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The material world of digital fictions 数字小说的物质世界
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.04
Justyna Janik
This paper explores the interdependency between digital matter and the representational or mimetic layer of the digital game object. The main aim is to foreground the mechanisms by which the representationalelements of the game world emerge from the materiality of the process of play. These mechanisms are examined from the perspective of the ontology of the game object. The issue of digital materiality will be linked with the aesthetical explorations of Tadeusz Kantor, who emphasised the relation between the materiality of the theatre and its fictional elements. As the main example of this analysis, I will focus on Undertale (Toby Fox, 2015) as an example of a game that plays with the boundaries between the fictional world being presented and the elements of digital materiality that are usually hidden from the player’s sight.
本文探讨了数字物质与数字游戏对象的表征层或模拟层之间的相互依赖性。其主要目的是突出游戏世界的表征元素从游戏过程的物质性中浮现出来的机制。这些机制是从游戏对象本体的角度来考察的。数字物质性的问题将与Tadeusz Kantor的美学探索联系在一起,他强调戏剧的物质性与其虚构元素之间的关系。作为这一分析的主要例子,我将以《Undertale》(Toby Fox, 2015)为例,这是一款在呈现的虚拟世界和通常隐藏在玩家视线之外的数字物质元素之间进行博弈的游戏。
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引用次数: 0
Prototype worlds of video games 电子游戏的原型世界
Q4 Arts and Humanities Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.02
Jakub Alejski
In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications.
在本文中,作者分析了原型世界现象——模拟器、视频游戏和其他类型软件的合成环境——用于在用户感官、环境物理和社会设计层面进行实验。作者介绍了这一概念的演变,从Buckminister Fuller的World Game项目开始,通过游戏设计领域的媒体实验,最后介绍了当代应用(如美国空军的无人机飞行员培训项目)及其含义。
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引用次数: 0
David Avidan’s Message from the Future. Nuclear fantasies of the galactic poet 大卫·阿维丹来自未来的信息。银河诗人的核幻想
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.07
Maciej Pietrzak
David Avidan’s Message from the Future (1981) is one of few Israeli science fiction films ever made. This ambitious project of the well-known avant-garde poet has been forgotten for many years, as a result of a financial and artistic failure of the movie. The paper shows Avidan’s doomed film as an interesting cultural text that can be read as the director’s commentary on the Israeli reality of his time. Contrary to the artist’s claims about the global ambitions of the picture, Message from the Future is immersed in the local, exploring it under the guise of narrative structures borrowed from Hollywood. The text analyzes a precise deconstruction of the plot patterns characteristic for the classic American SF films from the 1950s, which Avidan adjusted to the Israeli sociopolitical landscape at the turn of the seventies and eighties.
大卫·阿维丹的《来自未来的信息》(1981)是以色列为数不多的科幻电影之一。由于这部电影在经济和艺术上的失败,这位著名前卫诗人的雄心勃勃的计划已经被遗忘了很多年。这篇论文将阿维丹这部注定失败的电影作为一种有趣的文化文本,可以被解读为导演对他那个时代以色列现实的评论。与艺术家声称这幅画的全球野心相反,《来自未来的信息》沉浸在当地,在借鉴好莱坞叙事结构的幌子下探索它。本文对20世纪50年代美国经典科幻电影的情节模式进行了精确的解构,阿维丹对其进行了调整,以适应70年代和80年代之交的以色列社会政治格局。
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引用次数: 0
W świecie kolorowej (anty)utopii. O animowanych cyborgach w Kongresie Ariego Folmana
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.08
Adrianna Woroch
The article focuses on pointing out the functions of using animation technique and elements of the science fiction genre in Ari Folman’s The Congress from 2013. The film, which is loosely based on the short story The Futurological Congress by Stanisław Lem, balances on the edge of various genres, using the techniques of both live action film and computer animation. Folman proposes a glamorous, colorful vision of an (anti)utopian future, in which pharmacologically-modified cyborg-people participate in a collective hallucination, which is an alternative reality to the post-apocalyptic real world. The director makes several significant changes to the original, thanks to which he introduces a universal message and asks questions which seem far more relevant in the context of both contemporary culture and the environmental crisis that can no longer be ignored (although the issue of an impending natural disaster was also important in Lem’s works).
