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Zeitschriftenartikel zum Thema "Graphic-Thriller"

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Lladó, Francisca. „El Perdón y la furia and José de Ribera’s Journey from Faith to Magic“. European Comic Art 13, Nr. 2 (01.09.2020): 64–90. http://dx.doi.org/10.3167/eca.2020.130204.

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This article analyses the various components of a graphic novel, El Perdón y la furia [Forgiveness and Fury] by Antonio Altarriba and Keko, about the Baroque painter José de Ribera. It does so within a framework drawn from art history and studies the transgressive role of images through citation, intertextual borrowing, or creation by Keko in the manner of Ribera. A comparative analysis of the artist’s biography and the graphic narration uncovers a series of parallels between historically attested and fictitious events that can be seen as the common thread in a thriller based on the fight against power. It concludes by returning to the same themes within a contemporary setting, while Ribera’s story and that of his present-day fictional counterpart simultaneously reveal human truths.
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Barker, Anthony. „On Not Being Porn: Intimacy and the Sexually Explicit Art Film“. Text Matters, Nr. 3 (01.11.2013): 186–202. http://dx.doi.org/10.2478/texmat-2013-0034.

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Since the mid-twentieth century, we have passed from a time where sexual frankness was actively obstructed by censorship and industry self-regulation to an age when pornography is circulated freely and is fairly ubiquitous on the Internet. Attitudes to sexually explicit material have accordingly changed a great deal in this time, but more at the level of the grounds on which it is objected to rather than through a general acceptance of it in the public sphere. Critical objections now tend to be political or aesthetic in nature rather than moralistic. Commercial cinema still seems wary of a frank exploration of sexuality, preferring to address it tangentially in genres such as the erotic thriller. In Europe, an art house canon of sexually explicit movies has formed, starting with Bertolucci’s Last Tango in Paris (1972) and the French-produced In the Realm of the Senses (1976). This article looks at the steps taken since the 1970s to challenge out-of-date taboos and yet at the same time differentiate the serious film about se Xfrom both pornography (operating in parallel with mainstream cinema but in its shadow) and the exploitation film. After reviewing the art film’s relationship with both hard and soft core, two recent films, Intimacy (2000) and 9 Songs (2005), are analyzed for their explicit content and for the way they articulate their ideas about sex through graphic depictions of sexual acts. Compulsive and/or claustrophobic unsimulated sexual behaviour is used as a way of asking probing questions of intimacy (and its filmability). This is shown to be a very different thing from the highly visual and staged satisfactions of pornography.
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Bonner, Frances. „This may Look like Science Fiction, But...“ M/C Journal 2, Nr. 1 (01.02.1999). http://dx.doi.org/10.5204/mcj.1736.

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The borderline between fiction and non-fiction is, like much that is liminal, deeply attractive to observers, and among the consequences of this is a proliferation of names; 'faction', 'fictocriticism' and the shifting pairing of docudrama/dramadoc operate to indicate the blending of different types of fictional and non-fictional material. All of these produce that feeling of unease proper to liminal states. In his recent study, Derek Paget notes how it is the seriousness of the truth claims of that version of non-fiction called documentary that makes its mixing with drama so fraught with potential for controversy. In Queensland we might recall some of the arguments over the screening of Joh's Jury, but Paget underpins his analysis of material like the 1992 HBO/Granada production Hostages with reference to the four year sentence imposed in 1997 on German documentary maker Michael Born for faking material for his documentaries (1). Here not making clear the hybridity of the material was not just an impropriety, but a crime. Yet the liminal material that most fascinates me hides its hybrid nature behind a shifting collection of different terms, ones like 'projection', 'forecast', 'extrapolation' or even (on bad days) 'mission statement'. This particular body of writing is accessible non-fiction about the future. As one who has used science fiction as my basic tool for thinking about the future since I was a child, the question 'how do you write non-fictionally about something that has not yet happened?' fascinates me. That it does not seem to bother other people all that much is what seems strange. How is it that non-fiction about the future differs from science fiction about the future (and for those unfamiliar with or disdainful about the genre, sf can be set in the present, the past or the future)? Certainly one can see distinctions at the extremes; the arrival of tentacled telepathic aliens travelling faster than light characterises sf rather than science, but as another space probe sets off for the Red Planet and visionary future missions are planned, how smug can we be about the difference between the projections of what will be found and the calm descriptive passages of Kim Stanley Robinson's Red Mars? Indeed the example of the Mars probe was prompted by my current piece of sf reading -- Paul McCauley's Fairyland -- where the 21st century inhabitants of a nanotech-enhanced Europe pursue their affairs against the background of the arrival of television pictures of the first landing of humans on Mars. Sf really loves to vaunt its relationship to science. Devotees of sf, fans and aware readers alike, can reel off a collection of instances when sf seemed to have predicted future scientific or technological developments. The core one here is Arthur C. Clarke's statement of the principles of communication satellites over a decade before the launch of Telstar. (It is quite possible that those people under the age of 50 who know what Telstar is -- the 'r' is now a very important distinguishing feature -- only do so because of its function in this prime example.) Most of the other examples are at heart ones of naming rather than scientific principles -- waldos are now more or less what Robert Heinlein called them in the novella Waldo, and cyberspace is the word used to name something not very much like the inhabitable virtual space in William Gibson's Neuromancer, though many pretend otherwise. There are more, but they are vastly outnumbered by the instances of irrelevance or worse, failed prediction. Most readers have favourite moments when people in the control room of a space ship reach for a slide rule or feed in punch cards, but sf, especially genre sf (i.e. not literary fiction or utopian allegory set in the future), is in the business of entertainment not prediction. Science fiction needs science to give it generic clout, or as Darko Suvin demands, to provide the cognitive support for its imaginative operations (13). Sf writers, even those given to fantastic elements, like to provide acknowledgement pages where they thank the scientists who aren't to blame for any mistakes but helped a lot. Anne McCaffrey is much given to thanking Jack Cohen, but then so are a lot of other people -- Cohen is a biologist, great fan of the genre and a major deliverer of lectures on scientific topics at sf fan conventions. Writers like David Brin actually are scientists with serious credentials. People heavily involved in sf can trot out reams of these instances as well as mentioning how writers without scientific training can still stay within credible parameters when designing new worlds by feeding the data of their desired planet into a computer program which will give them its physical properties and save them from being bombarded with reader's letters pointing out their mistakes. But all of this wonderful fertile mix of science and fiction comes to an abrupt halt when the field of play is science itself in its public guise. Here science is real, science is earnest and sf is a serious problem -- it gives people bad ideas and worse it is popular, especially with the young. While sf is constantly trying to make claims for its own scientificity, trying to show that science and the fiction that has taken its name are absolutely made for each other, entwined together for ever and ever amen, science keeps disentangling the fictional tendrils, pushing off the importunate lover, and trying to deny it was ever tempted to get involved. Sf has so much to gain from the relationship -- status and difference from its fictional like; science has so much to lose. But there is something for science to gain -- and if it's not as even-handed as Fred Astaire giving Ginger Rogers class