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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
161

NARRATIVES OF ABUSE: A GLIMPSE INTO THE LIVES OF BATTERED WOMEN AND THE MAKING OF THE FILM, IN THE EYES OF OTHERS

Herrmann, Elisa 01 August 2012 (has links)
The thesis film In the Eyes of Others is the result of three-years of research on viewers' fascination with horror films, Brazil televisions' seeming non-stop broadcast of news about crimes of passion, and my study of the link between crimes of passion and domestic violence. The film tells the story of Amanda and Jack, a battered woman and her abusive husband, who, in the eyes of others, seem like the perfect couple. By showing one of the possible tragic outcomes of a life where violence against women is hidden from the eyes of society, my goal with In the Eyes of Others is to advocate the end of violence against women and to promote discussion that will lead us to gender equality.
162

Going Feral: The Utopian Horror of Human-Animal Hybrids

Maggiulli, Katrina 27 October 2016 (has links)
According to the material feminist corpus, namely Stacy Alaimo’s concept of trans-corporeality, material flows and interconnectivity between humans and their environment insists that the human body has never been atomistic, but rather a porous figure that continually interacts/intra-acts with its environment. The recent biotechnological boom allowing for the production of human-animal hybrids (chimeras) provides the kind of visualization of these interconnectivities that can help instigate a reconception of the human—as not human at all, but rather posthuman. This study looks at the presence of these human-animal hybrids in popular art media, specifically: the horror film, Splice (Dir. Natali 2009); the YA novel, Inhuman (Falls 2013); and the comic, Sweet Tooth (Lemire 2009-2013). This thesis argues that the human-animal hybrid figure exhibits utopian horror, or the use of horror to produce new, better, ways of conceptualizing human-animal relationships, ones that acknowledge our already posthuman plurality of self.
163

Aural Abjections and Dancing Dystopias: Sonic Signifiers in Video Game Horror

Merriner, Ashley 06 September 2017 (has links)
For centuries, the horror genre has ensnared audiences across generations and genre lines: ballet, opera, literature, poetry, film, and, most recently, video games have all utilized the power of terror to shock, horrify, and, perhaps most disturbingly, attract. But what does fear sound like? This thesis will focus on that question as it explores both the twin worlds of Konami’s survival-horror title Silent Hill and the underwater-nightmare city of Rapture in 2KGames’ 2007 hit Bioshock. Offering a deeper understanding of the agency video game sound employs, this thesis will engage critical gender, race, and feminist theory, confront issues of social and cultural fears evoked through sound, and offer an in-depth analysis of each game’s soundscape in order to discuss the ways video game soundtracks can serve as vehicles for both signifying and unpacking complicated social and political topics that prevail in modern society.
164

