This text is inspired by monumental and editorially perfect BluRay/DVD box set J’accuse (Gaumont, Paris 2017). It includes BluRay and DVD editions of all three J’accuse films (1919, 1937, 1956), two other Gance’s films, specifying the context of „trilogy” (Les Gaz mortels, 1916 and La Fin du monde, 1931) and the large director’s monography by Laurent Véray. From this revelatory archive emerges the image of Abel Gance as an artist who for 40 years of his filmmaker’s career was incessantly reworking deep trauma caused by World War One. It resulted in three J’accuse films, two other finished films and some other never realized screenplays and projects which made up particular work-in-progress whose mission is a message of peace. The text analyzes all three versions of J’accuse, concentrating on their allegorical style, metaphysical concept of ressurrection of fallen soldiers and apocalyptic vision of resurrected dead men’s processions which by its horror should persuade the mankind to stop all wars. In the last J’accuse (1956) – in fact, strongly shortened and reedited film from 1937 – Gance used the technique of triptych in which the picture was projected by three parallelly set projectors on the large screen with proportions 4:1. This version, immersing perceptually and sensorically spectator in the wide-format picture full of war horrors, today seems to be much more effective medium for message of peace than undecided between pacifism and patriotism, impressionistic in its style film from 1919, or laden with full of pathos verbal rhetorics J’accuse 1937.
这篇文章的灵感来自不朽的和编辑完美的蓝光/DVD盒集J 'accuse(高蒙,巴黎2017)。它包括三部J 'accuse电影(1919,1937,1956)的蓝光和DVD版本,另外两部Gance的电影,具体说明“三部曲”的背景(Les Gaz mortels, 1916和La Fin du monde, 1931)和大导演的专著由Laurent vsamray。从这些具有启示性的档案中,我们可以看到阿贝尔·甘斯作为一名艺术家的形象,在他40年的电影生涯中,他一直在不断地重塑第一次世界大战造成的深刻创伤。这导致了三部J 'accuse电影,两部其他已完成的电影和一些其他从未实现的剧本和项目,这些剧本和项目构成了特定的正在进行的工作,其使命是传递和平的信息。本文分析了《J’accuse》的三个版本,重点分析了它们的寓言风格、堕落士兵复活的形而上学概念和复活的死人游行的启示录幻象,通过其恐怖来说服人类停止一切战争。在最后一部《J’accuse》(1956年)中——实际上是1937年拍摄的经过大幅缩短和重新剪辑的电影——Gance使用了三联画技术,即在大屏幕上用三台平行设置的投影仪以4:1的比例放映画面。这个版本,让观众沉浸在充满战争恐怖的宽幅画面中,今天似乎更有效地传达了和平的信息,而不是在和平主义和爱国主义之间犹豫不决,1919年风格的印象派电影,或者充满了悲怆的口头修辞。
{"title":"Abel Gance po trzykroć oskarża: metafizyka i apokaliptyczna wyobraźnia w służbie pacyfizmu","authors":"T. Kłys","doi":"10.14746/i.2021.39.04","DOIUrl":"https://doi.org/10.14746/i.2021.39.04","url":null,"abstract":"This text is inspired by monumental and editorially perfect BluRay/DVD box set J’accuse (Gaumont, Paris 2017). It includes BluRay and DVD editions of all three J’accuse films (1919, 1937, 1956), two other Gance’s films, specifying the context of „trilogy” (Les Gaz mortels, 1916 and La Fin du monde, 1931) and the large director’s monography by Laurent Véray. From this revelatory archive emerges the image of Abel Gance as an artist who for 40 years of his filmmaker’s career was incessantly reworking deep trauma caused by World War One. It resulted in three J’accuse films, two other finished films and some other never realized screenplays and projects which made up particular work-in-progress whose mission is a message of peace. The text analyzes all three versions of J’accuse, concentrating on their allegorical style, metaphysical concept of ressurrection of fallen soldiers and apocalyptic vision of resurrected dead men’s processions which by its horror should persuade the mankind to stop all wars. In the last J’accuse (1956) – in fact, strongly shortened and reedited film from 1937 – Gance used the technique of triptych in which the picture was projected by three parallelly set projectors on the large screen with proportions 4:1. This version, immersing perceptually and sensorically spectator in the wide-format picture full of war horrors, today seems to be much more effective medium for message of peace than undecided between pacifism and patriotism, impressionistic in its style film from 1919, or laden with full of pathos verbal rhetorics J’accuse 1937.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74932922","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The reflections presented in this article are devoted to Junko Theresa Mikuriya’s book, A History of Light. The Idea of Photography. It is a unique view on the search for pre-photographic origins of photography in the field of philosophical writings ranging from Plato, through the neoplatonic philosopher Jamblich’s enquiry, to the texts by Philotheus of Batos and by an early Renaissance philosopher, Marsilio Ficino. When thinking about metaphysics present in (moving and still) images, one should not forget about the metaphysics of the image itself. The idea of photography – regardless of whether we are witnessing a fundamental change in an ontological transition from an analogue to a digital form of image recording – obliges us to discuss the “history of light”, as this is what Mikuriya does. While locating the discussed concepts in the context of the history and theory of photography, as well as the archaeology of media, the author of this essay engages in a dialogue with Mikuriya and polemically discusses many of her hypotheses. Key concepts such as chalepon, photagogia, triton genos, phôteinographeisthai are analysed in order to indicate inspiring moments in the Mikuriya’s reflections, but also a kind of interpretive abuse in the process of reading and analysing philosophical texts addressing the issues of light.
