Perils of Hollywood Whitewashing?: a Review of 'Ghost in the Shell' Movie
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See It Big! Action Features More Than 30 Action Movie Favorites on the Big
FOR IMMEDIATE RELEASE ‘SEE IT BIG! ACTION’ FEATURES MORE THAN 30 ACTION MOVIE FAVORITES ON THE BIG SCREEN April 19–July 7, 2019 Astoria, New York, April 16, 2019—Museum of the Moving Image presents See It Big! Action, a major screening series featuring more than 30 action films, from April 19 through July 7, 2019. Programmed by Curator of Film Eric Hynes and Reverse Shot editors Jeff Reichert and Michael Koresky, the series opens with cinematic swashbucklers and continues with movies from around the world featuring white- knuckle chase sequences and thrilling stuntwork. It highlights work from some of the form's greatest practitioners, including John Woo, Michael Mann, Steven Spielberg, Akira Kurosawa, Kathryn Bigelow, Jackie Chan, and much more. As the curators note, “In a sense, all movies are ’action’ movies; cinema is movement and light, after all. Since nearly the very beginning, spectacle and stunt work have been essential parts of the form. There is nothing quite like watching physical feats, pulse-pounding drama, and epic confrontations on a large screen alongside other astonished moviegoers. See It Big! Action offers up some of our favorites of the genre.” In all, 32 films will be shown, many of them in 35mm prints. Among the highlights are two classic Technicolor swashbucklers, Michael Curtiz’s The Adventures of Robin Hood and Jacques Tourneur’s Anne of the Indies (April 20); Kurosawa’s Seven Samurai (April 21); back-to-back screenings of Mad Max: Fury Road and Aliens on Mother’s Day (May 12); all six Mission: Impossible films -
Thematic, Moral and Ethical Connections Between the Matrix and Inception
Thematic, Moral and Ethical Connections Between the Matrix and Inception. Modern Day science and technology has been crucial in the development of the modern film industry. In the past, directors have been confined by unwieldy, primitive cameras and the most basic of special effects. The contemporary possibilities now available has enabled modern film to become more dynamic and versatile, whilst also being able to better capture the performance of actors, and better display scenes and settings using special effects. As the prevalence of technology in society increases, film makers have used their medium to express thematic, moral and ethical concerns of technology in human life. The films I will be looking at: The Matrix, directed by the Wachowskis, and Inception, directed by Christopher Nolan, both explore strong themes of technology. The theme of technology is expanded upon as the directors of both films explore the use of augmented reality and its effects on the human condition. Through the use of camera angles, costuming and lighting, the Witkowski brothers represent the idea that technology is dangerous. During the sequence where neo is unplugged from the Matrix, the directors have cleverly combines lighting, visual and special effects to craft an ominous and unpleasant setting in which the technology is present. Upon Neo’s confrontation with the spider drone, the use of camera angles to establishes the dominance of technology. The low-angle shot of the drone places the viewer in a subordinate position, making the drone appear powerful. The dingy lighting and poor mis-en-scene in the set further reinforces the idea that technology is dangerous. -
Motoko Kusanagi: the Japanese Superwoman a Comparative Film Analysis of Rupert Sanders’ and Mamoru Oshii’S Ghost in the Shell
Motoko Kusanagi: the Japanese Superwoman A comparative film analysis of Rupert Sanders’ and Mamoru Oshii’s Ghost in the Shell Janina Ida Maria Ikäheimo Bachelor’s seminar and thesis (682285A) English philology, Faculty of Humanities University of Oulu Spring 2019 1 Abstrakti/Abstract Tässä kandintyössä tutkitaan Mamoru Oshiin ja Rupert Sandersin filmatisointeja Masamune Shirow’n Ghost in the Shell –mangasta. Hollywood on kuluneiden aikojen saatossa tuottanut useita uudelleenfilmatisointeja japanilaisista kulttiklassikoista: usein vaikka alkuperäinen elokuva ja päähenkilöt ovat japanilaisia, hahmot sekä miljöö vaihdetaan amerikkalaisiksi. Tarkastelen Ghost in the Shell -elokuvaa, joka on uudelleenfilmatisointi samannimisestä japanilaisesta animaatioelokuvasta. Elokuva sijoittuu yhä Japaniin, mutta pääosa näyttelijöistä on kaukaasialaisia. Ghost in the Shell oli aikanaan merkittävä elokuva vahvan aasialaisen naispäähenkilönsä johdosta. Päämääränäni on tutkia, miten elokuvissa näkyvä orientalismi ja oksidentalismi, eli idän ja lännen stereotypiat, sekä elokuvan näyttelijöiden etnisen taustan muuttaminen vaikuttavat päähenkilön hahmoon. Tutkin myös päähenkilön identiteettiä aasialaisena naisena, ja miten se muuttuu, kun näyttelijä vaihtuu amerikkalaiseen. Katsoin alkuperäisen vuonna 1995 ilmestyneen elokuvan japaninkielisellä ääniraidalla ja englanninkielisillä teksteillä, ja uuden, vuoden 2017 filmatisoinnin englanninkielisellä ääniraidalla. Hyödynnän tutkimuksessani artikkeleita liittyen animen historiaan, sekä rodun ja sukupuolen näkymiseen -
