Academic literature on the topic 'Human-alien encounters – Fiction'

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Journal articles on the topic "Human-alien encounters – Fiction"

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Bökös, Borbála. "Human-Alien Encounters in Science Fiction: A Postcolonial Perspective." Acta Universitatis Sapientiae, Film and Media Studies 16, no. 1 (August 1, 2019): 189–203. http://dx.doi.org/10.2478/ausfm-2019-0010.

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Abstract An (un)conventional encounter between humans and alien beings has long been one of the main thematic preoccupations of the genre of science fiction. Such stories would thus include typical invasion narratives, as in the case of the three science fiction films I will discuss in the present paper: the Invasion of the Body Snatchers (Don Siegel, 1956; Philip Kaufman, 1978; Abel Ferrara, 1993), The Host (Andrew Niccol, 2013), and Avatar (James Cameron, 2009). I will examine the films in relation to postcolonial theories, while attempting to look at the ways of revisiting one’s history and culture (both alien and human) in the films’ worlds that takes place in order to uncover and heal the violent effects of colonization. In my reading of the films I will shed light on the specific processes of identity formation (of an individual or a group), and the possibilities of individual and communal recuperation through memories, rites of passages, as well as hybridization. I will argue that the colonized human or alien body can serve either as a mediator between the two cultures, or as an agent which fundamentally distances two separate civilizations, thus irrevocably bringing about the loss of identity, as well as the lack of comprehension of cultural differences.
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Medina, Nicolás, and Miklós Kiss. "The Role of Experimenting with the Human Voice in Film Music in the Representation of the Human/Alien Divide: the Case of Arrival (2016)." Acta Universitatis Sapientiae, Film and Media Studies 20, no. 1 (November 1, 2021): 1–19. http://dx.doi.org/10.2478/ausfm-2021-0011.

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Abstract This article focuses on the musical dimension of experimentation in the creative space of science fiction film, concerning its uncanny, new and fantastic places, and otherworldly encounters within fictional, but possible worlds. The aim is to consider the function and potential of the audible – to examine how sound is used in the filmic exploration of the boundaries between the human and the alien (the unknown). More particularly, we are interested in the role that human voice-like and human vocal sounds can play in this divide, as we believe manipulations with such audible qualities contribute greatly to the emotional dimension of cinematic stories of otherworldly encounters. For that purpose, we concentrate on Denis Villeneuve’s Arrival (2016) and its soundtrack composed by Jóhann Jóhannsson, who resorts to different singing practices and vocal techniques to accompany a story charting the territories between the human and the alien.
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Dridi, Yosr. "Representing the Unrepresentable." Film International 21, no. 1 (March 1, 2023): 7–25. http://dx.doi.org/10.1386/fint_00201_1.

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This article discusses the representations of alienhood in a selection of first contact science-fiction films. It performs a cinematographic reading of human encounters with and attitudes towards alienhood. By examining the visual stylistic choices, the representation of outer-space (other)worlds and alienhood will be problematized beyond the binarism of vilification and celebration. Instead, contact with alienhood will offer deeper insight into the cultural, intellectual and psychological facets of human identity and urge further introspection about the human position in a universe that no longer obeys an anthropocentric logic. Ultimately, first contact science-fiction cinema will be shown to relativize the reassuring conception of selfhood and to suggest the obsolescence of universalist-humanist assumptions about alienhood. This is achieved by opting for a representational one-way route which leads towards acceptance, not of the alien per se, but of the potential and limits of the human self when faced with the unknowability and the unrepresentability of alienhood.
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Virginás, Andrea. "Embodied Genetics in Science-Fiction, Big-Budget to Low-Budget: from Jeunet’s Alien: Resurrection (1997) to Piccinini’s Workshop (2011)." Acta Universitatis Sapientiae, Film and Media Studies 8, no. 1 (September 1, 2014): 149–66. http://dx.doi.org/10.2478/ausfm-2014-0031.

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Abstract The article uses and revises to some extent Vivian Sobchack’s categorization of (basically) American science-fiction output as “optimistic big-budget,” “wondrous middle-ground” and “pessimistic low-budget” seen as such in relation to what Sobchack calls the “double view” of alien beings in filmic diegesis (Screening Space, 2001). The argument is advanced that based on how diegetic encounters are constructed between “genetically classical” human agents and beings only partially “genetically classical” and/or human (due to genetic diseases, mutations, splicing, and cloning), we may differentiate between various methods of visualization (nicknamed “the museum,” “the lookalike,” and “incest”) that are correlated to Sobchack’s mentioned categories, while also displaying changes in tone. Possibilities of revision appear thanks to the later timeframe (the late 1990s/2000s) and the different national-canonical belongings (American, Icelandic-German- Danish, Hungarian-German, Canadian-French-American, and Australian) that characterize filmic and artistic examples chosen for analysis as compared to Sobchack’s work in Screening Space.1
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Hermann, Isabella. "Boundaries and Otherness in Science Fiction: We Cannot Escape the Human Condition." Text Matters, no. 8 (October 24, 2018): 212–26. http://dx.doi.org/10.1515/texmat-2018-0013.

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The article explores the construction of boundaries, alterity and otherness in modern science-fiction (SF) films. Boundaries, understood as real state borders, territoriality and sovereignty, as well as the construction of the other beyond an imagined border and delimited space, have a significant meaning in the dystopian settings of SF. Even though SF topics are not bound to the contemporary environment, be it of a historical, technical or ethical nature, they do relate to the present-day world and transcend our well-known problems. Therefore, SF offers a pronounced discourse about current social challenges under extreme conditions such as future technological leaps, encounters with the alien other or the end of the world. At the same time the genre enables us to play through future challenges that might really happen. Films like Equilibrium (2002), Code 46 (2003), Children of Men (2006) and District 9 (2009) show that in freely constructed cinematic settings we are not only unable to escape from our border conflicts, but quite the contrary, we take them everywhere with us, even to an alternative present or into the future, where new precarious situations of otherness are constructed.
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Koss, Emma. "The Mimic, the Abstract, and the Familiar in John Carpenter’s The Thing (1982)." Film Matters 13, no. 2 (September 1, 2022): 29–37. http://dx.doi.org/10.1386/fm_00224_7.

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The Thing is an American science fiction film that explores the survival of a group of scientists when they encounter a shape-shifting alien life-form in Antarctica. This article draws attention to the monster in three specific forms and how they depict various manifestations of anxiety; the dog-thing, the head-spider, and a human copy. This article examines these versions of the monster and parallels them with three understandings of anxiety; the mimic, the abstract, and the familiar. Therefore surfacing the idea that anxiety molds itself into a parasite that adapts and manipulates the host until there is no distinction between the copy and the original. Through the support of scene analysis and the study of stylistic choices, these presentations of the monster work to prove that the horror genre continues to broaden the idea of ‘fear’ in the realm of the human experience.
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Ünal, Abdulkadir. "THE SCIENCE FICTION OF TRAUMA IN MATT HAIG’S THE MIDNIGHT LIBRARY." Uluslararası Dil Edebiyat ve Kültür Araştırmaları Dergisi, March 28, 2024. http://dx.doi.org/10.37999/udekad.1436614.

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This study examines the emergent literary subgenre known as The Science Fiction of Trauma which involves the distinctive combination of science fiction components and studies of the complicated effects of trauma. The study posits that science fiction narratives often address trauma more explicitly than traditional literary studies, which may shy away from grappling with its complex and chaotic nature. An analysis of speculative fiction allows the exploration of intricate symbolic depictions of symptoms related to trauma (such as flashbacks and dissociation), the influence of trauma on one’s sense of self, and the broader societal ramifications of significant traumatic incidences. Exploiting science fiction settings that incorporate futuristic technology, encounters with extraterrestrial beings, or society that have been altered greatly, enhances the ability to depict the psychological and emotional consequences of trauma. Science fiction encompasses more than just the portrayal of spaceships and robots. It can be utilised to investigate genuine human experiences such as trauma. Science fiction writers employ the extraordinary components of the genre, such as sophisticated technology, alien civilizations, and futuristic settings, as instruments. These tools serve a purpose beyond creating visually impressive action scenes or constructing fictional worlds. They are employed to enhance the emotional resonance of trauma and make it more relatable for the reader. The aim of the study is to analyse Matt Haig’s The Midnight Library conducting the elements of The Science Fiction of Trauma in which fictional portrayals can both reveal and influence the dynamic advancements in scientific comprehension and representation of trauma.
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Rintoul, Suzanne. "Loving the Alien." M/C Journal 7, no. 5 (November 1, 2004). http://dx.doi.org/10.5204/mcj.2408.