O dispositivo do olhar no cinema de horror found footage

Acker, Ana Maria January 2017 (has links)
A tese investiga como se estabelece o dispositivo do olhar enquanto experiência estética no cinema de horror found footage a partir da materialidade cinematográfica. Realiza-se uma discussão acerca do modo como esses filmes circulam no gênero horror com o cruzamento de teorias de cinema, tecnologia e da Comunicação. A concepção de dispositivo do olhar é pensada, especialmente, a partir de Jonathan Crary, Michel Foucault, Giorgio Agamben, Laurent Mannoni, Hans Ulrich Gumbrecht, Vilém Flusser e Philippe Dubois. O dispositivo do olhar é, portanto, delineado como o comportamento visual e de uso de artefatos tecnológicos que aparece nos filmes e o modo como esse olhar de dentro do filme pode afetar a forma de ver do espectador. Não é como a tecnologia é representada nos filmes, mas a estratégia dessa e seus respectivos discursos em intentar o apelo sensível do público. O problema de pesquisa é: Como se constitui o dispositivo do olhar nos filmes de horror found footage e o que esse fenômeno pode indicar da nossa relação com o cinema e a tecnologia na contemporaneidade? De que modo é possível discutir a experiência estética com o cinema de horror a partir dessas produções? Assim, o objetivo geral da pesquisa é compreender como opera o dispositivo do olhar no cinema de horror found footage e a maneira como ele propõe experiências estéticas, a fim de perceber características da nossa relação com o cinema e a tecnologia na contemporaneidade. Já os objetivos específicos são os seguintes: a) Problematizar o dispositivo do olhar no cinema, sua produção imagética nos respectivos aspectos tecnológicos, sociais e culturais, a partir do horror contemporâneo; b) Estudar aspectos estéticos e narrativos do gênero horror com ênfase nos filmes found footage; c) Discutir especificidades da imagem no found footage; d) Analisar os filmes que compõem o corpus, discutindo-os a partir das movimentações do dispositivo do olhar no horror e das experiências estéticas que potencializam. Entre alguns pressupostos abordados pela tese estão os de que o horror found footage é um fenômeno pós-sala de cinema, ainda que muitas produções circulem em grandes espaços de shopping centers e sejam lançadas em 3D. Ou seja, ver filmes é cada vez mais uma atividade privada e individual. O espectador está sozinho, do mesmo modo que as personagens que correm pela noite escura com uma câmera na mão. A visualidade dos games, a navegação pelas interfaces computacionais ou dispositivos móveis, também deixam marcas nas narrativas com esse estilo. Há ainda diversos tipos de imagens, texturas, cores diferentes que até o desenvolvimento do found footage não haviam sido exploradas no gênero horror. Essas imagens intentam ambiências, conceito de Gumbrecht (2014) que auxiliou a análise. As texturas estranhas, as falhas, ruídos, os “erros” dos equipamentos potencializam as experiências a partir de atmosferas, muitas dessas de aparelhos visuais que não são mais consumidos massivamente, como o VHS. Há sim uma presentificação do passado desses artefatos, dos modos como eram usados, um retorno de hábitos que são reconfigurados pelo contexto do horror. As ambiências possíveis pelas imagens, a perseguição pela experiência tátil com a narrativa, marcam um fenômeno contemporâneo de busca pela apreensão do tempo, das memórias, da vida. Um desejo de possuir as imagens e seus mundos, algo que se sobrepõe à intenção de registro ou de representação do mundo. Podemos afirmar ainda que a ideia de Gumbrecht (2015) do presente amplo se aplica aos filmes estudados nesse aspecto. / This thesis investigates the establishment of the apparatus of seeing as an aesthetic experience within found footage horror movies, from their cinematographic materiality. A discussion about the way as these movies circulate in horror genre is made through crossing film, technology and Communication theories. The apparatus of seeing conception is thought, especially, from authors such as Jonathan Crary, Michel Foucault, Giorgio Agamben, Laurent Mannoni, Hans Ulrich Gumbrecht, Vilém Flusser and Philippe Dubois. The apparatus of seeing is, therefore, thought as a behavior, both visual and regarding the usage of technological artifact, that appears within the movies and in the way how this seeing from inside the film can affect the spectator habit of viewing. This is not about the representation of technology, but its strategy and its discourses to propose sensitive appeal in the public. The research problem is: How the apparatus of seeing is composed in found footage horror movies and what can this phenomenon denote about our relation with cinema and technology in contemporaneity? How is it possible to discuss the aesthetic experience with horror movies from these productions? Thus, the main objective is to understand how the apparatus of seeing operates in found footage horror movies and how it proposes aesthetic experiences, in order to see characteristics of our relation with cinema and technology in contemporaneity. The specific objectives are: a) To problematize the apparatus of seeing in cinema, its imagistic production in the respective technological, social and cultural aspects, from contemporary horror genre; b) To study aesthetics and narrative aspects of the horror genre, especially the found footage films; c) To discuss the specificities of the image within found footage; d) To analyze the corpus of films, discussing them from changes of apparatus of seeing and the aesthetic experiences that it potentiates. Among the assumptions the thesis approaches, are that the found footage is a post-cinema phenomenon, although many productions circulate in large spaces of shopping centers and are released in 3D. In other words, watching movies is increasingly a private and individual activity. The spectator is alone, just like the characters that run through the dark night with a camera in their hands. The game visuality, the navigation through computational interfaces or mobile devices, also leave marks in the narratives marked by this style. There are still several types of images, textures, different colors that, until the development of found footage, had not been explored in the horror genre. These images attempt to establish ambiences, a concept of Gumbrecht (2014) that aided the analysis. The strange textures, the flaws, the noises, the "errors" of the equipments potentiate experiences from atmospheres, many of them of visual devices that are no longer massively consumed nowadays, like the VHS. There is rather a presentiment of the past of these artifacts, the ways that they were used, a return of habits that are reconfigured by the context of horror. The possible ambiences of the images, the persecution for a tactile experience with the narrative, mark a contemporary phenomenon of search for the apprehension of the time, the memories, the life. A desire to possess the images and their worlds, something that overlaps the intention of recording or representing the world. We can also affirm that the idea of Gumbrecht (2015) of the broad present applies to the films studied in this aspect.
165

