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Superbohaterki w kinie przed powstaniem Marvel Cinematic Universe. Historia adaptacji kobiecych kostiumów superbohaterskich
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.18
Klaudia Srul
{"title":"Superbohaterki w kinie przed powstaniem Marvel Cinematic Universe. Historia adaptacji kobiecych kostiumów superbohaterskich","authors":"Klaudia Srul","doi":"10.14746/i.2021.38.18","DOIUrl":"https://doi.org/10.14746/i.2021.38.18","url":null,"abstract":"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.","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":"85237355","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}
引用次数: 0
Kolonizacja stawów hydr – narracje w serii Heroes of Might and Magic
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.13
Krzysztof Czyżak
{"title":"Kolonizacja stawów hydr – narracje w serii Heroes of Might and Magic","authors":"Krzysztof Czyżak","doi":"10.14746/i.2021.38.13","DOIUrl":"https://doi.org/10.14746/i.2021.38.13","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82363469","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}
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
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.10
Miłosz Babecki
{"title":"Polish political browser games as generative metaphors: analysis of structures and functions","authors":"Miłosz Babecki","doi":"10.14746/i.2021.38.10","DOIUrl":"https://doi.org/10.14746/i.2021.38.10","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"54 99 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78908291","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}
引用次数: 0
Ogrody Keplera – Ars Electronica 2020
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.19
Sidey Myoo
{"title":"Ogrody Keplera – Ars Electronica 2020","authors":"Sidey Myoo","doi":"10.14746/i.2021.38.19","DOIUrl":"https://doi.org/10.14746/i.2021.38.19","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"11 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76161378","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}
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
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.12
Magdalena Bednorz
{"title":"Heroine’s journey to love: Spatial rhetoric in romantic subplots in BioWare’s fantasy RPGs","authors":"Magdalena Bednorz","doi":"10.14746/i.2021.38.12","DOIUrl":"https://doi.org/10.14746/i.2021.38.12","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87550140","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}
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
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.15
Piotr P. Drozdowicz
{"title":"Image spaces. Digital visual media in the context of baroque mural painting in architecture","authors":"Piotr P. Drozdowicz","doi":"10.14746/i.2021.38.15","DOIUrl":"https://doi.org/10.14746/i.2021.38.15","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"34 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84468683","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}
引用次数: 1
Temporalne aspekty gier cyfrowych
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.06
Rafał Kochanowicz
{"title":"Temporalne aspekty gier cyfrowych","authors":"Rafał Kochanowicz","doi":"10.14746/i.2021.38.06","DOIUrl":"https://doi.org/10.14746/i.2021.38.06","url":null,"abstract":"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).","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":" 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72378980","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}
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
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.11
Katarzyna Marak
{"title":"Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends","authors":"Katarzyna Marak","doi":"10.14746/i.2021.38.11","DOIUrl":"https://doi.org/10.14746/i.2021.38.11","url":null,"abstract":"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.","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":"89972354","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}
引用次数: 0
O strukturze świata w narracyjnych grach wideo
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.03
Krzysztof M. Maj
{"title":"O strukturze świata w narracyjnych grach wideo","authors":"Krzysztof M. Maj","doi":"10.14746/i.2021.38.03","DOIUrl":"https://doi.org/10.14746/i.2021.38.03","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90467468","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}
引用次数: 0
Życie jak scenariusz. Na marginesie książki (Nie)zapomniani dokumentaliści
Images (Poland) Pub Date : 2021-06-15 DOI: 10.14746/i.2021.38.16
Jadwiga Hučková
{"title":"Życie jak scenariusz. Na marginesie książki (Nie)zapomniani dokumentaliści","authors":"Jadwiga Hučková","doi":"10.14746/i.2021.38.16","DOIUrl":"https://doi.org/10.14746/i.2021.38.16","url":null,"abstract":"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.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"156 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76808646","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}
引用次数: 0
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