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Books > Arts & Architecture > Performing arts
Stars and Silhouettes traces the history of the cameo as it emerged
in twentieth-century cinema. Although the cameo has existed in film
culture for over a century, Joceline Andersen explains that this
role cannot be strictly defined because it exists as a
constellation of interactions between duration and recognition,
dependent on who is watching and when. Even audiences of the
twenty-first century who are inundated by the lives of movie stars
and habituated to images of their personal friends on screens
continue to find cameos surprising and engaging. Cameos reveal the
links between our obsession with celebrity and our desire to
participate in the powerful cultural industries within contemporary
society. Chapter 1 begins with the cameo's precedents in visual
culture and the portrait in particular-from the Vitagraph
executives in the 1910s to the emergence of actors as movie stars
shortly after. Chapter 2 explores the fan-centric desire for
behind-the-scenes visions of Hollywood that accounted for the
success of cameo-laden, Hollywood-set films that autocratic studios
used to make their glamorous line-up of stars as visible as
possible. Chapter 3 traces the development of the cameo in comedy,
where cameos began to show not only glimpses of celebrities at
their best but also of celebrities at their worst. Chapter 4
examines how the television guest spot became an important way for
stars and studios to market both their films and stars from other
media in trades that reflected an increasingly integrated
mediascape. In Chapter 5, Andersen examines auteur cameos and the
cameo as a sign of authorship. Director cameos reaffirm the fan's
interest in the film not just as a stage for actors but as a forum
for the visibility of the director. Cameos create a participatory
space for viewers, where recognizing those singled out among extras
and small roles allows fans to demonstrate their knowledge. Stars
and Silhouettes belongs on the shelf of every scholar, student, and
reader interested in film history and star studies.
More than a century after its emergence, classical Hollywood cinema
remains popular today with cinephiles and scholars alike. Resetting
the Scene: Classical Hollywood Revisited, edited by Philippa Gates
and Katherine Spring, showcases cutting-edge work by renowned
researchers of Hollywood filmmaking of the studio era and proposes
new directions for classical Hollywood studies in the twenty-first
century. Resetting the Scene includes twenty-six accessible
chapters and an extensive bibliography. In Part 1, Katherine
Spring's introduction and David Bordwell's chapter reflect on the
newest methods, technological resources, and archival discoveries
that have galvanized recent research of studio filmmaking. Part 2
brings together close analyses of film style both visual and sonic
with case studies of shot composition, cinematography, and film
music. Part 3 offers new approaches to genre, specifically the film
musical, the backstudio picture, and the B-film. Part 4 focuses on
industry operations, including the origins of Hollywood,
cross-promotion, production planning, and talent management. Part 5
offers novel perspectives on the representation of race, in regard
to censorship, musicals, film noir, and science fiction. Part 6
illuminates forgotten histories of women's labor in terms of
wartime propaganda, below-the-line work, and the evolution of star
persona. Part 7 explores the demise of the studio system but also
the endurance of classical norms in auteur cinema and screenwriting
in the post-classical era. Part 8 highlights new methods for
studying Hollywood cinema, including digital resources as tools for
writing history and analyzing films, and the intersection of film
studies with emergent fields like media industry studies. Intended
for scholars and students of Hollywood film history, Resetting the
Scene intersects with numerous fields consonant with film studies,
including star studies, media industry studies, and critical race
theory.
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The Perfect Pointe
(Hardcover)
Victoria Coniglio; Illustrated by Lintang Pandu Pratiwi
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In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
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Clipped
(Hardcover)
Adrienne Alitowski
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This grimoire from the baddest witch around will teach potential
slayers and aspiring wiccans everything they'll ever need to know
about magic in Buffy the Vampire Slayer. Every good witch has a
grimoire, and Willow Rosenberg is no exception. The Official
Grimoire is the first and only truly comprehensive collection of
every magical moment from all seven seasons of Buffy the Vampire
Slayer, humorously narrated by beloved resident witch Willow
Rosenberg. Completely illustrated and annotated by the rest of the
gang, this book of spells is a unique keepsake for fans of the
Buffy-verse and an incredible celebration of the show's 20-year
legacy.
In 1914, the Ford Motor Company opened its Motion Picture
Laboratory, an in-house operation that produced motion pictures to
educate its workforce and promote its products. Just six years
later, Ford films had found their way into schools and newsreels,
travelogues, and even feature films in theaters across the country.
It is estimated that by 1961, the company's movies had captured an
audience of sixty-four million people. This study of Ford's
corporate film program traces its growth and rise in prominence in
corporate America. Drawing on nearly three hundred hours of
material produced between 1914 and 1954, Timothy Johnson chronicles
the history of Ford's filmmaking campaign and analyzes selected
films, visual and narrative techniques, and genres. He shows how
what began as a narrow educational initiative grew into a global
marketing strategy that presented a vision not just of Ford or
corporate culture but of American life more broadly. In these
films, Johnson uncovers a powerful rhetoric that Ford used to
influence American labor, corporate style, production practices,
road building, suburbanization, and consumer culture. The company's
early and continued success led other corporations to adopt similar
programs. Persuasive and thoroughly researched, Rhetoric, Inc.
documents the role that imagery and messaging played in the
formation of the modern American corporation and provides a glimpse
into the cultural turn to the economy as a source of entertainment,
value, and meaning.
Is it ever morally wrong to enjoy fantasizing about immoral things?
Many video games allow players to commit numerous violent and
immoral acts. But, should players worry about the morality of their
virtual actions? A common argument is that games offer merely the
virtual representation of violence. No one is actually harmed by
committing a violent act in a game. So, it cannot be morally wrong
to perform such acts. While this is an intuitive argument, it does
not resolve the issue. Focusing on why individual players are
motivated to entertain immoral and violent fantasies, Video Games,
Violence, and the Ethics of Fantasy advances debates about the
ethical criticism of art, not only by shining light on the
interesting and under-examined case of virtual fantasies, but also
by its novel application of a virtue ethical account. Video games
are works of fiction that enable players to entertain a fantasy.
So, a full understanding of the ethical criticism of video games
must focus attention on why individual players are motivated to
entertain immoral and violent fantasies. Video Games, Violence, and
the Ethics of Fantasy engages with debates and critical discussions
of games in both the popular media and recent work in philosophy,
psychology, media studies, and game studies.
Over the years, Mondo has received global recognition for its
incredible art posters that bring to life classic films, TV shows,
and comics in a refreshing and utterly striking new way, offering a
unique perspective on everything from Star Wars to Robocop, Back to
the Future, Jurassic Park, Game of Thrones, Godzilla, Kill Bill,
and many, many more. For the first time, The Art of Mondo will
bring together this much sought-after art in one deluxe volume that
showcases the incredible ingenuity of the studio's diverse stable
of artists whose vastly different styles are united by one guiding
principle: limitless passion for their subject matter. This richly
imaginative work is fueled by a love of pop culture that fans
recognize and identify with, giving Mondo's output a rare and
valuable synergy with its audience. While these posters are
normally produced in a limited quantity and sell out in minutes,
The Art of Mondo will allow fans to explore the studio's remarkable
back catalog, including Olly Moss's iconic Star Wars trilogy work,
Laurent Durieux's brilliantly subtle Jaws poster, and Tyler Stout's
Guardians of the Galaxy art. Other key Mondo artists such as Jock,
Martin Asin, and Aaron Horkey will also feature. Definitive,
visually stunning, and filled with art that celebrates some of the
biggest and best-loved properties in pop culture, The Art of Mondo
will be the ultimate book for cult art fans everywhere.
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