CINEMA E DISTOPIA – Exploração De Conceitos E Mundos Paralelos –
Leonardo Ripoll Marcio Markendorf Renata Santos da Silva (organizadores) CINEMA E DISTOPIA – exploração de conceitos e mundos paralelos – Coleção Cadernos de Crítica volume 4 Projeto Cinema Mundo Florianópolis 2020 Equipe Cinema Mundo Distopias Leonardo Ripoll Marcio Markendorf Renata Santos da Silva Gabriel de Oliveira Manduca Julia Pozzetti Tuan Peres Revisão do original Leonardo Ripoll Marcio Markendorf Leandro Waltrick Projeto gráfico e diagramação Marcio Markendorf Leonardo Ripoll Capa Felipe Hipolito Dutra Realização do projeto Curso de Cinema e Biblioteca Universitária Universidade Federal de Santa Catarina Sobre o Cinema Mundo Criado em 2012, o projeto de extensão Cinema Mundo opera aos moldes de um cineclube no espaço da Universidade Federal de Santa Catarina. A ação é uma parceria firmada entre o curso de Cinema e a Biblioteca Universitária da instituição. Ao promover quinzenalmente exibições comentadas de filmes, o Cinema Mundo procura estimular o debate crítico de forma horizontal entre os es- pectadores, sofisticar o olhar da comunidade para a experiência cinemato- gráfica e, ainda, produzir conhecimento acadêmico, fatores que produzem a desejada articulação entre a atividade extensionista, o ensino e a pesquisa. A coleção Cadernos de Crítica, publicação própria do projeto, é o modo pelo qual podemos difundir o conhecimento produzido para além das fronteiras locais. Editado com base nas curadorias semestrais do Cinema Mundo, cada volume é disponibilizado em formato e-book e de forma inteiramente gratui- ta no site institucional do projeto: http://cinemamundo.cce.ufsc.br/publicacoes/ Sobre o volume O presente volume, Cinema e distopia, é resultante da curadoria do ano de 2018, cujo objetivo foi oferecer ao público uma amostragem dos modos de se pensar as distopias na narrativa cinematográfica. -
Strategy and Style in English and French Translations of Japanese Comic Books
DOCUMENT RESUME ED 463 675 FL 027 239 AUTHOR Howell, Peter TITLE Strategy and Style in English and French Translations of Japanese Comic Books. PUB DATE 2001-00-00 NOTE 12p.; For complete journal issue, see FL 027 235. PUB TYPE Information Analyses (070) Journal Articles (080) Reports Descriptive (141) JOURNAL CIT Edinburgh Working Papers in Applied Linguistics; n11 p59-66 2001 EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Comics (Publications); Cultural Differences; *Cultural Influences; French; Japanese; *Translation ABSTRACT This article explores translation strategies in English and French versions of Japanese comic books, comparing English and French dialogue text regarding local color, atmospherics, and characterization. Section 1 describes Japanese comic books. Section 2 examines translation strategies. Sections 3 and 4 discuss local color and character locus (translation of culture-specific items and of non-standard dialect and foreigner talk). Section 5 discusses the translation of register (situations of language use) .Section 6 highlights comic book character role (the soldier, schoolgirl, and vamp) .Section 7 discusses atmospherics (jargonization) .Section 8 concludes that American translators used naturalizing strategies, both culturally (name changes and insertion of references to American culture) and linguistically (stereotypical use of dialects and use of heavily marked register). Strategies used in the French versions are less naturalizing than those used in the American versions. Culturally, they are more foreignizing in conserving names and culture-specific items. Linguistically, in some translations, transfers and calques from the English version are used, and as a result, the dialogue reads like a translation, but not from the Japanese original. Other French translations reveal linguistic neutralization with regard to dialect and register. -
What's in a Name? the Matrix As an Introduction to Mathematics
