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Metropolis, Gotham City, Mega-City One, Panem's Capitol, the
Sprawl, Caprica City-American (and Americanized) urban environments
have always been a part of the fantastic imagination. Fantastic
Cities: American Urban Spaces in Science Fiction, Fantasy, and
Horror focuses on the American city as a fantastic geography
constrained neither by media nor rigid genre boundaries. Fantastic
Cities builds on a mix of theoretical and methodological tools that
are drawn from criticism of the fantastic, media studies, cultural
studies, American studies, and urban studies. Contributors explore
cultural media across many platforms such as Christopher Nolan's
Dark Knight Trilogy, the Arkham Asylum video games, the 1935 movie
serial The Phantom Empire, Kim Stanley Robinson's fiction, Colson
Whitehead's novel Zone One, the vampire films Only Lovers Left
Alive and A Girl Walks Home Alone at Night, Paolo Bacigalupi's
novel The Water Knife, some of Kenny Scharf's videos, and Samuel
Delany's classic Dhalgren. Together, the contributions in Fantastic
Cities demonstrate that the fantastic is able to "real-ize" that
which is normally confined to the abstract, metaphorical, and/or
subjective. Consequently, both utopian aspirations for and
dystopian anxieties about the American city become literalized in
the fantastic city. Contributions by Carl Abbott, Jacob Babb,
Marleen S. Barr, Michael Fuchs, John Glover, Stephen Joyce, Sarah
Lahm, James McAdams, Cynthia J. Miller, Fernando Gabriel Pagnoni
Berns, Chris Pak, Maria Isabel Perez Ramos, Stefan Rabitsch, J.
Jesse Ramirez, A. Bowdoin Van Riper, Andrew Wasserman, Jeffrey
Andrew Weinstock, and Robert Yeates.
With the 21st century audience in mind, the scholarship in this
book focuses on how Johann Sebastian Bach used his compositional
creativity to interpret the message of the Johannine passion
narrative from a Lutheran perspective. The book begins by
introducing St. John Passion in terms of its ongoing importance and
relevance by providing a brief historical context as well as
exploring its enduring legacy. It provides an update on important
points of biblical and theological scholarship for the libretto
itself. The book then focuses on the performance history of the
work, featuring fresh translations of the libretto along with
musical and theological commentary for each of the forty movements
and highlighting Bachâs compositional creativity. The book also
deals with important questions regarding the Gospel of John, Martin
Lutherâs theology, and questions about anti-Judaism and
antisemitism in the libretto.
Fiction and the Sixth Mass Extinction is one of the first works to
focus specifically on fiction's engagements with human driven
extinction. Drawing together a diverse group of scholars and
approaches, this volume pairs established voices in the field with
emerging scholars and traditionally recognized climate fiction
('cli-fi') with texts and media typically not associated with
Anthropocene fictions. The result is a volume that both engages
with and furthers existing work on Anthropocene fiction as well as
laying groundwork for the budding subfield of extinction fiction.
This volume takes up the collective insistence on the centrality of
story to extinction studies. In various and disparate ways, each
chapter engages with the stories we tell about extinction, about
the extinction of animal and plant life, and about the extinction
of human life itself. Answering the call to action of extinction
studies, these chapters explore what kinds of humanity caused this
event and what kinds may live through it; what cultural assumptions
and values led to this event and which ones could lead out of it;
what relationships between human life and this planet allowed the
sixth mass extinction and what alternative relationships could be
possible.
Elvis Presley. Marilyn Monroe. LeBron James. They're all
American, of course, but like many cultural figures who hail from
the United States, they have names and faces known the world over.
"ConFiguring America" brings together a series of incisive essays
that analyze a wide range of such figures: those who embody
America's tendency to produce celebrities and iconic personalities
with global reach. Drawing on theoretical insights from a variety
of fields--including cultural iconography, visual culture, star
studies, and history--a diverse group of international contributors
sheds light on how these figures and their media representations
construct America's image beyond its borders. An important addition
to an expanding field, "ConFiguring America" will deepen readers'
understanding of celebrity, iconography, and their worldwide
implications.
Dark Forces at Work examines the role of race, class, gender,
religion, and the economy as they are portrayed in, and help
construct, horror narratives across a range of films and eras.