while she gave him sex appeal, that is a pretty accurate description of the trade (and yes, to continue the analogy, sf does have to do it backwards and in high heels). Sf is the blonde or the beefcake that pulls in the punters for the serious business of the factual, but having called people in, it must be disowned. If you haven't heard my title, you haven't been watching televised technology programmes like Australia's great export success (forget about Neighbours, I mean Beyond 2000, already operating to overcome the lack of prescience about how long the title would work) and you've been missing some news and current affairs too. It seems particularly common in non-fiction segments on robotics. A small mechanical device shambles towards the camera as a voice-over intones "This may look like science fiction, but it is actually a scene from a laboratory in downtown Tokyo" (or it might be from the Media Labs at MIT -- the difference being in the visible pizza boxes). The viewer has been hailed with something familiar and attractive, which has then been disavowed to allow the truth to shine through. Why does the catch phrase occur? Why invoke science fiction only to deny it? A piece of writing about the future cast in the non-fictional mode calls on science fiction for one of several reasons: it may want to attract readers; it may need an accompanying graphic; or it may want to talk about a wonderful new gizmo of some kind and feel the need to attach the unknown to something (however bizarrely) known. Sf is the solution to all these problems since it is arresting or popular (more fun that dusty old science might be feared to be -- I must say I don't have this view of science, but it underwrites the establishment of organisations for the Public Understanding of Science and other pieces of science PR) and it produces pictures purporting to be of the future that have more appeal than the other bodies of futurological graphics. If you don't use stills from sf films or TV (and these are certainly preferable in terms of respectability to the kind of material used for the covers of sf novels or comics), what you are left with are graphs or architects' drawings and these can only do so much. I don't really know all that many people who share my fondness for the Southern Oscillation Index graph on the weather forecast, after all. I recently came across a different use of sf in something of a scientific context. It was not disavowed quite, and I did not even find it accurate, but it points to the symbiotic elements of the couple which is not a couple. It was a review of Richard Ellis's The Search for the Giant Squid (Guardian Weekly 10 Jan. 99). Much of the material referred to in the book was fictional, but the squid and the core of the book was scientific. Michael Dirda, the reviewer, starts a paragraph in the middle of the review by saying: "When he wants to, Ellis can make his science almost science fictional: 'It is now assumed that the sperm whale captures its prey by emitting sound beams of such intensity that they can stun or even kill the prey.'" Now that doesn't sound science fictional to me -- it sounds pretty much pure David Attenborough. And neither Dirda nor Ellis appear to disavow the sf evoked. It is as if there was a convention by which a scientifically-inflected piece of journalism had to gesture to sf come what may, but only had to deny it if it involved the future where the risk of the truth claims of the scientific being compromised by the sf is presumably greater. The basic requirement in being seen to speak truthfully about the future is to reduce apparent fictionality. The best way to do this is to call on the most powerful available truth-speaking discourse, that is to speak scientifically or even more these days, economically. Science can talk very seriously indeed about the future (though it is being tempted into dangerous waters by computer technology working with terms like nanobots and foglets), but as for economics... Well, it has a whole practice which it calls futures, which is entirely speculative, but which can result in the most hallowed production of the 'real' to be encountered -- actual money. To a surprising, or perhaps that should be suspicious, extent, science disguises the fact that it speaks of the future. It engages in inventions which will become usable, discovers things which will change how current practices will be conducted, projects variations in demand; all these wonderful things which only reveal in the tense of the associated verb that their time of actuality is not quite yet. The area that is most overt about its practice of non-fictional future speaking is actually called futurology. Futurology is centred far more in the social sciences and this makes it comparatively weak from the outset. It may be that its honesty about what it engages in reduces its social power. Announcing oneself a futurologist may work as a chat-up line (though the social occasion at which it did so might give one pause) but it doesn't convert into truth-speaking power -- much better to claim to specialise in futures. Yet, when futurology calls on sf, at least it is not necessary for it to engage in the same processes of disavowal or even denial. Academics get used to being disappointed by articles that sound as if they would be really promising for a current or projected piece of work, but one of my greatest disappointments was with a brief piece by Jim Dator with the great title "What Do 'You' Do When Your Robot Bows, as Your Clone Enters Holographic MTV?". Dator is currently head of the Hawaii Research Center for Futures Studies at the University of Hawaii and chair of the World Future Studies Federation. He is thus someone who constantly works with the problem at the core of my concern. As I recall, when I went in search of the Dator article, I had expectations of an etiquette guide for the multiply present, but what I got was more a piece noting how wow! humans may not (continue to) be the peak of evolution for that much longer. Well, Charles Darwin died for that thought long ago anyway and why would Alan Turing have bothered with his Test if he hadn't suspected something similar. Although it's quite an old article at the speed Dator publishes, its calling on an sf scenario, however low-key, to draw attention to non-fictional writing is characteristic of the practice shared with science. I may have been saddened by its failure to even try to deliver on the promise of its title, but at least futurology does not see the necessity of disavowal. In all the reading I've done over the years in both areas there has only been one occasion when I've encountered any disclaimer in a science fictional work which has any parallel to the insistent disclaimers of science fictionality in science writing. It is not of course a disclaimer of scientificity. Instead it is an emphatic assertion of fictionality. What, you ask could possibly require this in a piece of science fiction? Ah, what but autobiography and within that the suspicion of sexual confession. Nicola Griffith puts a post-note to her most recent novel Slow River (both an ecological and a psycho-sexual thriller). It reads: "There is a disturbing tendency among readers -- particularly critics -- to assume that any woman who writes about abuse, no matter how peripherally, must be speaking from her own experience. This is, in Joanna Russ's terms, a denial of the writer's imagination. Should anyone be tempted to assume otherwise, let me be explicit: Slow River is fiction not autobiography. I made it up." So there you have a hierarchy of threats to status, perhaps: science, science fiction and (women's) autobiography. Observe however that I have not put the economic on the list. References Dator, Jim. "What Do 'You' Do When Your Robot Bows, as Your Clone Enters Holographic MTV?" Futures 21 (4 Aug. 1989): 361-5. Paget, Derek. No Other Way to Tell It: Dramadoc/Docudrama on Television. Manchester: Manchester UP, 1998. Suvin, Darko. Metamorphoses of Science Fiction: On the Poetics and History of a Literary Genre. New Haven: Yale UP, 1979 Recommendations Griffith, Nicola. Slow River. New York: Del Rey, 1995. McCauley, Paul. Fairyland. London: Vista, 1995. Citation reference for this article MLA style: Frances Bonner. "This May Look like Science Fiction, But..." M/C: A Journal of Media and Culture 2.1 (1999). [your date of access] <http://www.uq.edu.au/mc/9902/look.php>. Chicago style: Frances Bonner, "This May Look like Science Fiction, But...," M/C: A Journal of Media and Culture 2, no. 1 (1999), <http://www.uq.edu.au/mc/9902/look.php> ([your date of access]). APA style: Frances Bonner. (1999) This may look like science fiction, but... M/C: A Journal of Media and Culture 2(1). <http://www.uq.edu.au/mc/9902/look.php> ([your date of access]).
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Thompson, Jay Daniel, und Erin Reardon. „“Mommy Killed Him”: Gender, Family, and History in Wes Craven’s A Nightmare on Elm Street (1984)“. M/C Journal 20, Nr. 5 (13.10.2017). http://dx.doi.org/10.5204/mcj.1281.