本文着重指出阿里·福尔曼2013年的《国会》中运用动画技术和科幻类型元素的作用。这部电影大致改编自Stanisław Lem的短篇小说《未来大会》,运用了真人电影和电脑动画的技术,平衡了各种类型的边缘。福尔曼提出了一个迷人的、丰富多彩的(反)乌托邦未来的愿景,在这个愿景中,经过药物修饰的半机械人参与到集体幻觉中,这是后世界末日现实世界的另一种现实。导演在原著的基础上做了一些重大的改变,由此他引入了一个普遍的信息,并提出了一些问题,这些问题在当代文化和环境危机的背景下似乎更加相关,而这些危机已经不能再被忽视了(尽管迫在眉睫的自然灾害问题在莱姆的作品中也很重要)。
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引用次数: 0
Myśleć fantastyką. Przez science fiction do posthumanizmu
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.01
G. Gajewska
Gajewska Grażyna, Myśleć fantastyką. Przez science fiction do posthumanizmu [Thinking fantastic. From science fiction to posthumanism]. “Images” vol. XXVIII, no. 37. Poznań 2020. Adam Mickiewicz University Press. Pp. 7–19. ISSN 1731-450X. DOI 10.14746/i.2020.37.01. Abstract. The author presents the thesis that fantastic literature and film, especially in the science The author presents the thesis that fantastic literature and film, especially in the science fiction variant, is a privileged form of expression in posthumanist discourse. The themes, motifs and protagonists of science fiction are invoked in various contexts by Donna J. Haraway, Rosi Braidotti, Luciana Parisi, and Pramod K. Nayar. The author analyzes various areas of the involvement and usage of science fiction in posthumanist discourse: on the ontological, axiological and epistemological levels.
Gajewska Grażyna, Myśleć fantastic。诺贝尔科幻小说做posthumanizmu(幻想)。从科幻小说到后人文主义]。《图象》第二十八卷,第7号。37. Poznań2020。亚当·米奇维奇大学出版社。7-19页。ISSN 1731 - 450 x。DOI 10.14746 / i.2020.37.01。摘要。作者认为,奇幻文学和奇幻电影,尤其是科幻电影,在后人类主义话语中是一种特殊的表达形式。Donna J. Haraway, Rosi Braidotti, Luciana Parisi和Pramod K. Nayar在不同的语境中引用了科幻小说的主题、母题和主角。作者从本体论、价值论和认识论三个层面分析了科幻小说在后人文主义话语中的介入和运用。
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引用次数: 2
Dźwięki reaktywne, dźwięki antycypujące. Z zagadnień funkcjonowania ścieżki dźwiękowej w grach wideo
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.18
Joanna Pigulak
The paper aims to outline features of video games’ sounds. In order to do that, the author presents the main thesis of ludomusicology and a theory of film music. The first part of the paper deals with a brief introduction concerning the characteristic of two important aspects of video games’ sounds: reactive and anticipating sounds. In the second part of the paper, the author explores the issue of facultative dialogues and adaptive sounds, as well as diegetic and non-diegetic sources of sound. The author examines the hypothesis that using sounds in video games determines gameplay and impacts players immersion.
本文旨在概述电子游戏声音的特征。为此,笔者提出了电影音乐学的主要理论和电影音乐理论。本文的第一部分简要介绍了电子游戏声音的两个重要方面:反应性声音和预期性声音。第二部分探讨兼性对话和适应性声音的问题,以及叙事性和非叙事性的声音来源。作者检验了在电子游戏中使用声音决定玩法并影响玩家沉浸感的假设。
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引用次数: 0
Rozwój filmowych adaptacji komiksów – „kino superbohaterskie” jako gatunek
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.20
Krzysztof Czyżak
Czyżak Krzysztof, Rozwój filmowych adaptacji komiksów – „kino superbohaterskie” jako gatunek [The evolution of comic book adaptations – ‘superhero movie’ as a genre]. „Images” vol. XXVIII, no. 37. Poznań 2020. Adam Mickiewicz University Press. Pp. 338–348. ISSN 1731-450X. DOI 10.14746/i.2020.37.20. This article is an attempt to consider superhero movies as a developing genre of popular cinema. The theory is based on Rick Altman’s “Semantic/Syntactic/Pragmatic” approach to genre. It tries to capture features of superhero blockbusters and their main themes – the most distinctive trait of this genre, according to the author of the text, is supposed to be the relationship between an individual, their “power” and society. The text is both an extension of and a counter-proposal to conclusions made by Tomasz Żaglewski in Kinowe uniwersum superbohaterów.
