsters: Japanese Toys and the Global Imagination. University of California Press. (use selectively for consumption and affect)
  • Harootunian, Harry. 2000. Overcome by Modernity: History, Culture, and Community in Interwar Japan. Princeton University Press. (for thinking about “modernity” as discourse, not a checklist)

Citation Guidelines

When using assets found through this archive in academic papers or presentations, please cite the original creator of the 3D model, not just this archive.

Asset Citation Format:
Creator. Year. Title of Model. 3D model. Platform. URL.
Example: GiyoP. 2020. Black Wall Telephone. 3D model. Sketchfab. https://sketchfab.com/3d-models/black-wall-telephone-32ca0931052e40e192f59df81779fcef. (Chicago 18 author–date; use the listing's publication year where shown, otherwise n.d. with an access date.)

To cite this Archive:
Gerteis, Christopher. 2025–. Shōwa Digital Asset Archive. SOAS University of London. https://showa-digital-archive.org/.