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Introduction Nancy Thompson (Heather Langekamp) is one angry teenager. She’s just discovered that her mother Marge (Ronee Blakley) knows about Freddy Krueger (Robert Englund), the strange man with the burnt flesh and the switchblade fingers who’s been killing her friends in their dreams. Marge insists that there’s nothing to worry about. “He’s dead, honey,” Marge assures her daughter, “because mommy killed him.” This now-famous line neatly encapsulates the gender politics of Wes Craven’s A Nightmare on Elm Street (1984). We argue that in order to fully understand how gender operates in Nightmare, it is useful to read the film within the context of the historical period in which it was produced. Nightmare appeared during the early years of Ronald Reagan’s presidency. Reagan valorised the white, middle-class nuclear family. Reagan’s presidency coincided with (and contributed to) the rise of ‘family values’ and a corresponding anti-feminism. During this era, both ‘family values’ and anti-feminism were being endorsed (and contested) in Hollywood cinema. In this article, we suggest that the kind of patriarchal family structure endorsed by Reagan is thoroughly ridiculed in Nightmare. The families in Craven’s film are dysfunctional jokes, headed by incompetent adults who, in their historical attempts to rid their community of Freddy, instead fostered Freddy’s growth from sadistic human to fully-fledged monster. Nancy does indeed slay the beast in order to save the children of Elm Street. In doing so, though, we suggest that she becomes both a maternal and paternal figure; and (at least symbolically) restores her fragmented nuclear family unit. Also, and tellingly, Nancy and her mother are punished for attempting to destroy Krueger. Nightmare in 1980s AmericaNightmare was released at the height of the popularity of the “slasher film” genre. Much scholarly attention has been given to Nightmare’s gender politics. Film theorist Carol Clover has called Nancy “the grittiest of the Final Girls” (202). Clover has used the term “Final Girl” to describe the female protagonist in slasher films who survives until the film’s ending, and who kills the monster. For Clover and other scholars, Nancy uses her physical and intellectual strength to combat Freddy; she is not the kind of passive heroine found in earlier slasher films such as 1974’s The Texas Chainsaw Massacre (see Christensen; Clover 202; Trencansky). We do not disagree entirely with this reading. Nevertheless, we suggest that it can be complicated by analysing Nightmare in the historical context in which it was produced. We agree with Rhonda Hammer and Douglas Kellner that “Hollywood films provide important insights into the psychological, socio-political, and ideological make-up of U.S. society at a given point in history” (109). This article adopts Hammer and Kellner’s analytic approach, which involves using “social realities and context to help situate and interpret key films” (109). By adopting this approach, we hope to suggest the importance of Craven’s film to the study of gender representations in 1980s Hollywood cinema. Nightmare is a 1980s film that has reached a particularly large audience; it was critically and commercially successful upon its release, and led to numerous sequels, a TV series, and a 2010 remake (Phillips 77).Significantly, Craven’s film was released three years after the Republican Ronald Reagan commenced his first term as President of the United States of America. Much has been written about the neoconservative policies and rhetoric issued by the Reagan administration (see, for example, Broussard; Tygiel). This neoconservatism encroached on all aspects of social life, including gender. According to Sara Evans: “Empowered by the Republican administration, conservatives relentlessly criticized women’s work outside the home, blocking most legislation designed to ameliorate the strains of work and family life while turning the blame for those very stresses back on feminism itself” (87). For Reagan, the nuclear family—and, more specifically, the white, middle-class nuclear family—was under threat; for example, divorce rates and single parent families had increased exponentially in the US between the 1960s and the 1980s (Popenoe 531-532). This was problematic because, as sociologist David Popenoe has argued, the nuclear family was “by far the best institution” in which to raise children (539). Popenoe approvingly cites the following passage from the National Commission on Children (1991): Substantial evidence suggests that the quality of life for many of America's children has declined. As the nation looks ahead to the twenty- first century, the fundamental challenge facing us is how to fashion responses that support and strengthen families as the once and future domain for raising children. (539)This emphasis on “family values” was shared by the Religious Right, which had been gaining political influence in North America since the late 1970s. The most famous early example of the Religious Right was the “Save Our Children” crusade. This crusade (which was led by Baptist singer Anita Bryant) protested a local gay rights ordinance in Dade County, Florida (Winner 184). Family values were also espoused by some commentators of a more liberal political persuasion. A prominent example is Tipper Gore, wife of Democrats senator Al Gore Jr., who (in 1985) became the chief spokesperson of the Parents’ Music Resource Center, an organisation that aimed “to inform parents about the pornographic content of some rock songs” (Chastagner 181). This organisation seemed to work on the assumption that parents know what is best for their children; and that it is parents’ moral duty to protect their children from social evils (in this case, sexually explicit popular culture). Perhaps unsurprisingly, the anti-feminism and the privileging of family values described above manifested in the Hollywood cinema of the 1980s. Susan Faludi has demonstrated how a selection of films released during that decade “struggle to make motherhood as alluring as possible,” and punish those female protagonists who are unwilling or unable to become mothers (163). Faludi does not mention slasher films, though it is telling that this genre —a genre that had its genesis in the early 1960s, with movies such as Alfred Hitchcock’s Psycho (1960)—enjoyed considerable popularity during the 1980s. The slasher genre has been characterised by its graphic depictions of violence, particularly violence against women (Welsh). Many of the female victims in these films are shown to be sexually active prior to their murders, thus making these murders seem like punishment for their behaviour (Welsh). For example, in Nightmare, the character Tina Gray (Amanda Wyss) is killed by Freddy shortly after she has sex with her boyfriend. Our aim is not to suggest that Nightmare is automatically anti-feminist because it is a slasher film or because of the decade in which it was released. Craven’s film is actually resistant to any single and definitive reading, with its blurring of the boundaries between reality and fantasy, its blend of horror and dark humour, and its overall air of ambiguity. Furthermore, it is worth noting that Hollywood films of the 1980s contested Reaganite politics as much as they endorsed those politics; the cinema of that decade was not entirely right-leaning (Hammer and Kellner 107). Thus, our aim is to explore the extent to which Craven’s film contests and endorses the family values and the conservative gender politics that are described above. In particular, we focus on Nightmare’s representation of the nuclear family. As Sara Harwood argues, in 1980s Hollywood cinema, the nuclear family was frequently represented as a “fragile, threatened entity” (5). Within this “threatened entity”, parents (and particularly fathers) were regularly represented as being “highly problematic”, and unable to adequately protect their children (Harwood 1-2). Harwood argues this point with reference to films such as the hugely popular thriller Fatal Attraction (1987). Sarah Trencansky has noted that a recurring theme of the 1980s slasher film is “youth subjugated to an adult community that produces monsters” (Trencansky 68). Harwood and Trencansky’s insights are particularly relevant to our reading of Craven’s film, and its representation of the heroine’s family. Bad Parents and Broken FamiliesNightmare is set in white, middle-class suburbia. The families within this suburbia are, however, a long way from the idealised, comfortable nuclear family. The parents are unfeeling and uncaring—not to mention unhelpful to their teenage children. Nancy’s family is a case in point. Her parents are separated. Her policeman father Donald (John Saxon) is almost laughably unemotional; when Nancy asks him whether her boyfriend has been killed [by Freddy], he replies flatly: “Yeah. Apparently, he’s dead.” Nancy’s mother Marge is an alcoholic who installs bars on the windows of the family home in a bid to keep Nancy safe. Marge is