What Is the Link Between Religion, Myth and Plot in Any 2 Films of the Science Fiction Genre
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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. -
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]. -
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. -
Bhagavata Purana
Bhagavata Purana The Bh āgavata Pur āṇa (Devanagari : भागवतपुराण ; also Śrīmad Bh āgavata Mah ā Pur āṇa, Śrīmad Bh āgavatam or Bh āgavata ) is one of Hinduism 's eighteen great Puranas (Mahapuranas , great histories).[1][2] Composed in Sanskrit and available in almost all Indian languages,[3] it promotes bhakti (devotion) to Krishna [4][5][6] integrating themes from the Advaita (monism) philosophy of Adi Shankara .[5][7][8] The Bhagavata Purana , like other puranas, discusses a wide range of topics including cosmology, genealogy, geography, mythology, legend, music, dance, yoga and culture.[5][9] As it begins, the forces of evil have won a war between the benevolent devas (deities) and evil asuras (demons) and now rule the universe. Truth re-emerges as Krishna, (called " Hari " and " Vasudeva " in the text) – first makes peace with the demons, understands them and then creatively defeats them, bringing back hope, justice, freedom and good – a cyclic theme that appears in many legends.[10] The Bhagavata Purana is a revered text in Vaishnavism , a Hindu tradition that reveres Vishnu.[11] The text presents a form of religion ( dharma ) that competes with that of the Vedas , wherein bhakti ultimately leads to self-knowledge, liberation ( moksha ) and bliss.[12] However the Bhagavata Purana asserts that the inner nature and outer form of Krishna is identical to the Vedas and that this is what rescues the world from the forces of evil.[13] An oft-quoted verse is used by some Krishna sects to assert that the text itself is Krishna in literary -
Unbelievable Bodies: Audience Readings of Action Heroines As a Post-Feminist Visual Metaphor
Unbelievable Bodies: Audience Readings of Action Heroines as a Post-Feminist Visual Metaphor Jennifer McClearen A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts University of Washington 2013 Committee: Ralina Joseph, Chair LeiLani Nishime Program Authorized to Offer Degree: Communication ©Copyright 2013 Jennifer McClearen Running head: AUDIENCE READINGS OF ACTION HEROINES University of Washington Abstract Unbelievable Bodies: Audience Readings of Action Heroines as a Post-Feminist Visual Metaphor Jennifer McClearen Chair of Supervisory Committee: Associate Professor Ralina Joseph Department of Communication In this paper, I employ a feminist approach to audience research and examine the individual interviews of 11 undergraduate women who regularly watch and enjoy action heroine films. Participants in the study articulate action heroines as visual metaphors for career and academic success and take pleasure in seeing women succeed against adversity. However, they are reluctant to believe that the female bodies onscreen are physically capable of the action they perform when compared with male counterparts—a belief based on post-feminist assumptions of the limits of female physical abilities and the persistent representations of thin action heroines in film. I argue that post-feminist ideology encourages women to imagine action heroines as successful in intellectual arenas; yet, the ideology simultaneously disciplines action heroine bodies to render them unbelievable as physically powerful women. -
22Nd Anniversary of the MATRIX: Fans Highlight Interesting Information from This Trilogy
22nd Anniversary of THE MATRIX: fans highlight interesting information from this trilogy The successful Matrix trilogy will be available on HBO Max beginning on June 29thThe sci-fi trilogy, which premiered in 1999, describes a future in which the reality perceived by human beings is the matrix, a simulated reality created by machines in order to pacify the human population. Here is some of the information collected by fans that perhaps you did not know:The Bullet Time Effect was used for the first time in cinema. It is a filming technique that allows you to film specific action scenes in 360 degrees and play them back in slow-motion. Its premiere was so successful that at the time it became Warner Bros’ biggest hit to date (1999). It was the first film in the