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In a 2003 Rolling Stone review of David Bowie’s 1972 concept album The Rise and Fall of Ziggy Stardust and the Spiders From Mars, one critic looks back and argues that “[the creation of] Ziggy was a shrewd move because it presented Bowie, the fledgling artiste, as an established rock star.” Bowie’s shrewdness, the author muses, lies in the fact that he created in Ziggy “rock’s first completely prepackaged persona,” and inscribed it over his own. Whether or not Ziggy was indeed the first such persona (one asks oneself if all celebrities are not, to a degree, prepackaged personae), Bowie’s self-reflexivity in attaining this level of celebrity mystique was nothing short of ingenious. In inventing Ziggy Stardust, the ultimate ready-made rock and roll star, and becoming ‘him’ on stage and vinyl, Bowie conflated his own blossoming celebrity status with larger-than-life stardom. Ironically, Bowie achieved this end not by aligning himself with a figure who seemed representative of mainstream ideology, but by aligning himself with one who could be the poster ‘boy’ for the margin. The album does, after all, feature Bowie as Ziggy the alien rock star; on tour Bowie even dressed the part. Ziggy is, to borrow William Hope Hodgson’s term, “abhuman,” or not quite human: part man, part alien (Hurley 5). More precisely, as his flamboyant costumes and song lyrics suggest, Ziggy is not entirely male or female, straight or gay, earthling or extra-terrestrial. The only thing that is clearly identifiable about Ziggy is that ‘he’ is a star. I use quotation marks around masculine pronouns because Ziggy is David Bowie in drag; he gestures towards the instability of gender categories. Accordingly, Ziggy embodies a citation of regulatory norms that can actually disrupt rather than affirm these norms (Butler 174). Indeed, my choice of ‘he’ over ‘she’ is arbitrary at best, and at worst it is the effect of the social meanings derived from sexual difference. But Bowie disrupts more than masculinity or femininity through Ziggy; his performance of celebrity points to persona production as much as his drag gestures towards gender’s constructedness. The question that this short article seeks to answer is how Bowie/Ziggy can be read as a mode of celebrity correlated to self-consciousness about its own production, and how such a reading might rethink discourses of the star that associate the augmentation of celebrity to the integrity of its facilitating structures. Ziggy was born into the ‘real’ world with a hyperreal fan base; he is a fictional character with fictional fans. Ultimately, just as Jean Baudrillard argues that the map of the real precedes its territory (1), Ziggy’s imaginary fans became an actual audience. So, with ‘real’ fans to adore and emulate him, Ziggy brought to centre stage a host of ambiguities and categorical transgressions typically confined to the margin. This shifting of the marginal seems to reveal that Ziggy Stardust – and, by extension, David Bowie – carried a certain degree of ideological power over his (their) audience. The Ziggy phenomenon thus complicates Francesco Alberoni’s theory that celebrities come into being when the needs of a given community to discuss social attitudes and behaviour are not being met. Alberoni suggests that although these needs can be negotiated through the celebrity image, the celebrity himself has a relatively small amount of institutional power: he is merely a symptom, a reflection, of what is already needed by the public. Yet as a fabricated persona that precedes his audience, Ziggy does more than reflect unmet audience needs to transgress; he embodies a prefabrication of these needs intended for commodification and mass cultural consumption. Of course, as I have mentioned, one could argue that all celebrity functions in this way. The difference between Ziggy Stardust and most celebrities is that, as a performance of celebrity, he reveals the machinery behind the prefabrication of what an audience longs for or needs. This is of course not to confuse a Bulterian performativity with performance; Bowie’s album and concerts performed Ziggy and were performative of celebrity (again, Butler’s discussion of drag provides a helpful analogy). And because behind Ziggy there was always David Bowie, already a nascent rock star, and because Bowie’s growing celebrity was symbiotically bound to his creation, Ziggy can be said to have been a Bowie parody. Richard DeCordova suggests that the escalation of celebrity status depends the perceived integrity of the system that facilitates that celebrity (ie. film, music or television industries) (28). But Bowie’s performance of Ziggy calls the integrity of the entire constellation of stardom into question in two fundamental ways. First, Ziggy’s celebrity is dependent on transgressing cultural norms. It may seem counterintuitive to the augmentation of celebrity for David Bowie to portray a character possessing the numerous marginal traits Ziggy Stardust does. Yet critics tend to agree that it is precisely these eccentricities that have popularized Ziggy, and by extension, Bowie. Richard Grossinger, for example, uses both Ziggy’s sexual ambiguity and status as an alien to maintain the notion that celebrity provides a forum through the collective audience might fulfill its need to renegotiate what constitutes acceptable social attitudes and behaviours. Grossinger notes that flying saucer “addicts” often suffer from gender confusion that manifests in their descriptions of “encounters” with aliens. That is, the alien becomes an androgynous, transsexual reflection of the individual who perceives/imagines it (55). In the case of the gender-confused flying saucer addict, “the spaceman is [their] saviour from traditional male-female roles because he is neither male nor female” (56). In this sense, the spaceman, not unlike a Weberian charismatic leader (see Williams), reflects the unmet needs of those who view/construct him; he transgresses Earth’s genetic and social boundaries in ways that Earthlings cannot. Grossinger argues that David Bowie’s portrayal of Ziggy Stardust – bisexual, androgynous space man/woman – makes him one such “saviour” for his audience in that he similarly reflects their latent desires to cross these boundaries. Several popular images of Bowie in the media seem to avow this reading of his celebrity status as something redeeming for audiences by virtue of its link to both gender ambiguity and alienness. Yet Grossinger forgets that Ziggy Stardust is not merely the apparition of an unstable science-fiction fanatic, but a tangible figure whose ambiguous traits are more than the fruits of a collective imagination. Ziggy’s physical presence makes Grossinger’s link between alienness and popularity suspect. The second way that Ziggy calls the integrity of celebrity into question, then, is through his self-reflexive gestures to his own constructedness. For example, the album’s juxtaposition of songs about an alien drag queen rocker who will ‘blow the minds’ of Earth’s children, with “Star” – about a young man’s decision to transform himself into a rock and roll celebrity persona – seems to subtly imply Bowie’s self-consciousness about his own construction of such a persona to achieve fame. Moreover, of course, Just as Ziggy’s songs are written narratives, so Ziggy himself is a parodic celebrity, a creation of David Bowie’s. Accordingly, the notion that Ziggy the starman can reflect the needs of his audience to transgress social and sexual boundaries is equally artificial. The duality of the alien figure affirms my distrust of Ziggy’s celebrity as a fulfillment of his audience’s unmet needs. In fact, there is an inherent paradox to the argument that the alien figure functions in this way. Grossinger astutely identifies the ‘alien as marginal as unexplored aspect of self allegory.’ Yet the allegorical connotations of alienness can also detach the audience from the celebrity/leader. Grossinger’s allegory is thus always undercut by another metaphor: the alien as the ultimately foreign and unfamiliar. In this sense, Ziggy might reflect not his audience’s desires, but rather the impossibility of familiarity with his audience: celebrity itself as alien and elusive. It is impossible, after all, to appease each articulation of collective desire, if such a concept even has a potential reality. To further complicate matters, Ziggy’s alienness might connote Bowie’s distance from the alien, a mechanism to vouchsafe Bowie the celebrity from any self-conscious critique Ziggy might embody. Making Ziggy an alien thus sets up the illusion of a distinction between Ziggy the constructed celebrity and Bowie the ‘real’ one. In this way, Bowie manages to both expose and disguise the nature of celebrity construction in terms of audience needs. Because Ziggy is one star inscribed onto another, his pre-packaged celebrity is pointedly parodic, and targets not only the work of the culture industry, but David Bowie as a manifestation of the culture industry. This parody renders unto Bowie a problematic duplicity; he becomes both culture industry, creator of Ziggy Stardust – who is self-reflexive of the creation of his “Bowie” level of stardom – as well as product of the culture industry – Ziggy Stardust and David Bowie the celebrities. Ziggy Stardust, then, embodies not only the overlapping of man and woman, male and female, or human and alien, but also of production and product, and implicates Bowie as manifestation of the culture industry in the fabrication of audience need. Bowie has used Ziggy Stardust to perpetuate and authenticate his own fame even as he uses him to reveal the manipulation of audience desire that makes this possible. In this light, Bowie’s celebrity depends to some extent on his paradoxical disillusionment with and perpetuation of the culture industry’s powers of manipulation. Thus, David Bowie’s creation of Ziggy Stardust achieves a level of shrewdness yet to be tapped into by rock journalists or celebrity theorists: the augmentation of fame through parodying celebrity’s ideological manipulation of the audience. Although Bowie provides a particularly jarring example of this mode of achieving celebrity, surely it is not unique to Ziggy Stardust (think Marilyn Manson, and perhaps even Dame Edna). Such explicitly parodic celebrities implicate themselves in the culture industry’s deception. The question that remains concerns the extent to which the popularity derived from this implication reflects a paradoxical mode of celebrity-weary fandom. References Alberoni, Francesco. “The Powerless Elite: Theory and Sociological Research on the Phenomenon of the Stars.” Sociology of Mass Communications. Ed. Denis McQuail. London: Penguin, 1972. Baudrillard, Jean. Simulacra and Simulation. Trans. Sheila Faria Glaser. Ann Arbor: U of Michigan P, 1994. Bowie, David. The Rise and Fall of Ziggy Stardust and the Spiders From Mars. Rykodisc, RCD 10134, 1972. Butler, Judith. Gender Trouble: Feminism and the Subversion of Identity. New York: Routledge, 1999. Dyer, Richard. Stars. London: BFI, 1998. Garber, Marjory. “Bisexuality and Celebrity.” The Seductions of Biography. Eds. Rhiel M. and D. Suchoff. New York: Routledge, 1996. Grossinger, Richard. Martian Homecoming at the All-American Revival Church. Plainfield: North Atlantic Books, 1974. Horkheimer, Max and Theodore Adorno. “The Culture Industry: Enlightenment as Mass Deception.” The Cultural Studies Reader. Ed. S. During. London: Routledge, 1993. Hurley, Kelly. The Gothic Body: Sexuality, Materialism and Degeneration at the Fin-de-Siècle. Cambridge: Cambridge UP, 1996. King, Barry. “Articulating Stardom.” Screen 26 (1985): 45-8. Laing, Dave and Simon Frith. “Bowie Zowie: Two Views of the Glitter Prince of Rock.” Let It Rock June 1973: n. pag. 27 Sept. 2004 http://www.5years.com/bowiezowie.htm>. Marshall, David P. Celebrity and Power. Minneapolis: U of Minnesota P, 1997. Rev. of The Rise and Fall of Ziggy Stardust and the Spiders From Mars. Rolling Stone Feb. 2003: n. pag. 27 Sept. 2004 www.rollingstone.com/reviews/cd/review.asp?aid=41562&cf=331>. Ziggy Stardust: The Motion Picture. Dir. D.A. Pennebaker. RCA, 1983. Citation reference for this article MLA Style Rintoul, Suzanne. "Loving the Alien: Ziggy Stardust and Self-Conscious Celebrity." M/C Journal 7.5 (2004). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0411/03-rintoul.php>. APA Style Rintoul, S.. (Nov. 2004) "Loving the Alien: Ziggy Stardust and Self-Conscious Celebrity," M/C Journal, 7(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0411/03-rintoul.php>.
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Caudwell, Catherine Barbara. "Cute and Monstrous Furbys in Online Fan Production." M/C Journal 17, no. 2 (February 28, 2014). http://dx.doi.org/10.5204/mcj.787.