unaware (or maybe she does not want to know) that the real danger lies in the collective unconscious of teenagers such as her daughter. Ironically, it is parents such as Marge who created the monster. Late in the film, Marge informs Nancy that Freddy was a child murderer who avoided a jail sentence due to legal technicality. A group of parents tracked Freddy down and set fire to him. This represents a particularly extreme version of parental protectiveness. Marge tries to assure Nancy that Freddy “can’t get you now”, but the execution of her friends while they sleep—not to mention Nancy’s own nocturnal encounters with the monster—suggest otherwise.Indeed, it is easy to read Freddy as a kind of monstrous doppelganger for the parents who killed him. After all, he is (like those parents) a murderous adult. David Kingsley has argued that Freddy can be read as a doppelganger for Donald, and there is evidence in the film to support this argument. For example, the mention of Freddy’s name is the only thing that can transform Donald’s perpetual stoic facial expression into a look of genuine concern. Donald himself never mentions Freddy, or even acknowledges his existence—even when the monster is in front of him, in one of the film’s several climaxes. There is a sense, then, that Freddy represents a dark, sadistic part of Donald that he is barely able to face—but also, that he is barely able to repress. Nancy as Final Girl and/or (Over-)Protective MotherIn her essay, Clover argues that to regard the Final Girl as a “feminist development” is “a particularly grotesque expression of wishful thinking. She is simply an agreed-upon fiction, and the male viewer's use of her as a vehicle for his own sadomasochistic fantasies” (214). This is too simplistic a reading, as is suggested by a close look at the character Nancy. As Clover herself puts it, Nancy has “the quality of the Final Girl's fight, and more generally to the qualities of character that enable her, of all the characters, to survive what has come to seem unsurvivable” (Clover 64). She possesses crucial knowledge about Freddy and his powers. Nancy is indeed subject to violence at Freddy’s hands, but she also takes responsibility for destroying him— and this is something that the male characters seem unable or unwilling to do. Those men who disregard her warnings to stay awake (her boyfriend Glen) or who are unable to hear them (her friend Rod, who is incarcerated for his girlfriend Tina’s murder) die violent deaths. Nightmare is shot largely from Nancy’s point-of-view. The viewer is thus encouraged to feel the fear and terror that she feels about the monster, and want her to succeed in killing him. Nevertheless, the character Nancy is not entirely pro-feminist. There is a sense in which she becomes “the proverbial parent she never had” (Christensen 37; emphasis in original). Nancy becomes the mother who warns the neighbourhood youngsters about the danger that they are facing, and comforts them (particularly Rod, whose cries of innocence go ignored). Nancy also becomes the tough upholder of justice who punishes the monster in a way her policeman father cannot (or will not). Thus, Nancy comes to embody both, distinctly gendered parental roles; the nuclear family is to some extent restored in her very being. She answers Anita Bryant’s call to ‘save our children’, only here the threat to children and families comes not from homosexuality (as Bryant had feared), but rather from a supernatural killer. In particular, parallels are drawn between Nancy and Marge. Marge admits that “a group of us parents” hunted out Freddy. Nevertheless, in saying that “mommy killed him”, she seems to take sole responsibility for his execution. Compare Marge’s behaviour with that of Donald, who never utters Freddy’s name. In one of the climaxes, Nancy herself sets fire to Freddy, before he can hurt any other youngsters. Thus, it is the mothers in Nightmare—both the “real” mother (Marge) and the symbolic mother (Nancy)—who are punished for killing the monster. In the film’s first climax, the burning Freddy races into Marge’s bedroom and kills her, before both monster and victim mysteriously vanish. In the second climax, Marge is yanked off the front porch and through the front door, by unseen hands that most likely belong to Krueger.In the film’s final climax, Nancy wakes to find that the whole film was just a dream; her friends and mother are alive. She remarks that the morning is ‘bright’; indeed, it appears a bit too bright, especially after the darkness and bloodshed of the night before. Nancy steps into a car with her friends, but the viewer notices something odd—the car’s colours (red, with green stripes) match the colours on Freddy’s shirt. The car drives off, against the will of its passengers, and presumably powered by the apparently dead (or is he dead? Was he ever truly dead? Was he just dreamed up? Is Nancy still dreaming now?) monster. Compare the fates of these women with that of Donald. In the first climax, he watches in horror as Freddy murders Marge, but does nothing to protect her. Donald does not appear in the final climax. The viewer is left to guess what happened to him. Most likely, Donald will continue to try and protect the local community as best (or as incompetently) he can, and turn a blind eye to the teenage and female suffering around him. Conclusion We have argued that a nuanced understanding of the gender politics at the heart of Wes Craven’s A Nightmare on Elm Street can be achieved by reading the film within the context of the historical period in which it was released. Nightmare is an example of a Hollywood film that manages (to some extent) to contest the anti-feminism and the emphasis on “family values” that characterised mid-1980s American political culture. In Nightmare, the nuclear family is reduced to a pathetic joke; the parents are hopeless, and the children are left to fend (sometimes unsuccessfully) for themselves. Nancy is genuinely assertive, and the young men around her pay the price for not heeding or hearing her warnings. Nonetheless, as we have also argued, Nancy becomes the mother and father she never had, and in doing so she (at least symbolically) restores her fractured nuclear family unit. In Craven’s film, the nuclear family might be down, but it’s not entirely out. Finally, while both Nancy and Marge might seem to destroy Freddy, the monster ultimately punishes these women for their crimes. References A Nightmare on Elm Street. Dir. Wes Craven. New Line Cinema, 1984.A Nightmare on Elm Street. Dir. Samuel Bayer. New Line Cinema, 2010. Broussard, James H. Ronald Reagan: Champion of Conservative America. Hoboken: Taylor and Francis, 2014. Christensen, Kyle. “The Final Girl versus Wes Craven’s A Nightmare on Elm Street: Proposing a Stronger Model of Feminism in Slasher Horror Cinema.” Studies in Popular Culture 34.1 (2011): 23-47. Chastagner, Claude. “The Parents’ Music Resource Center: From Information to Censorship”. Popular Music 1.2 (1999): 179-192.Clover, Carol. “Her Body, Himself: Gender in the Slasher Film”. Representations 20 (1987): 187-228. Evans, Sara. “Feminism in the 1980s: Surviving the Backlash.” Living in the Eighties. Eds. Gil Troy and Vincent J. Cannato. New York: Oxford University Press, 2009. 85-97. Faludi, Susan. Backlash: The Undeclared War against Women. London: Vintage, 1991. Fatal Attraction. Dir. Adrian Lyne. Paramount Pictures, 1987. Hammer, Rhonda, and Douglas Kellner. “1984: Movies and Battles over Reganite Conservatism”. American Cinema of the 1980s: Themes and Variations. Ed. Stephen Prince. New Jersey: Rutgers University Press, 2007. 107-125. Harwood, Sarah. Family Fictions: Representations of the Family in 1980s Hollywood Cinema. Hampshire and London: Macmillan Press, 1997. Kingsley, David. “Elm Street’s Gothic Roots: Unearthing Incest in Wes Craven’s 1984 Nightmare.” Journal of Popular Film and Television 41.3 (2013): 145-153. Phillips, Kendall R. Dark Directions: Romero, Craven, Carpenter, and the Modern Horror Film. Carbondale and Edwardsville: Southern Illinois University Press, 2012. Popenoe, David. “American Family Decline, 1960-1990: A Review and Appraisal.” Journal of Marriage and Family 55.3 (1993): 527-542.Psycho. Dir. Alfred Hitchcock. Paramount Pictures, 1960.The Texas Chainsaw Massacre. Dir. Tobe Hooper. Bryanston Pictures, 1974.Trencansky, Sarah. “Final Girls and Terrible Youth: Transgression in 1980s Slasher Horror”. Journal of Popular Film and Television 29.2 (2001): 63-73. Tygiel, Jules. Ronald Reagan and the Triumph of American Conservatism. New York: Pearson Longman, 2006. Welsh, Andrew. “On the Perils of Living Dangerously in the Slasher Horror Film: Gender Differences in the Association between Sexual Activity and Survival.” Sex Roles 62 (2010): 762-773.Winner, Lauren F. “Reaganizing Religion: Changing Political and Cultural Norms among Evangelicals in Ronald Reagan’s America.” Living in the Eighties. Eds. Gil Troy and Vincent J. Cannato. New York: Oxford University Press, 2009. 181-198.
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5