These larger social forces not only create the context for our
cinematic horrors, but serve as connective tissue between fantasy
and lived reality, as well. While several of the essays focus on
ânameâ horror films such as IT, Get Out, Hellraiser, and
Donât Breathe, the collection also features essays focused on
horror films produced in Asia, Europe, and Latin America, and on
American classic thrillers such as Alfred Hitchcockâs Psycho. Key
social issues addressed include the war on terror, poverty, the
housing crisis, and the Timeâs Up movement. The volume grounds
its analysis in the films, rather than theory, in order to explore
the ways in which institutions, identities, and ideologies work
within the horror genre.
Fiction and the Sixth Mass Extinction is one of the first works to
focus specifically on fiction's engagements with human driven
extinction. Drawing together a diverse group of scholars and
approaches, this volume pairs established voices in the field with
emerging scholars and traditionally recognized cli-fi with texts
and media typically not associated with Anthropocene fictions. The
result is a volume that both engages with and furthers existing
work on Anthropocene fiction as well as laying groundwork for the
budding subfield of extinction fiction. This volume takes up the
collective insistence on the centrality of story to extinction
studies. In various and disparate ways, each chapter engages with
the stories we tell about extinction, about the extinction of
animal and plant life, and about the extinction of human life
itself. Answering the call to action of extinction studies, these
chapters explore what kinds of humanity caused this event and what
kinds may live through it; what cultural assumptions and values led
to this event and which ones could lead out of it; what
relationships between human life and this planet allowed the sixth
mass extinction and what alternative relationships could be
possible.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com
While all media are part of intermedial networks, video games are
often at the nexus of that network. They not only employ
cinematics, embedded books, and in-world television screens for
various purposes, but, in our convergence culture, video games also
play a vital role in allowing players to explore transmedia
storyworlds. At the same time, video games are frequently
thematized and remediated in film, television, and literature.
Indeed, the central role video games assume in intermedial networks
provides testament to their significance in the contemporary media
environment. In this volume, an international group of contributors
discuss not only intermedial phenomena in video games, but also the
intermedial networks surrounding them. Intermedia Games-Games Inter
Media will deepen readers' understanding of the convergence culture
of the early twenty-first century and video games' role in it.
On Stage is a breathtaking pictorial volume, that has resulted in
photographs that convey the passion, ambience and energy of the
performances and allow the viewer to take part in the unique
atmosphere of the live concert. With photos of: the Rolling Stones,
Alice Cooper, Monarchy, Public Enemy, Little Dragon, St. Vincent
and many others. Michael Fuchs-Gambock is one of the most
successful reference book authors in Germany. He has published
books about Rammstein, Genesis, Shakira. Until 1994 he was editor
and head of department at the contemporary magazine Wiener. Since
then he has been a freelance author, including for Playboy,
Cosmopolitan, Focus, Musikexpress, Marie Claire etc.
Marktbedingungen und technologische Entwicklungen machen bei
mehrstufiger Linienfertigung eine detaillierte Planung und
Steuerung der Produktionsprozesse erforderlich, die eine
rechtzeitige Erkennung und planerische Bewaltigung von Kapazitats-
und Materialengpassen voraussetzt. Konventionelle Planungsverfahren
erfullen diese Anforderungen nicht. Deshalb wurde ein Verfahren zur
engpassorientierten Planung und Steuerung der Ressourcen bei
mittelfristiger simultaner Mengen- und Terminplanung entwickelt.
Der Verfahrensablauf enthalt dazu spezielle Aktionsparameter, die
eine bestandsbezogene planerische Engpassbewaltigung ermoglichen.
Dieses Planungsverfahren mit integrierter Engpasserkennung und
-bewaltigung ist bereichsubergreifend sowohl in der Montage als
auch in der Teilfertigung einsetzbar. Es hat seine
Praxistauglichkeit in einem Produktionsbereich eines Unternehmens
des Fahrzeugbaus bewiesen.