St. John Fisher College Fisher Digital Publications Mathematical and Computing Sciences Faculty/Staff Publications Mathematical and Computing Sciences 9-2008 What's in a Name? The Matrix as an Introduction to Mathematics Kris H. Green St. John Fisher College, [email protected] Follow this and additional works at: https://fisherpub.sjfc.edu/math_facpub Part of the Mathematics Commons How has open access to Fisher Digital Publications benefited ou?y Publication Information Green, Kris H. (2008). "What's in a Name? The Matrix as an Introduction to Mathematics." Math Horizons 16.1, 18-21. Please note that the Publication Information provides general citation information and may not be appropriate for your discipline. To receive help in creating a citation based on your discipline, please visit http://libguides.sjfc.edu/citations. This document is posted at https://fisherpub.sjfc.edu/math_facpub/12 and is brought to you for free and open access by Fisher Digital Publications at St. John Fisher College. For more information, please contact [email protected]. What's in a Name? The Matrix as an Introduction to Mathematics Abstract In lieu of an abstract, here is the article's first paragraph: In my classes on the nature of scientific thought, I have often used the movie The Matrix to illustrate the nature of evidence and how it shapes the reality we perceive (or think we perceive). As a mathematician, I usually field questions elatedr to the movie whenever the subject of linear algebra arises, since this field is the study of matrices and their properties. So it is natural to ask, why does the movie title reference a mathematical object? Disciplines Mathematics Comments Article copyright 2008 by Math Horizons. -
The Matrix As an Introduction to Mathematics
St. John Fisher College Fisher Digital Publications Mathematical and Computing Sciences Faculty/Staff Publications Mathematical and Computing Sciences 2012 What's in a Name? The Matrix as an Introduction to Mathematics Kris H. Green St. John Fisher College, [email protected] Follow this and additional works at: https://fisherpub.sjfc.edu/math_facpub Part of the Mathematics Commons How has open access to Fisher Digital Publications benefited ou?y Publication Information Green, Kris H. (2012). "What's in a Name? The Matrix as an Introduction to Mathematics." Mathematics in Popular Culture: Essays on Appearances in Film, Fiction, Games, Television and Other Media , 44-54. Please note that the Publication Information provides general citation information and may not be appropriate for your discipline. To receive help in creating a citation based on your discipline, please visit http://libguides.sjfc.edu/citations. This document is posted at https://fisherpub.sjfc.edu/math_facpub/18 and is brought to you for free and open access by Fisher Digital Publications at St. John Fisher College. For more information, please contact [email protected]. What's in a Name? The Matrix as an Introduction to Mathematics Abstract In my classes on the nature of scientific thought, I have often used the movie The Matrix (1999) to illustrate how evidence shapes the reality we perceive (or think we perceive). As a mathematician and self-confessed science fiction fan, I usually field questionselated r to the movie whenever the subject of linear algebra arises, since this field is the study of matrices and their properties. So it is natural to ask, why does the movie title reference a mathematical object? Of course, there are many possible explanations for this, each of which probably contributed a little to the naming decision. -
Living in the Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture
Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture Kacmaz Erk, G. (2016). Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture. The International Journal of New Media, Technology and the Arts, 13-25. Published in: The International Journal of New Media, Technology and the Arts Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2016 Gul Kacmaz Erk. Available under the terms and conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License (CC BY-NC-ND 4.0). The use of this material is permitted for non-commercial use provided the creator(s) and publisher receive attribution. No derivatives of this version are permitted. Official terms of this public license apply as indicated here: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. -
What Is the Link Between Religion, Myth and Plot in Any 2 Films of the Science Fiction Genre