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Image 1: Hasbro/Tiger Electronics 1998 Furby. (Photo credit: Author) Introduction Since the mid-1990s robotic and digital creatures designed to offer social interaction and companionship have been developed for commercial and research interests. Integral to encouraging positive experiences with these creatures has been the use of cute aesthetics that aim to endear companions to their human users. During this time there has also been a growth in online communities that engage in cultural production through fan fiction responses to existing cultural artefacts, including the widely recognised electronic companion, Hasbro’s Furby (image 1). These user stories and Furby’s online representation in general, demonstrate that contrary to the intentions of their designers and marketers, Furbys are not necessarily received as cute, or the embodiment of the helpless and harmless demeanour that goes along with it. Furbys’ large, lash-framed eyes, small, or non-existent limbs, and baby voice are typical markers of cuteness but can also evoke another side of cuteness—monstrosity, especially when the creature appears physically capable instead of helpless (Brzozowska-Brywczynska 217). Furbys are a particularly interesting manifestation of the cute aesthetic because it is used as tool for encouraging attachment to a socially interactive electronic object, and therefore intersects with existing ideas about technology and nonhuman companions, both of which often embody a sense of otherness. This paper will explore how cuteness intersects withand transitions into monstrosity through online representations of Furbys, troubling their existing design and marketing narrative by connecting and likening them to other creatures, myths, and anecdotes. Analysis of narrative in particular highlights the instability of cuteness, and cultural understandings of existing cute characters, such as the gremlins from the film Gremlins (Dante) reinforce the idea that cuteness should be treated with suspicion as it potentially masks a troubling undertone. Ultimately, this paper aims to interrogate the cultural complexities of designing electronic creatures through the stories that people tell about them online. Fan Production Authors of fan fiction are known to creatively express their responses to a variety of media by appropriating the characters, settings, and themes of an original work and sharing their cultural activity with others (Jenkins 88). On a personal level, Jenkins (103) argues that “[i]n embracing popular texts, the fans claim those works as their own, remaking them in their own image, forcing them to respond to their needs and to gratify their desires.” Fan fiction authors are motivated to write not for financial or professional gains but for personal enjoyment and fan recognition, however, their production does not necessarily come from favourable opinions of an existing text. The antifan is an individual who actively hates a text or cultural artefact and is mobilised in their dislike to contribute to a community of others who share their views (Gray 841). Gray suggests that both fan and antifan activity contribute to our understanding of the kinds of stories audiences want: Although fans may wish to bring a text into everyday life due to what they believe it represents, antifans fear or do not want what they believe it represents and so, as with fans, antifan practice is as important an indicator of interactions between the textual and public spheres. (855) Gray reminds that fans, nonfans, and antifans employ different interpretive strategies when interacting with a text. In particular, while fans intimate knowledge of a text reflects their overall appreciation, antifans more often focus on the “dimensions of the moral, the rational-realistic, [or] the aesthetic” (856) that they find most disagreeable. Additionally, antifans may not experience a text directly, but dislike what knowledge they do have of it from afar. As later examples will show, the treatment of Furbys in fan fiction arguably reflects an antifan perspective through a sense of distrust and aversion, and analysing it can provide insight into why interactions with, or indirect knowledge of, Furbys might inspire these reactions. Derecho argues that in part because of the potential copyright violation that is faced by most fandoms, “even the most socially conventional fan fiction is an act of defiance of corporate control…” (72). Additionally, because of the creative freedom it affords, “fan fiction and archontic literature open up possibilities – not just for opposition to institutions and social systems, but also for a different perspective on the institutional and the social” (76). Because of this criticality, and its subversive nature, fan fiction provides an interesting consumer perspective on objects that are designed and marketed to be received in particular ways. Further, because much of fan fiction draws on fictional content, stories about objects like Furby are not necessarily bound to reality and incorporate fantastical, speculative, and folkloric readings, providing diverse viewpoints of the object. Finally, if, as robotics commentators (cf. Levy; Breazeal) suggest, companionable robots and technologies are going to become increasingly present in everyday life, it is crucial to understand not only how they are received, but also where they fit within a wider cultural sphere. Furbys can be seen as a widespread, if technologically simple, example of these technologies and are often treated as a sign of things to come (Wilks 12). The Design of Electronic Companions To compete with the burgeoning market of digital and electronic pets, in 1998 Tiger Electronics released the Furby, a fur-covered, robotic creature that required the user to carry out certain nurturance duties. Furbys expected feeding and entertaining and could become sick and scared if neglected. Through a program that advanced slowly over time regardless of external stimulus, Furbys appeared to evolve from speaking entirely Furbish, their mother tongue, to speaking English. To the user, it appeared as though their interactions with the object were directly affecting its progress and maturation because their care duties of feeding and entertaining were happening parallel to the Furbish to English transition (Turkle, Breazeal, Daste, & Scassellati 314). The design of electronic companions like Furby is carefully considered to encourage positive emotional responses. For example, Breazeal (2002 230) argues that a robot will be treated like a baby, and nurtured, if it has a large head, big eyes, and pursed lips. Kinsella’s (1995) also emphasises cute things need for care as they are “soft, infantile, mammalian, round, without bodily appendages (e.g. arms), without bodily orifices (e.g. mouths), non-sexual, mute, insecure, helpless or bewildered” (226). From this perspective, Furbys’ physical design plays a role in encouraging nurturance. Such design decisions are reinforced by marketing strategies that encourage Furbys to be viewed in a particular way. As a marketing tool, Harris (1992) argues that: cuteness has become essential in the marketplace in that advertisers have learned that consumers will “adopt” products that create, often in their packaging alone, an aura of motherlessness, ostracism, and melancholy, the silent desperation of the lost puppy dog clamoring to be befriended - namely, to be bought. (179) Positioning Furbys as friendly was also important to encouraging a positive bond with a caregiver. The history, or back story, that Furbys were given in the instruction manual was designed to convey their kind, non-threatening nature. Although alive and unpredictable, it was crucial that Furbys were not frightening. As imaginary living creatures, the origin of Furbys required explaining: “some had suggested positioning Furby as an alien, but that seemed too foreign and frightening for little girls. By May, the thinking was that Furbies live in the clouds – more angelic, less threatening” (Kirsner). In creating this story, Furby’s producers both endeared the object to consumers by making it seem friendly and inquisitive, and avoided associations to its mass-produced, factory origins. Monstrous and Cute Furbys Across fan fiction, academic texts, and media coverage there is a tendency to describe what Furbys look like by stringing together several animals and objects. Furbys have been referred to as a “mechanized ball of synthetic hair that is part penguin, part owl and part kitten” (Steinberg), a “cross between a hamster and a bird…” (Lawson & Chesney 34), and “ “owl-like in appearance, with large bat-like ears and two large white eyes with small, reddish-pink pupils” (ChaosInsanity), to highlight only a few. The ambiguous appearance of electronic companions is often a strategic decision made by the designer to avoid biases towards specific animals or forms, making the companion easier to accept as “real” or “alive” (Shibata 1753). Furbys are arguably evidence of this strategy and appear to be deliberately unfamiliar. However, the assemblage, and exaggeration, of parts that describes Furbys also conjures much older associations: the world of monsters in gothic literature. Notice the similarities between the above attempts to describe what Furbys looks like, and a historical description of monsters: early monsters are frequently constructed out of ill-assorted parts, like the griffin, with the head and wings of an eagle combined with the body and paws of a lion. Alternatively, they are incomplete, lacking essential parts, or, like the mythological hydra with its many heads, grotesquely excessive. (Punter & Byron 263) Cohen (6) argues that, metaphorically, because of their strange visual assembly, monsters are displaced beings “whose externally incoherent bodies resist attempts to include them in any systematic structuration. And so the monster is dangerous, a form suspended between forms that threatens to smash distinctions.” Therefore, to call something a monster is also to call it confusing and unfamiliar. Notice in the following fan fiction example how comparing Furby to an owl makes it strange, and there seems to be uncertainty around what Furbys are, and where they fit in the natural order: The first thing Heero noticed was that a 'Furby' appeared to be a childes toy, shaped to resemble a mutated owl. With fur instead of feathers, no wings, two large ears and comical cat paws set at the bottom of its pudding like form. Its face was devoid of fuzz with a yellow plastic beak and too large eyes that gave it the appearance of it being addicted to speed [sic]. (Kontradiction) Here is a character unfamiliar with Furbys, describing its appearance by relating it to animal parts. Whether Furbys are cute or monstrous is contentious, particularly in fan fictions where they have been given additional capabilities like working limbs and extra appendages that make them less helpless. Furbys’ lack, or diminution of parts, and exaggeration of others, fits the description of cuteness, as well as their sole reliance on caregivers to be fed, entertained, and transported. If viewed as animals, Furbys appear physically limited. Kinsella (1995) finds that a sense of disability is important to the cute aesthetic: stubby arms, no fingers, no mouths, huge heads, massive eyes – which can hide no private thoughts from the viewer – nothing between their legs, pot bellies, swollen legs or pigeon feet – if they have feet at all. Cute things can’t walk, can’t talk, can’t in fact do anything at all for themselves because they are physically handicapped. (236) Exploring the line between cute and monstrous, Brzozowska-Brywczynska argues that it is this sense of physical disability that distinguishes the two similar aesthetics. “It is the disempowering feeling of pity and sympathy […] that deprives a monster of his monstrosity” (218). The descriptions of Furbys in fan fiction suggest that they transition between the two, contingent on how they are received by certain characters, and the abilities they are given by the author. In some cases it is the overwhelming