Metropolis, Gotham City, Mega-City One, Panem's Capitol, the
Sprawl, Caprica City-American (and Americanized) urban environments
have always been a part of the fantastic imagination. Fantastic
Cities: American Urban Spaces in Science Fiction, Fantasy, and
Horror focuses on the American city as a fantastic geography
constrained neither by media nor rigid genre boundaries. Fantastic
Cities builds on a mix of theoretical and methodological tools that
are drawn from criticism of the fantastic, media studies, cultural
studies, American studies, and urban studies. Contributors explore
cultural media across many platforms such as Christopher Nolan's
Dark Knight Trilogy, the Arkham Asylum video games, the 1935 movie
serial The Phantom Empire, Kim Stanley Robinson's fiction, Colson
Whitehead's novel Zone One, the vampire films Only Lovers Left
Alive and A Girl Walks Home Alone at Night, Paolo Bacigalupi's
novel The Water Knife, some of Kenny Scharf's videos, and Samuel
Delany's classic Dhalgren. Together, the contributions in Fantastic
Cities demonstrate that the fantastic is able to "real-ize" that
which is normally confined to the abstract, metaphorical, and/or
subjective. Consequently, both utopian aspirations for and
dystopian anxieties about the American city become literalized in
the fantastic city. Contributions by Carl Abbott, Jacob Babb,
Marleen S. Barr, Michael Fuchs, John Glover, Stephen Joyce, Sarah
Lahm, James McAdams, Cynthia J. Miller, Fernando Gabriel Pagnoni
Berns, Chris Pak, Maria Isabel Perez Ramos, Stefan Rabitsch, J.
Jesse Ramirez, A. Bowdoin Van Riper, Andrew Wasserman, Jeffrey
Andrew Weinstock, and Robert Yeates.
In his poetry, Michael Fuchs, puts in rhythmic language his vision
of the world and the cosmos forward. Often embedded in
autobiographic observations, political, economical and sociological
themes are treated with the passionate mind and heart of the
artist. As in his paintings Michael Fuchs remains true to the
classical forms of the medium, beauty for him is always the bearer
of all tidings his poetry conveys.
Keniff and Keiff are sent down from Heaven to give any help they
can to a suffering little girl. The little girl shows the angels
what friendship and sacrifice are all about.
The Simpson family has been a frequent visitor to millions of
households around the globe for two decades and the TV show
centering on the yellow family is arguably the most successful TV
series of all time. But THE SIMPSONS is not only economically
successful, it is also intelligent. Recent publications have
investigated the show's philosophical and psychological
implications and have thereby proven that the show is more than an
'ordinary' animated cartoon. The show has perfected the
postmodernist aesthetic, an aesthetic that is characterized by
meta-referentiality and intertextuality. The incessant references
to TV shows and movies past and present may lead some academics to
claim that THE SIMPSONS is the kind of fiction that only springs
from and leads to fiction, but John Barth already noted some twenty
years ago that "all fiction about fiction is in fact fiction about
life." Following this line of thought, THE SIMPSONS has to say a
lot about the society that makes the show successful. The book at
hand discusses the TV show THE SIMPSONS from two related
perspectives: its relation to postmodernism and its relation to the
postmodern American society.
In "Call Me Ishmael," Charles Olson exclaimed "SPACE to be the
central fact to man born in America." Indeed, from the start,
history and identity in America have been intricately tied to
issues of space: from the idea of the "city upon a hill" to the
transnational (soft) power of the United States, space has always
served as an important parameter of power gained or lost and of the
struggles to maintain or resist it. With contributions that range
from the construction of America in (European) academic discourses
to children's fiction, this collection provides an extensive and
insightful study of how space influences our understanding of
America.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com
While all media are part of intermedial networks, video games are
often at the nexus of that network. They not only employ
cinematics, embedded books, and in-world television screens for
various purposes, but, in our convergence culture, video games also
play a vital role in allowing players to explore transmedia
storyworlds. At the same time, video games are frequently
thematized and remediated in film, television, and literature.
Indeed, the central role video games assume in intermedial networks
provides testament to their significance in the contemporary media
environment. In this volume, an international group of contributors
discuss not only intermedial phenomena in video games, but also the
intermedial networks surrounding them. Intermedia Games-Games Inter
Media will deepen readers' understanding of the convergence culture
of the early twenty-first century and video games' role in it.
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