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Superbohaterki w kinie przed powstaniem Marvel Cinematic Universe. Historia adaptacji kobiecych kostiumów superbohaterskich
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.18
Klaudia Srul
The article focuses on changes within superhero comic book movie adaptations from 1941 (Adventures of Captain Marvel premiere) to 2008 (the creation of Marvel Cinematic Universe) in the aspect of designing female characters’ costumes. Author’s refelections are based on the article From the Top of the Cowl to the Tip of the Cape. The Cinematic Superhero Costume as Impossible by Dru H. Jeffries published in 2013 in „Cinephile: The Univesity of British Columbia’s Film Journal”. The author of the cited paper focuses on the topic of adapting male comic book characters’ costumes which is a starting point for the author of this article for in-depth analysis of this phenomenon including female superhero images.
本文重点分析了从1941年(《惊奇队长历险记》首映)到2008年(漫威电影宇宙的创建)超级英雄漫画改编电影在女性角色服装设计方面的变化。作者的改选是基于文章《从披风的顶端到海角的顶端》。德鲁·h·杰弗里斯(Dru H. Jeffries)在2013年发表在《电影爱好者:英属哥伦比亚大学电影杂志》上的《电影超级英雄服装不可能》。这篇文章的作者关注的是漫画中男性角色服装的改编,这也是本文作者对这一现象进行深入分析的起点,包括女性超级英雄形象。
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引用次数: 0
Kolonizacja stawów hydr – narracje w serii Heroes of Might and Magic
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.13
Krzysztof Czyżak
This article is an analysis of narratives in a series of video games called Heroes of Might and Magic. Author discusses issue of colonial/imperial thinking connected with strategy genre, evolution of fantasy tropes and developement of plot structure. On this basis he tries to outline the limitations of storytelling which result from series formula.
本文将分析《魔法门英雄》系列电子游戏中的故事。作者讨论了殖民/帝国思维与策略类型、奇幻修辞的演变和情节结构的发展之间的联系。在此基础上,他试图勾勒出系列模式导致的叙事局限性。
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引用次数: 0
Polish political browser games as generative metaphors: analysis of structures and functions 作为生成隐喻的波兰政治网页游戏:结构和功能分析
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.10
Miłosz Babecki
This article describes a study of 33 Polish political browser games, which are left of the set of 51 applications developed by Polish Internet users from 2005 to 2020. These considerations concern mainly the metaphorical messages conveyed in these games, in particular which features make browser games metaphorical messages, and what game structure is necessary to convey such messages. Differentiation of these game types is equally important. Owing to it, they can participate in expressive and explanatory communication.
本文描述了对33款波兰政治网页游戏的研究,这些游戏是波兰互联网用户从2005年到2020年开发的51款应用程序中的一部分。这些考虑主要涉及这些游戏所传达的隐喻性信息,特别是哪些功能使网页游戏成为隐喻性信息,以及传达这些信息所必需的游戏结构。区分这些游戏类型同样重要。因此,他们可以参与表达性和解释性的交流。
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引用次数: 0
Ogrody Keplera – Ars Electronica 2020
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.19
Sidey Myoo
The article presents the content shown at the “Festival of Art, Science and Society - Ars Electronica 2020”, which is organized annually in Linz. The focus was on the awarded and distinguished artistic works, taking into account their interpretation and the workshop in which they were created. In the article are presented i.a. such works of art as computer animation, network art, artificial intelligence art, hybrid art or bioart, which was briefly interpreted in relation to the currently being developed technologies and social contexts that accompanies it. The text was written as a result of the author’s personal participation in the festival, which also allowed to take into account the differences between the festival held mostly by web, as it was in 2020, compared to the stationary participation in it, as it was in previous years.