O dispositivo do olhar no cinema de horror found footage

Acker, Ana Maria January 2017 (has links)
A tese investiga como se estabelece o dispositivo do olhar enquanto experiência estética no cinema de horror found footage a partir da materialidade cinematográfica. Realiza-se uma discussão acerca do modo como esses filmes circulam no gênero horror com o cruzamento de teorias de cinema, tecnologia e da Comunicação. A concepção de dispositivo do olhar é pensada, especialmente, a partir de Jonathan Crary, Michel Foucault, Giorgio Agamben, Laurent Mannoni, Hans Ulrich Gumbrecht, Vilém Flusser e Philippe Dubois. O dispositivo do olhar é, portanto, delineado como o comportamento visual e de uso de artefatos tecnológicos que aparece nos filmes e o modo como esse olhar de dentro do filme pode afetar a forma de ver do espectador. Não é como a tecnologia é representada nos filmes, mas a estratégia dessa e seus respectivos discursos em intentar o apelo sensível do público. O problema de pesquisa é: Como se constitui o dispositivo do olhar nos filmes de horror found footage e o que esse fenômeno pode indicar da nossa relação com o cinema e a tecnologia na contemporaneidade? De que modo é possível discutir a experiência estética com o cinema de horror a partir dessas produções? Assim, o objetivo geral da pesquisa é compreender como opera o dispositivo do olhar no cinema de horror found footage e a maneira como ele propõe experiências estéticas, a fim de perceber características da nossa relação com o cinema e a tecnologia na contemporaneidade. Já os objetivos específicos são os seguintes: a) Problematizar o dispositivo do olhar no cinema, sua produção imagética nos respectivos aspectos tecnológicos, sociais e culturais, a partir do horror contemporâneo; b) Estudar aspectos estéticos e narrativos do gênero horror com ênfase nos filmes found footage; c) Discutir especificidades da imagem no found footage; d) Analisar os filmes que compõem o corpus, discutindo-os a partir das movimentações do dispositivo do olhar no horror e das experiências estéticas que potencializam. Entre alguns pressupostos abordados pela tese estão os de que o horror found footage é um fenômeno pós-sala de cinema, ainda que muitas produções circulem em grandes espaços de shopping centers e sejam lançadas em 3D. Ou seja, ver filmes é cada vez mais uma atividade privada e individual. O espectador está sozinho, do mesmo modo que as personagens que correm pela noite escura com uma câmera na mão. A visualidade dos games, a navegação pelas interfaces computacionais ou dispositivos móveis, também deixam marcas nas narrativas com esse estilo. Há ainda diversos tipos de imagens, texturas, cores diferentes que até o desenvolvimento do found footage não haviam sido exploradas no gênero horror. Essas imagens intentam ambiências, conceito de Gumbrecht (2014) que auxiliou a análise. As texturas estranhas, as falhas, ruídos, os “erros” dos equipamentos potencializam as experiências a partir de atmosferas, muitas dessas de aparelhos visuais que não são mais consumidos massivamente, como o VHS. Há sim uma presentificação do passado desses artefatos, dos modos como eram usados, um retorno de hábitos que são reconfigurados pelo contexto do horror. As ambiências possíveis pelas imagens, a perseguição pela experiência tátil com a narrativa, marcam um fenômeno contemporâneo de busca pela apreensão do tempo, das memórias, da vida. Um desejo de possuir as imagens e seus mundos, algo que se sobrepõe à intenção de registro ou de representação do mundo. Podemos afirmar ainda que a ideia de Gumbrecht (2015) do presente