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Two thousand years ago, Ovid asked his readers to imagine metamorphoses in which men and women became flowers and beasts. Today, before our cinema-savvy eyes, people melt and re-form as altogether new creatures: they "morph." This volume explores what digital morphing means -- both as a cultural practice specific to our times and as a link to a much broader history of images of human transformation. Meta-Morphing ranges over topics that include turn-of-the-century "quick-change" artists, Mesoamerican shamanic transformation, and cosmetic surgery; recent works such as Terminator 2, Star Trek: Deep Space Nine, Heavenly Creatures, and Forrest Gump; and the transformations imagined by Kafka, Proust, and Burroughs. The contributors look not only at the technical wizardry behind digital morphing, but also at the history and cultural concerns it expresses.
This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
The chapters in this book consist of selected papers that were presented at the 3rd International Conference and Poster Exhibition on Semiotics and Visual Communication at the Cyprus University of Technology in November 2017. They investigate the theme of the third conference, “The Semiotics of Branding”, and look at branding and brand design as endorsing a reputation and inhabiting a status of almost mythical proportion that has triumphed over the past few decades. Emerging from its forerunner (corporate identity) to incorporate advertising, consumer lifestyles and attitudes, image-rights, market-research, customisation, global expansion, sound and semiotics, and “the consumer-as-the-...
Finding expression in comic books, television series and successful blockbuster films, the superhero has become part of everyday life. Exploring the superhero genre, its storytelling practices, its hero-types and its relationship with fans, this anthology fills a gap in research about the comic book superhero of the last 20 years.
Tracing the logic of media history, from the baroque tothe neo-baroque, from magic lanterns and automata to film andcomputer games.
The first collection dedicated to David Bowie's acting career shows that his film characterisations and performance styles shift and reform as decoratively as his musical personas. Though he was described as the most influential pop artist of the 20th century, whose work became synonymous with mask, mystery, sexual excess and ch-ch-ch-changing genres, Bowie also applied his genius to the craft of acting. Bowie's considerable filmography is systematically examined in 12 scholarly essays that include tributes to Bowie's performance craft in other media forms. Classic films such as The Prestige and Merry Christmas, Mr. Lawrence, cult hits Labyrinth and The Man Who Fell To Earth, as well as lesser-known roles in The Image, Christiane F. and Broadway hit The Elephant Man are viewed, not simply through the lens of Bowie's mega-stardom, but as the work of a serious actor with inimitable talent. This compelling analysis celebrates the risk-taking intelligence and bravura of David Bowie: actor, mime, mimic and icon.
Baroque Tendencies in Contemporary Art is a collection of essays by an international cadre of scholars addressing current trends within the field of contemporary art and how artists and architects reflect upon past traditions and fold them into the present. Often referred to as the Neo-Baroque, scholarship on this topic first emerged in the 1980s with the publication of several notable studies in France (but not translated into English until the 1990s); in addition, a number of recent exhibitions have focused on contemporary responses to the Baroque. The Baroque and the Neo-Baroque are frequently defined as having a propensity for instability, seriality, reflexivity, fluidity, and spectacle....
What is it about musical theatre that audiences find entertaining? What are the features that lead to its ability to stimulate emotional attachment, to move and to give pleasure? Beginning from the passion musical theatre performances arouse and their ubiquity in London's West End and on Broadway this book explores the ways in which musical theatre reaches out to and involves its audiences. It investigates how pleasure is stimulated by vocal, musical and spectacular performances. Early discussions centre on the construction of the composed text, but then attention is given to performance and audience response. Musical theatre contains disruptions and dissonances in its multiple texts, it all...
We witness an era with more screens than ever before, and within each screen, a multitude of visual varieties. Lisa Gotto investigates this medial diversity as a field of tension between large and small forms of digital image culture. This includes, on the one hand, the immersive potential of large image arrangements, such as digital 3D cinema, and, on the other hand, the compactness of mobile image forms, such as those of the smartphone film or the media practices of Instagram. Weaving together a rich variety of examples and sources, this book presents a multifaceted collection of essays that explore the transformational potential of digital media culture, contextualize its media-technical conditions, and reflect on its social consequences.