threat the Furby poses that extinguishes feelings of care. In the following two excerpts that the revealing of threatening behaviour shifts the perception of Furby from cute to monstrous in ‘When Furbies Attack’ (Kellyofthemidnightdawn): “These guys are so cute,” she moved the Furby so that it was within inches of Elliot's face and positioned it so that what were apparently the Furby's lips came into contact with his cheek “See,” she smiled widely “He likes you.” […] Olivia's breath caught in her throat as she found herself backing up towards the door. She kept her eyes on the little yellow monster in front of her as her hand slowly reached for the door knob. This was just too freaky, she wanted away from this thing. The Furby that was originally called cute becomes a monster when it violently threatens the protagonist, Olivia. The shifting of Furbys between cute and monstrous is a topic of argument in ‘InuYasha vs the Demon Furbie’ (Lioness of Dreams). The character Kagome attempts to explain a Furby to Inuyasha, who views the object as a demon: That is a toy called a Furbie. It's a thing we humans call “CUTE”. See, it talks and says cute things and we give it hugs! (Lioness of Dreams) A recurrent theme in the Inuyasha (Takahashi) anime is the generational divide between Kagome and Inuyasha. Set in feudal-era Japan, Kagome is transported there from modern-day Tokyo after falling into a well. The above line of dialogue reinforces the relative newness, and cultural specificity, of cute aesthetics, which according to Kinsella (1995 220) became increasingly popular throughout the 1980s and 90s. In Inuyasha’s world, where demons and monsters are a fixture of everyday life, the Furby appearance shifts from cute to monstrous. Furbys as GremlinsDuring the height of the original 1998 Furby’s public exposure and popularity, several news articles referred to Furby as “the five-inch gremlin” (Steinberg) and “a furry, gremlin-looking creature” (Del Vecchio 88). More recently, in a review of the 2012 Furby release, one commenter exclaimed: “These things actually look scary! Like blue gremlins!” (KillaRizzay). Following the release of the original Furbys, Hasbro collaborated with the film’s merchandising team to release Interactive ‘Gizmo’ Furbys (image 2). Image 2: Hasbro 1999 Interactive Gizmo (photo credit: Author) Furbys’ likeness to gremlins offers another perspective on the tension between cute and monstrous aesthetics that is contingent on the creature’s behaviour. The connection between Furbys and gremlins embodies a sense of mistrust, because the film Gremlins focuses on the monsters that dwell within the seemingly harmless and endearing mogwai/gremlin creatures. Catastrophic events unfold after they are cared for improperly. Gremlins, and by association Furbys, may appear cute or harmless, but this story tells that there is something darker beneath the surface. The creatures in Gremlins are introduced as mogwai, and in Chinese folklore the mogwai or mogui is a demon (Zhang, 1999). The pop culture gremlin embodied in the film, then, is cute and demonic, depending on how it is treated. Like a gremlin, a Furby’s personality is supposed to be a reflection of the care it receives. Transformation is a common theme of Gremlins and also Furby, where it is central to the sense of “aliveness” the product works to create. Furbys become “wiser” as time goes on, transitioning through “life stages” as they “learn” about their surroundings. As we learn from their origin story, Furbys jumped from their home in the clouds in order to see and explore the world firsthand (Tiger Electronics 2). Because Furbys are susceptible to their environment, they come with rules on how they must be cared for, and the consequences if this is ignored. Without attention and “food”, a Furby will become unresponsive and even ill: “If you allow me to get sick, soon I will not want to play and will not respond to anything but feeding” (Tiger Electronics 6). In Gremlins, improper care manifests in an abrupt transition from cute to monstrous: Gizmo’s strokeable fur is transformed into a wet, scaly integument, while the vacant portholes of its eyes (the most important facial feature of the cute thing, giving us free access to its soul and ensuring its total structability, its incapacity to hold back anything in reserve) become diabolical slits hiding a lurking intelligence, just as its dainty paws metamorphose into talons and its pretty puckered lips into enormous Cheshire grimaces with full sets of sharp incisors. (Harris 185–186) In the Naruto (Kishimoto) fan fiction ‘Orochimaru's World Famous New Year's Eve Party’ (dead drifter), while there is no explicit mention of Gremlins, the Furby undergoes the physical transformation that appears in the films. The Furby, named Sasuke, presumably after the Naruto antagonist Sasuke, and hinting at its untrustworthy nature, undergoes a transformation that mimics that of Gremlins: when water is poured on the Furby, boils appear and fall from its back, each growing into another Furby. Also, after feeding the Furby, it lays eggs: Apparently, it's not a good idea to feed Furbies chips. Why? Because they make weird cocoon eggs and transform into… something. (ch. 5) This sequence of events follows the Gremlins movie structure, in which cute and furry Gizmo, after being exposed to water and fed after midnight, “begins to reproduce, laying eggs that enter a larval stage in repulsive cocoons covered in viscous membranes” (Harris 185). Harris also reminds that the appearance of gremlins comes with understandings of how they should be treated: Whereas cute things have clean, sensuous surfaces that remain intact and unpenetrated […] the anti-cute Gremlins are constantly being squished and disembowelled, their entrails spilling out into the open, as they explode in microwaves and run through paper shredders and blenders. (Harris 186) The Furbys in ‘Orochimaru's World Famous New Year's Eve Party’ meet a similar end: Kuro Furby whined as his brain was smashed in. One of its eyes popped out and rolled across the floor. (dead drifter ch. 6) A horde of mischievous Furbys are violently dispatched, including the original Furby that was lovingly cared for. Conclusion This paper has explored examples from online culture in which different cultural references clash and merge to explore artefacts such as Furby, and the complexities of design, such as the use of ambiguously mammalian, and cute, aesthetics in an effort to encourage positive attachment. Fan fiction, as a subversive practice, offers valuable critiques of Furby that are imaginative and speculative, providing creative responses to experiences with Furbys, but also opening up potential for what electronic companions could become. In particular, the use of narrative demonstrates that cuteness is an unstable aesthetic that is culturally contingent and very much tied to behaviour. As above examples demonstrate, Furbys can move between cute, friendly, helpless, threatening, monstrous, and strange in one story. Cute Furbys became monstrous when they were described as an assemblage of disparate parts, made physically capable and aggressive, and affected by their environment or external stimulus. Cultural associations, such as gremlins, also influence how an electronic animal is received and treated, often troubling the visions of designers and marketers who seek to present friendly, nonthreatening, and accommodating companions. These diverse readings are valuable in understanding how companionable technologies are received, especially if they continue to be developed and made commercially available, and if cuteness is to be used as means of encouraging positive attachment. References Breazeal, Cynthia. Designing Sociable Robots. Cambridge, MA: MIT Press, 2002. Brzozowska-Brywczynska, Maja. "Monstrous/Cute: Notes on the Ambivalent Nature of Cuteness." Monsters and the Monstrous: Myths and Metaphors of Enduring Evil. Ed. Niall Scott. Amsterdam/New York: Rodopi. 2007. 213 - 28. ChaosInsanity. “Attack of the Killer Furby.” Fanfiction.net, 2008. 20 July 2012. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses).” In Monster Theory: Reading Culture, ed. Jeffrey Jerome Cohen. Minneapolis, MN: University of Minnesota Press. 1996. 3 – 25. dead drifter. “Orochimaru's World Famous New Year's Eve Party.”Fanfiction.net, 2007. 4 Mar. 2013. Del Vecchio, Gene. The Blockbuster Toy! How to Invent the Next Big Thing. Gretna, LA: Pelican Publishing Company. 2003. Derecho, Abigail. “Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction.” In Fan Fiction and Fan Communities in the Age of the Internet, eds. Karen Hellekson and Kristina Busse. Jefferson, NC: McFarland & Company, 2006. 6—78. Gremlins. Dir. Joe Dante. Warner Brothers & Amblin Entertainment, 1984. Gray, Jonathan. “Antifandom and the Moral Text.” American Behavioral Scientist 48.7 (2005). 24 Mar. 2014 ‹http://abs.sagepub.com/content/48/7/840.abstract›. Harris, Daniel. “Cuteness.” Salmagundi 96 (1992). 20 Feb. 2014 ‹http://www.jstor.org/stable/40548402›. Inuyasha. Created by Rumiko Takahashi. Yomiuri Telecasting Corporation (YTV) & Sunrise, 1996. Jenkins, Henry. “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching.” Critical Studies in Mass Communication 5.2 (1988). 19 Feb. 2014 ‹http://www.tandfonline.com/doi/abs/10.1080/15295038809366691#.UwVmgGcdeIU›. Kellyofthemidnightdawn. “When Furbies Attack.” Fanfiction.net, 2006. 6 Oct. 2011. KillaRizzay. “Furby Gets a Reboot for 2012, We Go Hands-On (Video).” Engadget 10 July 2012. 11 Feb. 2014 ‹http://www.engadget.com/2012/07/06/furby-hands-on-video/›. Kinsella, Sharon. “Cuties in Japan.” In Women, Media and Consumption in Japan, eds. Lise Skov and Brian Moeran. Honolulu, HI: University of Hawai'i Press. 1995. 220–254. Kirsner, Scott. “Moody Furballs and the Developers Who Love Them.” Wired 6.09 (1998). 20 Feb. 2014 ‹http://www.wired.com/wired/archive/6.09/furby_pr.html›. Kontradiction. “Ehloh the Invincible.” Fanfiction.net, 2002. 20 July 2012. Lawson, Shaun, and Thomas Chesney. “Virtual Pets and Electronic Companions – An Agenda for Inter-Disciplinary Research.” Paper presented at AISB'07: Artificial and Ambient Intelligence. Newcastle upon Tyne: Newcastle University, 2-4 Apr. 2007. ‹http://homepages.cs.ncl.ac.uk/patrick.olivier/AISB07/catz-dogz.pdf›.Levy, David. Love and Sex with Robots: The Evolution of Human-Robot Relationships. New York, NY: HarperCollins, 2007. Lioness of Dreams. “InuYasha vs the Demon Furbie.” Fanfiction.net, 2003. 19 July 2012. Naruto. Created by Masashi Kishimoto. Shueisha. 1999. Punter, David, and Glennis Byron. The Gothic. Oxford: Blackwell Publishing, 2004. Shibata, Takanori. “An Overview of Human Interactive Robots for Psychological Enrichment.” Proceedings of the IEEE 92.11 (2004). 4 Mar. 2011 ‹http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1347456&tag=1›. Steinberg, Jacques. “Far from the Pleading Crowd: Furby's Dad.” The New York Times: Public Lives, 10 Dec. 1998. 20 Nov. 2013 ‹http://www.nytimes.com/1998/12/10/nyregion/public-lives-far-from-the-pleading-crowd-furby-s-dad.html?src=pm›. Tiger Electronics. Electronic Furby Instruction Manual. Vernon Hills, IL: Tiger Electronics, 1999. Turkle, Sherry, Cynthia Breazeal, Olivia Daste, and Brian Scassellati. “First Encounters with Kismit and Cog: Children Respond to Relational Artifacts.” In Digital Media: Transformations in Human Communication, eds. Paul Messaris and Lee Humphreys. New York, NY: Peter Lang, 2006. 313–330. Wilks, Yorick. Close Engagements with Artificial Companions: Key Social, Psychological and Ethical Design Issues. Amsterdam/Philadelphia, PA: John Benjamins Publishing Company, 2010. Zhang, Qiong. “About God, Demons, and Miracles: The Jesuit Discourse on the Supernatural in Late Ming China.” Early Science and Medicine 4.1 (1999). 15 Dec. 2013 ‹http://dx.doi.org/10.1163/157338299x00012›.
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Vasques Vital, Andre, and Mariza Pinheiro Bezerra. "Climate Change as Dark Magic in <em>Miraculous: Tales of Ladybug & Cat Noir</em> Animation." M/C Journal 26, no. 5 (October 4, 2023). http://dx.doi.org/10.5204/mcj.2990.