amplo se aplica aos filmes estudados nesse aspecto. / This thesis investigates the establishment of the apparatus of seeing as an aesthetic experience within found footage horror movies, from their cinematographic materiality. A discussion about the way as these movies circulate in horror genre is made through crossing film, technology and Communication theories. The apparatus of seeing conception is thought, especially, from authors such as Jonathan Crary, Michel Foucault, Giorgio Agamben, Laurent Mannoni, Hans Ulrich Gumbrecht, Vilém Flusser and Philippe Dubois. The apparatus of seeing is, therefore, thought as a behavior, both visual and regarding the usage of technological artifact, that appears within the movies and in the way how this seeing from inside the film can affect the spectator habit of viewing. This is not about the representation of technology, but its strategy and its discourses to propose sensitive appeal in the public. The research problem is: How the apparatus of seeing is composed in found footage horror movies and what can this phenomenon denote about our relation with cinema and technology in contemporaneity? How is it possible to discuss the aesthetic experience with horror movies from these productions? Thus, the main objective is to understand how the apparatus of seeing operates in found footage horror movies and how it proposes aesthetic experiences, in order to see characteristics of our relation with cinema and technology in contemporaneity. The specific objectives are: a) To problematize the apparatus of seeing in cinema, its imagistic production in the respective technological, social and cultural aspects, from contemporary horror genre; b) To study aesthetics and narrative aspects of the horror genre, especially the found footage films; c) To discuss the specificities of the image within found footage; d) To analyze the corpus of films, discussing them from changes of apparatus of seeing and the aesthetic experiences that it potentiates. Among the assumptions the thesis approaches, are that the found footage is a post-cinema phenomenon, although many productions circulate in large spaces of shopping centers and are released in 3D. In other words, watching movies is increasingly a private and individual activity. The spectator is alone, just like the characters that run through the dark night with a camera in their hands. The game visuality, the navigation through computational interfaces or mobile devices, also leave marks in the narratives marked by this style. There are still several types of images, textures, different colors that, until the development of found footage, had not been explored in the horror genre. These images attempt to establish ambiences, a concept of Gumbrecht (2014) that aided the analysis. The strange textures, the flaws, the noises, the "errors" of the equipments potentiate experiences from atmospheres, many of them of visual devices that are no longer massively consumed nowadays, like the VHS. There is rather a presentiment of the past of these artifacts, the ways that they were used, a return of habits that are reconfigured by the context of horror. The possible ambiences of the images, the persecution for a tactile experience with the narrative, mark a contemporary phenomenon of search for the apprehension of the time, the memories, the life. A desire to possess the images and their worlds, something that overlaps the intention of recording or representing the world. We can also affirm that the idea of Gumbrecht (2015) of the broad present applies to the films studied in this aspect.
166

