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Symphonies of Horror: Musical Experimentation in Howard Shore's Work with David CronenbergShankar, Vikram A 10 August 2017 (has links)
No description available.
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Funny gamesPühler, Simon 22 October 2014 (has links)
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen. / "FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
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Paul Verhoeven, media manipulation, and hyper-realityMalchiodi, Emmanuel William 01 May 2011 (has links)
Does the individual really matter in the post-modern world, brimming with countless signs and signifiers? My main objective in this writing is to demonstrate how this happens in Verhoeven's films, exploring his central themes and subtext and doing what science fiction does: hold a mirror up to the contemporary world and critique it, asking whether our species' current trajectory is beneficial or hazardous.; Dutch director Paul Verhoeven is a polarizing figure. Although many of his American made films have received considerable praise and financial success, he has been lambasted on countless occasions for his gratuitous use of sex, violence, and contentious symbolism--1995s Showgirls was overwhelmingly dubbed the worst film of all time and 1997s Starship Troopers earned him a reputation as a fascist. Regardless of the controversy surrounding him, his science fiction films are a move beyond the conventions of the big blockbuster science fiction films of the 1980s (E.T. and the Star Wars trilogy are prime examples), revealing a deeper exploration of both sociopolitical issues and the human condition. Much like the novels of Philip K. Dick (and Verhoeven's 1990 film Total Recall--an adaptation of a Dick short story), Verhoeven's science fiction work explores worlds where paranoia is a constant and determining whether an individual maintains any liberty is regularly questionable. In this thesis I am basically exploring issues regarding power. Although I barely bring up the term power in it, I feel it is central. Power is an ambiguous term; are we discussing physical power, state power, objective power, subjective power, or any of the other possible manifestations of the word? The original Anglo-French version of power means "to be able," asking whether it is possible for one to do something. In relation to Verhoeven's science fiction work each demonstrates the limitations placed upon an individual's autonomy, asking are the protagonists capable of independent agency or rather just environmental constructs reflecting the myriad influences surrounding them.
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