本文介绍了每年在林茨举办的“艺术、科学与社会艺术节- 2020年电子艺术节”上展示的内容。重点是获奖和杰出的艺术作品,考虑到它们的解释和创作车间。在这篇文章中,我们介绍了计算机动画、网络艺术、人工智能艺术、混合艺术或生物艺术等艺术作品,并简要地解释了当前正在开发的技术和伴随它的社会背景。这篇文章是作者个人参与节日的结果,这也考虑到主要通过网络举行的节日(如2020年)与固定参与的节日(如前几年)之间的差异。
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引用次数: 0
Heroine’s journey to love: Spatial rhetoric in romantic subplots in BioWare’s fantasy RPGs 女主人公的爱情之旅:BioWare奇幻rpg中浪漫支线情节的空间修辞
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.12
Magdalena Bednorz
This article explores the potential of digital games to encode references encompassing specific cultural ideas of romantic love within their spatial structures, thus helping guide the player’s interpretation of romance as they interact with and move through those spaces. It undertakes an analysis of romantic subplots in BioWare’s fantasy role-playing games, specifically those which reappropriate the courtly love trope, and discusses elements of that remediation which rely heavily on spatial metaphors and structures, including the shared experience of heroic journey, the role of questing for the development of romance, and spatial positioning of lovers on the game map. Through its analysis, the article explores how digital games can employ spatial rhetoric while approaching topics of love, and how they are equipped to represent the materiality and spatiality of love and love narratives.
本文探讨了数字游戏在其空间结构中编码浪漫爱情的特定文化理念的潜力,从而帮助玩家在与这些空间互动和移动时理解浪漫。本文分析了BioWare奇幻角色扮演游戏中的浪漫情节,特别是那些重新使用宫廷爱情比喻的情节,并讨论了那些严重依赖于空间隐喻和结构的补救元素,包括英雄旅程的共享体验,浪漫发展的任务角色以及恋人在游戏地图上的空间定位。通过分析,本文探讨了数字游戏如何在接近爱情主题时使用空间修辞,以及它们如何表现爱情和爱情叙事的物质性和空间性。
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引用次数: 0
Image spaces. Digital visual media in the context of baroque mural painting in architecture 图像空间。数字视觉媒体在巴洛克壁画建筑中的应用
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.15
Piotr P. Drozdowicz
In the art of the 20th century, space became the basic material. Today, digital media and VR and AR technologies are used to cross the visual and space barriers, but always at the expense of experiencing reality. The spatial turn in culture results from the post-avant-garde ideas of art that cuts itself off from ancient art. Using the example of the fresco by Andrea del Pozzo from the Sant’Ignazio church in Rome, we will show analogies between baroque illusionist painting and digital visual media. It turns out that contemporary art arrives at the space issues that have been practiced in architecture and art since antiquity. The space created by painting illusion as a total work of art exhibits many features of contemporary art and the phenomena of VR and AR such as intermediality, immersion, interactivity. Spatial turn arguments can be used to enhance the potential of classic painting language in architecture.
在20世纪的艺术中,空间成为了基本的素材。今天,数字媒体和虚拟现实和增强现实技术被用来跨越视觉和空间障碍,但总是以牺牲体验现实为代价。文化的空间转向源于与古代艺术割裂的后前卫艺术思想。以Andrea del Pozzo在罗马圣伊格纳齐奥教堂的壁画为例,我们将展示巴洛克式幻觉绘画和数字视觉媒体之间的类比。事实证明,当代艺术到达了自古以来在建筑和艺术中实践的空间问题。将幻觉作为整体艺术作品绘画所创造的空间,呈现出当代艺术的许多特征,以及VR和AR的中介性、沉浸性、互动性等现象。空间转向论证可以增强古典绘画语言在建筑中的潜力。
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引用次数: 1
Temporalne aspekty gier cyfrowych
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.06
Rafał Kochanowicz
Temporal issues related to digital games go beyond the strictly literary or film studies character of the description and implies technological and marketing issues. It can be outlined by referring to the concept of Andrzej Stoff, who analyzed the spatial dimension of the world of the novel (“delineating space”, “creating”, “functionalizing”, “valorising”). Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time).
