Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Not a member yet
    688 research outputs found

    Images which are not there. The Representations of the Final Solution in the Examples of Son of Saul and Kornblumenblau

    Get PDF
    Since the problem of representing the Holocaust first emerged, philosophers, writers and filmmakers have tried to find appropriate aesthetic methods of expression. Two approaches dominate the thinking about the Shoah: Claude Lanzmann’s claim of “the event without images” and George Didi-Huberman’s “images in spite of all”. The author’s analysis deconstructs these two theoretical approaches through the interpretation of two films: the Polish Kornblumenblau and the Hungarian Son of Saul and the notion of “the images which are not there”, that is, the non-existent photographs of the Nazi “Final Solution”. The main thesis of the essay states that cinematic representation and artistic expression can substitute for the lack of historical and visual (mostly photographic) depictions of the Holocaust. With the inspiration of theory (Giorgio Agamben, Siegfried Kracauer), I consider different methods of dealing with the dilemma of “unimaginable Auschwitz” and the concept of “bare life” as an aesthetical problem.Since the problem of representing the Holocaust first emerged, philosophers, writers and filmmakers have tried to find appropriate aesthetic methods of expression. Two approaches dominate the thinking about the Shoah: Claude Lanzmann’s claim of “the event without images” and George Didi-Huberman’s “images in spite of all”. The author’s analysis deconstructs these two theoretical approaches through the interpretation of two films: the Polish Kornblumenblau and the Hungarian Son of Saul and the notion of “the images which are not there”, that is, the non-existent photographs of the Nazi “Final Solution”. The main thesis of the essay states that cinematic representation and artistic expression can substitute for the lack of historical and visual (mostly photographic) depictions of the Holocaust. With the inspiration of theory (Giorgio Agamben, Siegfried Kracauer), I consider different methods of dealing with the dilemma of “unimaginable Auschwitz” and the concept of “bare life” as an aesthetical problem

    Literatura w grach wideo. Rozeznanie wstępne

    Get PDF
    This article is the first attempt to describe the issue of using literary texts in role-playing video games. The author discusses the function of this type of literature, with particular emphasis on its impact on immersion, and presents his own classification of literary texts used in games.This article is the first attempt to describe the issue of using literary texts in role-playing video games. The author discusses the function of this type of literature, with particular emphasis on its impact on immersion, and presents his own classification of literary texts used in games

    Gracz-turysta. Przewodniki po grach i kształtowanie doświadczenia użytkownika

    Get PDF
    The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay.The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay

    Mechanizmy zarządzania emocjami w grach wideo

    Get PDF
    The article discusses issues related to the mechanisms of managing player emotions in video games. The author presents and indicates researchers’ main findings regarding emotions and their role in human life but also the basic functions of emotions in art and video games. Games are described as a medium characterized by communicative feedback between a human (player) and a machine (game), resulting in the occurrence of strong emotional impulses during the act of playing. The article refers to and interprets research on emotional reactions while playing video games and indicates the role of emotions in the marketing positioning of games.The article discusses issues related to the mechanisms of managing player emotions in video games. The author presents and indicates researchers’ main findings regarding emotions and their role in human life but also the basic functions of emotions in art and video games. Games are described as a medium characterized by communicative feedback between a human (player) and a machine (game), resulting in the occurrence of strong emotional impulses during the act of playing. The article refers to and interprets research on emotional reactions while playing video games and indicates the role of emotions in the marketing positioning of games

    O targu staroci, ekologii i stosunku do przedmiotów starych

    Get PDF
    The term ‘flea market’, which we have now replaced with the more neutral ‘antique market’, has been known in Europe since at least the end of the 17th century. Its meaning and function have evolved over the centuries. Initially, the things gathered there were intended for the poorest people, who were able to buy the basic items they needed for daily living there cheaply. From the mid-19th century, flea markets became the focus of interest for collectors. Today, they fulfil a slightly different role. This is linked to a change in attitude to ‘old’, worn-out, broken and unfunctional things, to ‘junk’. This is sometimes associated with an environmentally friendly attitude. It is becoming fashionable to give objects a second life by transforming them, giving them a different meaning and function, sometimes creating original works of art through them, but this is not the only expression of a change in attitude towards discarded objects. The public visiting antique fairs is looking for unique, but imperfect, often worn-out objects with traces of use among the “rubbish,” which most often comes from the flats being emptied. Once introduced into the everyday surroundings of their new owners, they will contradict the unified world of objects that constitute the iconosphere of modern life. It cannot be ruled out that the interest in what until recently was considered something of rubbish dump is connected to the changes in everyday life, the acceleration of everyday existence that we have all experienced in recent years. Times of exceptionally rapid globalisation, the expansion of electronic media, which have revolutionised communication between people, often stripping it of personal contact, may translate into an attitude towards these “junk” objects. Perhaps this is how the fear of losing traditional, “old” values is expressed, the desire to preserve a piece of history and to establish a special relationship, based on imagination and empathy, with the owner of the discarded object