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Abstract:
Animations, in their various genres, are an important amalgamation of art and technology that suggest new ways of thinking, feeling, and experiencing contemporary issues (Wells; Whitley). Animations can provide a commentary on the current planetary crisis, such as climate change, by offering a radically altered reality (Lundberg et al. 9). In the case of environmental animations, these issues become more evident because at their core is the production of knowledge, subjectivities, and speculations about the future of the planet and humanity. These problematisations usually arise from the centrality of non-human entities as narrative subjects (Starosielski). However, even in other genres of animation, such as fantasy, superhero fiction, and comedy, where non-human beings may or may not be at the narrative’s centre, it is possible to find suggestions regarding environmental issues emerging from characters, episodes, and specific events (see, for example, Vital, “Lapis Lazuli”; Vital, “Water”). Such is the case with Miraculous: Tales of Ladybug & Cat Noir (2015–Present), where climate change is addressed in the episodes Stormy Weather 1 and Stormy Weather 2 with the supervillain Climatika, offering an original commentary on human responsibility in causing climate changes. This article examines how climate change in this animated series is constructed as black magic through these episodes, shown between Seasons 1 and 3. Black magic is understood as where people will use non-human phenomena to fulfil their dark intentions against the forces of light, often to the individuals’ benefit (Thacker). Despite its anthropocentric roots, the relationship between climate change and black magic in the animation is analysed using Jane Bennett’s concept of enchantment in the modern world. According to this concept, nature—often perceived as inert, passive, and instrumental—actively impacts on human life, regardless of human beings’ alienation from non-human entities’ affective power (Bennett). Thus, in the animation, although Aurore Beauréal, driven by selfish motivations, seeks to control time by becoming the supervillain Climatika, the effect of this manipulation proves to be completely contingent on fostering a world-without-us feeling, which has also been present in other animations and media. Negative Emotions, Akumatisation, and Black Magic Miraculous: Tales of Ladybug & Cat Noir (Miraculous: Les aventures de Ladybug et Chat Noir) is a French 3D animated series created by Thomas Astruc, co-produced with South Korea, Japan, Italy, Brazil, and Portugal, and involving the studios Zagtoon, Method Animation, Toei Animation, SAMG Animation, SK Broadband, TF1, and Gloob. It is a superhero fiction series that tells the adventures of Marinette Dupain-Cheng (Ladybug) and Adrien Agreste (Cat Noir), two teenage students who possess jewels (Miraculous) that connect them to magical creatures (Kwamis). These characters mostly lead normal lives, keeping their superhero identities a secret (including from each other, fuelling a confused platonic love from Cat Noir for Ladybug and Marinette for Adrien). During crises, the Kwamis grant superpowers to both of them to protect Paris from the evil villain Hawk Moth (whose alter ego is Gabriel Agreste, Adrien’s father). The series is one of the most popular animations today, aired in over 120 countries and winner of several international awards (Aguasanta-Regalado). Hawk Moth possesses the Butterfly Miraculous, which enables him to create akumas (butterflies with the power to sense individuals with intense negative emotions, such as anger, distress, envy, and sadness, and akumatise them). At first, this butterfly grants Moth the ability to communicate telepathically with its target when it lands on and possesses an important object of the victim. Therefore, the villain makes an irresistible proposal to grant superpowers to the victim (usually in an attempt to reverse an unfortunate situation the victim faces) and, in return, the victim is expected to defeat Ladybug and Cat Noir. Akumatisation is a clear allegorical reference to demonic possession in the mythological terms of Judeo-Christian culture, while the akumatised villains are, less evidently, related to the image of the witch in Renaissance Europe. According to Carolyn Merchant, there was a consensus in the sixteenth century that witches, by making a pact with the devil, acquired the power to alter the weather drastically, produce diseases, destroy crops, and spread famine. Furthermore, some scientists of the time connected the behaviour of witches to an excess of melancholic humour, which was related to anxieties, sadness, and other extreme negative emotions that made them vulnerable to the devil’s attacks (Merchant 140). Therefore, in the episodes Stormy Weather 1 and Stormy Weather 2 there appears to be a manifestation of two out of the three levels of possession in the akumatised character, as indicated in the main demonology manuals of the sixteenth century. The first level, which is that of individual possession, affects the victim on psychological and physical levels, and their intentions and actions become controlled or inspired by the evil spirit. The third level involves the possibility of climatological possession, with the induction of extreme weather phenomena such as droughts and floods (Thacker 62). Aurore Beauréal—the villain of episodes Stormy Weather 1 and Stormy Weather 2—transforms into Climatika, resembling the witches of Renaissance Europe with all their powers of black magic. That is, a psychological and moral disposition induces Aurore Beauréal to undergo a radical metamorphosis to gain control over the world and achieve her objectives. This world control, driven by selfish objectives, which could be achieved through technological and scientific artifices, is depicted in the series as something stemming from the darkest depths of our beings—an innate desire for dominance and control for personal ends, a form of black magic. One of the dilemmas found in superhero fiction series and films in addressing climate change is the exploitation of exceptionally catastrophic weather events but concealing the long-term human actions that lead to transformations in the environment (McGowan). The other dilemma is the simplification of the environmental issue by transferring the possibility of its resolution to a hero. One interpretation is that the hero of these texts represents the status quo of corporations that contribute to the problem, but in sponsoring these series or films are not held accountable, or the climate problem is too readily fixed (Chatterji). However, the Miraculous animation addresses these dilemmas by examining extreme weather events and placing them directly in the hands of a character who is an ordinary yet ambitious individual, and like any person has emotional instabilities. Miraculous, then, explicitly expresses the anthropogenic nature of climate change and indicates the impossibility of effectively controlling the cosmos by those who, driven by their negative desires, resort to artifices to dominate planetary forces. Finally, the efforts of the superheroes Ladybug and Cat Noir prove insufficient to prevent Climatika’s return, who emerges as even more powerful due to a set of factors that promote and intensify the negative emotions of Aurore Beauréal. Therefore, Miraculous can highlight the human face of climate change and its inability to be easily overcome. Climatika: Revenge of the Weather Witch The first season starts with the story of Aurore Beauréal, a young student who dreams of becoming the weather girl for the KIDZ+ channel. In a contest involving numerous candidates, only she and Mireille Caquet (another student) entered the final. The fact that Caquet is an extremely shy and calm young woman led Beauréal to believe that she would easily win the competition over Caquet, due to Beauréal having a more outgoing nature and assertive exploration of her physical appearance. Nevertheless, Aurore suffered an unexpected and humiliating defeat (with a difference of half a million votes) that was seen nationwide. Hawk Moth senses the vibrations of extreme anger and sadness from Aurore Beauréal and sends an akuma to her, transforming her into Climatika (Stormy Weather). The aesthetics of Climatika are related to the stereotype of the modern teenage witch in contemporary fantasy stories. She is depicted wearing a pleated mini skirt and a short dark blue blouse with puffy sleeves—a retro trend from the 1980s lending a romantic and feminine touch to the composition. The wand or the magic broomstick is replaced by an umbrella, from which she casts her weather control powers, and her expression is that of a person possessed by a demon. In this sense, there are similarities with the character Lapis Lazuli from Steven Universe, who also had an aesthetic related to the witch stereotype, but within the 1960s–1970s hippie culture. Moreover, Lapis Lazuli’s powers are associated with the occult and evil, as she can control the entire hydrological cycle (Vital, “Water”). The similarities end here, as Lapis Lazuli herself is an alien and water elemental who destabilises and disrupts the attempts of control and domination promoted by the characters representing modern science and the State. However, Climatika uses a technical device (black magic) to control the weather and achieve her revenge goals. She causes catastrophic climatic events and promotes horror in the name of a global order that satisfies her desires. The instrumentalisation that Climatika promotes through black magic subtly brings her closer to the scientists who sought to investigate and control nature for human progress during the early days of the Scientific Revolution. In the sixteenth century, scientists such as Francis Bacon commonly used metaphors involving the torture of witches and the exploitation of nature to uncover their secrets, to control and alter the world for the advancement and well-being of humans (Merchant). However, black magic, whether through a satanic or pagan path, also has anthropocentric roots, manifesting as a tool that humans can use to enforce their intentions or as an internal force available for self-benefit (Thacker 29). In the case of Climatika, the hydrological cycle was understood as a tool responsive to her emotions and supposedly at her service. The presence of the phenomenon brings it closer to the stereotype of the witch serving the forces of evil and can also act as an allegory for the scientist who fulfils the State’s or private corporations’ obscure purposes at the expense of others. Not by chance, Hawk Moth, when transforming Aurore into Climatika, proclaims, “tu vas devenir ma miss méteór” (you will become my weather girl), a sentence that plays on Aurore’s work in scientific journalism for weather forecasts, while the hidden meaning behind the statement is about the witch manipulating the weather. Climatika will boast about being the only weather girl who gets all the forecasts right (as she is the one who influences the weather events). Although Climatika takes an anthropocentric stance towards the climate, her case highlights how hydro-meteorological phenomena affect Aurore Beauréal to the point where she aspires to be the weather girl and, if not possible, to become a witch who controls the hydrological cycle. Aurore, at first, wished to be the spokesperson for meteorology, studying the weather and climate. When she fails, she aspires for more: to become the weather girl, merging herself with meteorological phenomena and using climatic factors to organise the world to satisfy her desires. She appears oblivious to the way the weather affects her, although it is central to her life. She considers herself free and in control of herself and the world. The perception of the modern world as disenchanted, characterised by reason, freedom, and control, results in an alienation from the affective power of non-human phenomena (Bennett). This alienation leads to an arrogant attitude, such as that of Aurore Beauréal, who transforms into Climatika and believes she can finally be recognised as the weather girl with her new hydrokinesis powers. However, despite all the chaos that Climatika promotes by inducing hurricanes, hailstorms, and lightning, dramatically affecting the lives of the inhabitants of Paris and all of France, she fails in the face of Ladybug and Cat Noir. Finally, Aurore will have to deal with the defeat against Mireille Caquet and public censorship for transforming into Climatika, the weather witch. Cosmic Pessimism and Planetary Catastrophe in the Return of Climatika In the seventeenth episode of the third season, there is a prime example of what Aurore Beauréal went through after being defeated and the akumatisation being undone. Her schoolmate, Chloé Bourgeois, publicly humiliates her for having low grades and not having emotional control, becoming a failed villain. Hawk Moth takes advantage of the opportunity left by Bourgeois and tells Aurore that she will always be and continue to grow in power as Climatika, transforming her once again. Being emotionally affected, Climatika’s powers amplify significantly, and she uses volcanic explosions and moves the planet away from the sun’s orbit to cool it down, destroying all of humanity and proving her true power. In this episode, Stormy Weather 2, Climatika manages to establish herself as a global threat, inducing a dramatic climate change. Fear and horror spread throughout the world as people embrace each other to stay alive in the apocalyptic cold. Even the heroes, Ladybug and Cat Noir, feel haunted by the immense power of Climatika and find themselves in an intimate moment reminiscing about all the challenges they have overcome in the past, and the growth they have experienced over time while fighting together against the forces of evil. It is in sharing these memories that they find the power to come together once again, regaining the trust and confidence that help them to face and defeat Climatika. Thus, because of suppressed affections, unfulfilled desires, the combined force of words, and extreme social and meteorological events, negative and selfish emotions emerged and re-emerged, fuelling the return of Climatika—the regional and later planetary climate threat. Moreover, in the case of Ladybug and Cat Noir, the affective power of their bodily and physical encounter generated memories, along with deep positive emotions and words of trust, affection, and unity. These provided the means to change the course of events and prevent the realisation of the climate catastrophe (they no longer felt overcome and could battle Climatika). The two episodes suggest that the emergence of the climate catastrophe is a result of the feelings of disenchantment amongst people in the world and the combination of human alienation from the affective power of things, and the power that events and things gain in their encounters worldwide. The suggestion is the development of an ethics of generosity as a response to climate change that involves sharpening the perception of the affective power of things and encounters between humans in public spaces, as well as between humans and non-humans in everyday life (Bennett). Nonetheless, the episodes Stormy Weather 1 and Stormy Weather 2 display a type of cosmic pessimism perceptible through the emotional failures and revenge of Aurore Beauréal and Climatika. Cosmic pessimism indicates distrust regarding the impossibility of controlling and organising a world that does not require order. This world does not manifest itself for us or in itself but as a world-without-us (Thacker, Cosmic). Control does not make Aurore more respected, although she is feared when she manifests as Climatika. As Climatika, she inflicts on other people the suffering caused by the catastrophic disruption of their routines due to the manifestation of the effects of climate change. Conversely, the disappointment of the double failure to become the weather girl and the subsequent bullying becomes an oppressive reality for Aurore that induces more fear and horror due to her inability of being able to organise the world according to her desires. Thus, climate change is manifested in Miraculous: Tales of Ladybug & Cat Noir as a result of the failed attempt to control the world (represented by the metaphor of black magic) and the impossibility of organising the world according to human desires. Conclusions Ladybug and Cat Noir manage to save the day in the episodes Stormy Weather 1 and Stormy Weather 2. However, the return of Climatika manifests itself as persistence, which suggests two important points. First, heroes or exceptional individuals cannot handle the complexity involved in the climate crisis because the crisis results from multiple factors, including human emotions, under the pressure of a system emphasising competition for prominence, efficiency, and social recognition. Climatika was defeated but returned for the same reason: the primacy of the ideal of success and recognition in a universe of pure abstract value that is based on the alienation of emotions. Second, profound uncertainties arise from the current climate crisis. Anthropogenic climate change is manifested through completely contingent effects, where the expectation of controlling and ordering the world according to human desires is disrupted, resulting in a sense of cosmic pessimism due to the world-without-us feeling. The indifference of the universe to human desires becomes explicit, exposing the failure of the abstraction of self and world control—the foundation of modern ontology and capitalism. Therefore, Climatika highlights climate change as a form of black magic: an intensive attempt to control and manipulate the world driven by selfish feelings that deepen the alienation regarding the power and indifference of the elements that compose the planetary atmosphere. References Aguasanta-Regalado, Miriam E., Ángel San Martín Alonso, and Isabel M. Gallardo-Fernández. “Analysis of the Narratives with Characters That Make Ethnic Diversity Visible—Miraculous: Tales of Ladybug & Cat Noir.” Education Sciences 13.5 (2023): 460-470. Bennett, Jane. The Enchantment of Modern Life: Attachments, Crossing, and Ethics. Princeton UP, 2016. Chatterji, Roma. “Gaia and the Environmental Apocalypse in Superhero Comics and Science Fantasy.” Perspectives – A Peer-Reviewed, Bilingual, Interdisciplinary E-Journal 2 (2022): 1-30. Lundberg, Anita, André Vasques Vital, and Shruti Das. “Tropical Imaginaries and Climate Crisis: Embracing Relational Climate Discourses.” Etropic: Electronic Journal of Studies in the Tropics 20.2 (2021): 1-31. McGowan, Andrew. "Superhero Ecologies: An Environmental Reading of Contemporary Superhero Cinema." Honors Projects 110 (2019). <https://digitalcommons.bowdoin.edu/honorsprojects/110>. Merchant, Carolyn. The Death of Nature: Women, Ecology and the Scientific Revolution. Harper & Row, 1990. Starosielski, Nicole. “Movements That Are Drawn: A History of Environmental Animation from The Lorax to FernGully to Avatar.” The International Communication Gazette 73.1-2 (2011): 145-163. “Stormy Weather.” Miraculous: Tales of Ladybug & Cat Noir. Created by Thomas Astruc. Season 1, episode 1. Zagtoon and Method Animation et al., 19 Oct. 2015. “Stormy Weather #2.” Miraculous: Tales of Ladybug & Cat Noir. Created by Thomas Astruc. Season 3, episode 17. Zagtoon and Method Animation et al., 2 June 2019. Thacker, Eugene. Cosmic Pessimism. U of Minnesota P, 2016. ———. Thacker, Eugene. In The Dust of This Planet: Horror of Philosophy. Vol. 1. Zero Books, 2011. Vital André Vasques. “Lapis Lazuli: Politics and Aqueous Contingency in the Animation Steven Universe.” Series – International Journal of TV Serial Narratives 4.1 (2018): 51–62. ———. “Water, Gender, and Modern Science in the Steven Universe Animation.” Feminist Media Studies 20.8 (2020): 1144-1158. ———. “Water Spells: New Materialist Theoretical Insights from Animated Fantasy and Science Fiction.” Historia Ambiental Latinoamericana y Caribeña (HALAC) Revista de la Solcha 12.1 (2022): 246–269. Wells, Paul. Understanding Animation. Routledge, 1998. Whitley, David. The Idea of Nature in Disney Animation. Ashgate, 2008.
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Dissertations / Theses on the topic "Human-alien encounters – Fiction"