Davies, Alex, und Alexandra Lara Crosby. „Art Is Magic“. M/C Journal 26, Nr. 5 (02.10.2023). http://dx.doi.org/10.5204/mcj.3003.

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Magic and art are products of human connection with the universe, offering answers to questions of meaning and working in interstices between fiction and reality. Magic can and does permeate all forms of media and is depicted as both entertaining and dangerous, as shaping world views, and as practised by a vast array of individuals and groups across cultures. Creative practices in cinema, radio, and installation art suggest that deceptive illusions created through magic techniques can be an effective means of creating compelling and engaging media experiences. It is not surprising, then, that in contemporary art forms involving mixed media and mixed (or augmented) reality the study of magic can offer valuable insights into how technologies mediate audience experiences and how artists can manipulate audience perceptions. Despite art often being described as ‘magical’ (Jones; Charlesworth), there is limited scholarly research applying the philosophical and socio-cultural construct of magic to contemporary art, leaving much to explore with regard to the intersections between magic and art. Scholars and artists have instead preferred to draw from more established bodies of theory in theatre and performance studies (Laurel), cinema (Marsh), and narrative (Murray). This article hones in on that intersection by applying the understudied principles and techniques of magicians to the interpretation and analysis of artworks by Canadian artists Janet Cardiff and George Bures Miller. Making ‘magic’ here is not about the supernatural but refers to the refined practice of ‘doing tricks’, developed over thousands of years across many cultures. The aim of this article therefore is to introduce the reader to two interactive artworks through the lens of magic. Through these examples, we demonstrate the direct correlations between the principles of illusion in magic and media-based illusions in art, inviting the recognition of common ground between the equally niche spheres of magicians and contemporary artists. Cardiff and Miller are a well-known contemporary artist duo whose work exemplifies trends in audio-based performance work (Collins) and site specificity (Ross). However, their work is not generally analysed through the lens of magic. Here, we focus on it as ‘mixed reality’ art, specifically ‘augmented reality’ (in contrast to augmented virtuality), a concept that was defined by Milgram and Kishino as any case in which an otherwise real environment is ‘augmented’ by means of virtual (computer graphic) objects. Since the introduction of these terms—‘mixed reality’ and ‘augmented reality’—technologies have made many leaps across innumerable modes of media. Yet their distinction remains useful to categorise artworks and describe any mixed reality approaches that work towards “the existence of a combined pair of a real and virtual space”. In augmented reality, while “the visual as the dominant mode of perception and integration of real and virtual space” (Strauss, Fleischmann et al.), sound can be used for sensory immersion, and to play tricks on the minds of audiences. These distinctions are often critical in discussions of art, especially when “illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit” (Avram). Mixed reality artworks often make unique combinations of audio-visual elements, and sometimes activate other senses such as tactile and olfactory. In these works, artists use illusion to connect the embodied experience of the audience members to the electronically mediated experience of their design, which brings us back to magic. Introduction to Conjuring and Deception It is worthwhile to briefly visit the key principles of magic that most clearly tie together conjuring and mixed reality artworks: framing context, consistency, continuity, conviction, justification, surprise, and disguise. These principles are routinely used in combination by magicians to deceive audiences and are commonly referred to under the umbrella term of ‘misdirection’, defined as “that which directs the audience towards the effect and away from the method” (Lamont and Wiseman 3). Conjuring consists of “creating illusions of the impossible” (Nelms), which are comprised of a method (how the trick is achieved) and an effect (what the audience perceives). The principles that form the foundation of conjuring are centred on the creation of illusions in a theatrical context, either on stage or via close-up magic. Think of the famous genius pair of stage magicians Penn & Teller and their blockbuster magic competition television series Fool Us. Now research has revealed how these techniques can also be examined in a broader context than entertainment and across many scholarly disciplines. This research has occurred within the fields of cognitive science (Macknik et al.; Macknik & Martinez-Conde; Macknik, Martinez-Conde, et al.), psychology (Polidoro; Tatler and Kuhn) and interaction design (de Jongh Hepworth; Marchak; Tognazzini). These investigations demonstrate the significance and value of techniques drawn from conjuring across various fields. Indeed, as Macknik states, “there are specific cases in which the magician’s intuitive knowledge is superior to that of the neuroscientist” (Macknik, Mac King, et al.). A successful magic trick requires the audience to experience the effect while unaware of the method (Lamont and Wiseman). Examining the creation of illusions in terms of method and effect is not only applicable to conjuring but also resonates with other forms of media that rely on suspension of disbelief. For example, in the context of cinema, the audience should be engaged with the content on the screen rather than the presentation apparatus. In virtual environments, the aim of the developer is also generally to ensure that the user experiences the effect (immersion in the virtual world) while suppressing awareness of the medium (method). In conjuring, many approaches to deception rely on indirect reinforcement in which a situation is implied rather than stated. When magician and theorist Dariel Fitzkee describes conjuring, he suggests that implication is effective because it “seems to the spectator to be a voluntary decision on his part, uninfluenced by the magician. It is also stronger because such conclusions, reached in this manner, do not seem to be of particular importance to the performer” (97). Both these elements significantly increase conviction, reduce suspicion and are very relevant to the technique of ‘suspending disbelief’ often applied to cinema. Through suggestion, the filmmakers ensured that viewers who themselves had previously constructed a false frame would readily interpret the film document as authentic, so long as the experience did not drastically deviate from expectations. This form of deception is evident in two works by Cardiff and Miller that rely primarily on sound in careful combination with visual and spatial elements to create ambiguous elements that can make the audience question what is real and virtual. The Paradise Institute (Cardiff and Miller) and Walks (Cardiff 1991–2006) utilise the process of binaural recording whereby two microphones are placed inside the ears of a dummy head to convey realistic spatial sound simulations via headphone playback. Next, we look at these artworks as a mode of conjuring taking up methods and desired effects of the art of magic. The Paradise Institute The Paradise Institute was originally produced for the 2001 Canadian Pavilion at the Venice Biennale. The work draws on the language and experience of cinema, creating a film-like experience using the illusory principles of magic. To experience the work, viewers approach a simple plywood pavilion, mount a set of stairs, and enter. We first experienced The Paradise Institute at PS1 Gallery, New York in 2001. The first illusion in a series is that this tiny dimly lit interior, complete with red carpet and two rows of velvet-covered seats, is an actual theatre. Once seated, we peer over the balcony onto a miniature replica of a grand old movie theatre created with techniques of hyper-perspective (accentuated depth and extreme angles as in a theatre set). Then we put on the headphones provided, and the projection begins. Beyond the perceptual illusion of the theatre space itself, the primary illusionary device is sound design that combines audio from the fragmented narrative depicted on screen with simulated sounds from the theatre audience. This technique is analogous to offscreen sound in cinema (Davies). Several stories run simultaneously. There is the ‘visual film’ and its accompanying soundtrack; layered over this is the ‘aural action’ of a supposed audience. The film is a mix of genres: part noir, part thriller, part sci-fi, and part experimental. What is more particular about the installation is the personal binaural surround sound that every individual in the audience experiences through the headphones. The sense of isolation each person might feel is disrupted by intrusions seemingly coming from inside the theatre. A mobile phone belonging to a member of the audience rings. A close ‘female friend’ whispers intimately in your ear: “Did you check the stove before we left?” Fiction and reality become intermingled as absorption in the film is suspended, and other realities flow in. Not knowing what to believe, you hear a collage of sounds from the soundtrack of the film you are watching, as well as from people sitting beside you. Was that really a cell phone? At one point the characters you have watched on the screen are talking behind you. (Christov-Bakargiev and Cardiff 151) The multi-layered acoustic space combines chattering and rustling from the virtual audience members seated around you, characters from the film that are sporadically transported to the objective position of the audience, all co-existing with the soundtrack of the film itself. This complex layering of sound, combined with the live ambience, creates a mixed reality environment in which the various virtual elements constantly intrude upon the audience’s perception of reality. The artists conjure an audience and theatre which are not in fact there, but the illusion is so seamless, that your perception combines reality and mediated experience. One of the principles of effective illusions within magic is the capacity to reduce suspicion during the presentation. The work effectively achieves this through a variety of methods. The most compelling aspects of the deception are the intimate conversations and incidental sounds created by the virtual audience members, particularly those seated behind you (as the source cannot be immediately verified). You cannot see, feel, smell, or touch other audience members, but you can hear them. The content is perceived as familiar (therefore suspicion regarding its veracity is reduced), and even within the hyper-real context of the microcinema, irresistibly compelling. The mechanics of the work effectively support the illusion. The installation provides a controlled acoustic space, and volume levels can be precisely adjusted. The layered sound design further assists in masking deficiencies in the technical process in much the same manner as the use of atmospheres and music in a film soundtrack. These characteristics assist in establishing a palpable simulation of acoustic reality. In The Paradise Institute, rather than place the audience in a passive position in relation to their work, Cardiff and Miller use spatial sound as a means of active engagement: “I want people to be inside the filmic experience… I want the pieces to be disconcerting in several ways so that the audience can’t just forget about their bodies for the duration of their involvement, like we do in film” (Beil and Mari 78). Walks Janet Cardiff and George Bures Miller designed 24 audio and video walks between 1996 and 2019. Like magicians executing conjuring tricks, the artists use the affordances of electronic media to reveal an alternate reality. The walks, like conjuring