{"title":"A difficult history of light. About metaphysical ideas of “light writing” formulated before the birth of photography","authors":"P. Zawojski","doi":"10.14746/i.2021.39.14","DOIUrl":"https://doi.org/10.14746/i.2021.39.14","url":null,"abstract":"The reflections presented in this article are devoted to Junko Theresa Mikuriya’s book, A History of Light. The Idea of Photography. It is a unique view on the search for pre-photographic origins of photography in the field of philosophical writings ranging from Plato, through the neoplatonic philosopher Jamblich’s enquiry, to the texts by Philotheus of Batos and by an early Renaissance philosopher, Marsilio Ficino. When thinking about metaphysics present in (moving and still) images, one should not forget about the metaphysics of the image itself. The idea of photography – regardless of whether we are witnessing a fundamental change in an ontological transition from an analogue to a digital form of image recording – obliges us to discuss the “history of light”, as this is what Mikuriya does. While locating the discussed concepts in the context of the history and theory of photography, as well as the archaeology of media, the author of this essay engages in a dialogue with Mikuriya and polemically discusses many of her hypotheses. Key concepts such as chalepon, photagogia, triton genos, phôteinographeisthai are analysed in order to indicate inspiring moments in the Mikuriya’s reflections, but also a kind of interpretive abuse in the process of reading and analysing philosophical texts addressing the issues of light.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74165314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The article deals with metaphysical aspects of dystopian vision of posthuman and racist socjety presented in Kazuo Ishiguro’s novel Never Let Me Go and its film adaptation. The controversial issue of cloning provokes fundamental questions of what constitutes our existence as human beings and what is the source of overpowering sense of solitude and orphanhood in the “fatherless” world. These questions are being answered in the context of biopolitics (Foucault, Habermas) and its ethical consequences. The paper is intended as a contribution to the ongoing discussion of the human condition and our relation to other beings: machines, animals and… clones.
{"title":"Do clones dream of absent father(s)? Biotechnologia i metafizyka w powieści Nie opuszczaj mnie Kazuo Ishiguro i jej filmowej adaptacji","authors":"Natasza Korczarowska","doi":"10.14746/i.2021.39.12","DOIUrl":"https://doi.org/10.14746/i.2021.39.12","url":null,"abstract":"The article deals with metaphysical aspects of dystopian vision of posthuman and racist socjety presented in Kazuo Ishiguro’s novel Never Let Me Go and its film adaptation. The controversial issue of cloning provokes fundamental questions of what constitutes our existence as human beings and what is the source of overpowering sense of solitude and orphanhood in the “fatherless” world. These questions are being answered in the context of biopolitics (Foucault, Habermas) and its ethical consequences. The paper is intended as a contribution to the ongoing discussion of the human condition and our relation to other beings: machines, animals and… clones.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85095858","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.