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Cavedo, Keith. "Alien Encounters and the Alien/Human Dichotomy in Stanley Kubrick‘s 2001: A Space Odyssey and Andrei Tarkovsky‘s Solaris." Scholar Commons, 2010. https://scholarcommons.usf.edu/etd/1593.

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The alien encounter has long been a defining and popular subject of science fiction cinema. However, Stanley Kubrick's 2001: A Space Odyssey (1968) and Andrei Tarkovsky's Solaris (1972) are interrogative, complex, and distinct artistic accomplishments that stand apart from and above the conventional science fiction film. 2001 and Solaris not only represent but complicate the alien/human dichotomy; in the end, they destabilize the dichotomy and even suggest a radical synthesis of the dichotomous elements. 2001 and Solaris further emphasize epistemological and specifically anthropocentric limitations when it comes to understanding the alien or attempting to make sense of the alien encounter. Chapter 1 introduces the alien/human dichotomy in two representative science fiction films of the period, This Island Earth (1955) and Planet of Storms (1962). Chapter 1 provides some contextual and contrapuntal basis for the originality of 2001 and Solaris. Chapter 2 reviews critical literature directly and indirectly addressing alien and human identity, interpretations of symbolic forms such as the monolith in 2001 and "guests" in Solaris, and both films' ambiguous, multivalent endings. Chapter 3 (on 2001) and Chapter 4 (on Solaris) examine the alien/human dichotomy in specific scenes where an alien, non-human presence appears to be present or where an alien encounter significantly occurs. The two chapters analyze techniques such as the significance of the establishing shot and other shots or cinematographic effects, settings, point of view, and non-diegetic music. By way of conclusion, Chapter 5 compares 2001 and Solaris and makes the argument for the differences between-and departures from-the two film masterpieces and conventional science fiction films. Chapter 5 ends with further considerations of the argument and a broadening of the context. This dissertation should be of interest not only to science fiction scholarship in general but to film studies in particular. It aims to provide a sophisticated reading of 2001: A Space Odyssey and Solaris supported by recent criticism in an effort to join in the ongoing scholarly discussion and critical legitimatization of science fiction cinema.
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Hills, Paul R. "Neural narratives and natives: cognitive attention schema theory and empathy in Avatar." Diss., 2020. http://hdl.handle.net/10500/26659.