Danielle Raffaele Robert A Dallen Prize Topic: A study of the influence of the Bible on the two contemporary science fiction films, The Matrix and Avatar, with a focus on the link between religion, myth and plot. The two films The Matrix (1999, the Wachowski brothers) and Avatar (2009, James Cameron)1 belong to the science fiction genre2 of the contemporary film world and each evoke a diverse set of religiosity and myth within their respective plots. The two films are rich with both overt and subvert religious imagery of motifs and symbolism which one can interpret as belonging to many diverse streams of religious thought and practice across the globe.3 For the purpose of this essay I will be focussing specifically on one religious mode of thought being a Judeo-Christian look at the role of the Messiah and its relation to the hero myth. I will develop this by exploring the archetype of the hero with the two different roles of the biblical Messiah (one being conqueror, and the other of 1 In this essay I presume the reader is familiar with the two films as I do not provide an extensive synopsis or summary of them. I recommend going to the Internet Movie Database (http://imdb.com) and searching for ‘The Matrix’ and ‘Avatar’ for a generous reading of the two plots. 2 Science fiction as a genre will not be discussed in this essay but a definition that struck me as useful for the purpose here is, “My own definition is that science fiction is literature about something that hasn’t happened yet, but might be possible some day. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
3.2 Bullet Time and the Mediation of Post-Cinematic Temporality
3.2 Bullet Time and the Mediation of Post-Cinematic Temporality BY ANDREAS SUDMANN I’ve watched you, Neo. You do not use a computer like a tool. You use it like it was part of yourself. —Morpheus in The Matrix Digital computers, these universal machines, are everywhere; virtually ubiquitous, they surround us, and they do so all the time. They are even inside our bodies. They have become so familiar and so deeply connected to us that we no longer seem to be aware of their presence (apart from moments of interruption, dysfunction—or, in short, events). Without a doubt, computers have become crucial actants in determining our situation. But even when we pay conscious attention to them, we necessarily overlook the procedural (and temporal) operations most central to computation, as these take place at speeds we cannot cognitively capture. How, then, can we describe the affective and temporal experience of digital media, whose algorithmic processes elude conscious thought and yet form the (im)material conditions of much of our life today? In order to address this question, this chapter examines several examples of digital media works (films, games) that can serve as central mediators of the shift to a properly post-cinematic regime, focusing particularly on the aesthetic dimensions of the popular and transmedial “bullet time” effect. Looking primarily at the first Matrix film | 1 3.2 Bullet Time and the Mediation of Post-Cinematic Temporality (1999), as well as digital games like the Max Payne series (2001; 2003; 2012), I seek to explore how the use of bullet time serves to highlight the medial transformation of temporality and affect that takes place with the advent of the digital—how it establishes an alternative configuration of perception and agency, perhaps unprecedented in the cinematic age that was dominated by what Deleuze has called the “movement-image.”[1] 1. -
What Is Anime?
1 Fall 2013 565:333 Anime: Introduction to Japanese Animation M 5: 3:55pm-5:15pm (RAB-204) W 2, 3: 10:55am-1:55pm (RAB-206) Instructor: Satoru Saito Office: Scott Hall, Room 338 Office Hours: M 11:30am-1:30pm E-mail: [email protected] Course Description This course examines anime or Japanese animation as a distinctly Japanese media form that began its development in the immediate postwar period and reached maturity in the 1980s. Although some precedents will be discussed, the course’s primary emphasis is the examination of the major examples of Japanese animation from 1980s onward. To do so, we will approach this media form through two broad frameworks. First, we will consider anime from the position of media studies, considering its unique formal characteristics. Second, we will consider anime within the historical and cultural context of postwar and contemporary Japan by tracing its specific themes and characteristics, both on the level of content and consumption. The course will be taught in English, and there are no prerequisites for this course. To allow for screenings of films, one of two class meetings (Wednesdays) will be a double- period, which will combine screenings with introductory lectures. The other meeting (Mondays), by which students should have completed all the reading assignments of the week, will provide post-screening lectures and class discussions. Requirements Weekly questions, class attendance and performance 10% Four short papers (3 pages each) 40% Test 15% Final paper (8-10 pages double-spaced) 35% Weekly questions, class attendance and performance Students are expected to attend all classes and participate in class discussions.