{"title":"The experience and exploration of worlds in single-player video games","authors":"Mark J. P. Wolf","doi":"10.14746/i.2021.38.14","DOIUrl":"https://doi.org/10.14746/i.2021.38.14","url":null,"abstract":"The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"87 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86527184","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The article is aimed at presentation of the case study in video games creation by Indigenous auteur and designer, Elizabeth LaPensée, which at the same time demonstrates how video games can both mediatize the process of re-writing history and decolonize popular imagination. The analysis of LaPensée’s three games: Invaders, Thunderbird Strikes, and When the Rivers Were Trails to some extent follows her own strategies of self-identification as Anishinabee (Ojibwe). Drawing upon reconfiguration of the auteur theory and the framework of ludostylistics by Astrid Ensslin, we also strive to demonstrate how the notion of a singular author is in fact grounded in collective and collaborative qualities of indigenous digital culture, including digital game design.
{"title":"Re-writing histories of colonization in video games: the case of Elizabeth LaPensée","authors":"A. Nacher, Filip Jankowski","doi":"10.14746/i.2021.38.08","DOIUrl":"https://doi.org/10.14746/i.2021.38.08","url":null,"abstract":"The article is aimed at presentation of the case study in video games creation by Indigenous auteur and designer, Elizabeth LaPensée, which at the same time demonstrates how video games can both mediatize the process of re-writing history and decolonize popular imagination. The analysis of LaPensée’s three games: Invaders, Thunderbird Strikes, and When the Rivers Were Trails to some extent follows her own strategies of self-identification as Anishinabee (Ojibwe). Drawing upon reconfiguration of the auteur theory and the framework of ludostylistics by Astrid Ensslin, we also strive to demonstrate how the notion of a singular author is in fact grounded in collective and collaborative qualities of indigenous digital culture, including digital game design.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"13 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86997626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.
Andrzej Pitrus讨论了艺术和电脑/游戏这两个世界之间的复杂关系。许多艺术家都在互动娱乐的世界中寻找灵感,而他们中的一些人正在创造新的发展路径。一些艺术家专注于新的和独特的界面。其他人则参考游戏机制来创造自己的互动作品。比尔·维奥拉的《夜之旅》就是一个很好的例子。作者还回顾了基于商业游戏中常见机制的批判性游戏。然而,他们的目标是解构它们,而不是遵循众所周知的轨道。皮特斯在著名工作室“故事中的故事”的作品中研究了这种策略。
{"title":"Artists play games","authors":"A. Pitrus","doi":"10.14746/i.2021.38.07","DOIUrl":"https://doi.org/10.14746/i.2021.38.07","url":null,"abstract":"Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82748573","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
{"title":"Story beats in videogames as value-driven choice-based unit operations","authors":"M. Mochocki, R. Koskimaa","doi":"10.14746/i.2021.38.01","DOIUrl":"https://doi.org/10.14746/i.2021.38.01","url":null,"abstract":"We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81357280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.
{"title":"Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker","authors":"M. Żmuda","doi":"10.14746/i.2021.38.05","DOIUrl":"https://doi.org/10.14746/i.2021.38.05","url":null,"abstract":"The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"37 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73593444","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.
本文旨在概述电子游戏《Valiant Hearts: The Great War》(育碧蒙彼利埃,2014年)和《My Memory of Us》(Juggler games, 2018年)如何使用叙事和有趣的结构来创造关于第一次世界大战和第二次世界大战的纪念故事。作者引用了历史文化的概念(在Jörn r sen的解释中),并着眼于设计师的意图(数字游戏是对过去的纪念),类型相似性(2D平台游戏),中间融合和媒体接受等问题,检查了这两款电子游戏之间的联系。他讨论了设计师和用户之间的文化协议策略,分析了作为游戏玩法一部分的历史叙述,研究了个人和集体视角之间的关系,并描述了强化玩家对两场战争受害者认同的沉浸机制。
{"title":"Gry pamięci. Valiant Hearts: The Great War i My Memory of Us w perspektywie kultury historycznej","authors":"Marcin Pigulak","doi":"10.14746/i.2021.38.09","DOIUrl":"https://doi.org/10.14746/i.2021.38.09","url":null,"abstract":"The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"39 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73617113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The article is a monographic study of the moving picture of Wielkopolska Uprising 1918–1919. The author indicates the reasons of a lack of film archives concerning Posnanian War.
{"title":"Dlaczego nie ma taśm z powstania wielkopolskiego?","authors":"Marek Hendrykowski","doi":"10.14746/i.2021.38.17","DOIUrl":"https://doi.org/10.14746/i.2021.38.17","url":null,"abstract":"The article is a monographic study of the moving picture of Wielkopolska Uprising 1918–1919. The author indicates the reasons of a lack of film archives concerning Posnanian War.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86268069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}