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This study offers a fine-grained analysis of James Cameron’s film, Avatar (2009), on several theoretical fronts to provide a view of the film from a cognitive cultural studies perspective. The insights gained from cognitive theory are used to situate the debate by indicating the value cognitive theories have in cultural criticism. The critical discourse analysis of Avatar that results is a vehicle for the central concern of this study, which is to understand the diverse, often contradictory, meaning-making exhibited by Avatar audiences. A focus on the construction of empathic responses to the film’s messages investigates the success of this polysemy. Ihe central propositions of the study are that meanings and interpretations of the experience of viewing Avatar are made discursively; they are situated in definable traditions, mores and values; and this meaning-making takes place in a cognitive framework which allows for the technical reproduction and reception of the experience while providing powerful, emerging and cognitively plausible narratives. In an attempt to situate the film’s commercial success and its plethora of awards, including an Oscar for best art direction, the analysis takes a critical view of Cameron’s use of cultural stereotypes and the framing of the exotic other, and considers the continuing development of these elements over the whole series and product line or, as Henry Jenkins (2007) defines it, “transmedia”. In drawing the theoretical boundaries of the methodologies used in this study and in arguing for their complementarities, the study contributes to a renewal of Raymond Williams’ (1961) mostly forgotten claim of the cross-disciplinary cognitive dimension of cultural studies and demonstrates an affirmation of this formulation as cognitive cultural studies.
Art History, Visual Arts and Musicology
M.A. (Art History)
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Books on the topic "Human-alien encounters – Fiction"