与数字游戏相关的时间问题超越了严格的文学或电影研究特征,并暗示了技术和营销问题。这可以参考Andrzej Stoff的概念,他分析了小说世界的空间维度(“描绘空间”、“创造”、“功能化”、“增值”)。将这四个构成描述、分析和解释的基本主题的细节问题与时间方面联系起来,谈论时间的测量(常规化、相对化)、主题化、功能化和价值化是合适的。考虑到上述类别,时间现象的最典型具体化可以进一步定义为:功能性(经典计时器、时钟、服务器时间、运行过程的时间)、可玩性(实时、相对化、任务时间、重生时间)、主题具体化(如回顾作为多模式叙事的主要组成部分)和营销具体化(时间的商业化)。
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引用次数: 0
Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends 2010年至2020年的独立恐怖游戏:精选特征和可识别的趋势
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.11
Katarzyna Marak
The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre.
本文的重点是独立数字恐怖游戏及其特点;我们的目标是简要描述独立的恐怖场景,并强调一些艺术和技术趋势,这些趋势体现在属于该场景的游戏中。由于现有游戏的数量众多,本文的范围被缩小到仅选择2010年至2020年发行的游戏文本中可区分的特征和趋势。这篇文章的目的是呈现一些关于独立游戏领域的观察和结论,并希望能够指出这些游戏能够告诉学者关于玩家和开发者如何看待恐怖类型的内容。
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引用次数: 0
O strukturze świata w narracyjnych grach wideo
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.03
Krzysztof M. Maj
The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, as defined by Lisbeth Klastrup and Susana Tosca. In the end, the article cross-references the new structural hierarchy of ludotopographical components with a matrix of popular fantastic settings, seeking to delineate possible similarities between ludotopias and allotopias that would inform both game scholars and game designers on the ways of rapid prototyping of aesthetically diverse imaginary worlds.
《On叙述电子游戏中的游戏世界结构》一文建议在波兰游戏研究中引入“ludotopia”一词,以便进一步划分电子游戏世界的结构。在反思了当代数字人文学科中所谓的“以世界为中心的转变”的后果之后,作者继续定义了为叙事电子游戏目的而设计的现实原型结构,即:地点和地点集群,后者进一步分为生物群落和人类群落。由此引入的层次结构是对Lisbeth Klastrup和Susana Tosca所定义的神话、主题和精神的三分法的一种替代,这种三分法已经很有影响力了(尽管可以说是在跨媒介世界构建研究中,而不是游戏研究中)。最后,本文将ludotopias组件的新结构层级与流行的幻想场景矩阵进行交叉引用,试图描绘ludotopias与allotopias之间可能存在的相似之处,从而为游戏学者和游戏设计师提供快速构建美学多样化想象世界原型的方法。
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引用次数: 0
Życie jak scenariusz. Na marginesie książki (Nie)zapomniani dokumentaliści
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.16
Jadwiga Hučková
The book (Un)forgotten documentalists, edited by Katarzyna Mąka-Malatyńska and Jolanta Lemann-Zajiček (2020) is a significant achievement in research on Polish documentary film. The review of the collective work, consisting of ten texts preceded by an introduction, becomes the starting point for discussions with selected authors and reflection on the problem of the absence of significant documentary filmmakers in the history of the film. Entire currents are also forgotten, such as a film about art, represented by four out of nine documentary filmmakers discussed in the book. The meanders of life and creativity can be instructive for contemporary documentary filmmakers.
由Katarzyna Mąka-Malatyńska和Jolanta lemann - zaji ek(2020)编辑的《(Un)被遗忘的纪录片家》一书是波兰纪录片研究的重要成果。对集体作品的回顾,由十个文本组成,前面有一个介绍,成为与选定的作者讨论和反思电影史上缺乏重要纪录片制片人的问题的起点。整个潮流也被遗忘了,比如一部关于艺术的电影,书中讨论的9位纪录片制片人中有4位代表了这部电影。生活与创作的曲折,对当代纪录片电影人有一定的启发意义。
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引用次数: 0
期刊
Images (Poland)
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