    Dynamika edukacyjna aktywistów i system produkcji filmowej Stowarzyszenia Otwarte Klatki

    Get PDF
    The article aims to analyze the educational dynamics of activists and the film production system of the Open Cages Association (SOK). It is an organization that fights for the rights of ‘farm animals’ through campaign videos published on the internet. In video-activist film productions and through educating volunteers and authors of audiovisual materials, SOK is aims at the effectiveness and optimization of time and costs of work. For this reason, it uses non-formal and informal forms of education. This organizational approach resembles that of a corporate strategy and strengthens social inequalities (non-formal and informal education is not available to everyone). This is in contradiction with the postulate of SOK – equality of all animals. Nevertheless, the activities of the organization are recalibrated. SOK subordinates them to the primacy of effectiveness in acting for the benefit of non-human living beings. I reconstruct the experiences of activist-filmmakers on the basis of in-depth interviews I have carried out with members of the organization

    Remaining silent: The ongoing presence of silent films on cinema programmes in Brno between 1930 and 1936

    Get PDF
    The production of silent gilms in Czechoslovakia ended shortly after the advent of sound technology at the very end of the 1920s. The number of available silent films steadily decreased from that point on, yet some cinemas decided to continue to include them in their programming, even though they had sound equipment. The article analyses the scheduling of silent films in the specific case of two cinemas from the periphery of Brno, the second-largest city in Czechoslovakia. On the exhibitors’ side, there was a visible tendency to screen films 1) approximately two years from the premiere and 2) older with renowned stars or plot. This surprising presence of silent films in cinemas leads to the question: “Why were they still scheduled”? The answer lies both in the cinema owners, for whom silent films were a cheaper commodity, and in the audiences, who did not necessarily demand screenings of new sound films

    Wygnani z raju - analiza toposu domu w filmach Andrieja Zwiagincewa

    Get PDF
    The topos of ‘home’ is one of the most important motifs in Andrey Zvyagintsev’s films. The director perceives ‘home’ as a material and symbolic term. It applies to the place where a family lives and to the house of God. The article refers to Eliade’s well-known concept of home, but also to the more modern one created by Zbigniew Kadłubek, who writes about oikology in the context of faith. The article reveals the richness of mythical, cultural, religious and artistic references. Each film exposes different images of ‘home’, but they use common metaphors, such as the fall, destruction and the apocalypse. Contemporary man, turned away from God, recreates the mythical thread of exile and ceases to have a safe place to be in the world. In such works as The Banishment, Leviathan, Elena, and Loveless, the director fully showed the consequences of losing the spiritual dimension of life. The proposed interpretations of Zvyagintsev’s films expand the reception of his work in Poland

    Total conversion mods: expanding beyond the original game

    Get PDF
    The goal of this article is to outline selected aspects of the phenomenon of game modding, with particular emphasis on mods known as total conversion mods. The text mentions the features of such mods which are both fundamental and most characteristic, in order to establish the necessary context for further discussions concerning the differences between total conversion mods and other types of mods. The article aims to address the question of the legitimacy of approaching total con- version mods as independent text by presenting the most important features of such mods and their application and discussing how they function in the chosen example, i.e. ST: New Horizons, so that the following question may be posed: Do the changes introduced to the original game’s gameplay and mechanics in a given conversion mod justify regarding it as a separate game text?The goal of this article is to outline selected aspects of the phenomenon of game modding, with particular emphasis on mods known as total conversion mods. The text mentions the features of such mods which are both fundamental and most characteristic, in order to establish the necessary context for further discussions concerning the differences between total conversion mods and other types of mods. The article aims to address the question of the legitimacy of approaching total con- version mods as independent text by presenting the most important features of such mods and their application and discussing how they function in the chosen example, i.e. ST: New Horizons, so that the following question may be posed: Do the changes introduced to the original game’s gameplay and mechanics in a given conversion mod justify regarding it as a separate game text

    Rola regulacji prawnych w kształtowaniu treści gier i mechanizmów ich promocji na przykładzie wybranych zagadnień ochrony konsumentów

    Get PDF
    The aim of the article is to discuss in brief the role of legal regulations in shaping the content of games and the mechanisms for their promotion, using selected consumer protection issues as examples. The subject became particularly high-profile in Poland after the release of Cyberpunk 2077, but has been discussed many times around the world, and in recent years there has been a visible trend of many consumer protection authorities to look more closely at the gaming industry and react to bad practices in this area. The article cites some key examples, but also potential practical implications for publishers.The aim of the article is to discuss in brief the role of legal regulations in shaping the content of games and the mechanisms for their promotion, using selected consumer protection issues as examples. The subject became particularly high-profile in Poland after the release of Cyberpunk 2077, but has been discussed many times around the world, and in recent years there has been a visible trend of many consumer protection authorities to look more closely at the gaming industry and react to bad practices in this area. The article cites some key examples, but also potential practical implications for publishers

    538

    full texts

    688

    metadata records
    Updated in last 30 days.
    Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