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Posner-Sanchez, Andrea. Alien roundup. New York: Random House, 2003.

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Gregory, J. J. Alien ambassador. Bloomington, IN: AuthorHouse, 2009.

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Asquith, Ros. Alien schoolboy's guide to Earth. London: Piccadilly, 2012.

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Stiegler, Marc. Earthweb. New York, NY: Baen Books, 1999.

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Flint, Eric. The course of empire. Riverdale, NY: Baen, 2003.

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Spires, D. R. Mit-Ro-Don. Pittsburgh: SterlingHouse, 2001.

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Williams, Francis T. Perry. Pollen and the ring of harmony. Austin, TX: Bridgeway Books, 2008.

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Bain, Darrell. Warp point. Kingsport, TN: Twilight Times Books, 2010.

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Peper, C. B. Contact. Cape Town: Tafelberg, 1997.

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White, Steve. The Prometheus project. Riverdale, NY: Baen, 2005.

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Book chapters on the topic "Human-alien encounters – Fiction"

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Gomel, Elana. "Human Skins, Alien Masks: Allegories of Postcolonial Guilt." In Science Fiction, Alien Encounters, and the Ethics of Posthumanism, 117–46. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137367631_5.

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Gomel, Elana. "The Human Trinity: What Makes Us Other?" In Science Fiction, Alien Encounters, and the Ethics of Posthumanism, 149–86. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137367631_6.

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Westfahl, Gary. "Alien Encounters." In Arthur C. Clarke, 93–116. University of Illinois Press, 2018. http://dx.doi.org/10.5622/illinois/9780252041938.003.0007.

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While fascinated by aliens, this chapter explains, Clarke only occasionally depicts alien encounters, which are unlikely due to the universe’s size and age. Instead, science fiction stories involve humans discovering evidence of ancient aliens or signs of emerging alien intelligences. Clarke avoids engaging in world building, preferring planets investigated by scientists as settings, and his aliens typically are genuinely alien in both their physiology and psychology. In Clarke’s major novels about aliens they remain unseen. In 2001: A Space Odyssey (1968) and its sequels, aliens made of energy initially seem omnipotent, though sequels increasingly emphasize their flaws and limitations. The aliens of Rendezvous with Rama (1973) are even more mysterious and defy human efforts to understand their enormous space habitat and the purpose for its visit.
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Towlson, Jon. "Close Encounters: Genre and Context." In Close Encounters of the Third Kind, 17–24. Liverpool University Press, 2016. http://dx.doi.org/10.3828/liverpool/9781911325079.003.0002.

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This chapter discusses the genre and context of Steven Spielberg's Close Encounters of the Third Kind (1977). It begins by tracing the emergence of science fiction in literature and in cinema. The chapter then looks at how film serials popularised pulp science-fiction cinema in the form of rocketships, ray guns, alien invaders, evil intergalactic emperors, and damsels in distress. One can see them as the inspiration for the likes of Star Wars and the myriad superhero blockbuster movies that continue to dominate Hollywood today. In 1968, Stanley Kubrick's 2001: A Space Odyssey returned science fiction to its origins in Greek mythology. It is perhaps the first example of ‘transcendent’ science-fiction cinema, exploring the human need to place trust in a force larger than ourselves. In the early 1970s, science-fiction films were more overtly concerned with identity and environment, and how both were increasingly shaped or misshapen by technology. Meanwhile, post-9/11 has seen a move towards intelligent science fiction as a bankable commodity within Hollywood. Part of the genre's continuing appeal is, of course, the showcasing of state-of-the-art cinema technology within the sci-fi narrative. Special-effects technology has evolved in line with cinema's own development.
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Eghigian, Greg. "Apparitions, Airships, and Aliens." In After the Flying Saucers Came, 23–48. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780190869878.003.0003.

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Abstract Since ancient times, astonishing, mysterious things were reported being seen in the skies. These were widely assumed to be divine signs. But even in the modern secular era, products of human invention fueled wonder and speculation. The creation of piloted balloons in the late eighteenth century helped kindle visions of powered airships made by ingenious entrepreneurs. Soon enough, the skies began to fill with billboards, lit signs, dirigibles, and, finally, airplanes. To many, this only confirmed they were living in an age of unbridled progress, though some feared that such inventions would ultimately have lethal military applications. Then came science fiction in the nineteenth century, which began portraying encounters with beings from outer space. Observers had long believed that alien civilizations existed in the universe, and some considered ways of communicating with them. But it was science fiction that explored the possibility that extraterrestrials might be intent on coming to earth.
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DeFalco, Amelia. "Feral Touch." In Curious Kin in Fictions of Posthuman Care, 61—C2P72. Oxford University PressOxford, 2023. http://dx.doi.org/10.1093/oso/9780192886125.003.0003.

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Abstract This chapter explores the haptic dimensions of posthuman care via an examination of imagined feral and alien relations. It explores the neuroanatomy, ethics, and politics of touch alongside fictions of posthuman haptic care at the margins of human “civilized” society, care in ruins and dumps, remote jungles, and razed forests, in dilapidated houses and desolate highlands. In Eva Hornung’s novel Dog Boy, Bhanu Kapil’s Humanimal: A Project for Future Children, and the film Under the Skin, narratives of feral children and alien encounters exaggerate and amplify the mundane, everyday posthuman tactile encounters that form the fabric of embodied life, demonstrating how the relationality and open-endedness of touch creates affirmative possibilities for becoming alongside risks of violence, aggression, and domination.
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