Arquitetura do medo: cinema, espaços urbanos e tensões sociais

SILVA, Gabriela Alcântara de Siqueira 27 April 2016 (has links)
Submitted by Alice Araujo (alice.caraujo@ufpe.br) on 2018-01-11T17:54:40Z No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) GABRIELA ALCANTARA_0202.pdf: 4052546 bytes, checksum: 72ee7c9fec92b4a61ba104a84699940a (MD5) / Made available in DSpace on 2018-01-11T17:54:40Z (GMT). No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) GABRIELA ALCANTARA_0202.pdf: 4052546 bytes, checksum: 72ee7c9fec92b4a61ba104a84699940a (MD5) Previous issue date: 2016-04-27 / CAPES / O objetivo desta pesquisa é realizar uma análise crítica da representação da chamada “arquitetura do medo” em filmes do cinema contemporâneo, a fim de apontar de que modo estes filmes estão relacionados a mudanças no espaço urbano de forma que o representam de maneira crítica e com discurso politizado. Abro a pesquisa com uma contextualização do conceito de “arquitetura do medo” e parto para breve análise de filmes realizados de forma mais espaçada, mas que também tratavam do tema. Em seguida, dou destaque especialmente aos filmes que trazem características dos gêneros horror e suspense, buscando analisar estilisticamente os modos de representação da relação dos personagens com o espaço urbano, seus medos e tensões. Os filmes que fazem parte do corpo principal desta dissertação foram realizados em meados dos anos 2000, em um período onde os centros urbanos atravessavam uma feroz gentrificação e higienização social, e onde o pensamento conservador vem voltando com cada vez mais força. Junto estes fatos às análises fílmicas, propondo uma “leitura documentarizante” indicada por Odin e parto da ideia de Comolli, de que um filme nos diz que é preciso reconhecer a urgência de suas urgências, para lançar sobre essas obras um olhar crítico que busca analisar o contexto sociológico e antropológico em que elas foram produzidas. Por fim, busco indicar que é possível o cinema de horror ser visto como um documento histórico e sociológico de um período específico em que estes filmes foram realizados. Para alcançar o objetivo, tentarei identificar a recorrência de padrões estilísticos, narrativos e ideológicos (no que se trata do discurso) desses filmes, sempre procurando elencar e analisar os contextos socioculturais dos centros urbanos neles representados. / The objective of this research is to conduct a critical analysis of representation of the so-called “architecture of fear” in contemporary cinema films, in order to point out how these movies are related to changes in the urban space so that they represent critically and politicized speech. I open this research with a contextualization of the concept of “architecture of fear” and then go to a brief analysis of movies realized in a more spaced time, but that also treated the theme. We highlight especially the movies that bring characteristics of horror and suspense genres, trying to analyze stylistically the modes of representation of the relationship of the characters with the urban space, their fears and tensions. The principal movies of the body of this research were launched in the middle of the years 2000, in a period where the urban centers went through a fierce gentrification and social higienization, and where the conservative thinking is coming stronger day by day. I put together this facts to the film analysis, proposing a “documentary reading”, indicated by Odin and then going with the idea of Comolli, that a movie tells us that we must recognize the urgency of their urgencies to launch a critical view on these works, that seeks to analyze the sociological and anthropological context in which they were produced. Finally, I’ll try to indicate that it is possible for the horror cinema to be seen as a historical and sociological document of an specific period in which those movies where made. To achieve our goal, we will try to identify the recurrence of stylistic, narrative and ideological patterns (when it comes to speech) of these films, always looking to list and analyze the social and cultural contexts of urban centers in them represented.
167

Facility 47 - A Novel

Elens, James N, II 07 March 2012 (has links)
FACILITY 47 is a psychological horror novel set in Germany just after the end of World War II. The novel is written in a naturalistic style that seeks to ground paranormal genre elements in a believable world. The story follows a group of Americans, led by Michael Powell, as they seek out and become trapped within an abandoned Nazi research facility in the Harz Mountains that contains a very dangerous secret; an unknown force capable of controlling people’s actions and forcing them to destroy themselves. FACILITY 47 focuses on a character driven by greed, moral outrage at dubious American postwar policy, and a desire to create a world for himself where he is in control. In the end of the novel, Michael learns that the obsessive quest for control can have catastrophic consequences, but this discovery is made too late to save himself or his friends from the mysterious power inside the facility.
168

Figures de l'horreur et de l'aliénation dans les oeuvres de Stephen King : représentation de l'Amérique de la fin du vingtième siècle / Figures of horror and alienation in Stephen King’s works : representation of America in the late twentieth century