tricks, manipulate your perceptions of reality through illusion. The walks are between five minutes and one hour long. As the artists write on their Website, the audio playback is layered with various background sounds all recorded in binaural audio which gives the feeling that those recorded sounds are present in the actual environment. In a video walk, viewers are provided with a video screen which they use to follow a film recorded in the past along the same route they are traversing in the present. Also using binaural microphones and edited to create a sense of continuous motion, the fictional world of the film blends seamlessly with the reality of the architecture and body in motion. The perceptive confusion is deepened by the dream-like narrative elements that occur in the pre-recorded film. Audience members are given a listening device and headphones at the beginning of the walk, similar to the experience of using an audio guide in a museum. At a predefined location, the audience member presses play and is guided by Cardiff’s voice narrating events that occur along a route through the physical environment. Instructions are integrated within a narrative soundscape that shapes the audiences’ perceptions of their immediate environment. The importance of this hybrid reality is highlighted by Cardiff’s own description of the work: “the sound of my footsteps, traffic, birds, and miscellaneous sound effects that have been pre-recorded on the same site as they are being heard … . The virtual recorded soundscape has to mimic the real physical one in order to create a new world as a seamless combination of the two” (Cardiff and Miller). All the walks are recorded as a spatially encoded binaural soundscape, created using microphones fitted to both ears of a mannequin. The intent is that the recording perfectly replicates the sensation of listening with two human ears. Listening back through headphones, the recording feels as ‘live’ as possible. During playback, the audience experiences the illusion of being in the same room as Cardiff’s voice and other sounds in the recording. They perceive a realistic multi-layered sonic environment comprised of the actual acoustic space they inhabit (via aural transparency of the headphones), artefacts from the same environment at a prior time, and narration provided by Cardiff’s voice, all interwoven with creative sound design. Unlike The Paradise Institute, audience members can adjust the playback level, and hence, the mix between the real and virtual elements. In other words, they may be able to hear the sound of their own footsteps or breathing in combination with the designed soundscape. Due to the intimate nature of the binaural recordings (and the timbre of Cardiff’s voice), the audience has the impression that Cardiff is present, an invisible co-traveller on the journey. The walks are successful magic tricks not only because of the perceptual realism of the sonic environments they represent but also because they are narrative-driven, propelling the audience through unknown spaces and stories. The audience, on the one hand, exists in a fictional world, while on the other hand they are placed in a paradoxical position of being at times uncertain if the sound they heard was present in physical reality or was a simulation. Discussion: Reframing Fiction as Fact in an Act of Magic These works indicate how the mechanics of the illusion (in this instance, spatial sound and visual trickery) combined with plausible virtual elements can effectively reframe an experience from a fictional simulation to fact. Even if the experience is clearly framed as fiction, the appropriate use of mechanics can present stimuli that are so compellingly real that they disrupt, even if momentarily, the way the audience interprets a mediated experience, whether it is constructed as a set (in the case of The Paradise Institute) or a streetscape (in the Walks). The conjuring trick at work here, as with The Paradise Institute, is multisensory reinforcement, “the way in which a spectator’s belief about specific matters central to the effect are reinforced” (Lamont and Wiseman 69). The audience’s suspicion may be reduced if each modality works in unison to advance the illusion. For instance, the visual representation of a virtual character is reinforced by corresponding sound, and their actions are further indicated via mechanical devices in physical space. Scholars argue that the more sensory inputs in the mediated experience, the higher the degree of perceptual realism, so long as “the information from various sources is globally consistent” (Christou and Parker 53). This is because “senses do not just provide information but also serve to confirm the ‘perceptions’ of other senses” (England 168). Multisensory integration occurs innately within the individual, and, as Macknik suggests, it “is an ongoing and dynamic property of your brain that occurs outside conscious awareness” (Macknik, Martinez-Conde, et al. 104). The multimodal nature of mixed reality experiences like Cardiff and Miller’s walks provide an example of magic applied in art. Audience members’ eyes and ears are activated, convincing their brains that fiction is reality. To be clear, the artworks discussed here are technically elegant but not overly complex or dependent on technology. This is consistent with magic acts whereby sometimes a deck of cards and a small table are the only props. In conjuring, for the most part, magicians rely on “little technology more complex than a rubber band, a square of black fabric or length of thread” (Steinmeyer 7). Identifying how the adaptability of magic can also be applied to media arts is integral to understanding its power. Effects of illusion can be achieved with relatively simple methods, such as binaural recording or hyper-perspective (not to undermine the skill in such acts of magic). As with a magician’s sleight-of-hand techniques (think of a playing card being perfectly hidden up a sleeve), an accomplished media artist also needs to use techniques of illusion flawlessly. In other words, rather than being device-centric, the principles of misdirection can be applied to suit a specific purpose but must be done skilfully. This is the very reason that Cardiff and Miller’s conjuring strategies are highly adaptive and highly successful. Conclusion: When Art Is Magic, We Are All Deceived What do these examples of magic in mixed reality artworks indicate? The works discussed draw from vast lineages of creative practice, including radio, cinema, installation, and locative media. They demonstrate that applying principles of magic to the design of artworks can create convincing mediated deceptions. They also demonstrate direct correlations between the principles of illusion in magic and media-based illusions in art. Even when an event is framed as fiction, the mechanics of the illusion could make the audience believe in an alternate reality, the very foundation of magic. Just as in conjuring, Cardiff and Miller’s tricks transform an experience into an illusion via elements of showmanship such as drama and atmosphere. In art, however, unlike a conventional magic trick, there is no climactic flurry in which the alternate reality is revealed, such as pulling a rabbit out of a seemingly empty hat. Instead, if the works succeed, the illusion is sustained and virtual characters and spaces are no longer perceived as a simulation, thus bridging reality and virtuality. Janet Cardiff is walking with you, or you are sitting in a cinema. References Avram, Horea. “The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art.” M/C Journal 16.6 (2013). <https://doi.org/10.5204/mcj.735>. Beil, Ralf, and Bartomeu Marí. The Killing Machine and Other Stories 1995-2007: Janet Cardiff & George Bures Miller. Hatje Cantz, Darmstadt, 2007. Cardiff, Janet, and George Bures Miller. 2023. <https://cardiffmiller.com/>. ———. “The Affective Experience of Space.” The Oxford Handbook of Sound and Image in Western Art. 2016. 214. Cardiff, Janet, George Bures Miller, and Carolyn Christov-Bakargiev. Janet Cardiff: A Survey of Works Including Collaborations with George Bures Miller. New York: PS1, 2001. Charlesworth, J.J. “The Return of Magic in Art.” Art Review 30 May 2022. <https://artreview.com/the-return-of-magic-in-art>. Collins, Rebecca Louise. “Sound, Space and Bodies: Building Relations in the Work of Invisible Flock and Atelier Bildraum.” M/C Journal 20.2 (2017). <https://doi.org/10.5204/mcj.1222>. Davies, Alexander. Magic, Mixed Realities & Misdirection. PhD Dissertation. Sydney: UNSW, 2013. Davies, Alex, and Jeffrey Koh. “Häusliches Glück: A Case Study on Deception in a Mixed Reality Environment.” Handbook of Digital Games and Entertainment Technologies. Eds. Ryohei Nakatsu, Matthias Rauterberg, and Paolo Ciancarini. Singapore: Springer Singapore, 2017. <https://doi.org/10.1007/978-981-4560-52-8_18-1>. De Jongh Hepworth, Sam. “Magical Experiences in Interaction Design.” Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces. 2007. Fitzkee, Dariel. Magic by Misdirection. London: Ravenio, 1975. Hyman, Ray. “The Psychology of Deception.” Annual Review of Psychology 40.1 (1989): 133-154. Ishii, Hiroshi, and Brygg Ullmer. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.” Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. 1997. Jacobson, Marjory. “Janet Cardiff and George Bures Miller.” Sensorium: Embodied Experience, Technology, and Contemporary Art (2006): 56-61. Jones, Jonathon. “The Top 10 Magical Artworks” The Guardian 5 June 2014. <https://www.theguardian.com/artanddesign/2014/jun/05/top-10-magical-artworks>. Lamont, Peter, and Richard Wiseman. Magic in Theory: An Introduction to the Theoretical and Psychological Elements of Conjuring. U of Hertfordshire P, 2005. Laurel, Brenda. Computers as Theatre. Addison-Wesley, 2013. Macknik, Stephen L., et al. “Attention and Awareness in Stage Magic: Turning Tricks into Research.” Nature Reviews Neuroscience 9.11 (2008): 871-879. Macknik, Stephen L., and Susana Martinez-Conde. “A Perspective on 3-D Visual Illusions.” Scientific American Mind 19.5 (2008): 20-23. ———. “Real Magic: Future Studies of Magic Should Be Grounded in Neuroscience.” Nature Reviews Neuroscience 10.3 (2009): 241-241. Macknik, Stephen, Susana Martinez-Conde, and Sandra Blakeslee. Sleights of Mind: What the Neuroscience of Magic Reveals about Our Everyday Deceptions. New York: Henry Holt, 2010. Marchak, Frank M. “The Magic of Visual Interaction Design.” ACM SIGCHI Bulletin 32.2 (2000): 13-14. Marsh, Tim. “Presence as Experience: Film Informing Ways of Staying There.” Presence: Teleoperators & Virtual Environments 12.5 (2003): 11. ———. “Presence as Experience: Framework to Assess Virtual Corpsing.” Presence 2001: 4th International Workshop on Presence. Philadelphia, 2001. ———. “Staying There: An Activity-Based Approach to Narrative Design and Evaluation as an Antidote to Virtual Corpsing.” Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Amsterdam: Ios, 2003. 85-96. Milgram, Paul, and Fumio Kishino. “A Taxonomy of Mixed Reality Visual Displays.” IEICE TRANSACTIONS on Information and Systems 77.12 (1994): 1321-1329. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Updated ed. Boston: MIT P, 2017. Polidoro, Massimo. “The Magic in the Brain: How Conjuring Works to Deceive Our Minds.” Tall Tales about the Mind & Brain: Separating Fact from Fiction. Ed. Sergio Della Sala. Oxford: Oxford UP, 2007. 36-44. Ross, Christine. “Movement That Matters Historically: Janet Cardiff and George Bures Miller’s 2012 Alter Bahnhof Video Walk.” Discourse 35.2 (2013): 212-227. Strauss, Wolfgang, et al. Linking between Real and Virtual Spaces. GMD Report 75, GMD – Forschungszentrum Informationstechnik GmbH, Sienna. CID, 1999. Tatler, Benjamin W., and Gustav Kuhn. “Don’t Look Now: The Magic of Misdirection.” Eye Movements. Amsterdam: Elsevier, 2007. 697-714. Tognazzini, Bruce. “Principles, Techniques, and Ethics of Stage Magic and Their Application to Human Interface Design.” Proceedings of the INTERACT'93 and CHI'93 Conference on Human Factors in Computing Systems. 1993. 355-62.
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6