Czyżak krzysztoof, Rozwój filmowych adaptacji komiksów -“kino superbohaterskie”jako gatunek[漫画改编的演变- '超级英雄电影'作为一种类型]。《图象》第二十八卷,第7号。37. Poznań2020。亚当·米奇维奇大学出版社。338 - 348页。ISSN 1731 - 450 x。DOI 10.14746 / i.2020.37.20。本文试图将超级英雄电影视为一种正在发展的流行电影类型。该理论基于Rick Altman的“语义/句法/语用”体裁研究方法。它试图抓住超级英雄大片的特点和主题——根据文章作者的说法,这类电影最显著的特点应该是个人、他们的“权力”和社会之间的关系。这篇文章既是对Tomasz Żaglewski在Kinowe uniwersum superbohaterów中所作结论的延伸,也是对其结论的反驳。
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引用次数: 0
Gatunek na usługach doktryny. Ideologia w polsko-enerdowskiej koprodukcji Milcząca gwiazda
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.05
Maciej Peplinski
The East German-Polish co-production The Silent Star (1960, Kurt Maetzig) belongs to the group of early postwar Eastern European science fiction films which still remain barely examined by film and genre historians. The article summarizes the existing research on the film and investigates not only the specific formal character of Maetzig’s unprecedented project, but also the numerous ideological and political motivations which stood behind it.
1960年,库尔特·梅茨格(Kurt Maetzig)与东德和波兰合作制作的《沉默之星》(The Silent Star)属于战后早期东欧科幻电影,至今仍很少被电影和类型历史学家研究。本文对已有的研究进行了总结,不仅考察了梅茨格这一史无前例的项目的具体形式特征,还考察了其背后的众多思想和政治动机。
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引用次数: 0
Płacząc po norwesku. Serial Skam jako opowieść transmedialna dla międzynarodowej publiczności
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.19
M. Mączko
The article aims to analyse the phenomenon of a Norwegian Internet-TV show for teenage audiences, Skam (2015–2017). The transmedia storytelling used in this production resulted in unforeseen international acclaim, subsequently leading to the creation of local remakes of the series. The article will outline the main issues that the show has dealt with, as well as the immersion-building narrative solutions used by the creators. Moreover, it will discuss Skam’s reception by Norwegian and international audiences, and suggest potential directions for the future development of this format.
本文旨在分析挪威青少年网络电视节目《Skam》(2015-2017)的现象。在这部作品中使用的跨媒体叙事方式获得了意想不到的国际赞誉,随后导致了该系列的本地翻拍。本文将概述该剧处理的主要问题,以及创作者使用的沉浸式叙事解决方案。此外,它还将讨论挪威和国际观众对Skam的接受情况,并为这种形式的未来发展提出潜在的方向。
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引用次数: 0
Narracja czasem. Analiza struktury narracyjnej filmu Arrival (2016) Denisa Villeneuve’a
Q4 Arts and Humanities Pub Date : 2021-03-31 DOI: 10.14746/I.2020.37.13
Artur Majer
The article deals with the narrative structure of Denis Villeneuve’s Arrival. Using the concept of a skeptical viewer as a starting point, the author follows the processes of unveiling meanings, both when it comes to the understanding of the plot of the story, as well as the senses and morals stemming out of it. The viewer’s activity appears to be engaged with the activity of a character who is determined to discover the generic science fiction mystery, i.e. to learn the secret of the aliens’ language. The language, in turn, leads to revealing the time reliances in the film, as well as to formulating the thesis on a specific kind of storytelling: not as a “narrative about time,” but rather a “narrative by time.”
本文探讨了丹尼斯·维伦纽夫的小说《降临》的叙事结构。作者以持怀疑态度的观众的概念为出发点,遵循揭示意义的过程,无论是在对故事情节的理解方面,还是在从中产生的感官和道德方面。观众的活动似乎与一个角色的活动有关,这个角色决心发现一般的科幻谜题,即学习外星人语言的秘密。这种语言反过来又揭示了影片对时间的依赖,并形成了一种特定的叙事方式:不是“关于时间的叙事”,而是“关于时间的叙事”。
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引用次数: 0
期刊
Images (Poland)
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