Naili, Nadia 16 September 2016 (has links)
Notre thèse peut être résumée en une phrase qui apparaît dans le roman de Stephen King The Shining : « Cet endroit inhumain transforme les humains en monstres ». En effet, les romans de Stephen King montrent une vision pessimiste et sinistre de la société américaine contemporaine et une identité éclatée de l’individu. À travers une analyse des figures de l’horreur, telles que les doubles, les monstres et les zombies, nous avons exposé les forces conflictuelles intérieures et extérieures inhérentes à l’individu. Ces forces, qui conditionnent ce dernier, conduisent à l’effacement de son identité et le forcent à adopter une nouvelle identité superficielle qui à son tour mène à son anéantissement et à sa destruction. Ainsi, notre étude a permis de démontrer que l’auteur utilise le fantastique, surtout à travers les figures de l’horreur, pour refléter la condition de l’être humain dans sa société dans les années soixante-dix et quatre-vingt. Il dépeint une société qui réifie l’individu en le privant de son libre arbitre et en le soumettant à des normes préétablies. À travers notre démarche méthodologique à la fois thématique et structuraliste, nous avons pu explorer la construction de l’identité personnelle et sociale, analyser tout ce qui affecte son développement, et finalement découvrir ce qui mène à son éclatement. La quête et la construction identitaire sont donc centrales à notre étude, car elles nous donnent une image de la relation de l’individu américain avec lui-même et avec son milieu social. Et c’est à travers le rôle des figures de l’horreur et de la figure de la mort que notre étude prend forme. / Our dissertation can be summarized in one sentence that is recurrent in Stephen King’s The Shining: “This inhuman place makes human monsters.” Indeed, Stephen King’s novels reflect the reality of the American individual and American society at its worst: a fragmented identity and a grim image of society. The study of the figures of horror, such as the double, monsters and zombies, show the conflicting forces inherent in the individual. Those forces lead to the obliteration of identity, to the adoption of a new shallow one, and finally to the annihilation and downfall of the individual. In our study, we show that the use of the fantastic, as portrayed mainly through the horrific figures, reflects the condition of the American individual in his society in the 70s and the 80s – it is a society that objectifies the individual by depraving him of freedom and subjecting him to pre-determined standards. By submitting the novels to thematic and structuralist approaches, we analyze the shaping of the individual and collective identity, the influences on its development and the causes of its bursting. The question of identity is central to our study as it is a way to explore the relation of the individual to himself and to his environment. We have endeavoured to show that by using the figures of horror and death.
169

“I’m not crazy”: the history and development of the American gaslight film

Alston, Dana William 11 August 2021 (has links)
This thesis examines portrayals of gaslighting toward women in American film. Gaslighting, a form of psychological manipulation that frequently targets women, has a long history in cinema, and narratives that foreground the practice have developed a series of narrative and stylistic conventions. These conventions frequently simplify the realities of psychological abuse toward women, representing gaslighting and its perpetrators with ideologically patriarchal undertones. Such undertones have changed over time, often in ways that reflect cultural and political shifts within American society. Gaslight films’ female protagonists have demonstrated more agency, while the perpetrators have grown steadily more monstrous as the subgenre shifted from a melodramatic to horrific mode. Using a genre studies approach to survey these constantly evolving tropes across three eras, I argue that the gaslight film is a subgenre that reflects growing attitudes toward and awareness of gender roles and psychological abuse towards women. Concerns involving representations of female agency and the ability of genres to concisely communicate hegemonic, patriarchal ideologies lie beneath this analysis.
170

On Horror: Transcreation, Imagery and the Grotesque in Les Chants de Maldoror

Gates, Sarah 22 March 2021 (has links)
This thesis will explore the ways in which the effects and affects of horror can be enhanced though the technique of hypotyposis. In an experimental translation of Les Chants de Maldoror (1874) by the Comte de Lautréamont, I will endeavour to draw out the imagery already in the source text in order to make the target text more horrific to the reader. In some places, I will change the course of the plot itself in order to make the target text more terrifying to the reader. The focus of this thesis will be on horror as an experience of the grotesque, and on the ambivalent mental state that the grotesque compels in the reader as they wait for a resolution to a scene, or attempt to resolve irreconcilable aspects of a certain object or being. I will begin with a historical overview of the concepts “grotesque,” “horror” as a literary genre, and “body horror.” Then, I will examine the ambivalence inherent in Maldoror (1874), the suspension generated by its narrative style and its genre, as well as how this ambivalence is used to prolong the affects of horror. I will explain how they are used to increase the time during which the reader is suspended in ambivalence. I will then proceed to examine hypotyposis as it relates to the valency of poetic imagery and the “real-in-the-instant” as theorized by Barbara Folkart. I will then explain the experimentation implicit in my translation through the lens of Haroldo de Campos’ “transcreation.” After a thorough analysis of my translation as compared to another, by Guy Wernham (1965 [1943]), it will be seen that hypotyposis is an extremely useful tool that can be put to great use in evoking horror.

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