Waelder, Pau. „The Constant Murmur of Data“. M/C Journal 13, Nr. 2 (15.04.2010). http://dx.doi.org/10.5204/mcj.228.

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Our daily environment is surrounded by a paradoxically silent and invisible flow: the coming and going of data through our network cables, routers and wireless devices. This data is not just 1s and 0s, but bits of the conversations, images, sounds, thoughts and other forms of information that result from our interaction with the world around us. If we can speak of a global ambience, it is certainly derived from this constant flow of data. It is an endless murmur that speaks to our machines and gives us a sense of awareness of a certain form of surrounding that is independent from our actual, physical location. The constant “presence” of data around us is something that we have become largely aware of. Already in 1994, Phil Agre stated in an article in WIRED Magazine: “We're so accustomed to data that hardly anyone questions it” (1). Agre indicated that this data is in fact a representation of the world, the discrete bits of information that form the reality we are immersed in. He also proposed that it should be “brought to life” by exploring its relationships with other data and the world itself. A decade later, these relationships had become the core of the new paradigm of the World Wide Web and our interaction with cyberspace. As Mitchell Whitelaw puts it: “The web is increasingly a set of interfaces to datasets ... . On the contemporary web the data pour has become the rule, rather than the exception. The so-called ‘web 2.0’ paradigm further abstracts web content into feeds, real-time flows of XML data” ("Art against Information"). These feeds and flows have been used by artists and researchers in the creation of different forms of dynamic visualisations, in which data is mapped according to a set of parameters in order to summarise it in a single image or structure. Lev Manovich distinguishes in these visualisations those made by artists, to which he refers as “data art”. Unlike other forms of mapping, according to Manovich data art has a precise goal: “The more interesting and at the end maybe more important challenge is how to represent the personal subjective experience of a person living in a data society” (15). Therefore, data artists extract from the bits of information available in cyberspace a dynamic representation of our contemporary environment, the ambience of our digital culture, our shared, intimate and at the same time anonymous, subjectivity. In this article I intend to present some of the ways in which artists have dealt with the murmur of data creatively, exploring the immense amounts of user generated content in forms that interrogate our relationship with the virtual environment and the global community. I will discuss several artistic projects that have shaped the data flow on the Internet in order to take the user back to a state of contemplation, as a listener, an observer, and finally encountering the virtual in a physical form. Listening The concept of ambience particularly evokes an auditory experience related to a given location: in filmmaking, it refers to the sounds of the surrounding space and is the opposite of silence; as a musical genre, ambient music contributes to create a certain atmosphere. In relation to flows of data, it can be said that the applications that analyze Internet traffic and information are “listening” to it, as if someone stands in a public place, overhearing other people's conversations. The act of listening also implies a reception, not an emission, which is a substantial distinction given the fact that data art projects work with given data instead of generating it. As Mitchell Whitelaw states: “Data here is first of all indexical of reality. Yet it is also found, or to put it another way, given. ... Data's creation — in the sense of making a measurement, framing and abstracting something from the flux of the real — is left out” (3). One of the most interesting artistic projects to initially address this sort of “listening” is Carnivore (2001) by the Radical Software Group. Inspired by DCS1000, an e-mail surveillance software developed by the FBI, Carnivore (which was actually the original name of the FBI's program) listens to Internet traffic and serves this data to interfaces (clients) designed by artists, which interpret the provided information in several ways. The data packets can be transformed into an animated graphic, as in amalgamatmosphere (2001) by Joshua Davis, or drive a fleet of radio controlled cars, as in Police State (2003) by Jonah Brucker-Cohen. Yet most of these clients treat data as a more or less abstract value (expressed in numbers) that serves to trigger the reactions in each client. Carnivore clients provide an initial sense of the concept of ambience as reflected in the data circulating the Internet, yet other projects will address this subject more eloquently. Fig. 1: Ben Rubin, Mark Hansen, Listening Post (2001-03). Multimedia installation. Photo: David Allison.Listening Post (2001-04) by Mark Hansen and Ben Rubin is an installation consisting of 231 small electronic screens distributed in a semicircular grid [fig.1: Listening Post]. The screens display texts culled from thousands of Internet chat rooms, which are read by a voice synthesiser and arranged synchronically across the grid. The installation thus becomes a sort of large panel, somewhere between a videowall and an altarpiece, which invites the viewer to engage in a meditative contemplation, seduced by the visual arrangement of the flickering texts scrolling on each screen, appearing and disappearing, whilst sedated by the soft, monotonous voice of the machine and an atmospheric musical soundtrack. The viewer is immersed in a particular ambience generated by the fragmented narratives of the anonymous conversations extracted from the Internet. The setting of the piece, isolated in a dark room, invites contemplation and silence, as the viewer concentrates on seeing and listening. The artists clearly state that their goal in creating this installation was to recreate a sense of ambience that is usually absent in electronic communications: “A participant in a chat room has limited sensory access to the collective 'buzz' of that room or of others nearby – the murmur of human contact that we hear naturally in a park, a plaza or a coffee shop is absent from the online experience. The goal of Listening Post is to collect this buzz and render it at a human scale” (Hansen 114-15). The "buzz", as Hansen and Rubin describe it, is in fact nonexistent in the sense that it does not take place in any physical environment, but is rather the imagined output of the circulation of a myriad blocks of data through the Net. This flow of data is translated into audible and visible signals, thus creating a "murmur" that the viewer can relate to her experience in interacting with other humans. The ambience of a room full of people engaged in conversation is artificially recreated and expanded beyond the boundaries of a real space. By extracting chats from the Internet, the murmur becomes global, reflecting the topics that are being shared by users around the world, in an improvised, ever-changing embodiment of the Zeitgeist, the spirit of the time, or even a certain stream of consciousness on a planetary scale. Fig. 2: Gregory Chatonsky, L'Attente - The Waiting (2007). Net artwork. Photo: Gregory Chatonsky.The idea of contemplation and receptiveness is also present in another artwork that elaborates on the concept of the Zeitgeist. L'Attente [The Waiting] (2007) by Gregory Chatonsky is a net art piece that feeds from the data on the Internet to create an open, never-ending fiction in real time [Fig.2: The Waiting]. In this case, the viewer experiences the artwork on her personal computer, as a sort of film in which words, images and sounds are displayed in a continuous sequence, driven by a slow paced soundtrack that confers a sense of unity to the fragmented nature of the work. The data is extracted in real time from several popular sites (photos from Flickr, posts from Twitter, sound effects from Odeo), the connection between image and text being generated by the network itself: the program extracts text from the posts that users write in Twitter, then selects some words to perform a search on the Flickr database and retrieve photos with matching keywords. The viewer is induced to make sense of this concatenation of visual and audible content and thus creates a story by mentally linking all the elements into what Chatonsky defines as "a fiction without narration" (Chatonsky, Flußgeist). The murmur here becomes a story, but without the guiding voice of a narrator. As with Listening Post, the viewer is placed in the role of a witness or a voyeur, subject to an endless flow of information which is not made of the usual contents distributed by mainstream media, but the personal and intimate statements of her peers, along with the images they have collected and the portraits that identify them in the social networks. In contrast to the overdetermination of History suggested by the term Zeitgeist, Chatonsky proposes a different concept, the spirit of the flow or Flußgeist, which derives not from a single idea expressed by multiple voices but from a "voice" that is generated by listening to all the different voices on the Net (Chatonsky, Zeitgeist). Again, the ambience is conceived as the combination of a myriad of fragments, which requires attentive contemplation. The artist describes this form of interacting with the contents of the piece by making a reference to the character of the angel Damiel in Wim Wenders’s film Wings of Desire (Der Himmel über Berlin, 1987): “to listen as an angel distant and proximate the inner voice of people, to place the hand on their insensible shoulder, to hold without being able to hold back” (Chatonsky, Flußgeist). The act of listening as described in Wenders's character illustrates several key aspects of the above mentioned artworks: there is, on the one hand, a receptiveness, carried out by the applications that extract data from the Internet, which cannot be “hold back” by the user, unable to control the flow that is evolving in front of her. On the other hand, the information she receives is always fragmentary, made up of disconnected parts which are, in the words of the artist Lisa Jevbratt, “rubbings ... indexical traces of reality” (1). Observing The observation of our environment takes us to consider the concept of landscape. Landscape, in its turn, acquires a double nature when we compare our relationship with the physical environment and the digital realm. In this sense, Mitchell Whitelaw stresses that while data moves at superhuman speed, the real world seems slow and persistent (Landscape). The overlapping of dynamic, fast-paced, virtual information on a physical reality that seems static in comparison is one of the distinctive traits of the following projects, in which the ambience is influenced by realtime data in a visual form that is particularly subtle, or even invisible to the naked eye. Fig. 3: Carlo Zanni, The Fifth Day (2009). Net artwork. Screenshot retrieved on 4/4/2009. Photo: Carlo Zanni. The Fifth Day (2009) by Carlo Zanni is a net art piece in which the artist has created a narration by displaying a sequence of ten pictures showing a taxi ride in the city of Alexandria [Fig.3: The Fifth Day]. Although still, the images are dynamic in the sense that they are transformed according to data retrieved from the Internet describing the political and cultural status of Egypt, along with data extracted from the user's own identity on the Net, such as her IP or city of residence. Every time a user accesses the website where the artwork is hosted, this data is collected and its values are applied to the photos by cloning or modifying particular elements in them. For instance, a photograph of a street will show as many passersby as the proportion of seats held by women in national parliament, while the reflection in the taxi driver's mirror in another photo will be replaced by a picture taken from Al-Jazeera's website. Zanni addresses the viewer's perception of the Middle East by inserting small bits of additional information and also elements from the viewer's location and culture into the images of the Egyptian city. The sequence is rendered as the trailer of a political thriller, enhanced by a dramatic soundtrack and concluded with the artwork's credits. As with the abovementioned projects, the viewer must adopt a passive role, contemplating the images before her and eventually observing the minute modifications inserted by the data retrieved in real time. Yet, in this case, the ambience is not made manifest by a constant buzz to which one must listen, but quite more subtly it is suggested by the fact that not even a still image is always the same. As if observing a landscape, the overall impression is that nothing has changed while there are minor transformations that denote a constant evolution. Zanni has explored this idea in previous works such as eBayLandscape (2004), in which he creates a landscape image by combining data extracted from several websites, or My Temporary Visiting Position from the Sunset Terrace Bar (2007), in which a view of the city of Ahlen (Germany) is combined with a real time webcam image of the sky in Naples (Italy). Although they may seem self-enclosed, these online, data-driven compositions also reflect the global ambience, the Zeitgeist, in different forms. As Carlo Giordano puts it: "Aesthetically, the work aims to a nearly seamless integration of mixed fragments. The contents of these parts, reflecting political and economical issues ... thematize actuality and centrality, amplifying the author's interest in what everybody is talking about, what happens hic et nunc, what is in the fore of the media and social discourse" (16-17). A landscape made of data, such as Zanni's eBayLandscape, is the most eloquent image of how an invisible layer of information is superimposed over our physical environment. Fig. 4: Clara Boj and Diego Díaz, Red Libre, Red Visible (2004-06). Intervention in the urban space. Photo: Lalalab.Artists Clara Boj and Diego Díaz, moreover, have developed a visualisation of the actual flows of data that permeate the spaces we inhabit. In Red Libre, Red Visible [Free Network, Visible Network] (2004-06), Boj and Díaz used Augmented Reality (AR) technology to display the flows of data in a local wireless network by creating AR marker tags that were placed on the street. A Carnivore client developed by the artists enabled anyone with a webcam pointing towards the marker tag and connected to the Wi-Fi network to see in real time the data packets flowing from their computer towards the tag [Fig.4: Red Libre]. The marker tags therefore served both as a tool for the visualisation of network activity as well as a visual sign of the existence of an open network in a particular urban area. Later on, they added the possibility of inserting custom made messages, 3D shapes and images that would appear when a particular AR marker tag was seen through the lens of the webcam. With this project, Boj and Díaz give the user the ability to observe and interact with a layer of her environment that was previously invisible and in some senses, out of reach. The artists developed this idea further in Observatorio [Observatory] (2008), a sightseeing telescope that reveals the existence of Wi-Fi networks in an urban area. In both projects, an important yet unnoticed aspect of our surroundings is brought into focus. As with Carlo Zanni's projects, we are invited to observe what usually escapes our perception. The ambience in our urban environment has also been explored by Julian Oliver, Clara Boj, Diego Díaz and Damian Stewart in The Artvertiser (2009-10), a hand-held augmented reality (AR) device that allows to substitute advertising billboards with custom made images. As Naomi Klein states in her book No Logo, the public spaces in most cities have been dominated by corporate advertising, allowing little or no space for freedom of expression (Klein 399). Oliver's project faces this situation by enabling a form of virtual culture jamming which converts any billboard-crowded plaza into an unparalleled exhibition space. Using AR technology, the artists have developed a system that enables anyone with a camera phone, smartphone or the customised "artvertiser binoculars" to record and substitute any billboard advertisement with a modified image. The user can therefore interact with her environment, first by observing and being aware of the presence of these commercial spaces and later on by inserting her own creations or those of other artists. By establishing a connection to the Internet, the modified billboard can be posted on sites like Flickr or YouTube, generating a constant feedback between the real location and the Net. Gregory Chatonsky's concept of the Flußgeist, which I mentioned earlier, is also present in these works, visually displaying the data on top of a real environment. Again, the user is placed in a passive situation, as a receptor of the information that is displayed in front of her, but in this case the connection with reality is made more evident. Furthermore, the perception of the environment minimises the awareness of the fragmentary nature of the information generated by the flow of data. Embodying In her introduction to the data visualisation section of her book Digital Art, Christiane Paul stresses the fact that data is “intrinsically virtual” and therefore lacking a particular form of manifestation: “Information itself to a large extent seems to have lost its 'body', becoming an abstract 'quality' that can make a fluid transition between different states of materiality” (Paul 174). Although data has no “body”, we can consider, as Paul suggests, any object containing a particular set of information to be a dataspace in its own. In this sense, a tendency in working with the Internet dataflow is to create a connection between the data and a physical object, either as the end result of a process in which the data has been collected and then transferred to a physical form, or providing a means of physically reshaping the object through the variable input of data. The objectification of data thus establishes a link between the virtual and the real, but in the context of an artwork it also implies a particular meaning, as the following examples will show.Fig. 5: Gregory Chatonsky, Le Registre - The Register (2007). Book shelf and books. Photo: Pau Waelder. In Le Registre [The Register] (2007), Gregory Chatonsky developed a software application that gathers sentences related to feelings found on blogs. These sentences are recorded and put together in the form a 500-page book every hour. Every day, the books are gathered in sets of 24 and incorporated to an infinite library. Chatonsky has created a series of bookshelves to collect the books for one day, therefore turning an abstract process into an object and providing a physical embodiment of the murmur of data that I have described earlier [Fig.5: Le Registre]. As with L'Attente, in this work Chatonsky elaborates on the concept of Flußgeist, by “listening” to a specific set of data (in a similar way as in Hansen and Rubin's Listening Post) and bringing it into salience. The end product of this process is not just a meaningless object but actually what makes this work profoundly ironic: printing the books is a futile effort, but also constitutes a borgesque attempt at creating an endless library of something as ephemeral as feelings. In a similar way, but with different intentions, Jens Wunderling brings the online world to the physical world in Default to Public (2009). A series of objects are located in several public spaces in order to display information extracted from users of the Twitter network. Wunderling's installation projects the tweets on a window or prints them in adhesive labels, while informing the users that their messages have been taken for this purpose. The materialisation of information meant for a virtual environment implies a new approach to the concept of ambiance as described previously, and in this case also questions the intimacy of those participating in social networks. As the artist puts it: "In times of rapid change concerning communication behavior, media access and competence, the project Default to Public aims to raise awareness of the possible effects on our lives and our privacy" (Wunderling 155). Fig. 6: Moisés Mañas, Stock (2009). Networked installation. Photo: Moisés Mañas. Finally, in Stock (2009), Moisés Mañas embodies the flow of data from stock markets in an installation consisting of several trench coats hanging from automated coat hangers which oscillate when the stock values of a certain company rise. The resulting movement of the respective trench coat simulates a person laughing. In this work, Mañas translates the abstract flow of data into a clearly understandable gesture, providing at the same time a comment on the dynamics of stock markets [Fig.6: Stock]. Mañas´s project does not therefore simply create a physical output of a specific information (such as the stock value of a company at any given moment), but instead creates a dynamic sculpture which suggests a different perception of an otherwise abstract data. On the one hand, the trenchcoats have a ghostly presence and, as they move with unnatural spams, they remind us of the Freudian concept of the Uncanny (Das Umheimliche) so frequently associated with robots and artificial intelligence. On the other hand, the image of a person laughing, in the context of stock markets and the current economical crisis, becomes an ironic symbol of the morality of some stockbrokers. In these projects, the ambience is brought into attention by generating a physical output of a particular set of data that is extracted from certain channels and piped into a system that creates an embodiment of this immaterial flow. Yet, as the example of Mañas's project clearly shows, objects have particular meanings that are incorporated into the artwork's concept and remind us that the visualisation of information in data art is always discretionary, shaped in a particular form in order to convey the artist's intentions. Beyond the Buzz The artworks presented in this article revealt that, beyond the murmur of sentences culled from chats and blogs, the flow of data on the Internet can be used to express our difficult relationship with the vast amount of information that surrounds us. As Mitchell Whitelaw puts it: “Data art reflects a contemporary worldview informed by data excess; ungraspable quantity, wide distribution, mobility, heterogeneity, flux. Orienting ourselves in this domain is a constant challenge; the network exceeds any overview or synopsis” (Information). This excess is compared by Lev Manovich with the Romantic concept of the Sublime, that which goes beyond the limits of human measure and perception, and suggests an interpretation of data art as the Anti-Sublime (Manovich 11). Yet, in the projects that I have presented, rather than making sense of the constant flow of data there is a sort of dialogue, a framing of the information under a particular interpretation. Data is channeled through the artworks's interfaces but remains as a raw material, unprocessed to some extent, retrieved from its original context. These works explore the possibility of presenting us with constantly renewed content that will develop and, if the artwork is preserved, reflect the thoughts and visions of the next generations. A work constantly evolving in the present continuous, yet also depending on the uncertain future of social network companies and the ever-changing nature of the Internet. The flow of data will nevertheless remain unstoppable, our ambience defined by the countless interactions that take place every day between our divided self and the growing number of machines that share information with us. References Agre, Phil. “Living Data.” Wired 2.11 (Nov. 1994). 30 April 2010 ‹http://www.wired.com/wired/archive/2.11/agre.if.html›. Chatonsky, Gregory. “Flußgeist, une fiction sans narration.” Gregory Chatonsky, Notes et Fragments 13 Feb. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/13-flusgeist-une-fiction-sans-narration/›. ———. “Le Zeitgeist et l'esprit de 'nôtre' temps.” Gregory Chatonsky, Notes et Fragments 21 Jan. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/21-le-zeigeist-et-lesprit-de-notre-temps/›. Giordano, Carlo. Carlo Zanni. Vitalogy. A Study of a Contemporary Presence. London: Institute of Contemporary Arts, 2005. Hansen, Mark, and Ben Rubin. “Listening Post.” Cyberarts 2004. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder and Christine Schöpf. Ostfildern: Hate Cantz, 2004. 112-17. ———. “Babble Online: Applying Statistics and Design to Sonify the Internet.” Proceedings of the 2001 International Conference on Auditory Display, Espoo, Finland. 30 April 2010 ‹http://www.acoustics.hut.fi/icad2001/proceedings/papers/hansen.pdf›. Jevbratt, Lisa. “Projects.” A::minima 15 (2003). 30 April 2010 ‹http://aminima.net/wp/?p=93&language=en›. Klein, Naomi. No Logo. [El poder de las marcas]. Barcelona: Paidós, 2007. Manovich, Lev. “Data Visualization as New Abstraction and Anti-Sublime.” Manovich.net Aug. 2002. 30 April 2010 ‹http://www.manovich.net/DOCS/data_art_2.doc›. Paul, Christiane. Digital Art. London: Thames & Hudson, 2003. Whitelaw, Mitchell. “Landscape, Slow Data and Self-Revelation.” Kerb 17 (May 2009). 30 April 2010 ‹http://teemingvoid.blogspot.com/2009/05/landscape-slow-data-and-self-revelation.html›. ———. “Art against Information: Case Studies in Data Practice.” Fibreculture 11 (Jan. 2008). 30 April 2010 ‹http://journal.fibreculture.org/issue11/issue11_whitelaw.html›. Wunderling, Jens. "Default to Public." Cyberarts 2009. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder, Christine Schöpf and Gerfried Stocker. Ostfildern: Hate Cantz, 2009. 154-55.
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Bücher zum Thema "Graphic-Thriller"

1

Stone, Cary Allen. After the Evil: A Jake Roberts Novel (Book 1). USA: CreateSpace, 2015.

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2

Stone, Cary Allen. After the Evil: A Jake Roberts Novel (Book 1). USA: CreateSpace, 2015.

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3

Elet︠s︡kiĭ, Dmitriĭ. Goetii︠a︡: I ne rasstanemsi︠a︡ my bolee. Sankt-Peterburg: Drugoe Izdatelʹstvo, 2019.

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4

Macan, Darco. Matt Wagner's Grendel tales: Devils and deaths. Milwaukie, OR: Dark Horse Comics, 1996.

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5

Vaughn, J. C. 24: One shot. San Diego, CA: IDW Pub., 2004.

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6

McEown, Pat. Matt Wagner's Grendel tales, homecoming. Milwaukie, OR: Dark Horse Comics, 1998.

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7

Killough, Lee. Bloodwalk. Decatur, GA: MM Pub., 1997.

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8

Oeming, Michael Avon. Bastard samurai. Orange, CA: Image Comics, 2001.

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9

Johnston, Antony. Queen & country declassified. Portland, OR: Oni Press, 2006.

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10

Meter, Jen Van. Hopeless savages. Portland, OR: Oni Press, 2003.

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