world to sell 1 million DVDs. Some of the actors that were considered for parts in the project were: Sandra Bullock, Brad Pitt and Leonardo DiCaprio Keanu Reeves decided to share his earnings with the entire team that took part in filming the movie, such as makeup, sound, lighting, etc. The recognizable code that appears on screens when the Matrix is encoded is a Japanese sushi recipe. The shooting scene in the lobby of the building where the Agents are holding Morpheus took 10 days to film. Ironically, the name Morpheus comes from Greek mythology and means God of sleep, which contradicts his role in the film. The movie was filmed in Australia although the names of the streets in the film come from Chicago. -
Yoda Goes to the Vatican: Youth Spirituality and Popular Culture
THE 2007 CHARLES STRONG LECTURE YODA GOES TO THE VATICAN: YOUTH SPIRITUALITY AND POPULAR CULTURE Adam Possamai University of Western Sydney Popular Culture can no longer be exclusively seen as a source of escapism. It can amuse, entertain, instruct, and relax people, but what if it provides inspiration for religion? The Church of All Worlds, the Church of Satan and Jediism from the Star Wars series are but three examples of new religious groups that have been greatly inspired by popular culture to (re)create a religious message. These are hyper-real religions, that is a simulacrum of a religion partly created out of popular culture which provides inspiration for believers/consumers. These postmodern expressions of religion are likely to be consumed and individualised, and thus have more relevance to the self than to a community and/or congregation. On the other hand, religious fundamentalist groups tend, at times, to resist this synergy between popular culture and religion, and at other times, re-appropriate popular culture to promote their own religion. Although this phenomenon has existed since at least the 1960s, this lecture will discuss the changes that the Internet, with its participatory culture, has brought to hyper-real religions. HYPER-REAL RELIGIONS In Possamai (2005), I described a 21st century style of spirituality for baby boomers, and generations X and Y. Sociologists of religion have recognised the contemporary collage1 approach of many religious consumers of the 20th century: this approach combines religious/philosophical traditions; e.g. Catholicism with astrology, nature religion with Buddhism, and tarot card readings with Protestantism (Possamai, 2003). -
Perils of Hollywood Whitewashing?: a Review of 'Ghost in the Shell' Movie
Markets, Globalization & Development Review Volume 3 Number 1 Critical Perspectives on Marketing Article 6 from Japan - Part 1 2018 Perils of Hollywood Whitewashing?: A review of 'Ghost in the Shell' movie Kosuke Mizukoshi Tokyo Metropolitan University Follow this and additional works at: https://digitalcommons.uri.edu/mgdr Part of the Anthropology Commons, Economics Commons, Marketing Commons, Other Business Commons, and the Sociology Commons Recommended Citation Mizukoshi, Kosuke (2018) "Perils of Hollywood Whitewashing?: A review of 'Ghost in the Shell' movie," Markets, Globalization & Development Review: Vol. 3: No. 1, Article 6. DOI: 10.23860/MGDR-2018-03-01-06 Available at: https://digitalcommons.uri.edu/mgdr/vol3/iss1/6https://digitalcommons.uri.edu/mgdr/vol3/ iss1/6 This Media Review is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Markets, Globalization & Development Review by an authorized editor of DigitalCommons@URI. For more information, please contact [email protected]. Perils of Hollywood Whitewashing?: A review of 'Ghost in the Shell' movie Cover Page Footnote The author expresses his thanks to MGDR editors, and especially to an MGDR reviewer with deep expertise in film and media, for detailed help in the development of this paper. This media review is available in Markets, Globalization & Development Review: https://digitalcommons.uri.edu/ mgdr/vol3/iss1/6 Mizukoshi: Movie Review - Ghost in Shell Film Review Perils of Hollywood Whitewashing?: A review of Ghost in the Shell movie Introduction Ghost in the Shell was first produced as a Japanese animated film in 1995, and established a cult status due to its philosophical depth and its sophistication in cultivating the ‘posthuman’ condition in its narrative core. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations.