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Myth, Metatext, Continuity and Cataclysm in Dc Comics’ Crisis on Infinite Earths
WORLDS WILL LIVE, WORLDS WILL DIE: MYTH, METATEXT, CONTINUITY AND CATACLYSM IN DC COMICS’ CRISIS ON INFINITE EARTHS Adam C. Murdough A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2006 Committee: Angela Nelson, Advisor Marilyn Motz Jeremy Wallach ii ABSTRACT Angela Nelson, Advisor In 1985-86, DC Comics launched an extensive campaign to revamp and revise its most important superhero characters for a new era. In many cases, this involved streamlining, retouching, or completely overhauling the characters’ fictional back-stories, while similarly renovating the shared fictional context in which their adventures take place, “the DC Universe.” To accomplish this act of revisionist history, DC resorted to a text-based performative gesture, Crisis on Infinite Earths. This thesis analyzes the impact of this singular text and the phenomena it inspired on the comic-book industry and the DC Comics fan community. The first chapter explains the nature and importance of the convention of “continuity” (i.e., intertextual diegetic storytelling, unfolding progressively over time) in superhero comics, identifying superhero fans’ attachment to continuity as a source of reading pleasure and cultural expressivity as the key factor informing the creation of the Crisis on Infinite Earths text. The second chapter consists of an eschatological reading of the text itself, in which it is argued that Crisis on Infinite Earths combines self-reflexive metafiction with the ideologically inflected symbolic language of apocalypse myth to provide DC Comics fans with a textual "rite of transition," to win their acceptance for DC’s mid-1980s project of self- rehistoricization and renewal. -
Participating in a Story: a Cognitive Perspective
Participating in a Story Participating in a Story EXPLORING AUDIENCE COGNITION PIERRE GANDER Lund University Cognitive Studies 119 Copyright © Pierre Gander 2005. All rights reserved. For further information, corrections, and updates, see the author’s web page at http://www.pierregander.com Cover: Detail from Henna by Afsaneh Monemi. Photograph by Afsaneh Monemi. Printed in Sweden by Arkitektkopia, Göteborg 2005. ISBN 91-628-6417-3 ISSN 1101-8453 ISRN LUHFDA/HFKO-1015-SE Lund University Cognitive Studies 119 To everyone who participates in my story CONTENTS Acknowledgements ix CHAPTER 1 Introduction 1 • PART I: THEORETICAL FRAMEWORK CHAPTER 2 Stories 21 CHAPTER 3 Fiction 33 CHAPTER 4 Participatory stories 47 • PART II: EMPIRICAL STUDIES CHAPTER 5 A method for generating data for exploring off-line cognition 93 CHAPTER 6 Long-term memory representations of spatiality 135 CHAPTER 7 Exploring memory qualities using the reality monitoring framework 173 CHAPTER 8 Perspective on actions and events 199 • CHAPTER 9 Conclusions and future research 241 References 255 Appendix 265 ACKNOWLEDGEMENTS :HVWRI+RXVH <RXDUHLQDQRSHQILHOGZHVWRIDELJZKLWH KRXVHZLWKDERDUGHGIURQWGRRU 7KHUHLVDVPDOOPDLOER[KHUH !2SHQPDLOER[ 2SHQLQJWKHPDLOER[UHYHDOVDGLVVHUWDWLRQ !5HDGGLVVHUWDWLRQ ACKNOWLEDGEMENTS During the years of working with this book, which is also my doc- toral dissertation, my ideas and skills have formed in the meeting with numerous people, some of whom I may not even remember, at university departments, conferences, and elsewhere. Academi- cally I have spent time at the Department of Computer Science, University of Skövde, at the Department of Cognitive Science (LUCS), Lund University, at the Department of Linguistics and the SSKKII Center for Cognitive Science, both at Göteborg University. It is the people at these places who have shaped me the most. -
Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours
i Being a Superhero is Amazing, Everyone Should Try It: Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours This thesis is presented for the degree of Doctor of Philosophy of The University of Western Australia School of Humanities 2021 ii THESIS DECLARATION I, Kevin Chiat, certify that: This thesis has been substantially accomplished during enrolment in this degree. This thesis does not contain material which has been submitted for the award of any other degree or diploma in my name, in any university or other tertiary institution. In the future, no part of this thesis will be used in a submission in my name, for any other degree or diploma in any university or other tertiary institution without the prior approval of The University of Western Australia and where applicable, any partner institution responsible for the joint-award of this degree. This thesis does not contain any material previously published or written by another person, except where due reference has been made in the text. This thesis does not violate or infringe any copyright, trademark, patent, or other rights whatsoever of any person. This thesis does not contain work that I have published, nor work under review for publication. Signature Date: 17/12/2020 ii iii ABSTRACT Since the development of the superhero genre in the late 1930s it has been a contentious area of cultural discourse, particularly concerning its depictions of gender politics. A major critique of the genre is that it simply represents an adolescent male power fantasy; and presents a world view that valorises masculinist individualism. -
How Superman Developed Into a Jesus Figure
HOW SUPERMAN DEVELOPED INTO A JESUS FIGURE CRISIS ON INFINITE TEXTS: HOW SUPERMAN DEVELOPED INTO A JESUS FIGURE By ROBERT REVINGTON, B.A., M.A. A Thesis Submitted to the School of Graduate Studies in Partial Fulfillment of the Requirements for the Degree of Master of Arts McMaster University © Copyright by Robert Revington, September 2018 MA Thesis—Robert Revington; McMaster University, Religious Studies McMaster University MASTER OF ARTS (2018) Hamilton, Ontario, Religious Studies TITLE: Crisis on Infinite Texts: How Superman Developed into a Jesus Figure AUTHOR: Robert Revington, B.A., M.A (McMaster University) SUPERVISOR: Professor Travis Kroeker NUMBER OF PAGES: vi, 143 ii MA Thesis—Robert Revington; McMaster University, Religious Studies LAY ABSTRACT This thesis examines the historical trajectory of how the comic book character of Superman came to be identified as a Christ figure in popular consciousness. It argues that this connection was not integral to the character as he was originally created, but was imposed by later writers over time and mainly for cinematic adaptations. This thesis also tracks the history of how Christians and churches viewed Superman, as the film studios began to exploit marketing opportunities by comparing Superman and Jesus. This thesis uses the methodological framework of intertextuality to ground its treatment of the sources, but does not follow all of the assumptions of intertextual theorists. iii MA Thesis—Robert Revington; McMaster University, Religious Studies ABSTRACT This thesis examines the historical trajectory of how the comic book character of Superman came to be identified as a Christ figure in popular consciousness. Superman was created in 1938, but the character developed significantly from his earliest incarnations. -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
Islamism After the Arab Spring: Between the Islamic State and the Nation-State the Brookings Project on U.S
Islamism after the Arab Spring: Between the Islamic State and the nation-state The Brookings Project on U.S. Relations with the Islamic World U.S.-Islamic World Forum Papers 2015 January 2017 Shadi Hamid, William McCants, and Rashid Dar The Brookings Institution is a nonprofit organization devoted to independent research and policy solutions. Its mission is to conduct high-quality, independent research and, based on that research, to provide in- novative, practical recommendations for policymakers and the public. The conclusions and recommendations of any Brookings publication are solely those of its author(s), and do not reflect the views of the Institu- tion, its management, or its other scholars. Project on U.S. Relations with the Islamic World Center for Middle East Policy at Brookings Brookings recognizes that the value it provides to any supporter is in its absolute commitment to quality, 1775 Massachusetts Avenue, NW independence and impact. Activities supported by its Washington, DC 20036 donors reflect this commitment and the analysis and recommendations are not determined by any donation. www.brookings.edu/islamic-world STEERING n 2015, we returned to Doha for the views of the participants of the work- COMMITTEE the 12th annual U.S.-Islamic World ing groups or the Brookings Institution. MArtiN INDYK Forum. Co-convened annually by Select working group papers will be avail- Executive Ithe Brookings Project on U.S. Relations able on our website. Vice President with the Islamic World and the State of Brookings Qatar, the Forum is the premier inter- We would like to take this opportunity BRUCE JONES national gathering of leaders in govern- to thank the State of Qatar for its sup- Vice President ment, civil society, academia, business, port in convening the Forum with us. -
(“Spider-Man”) Cr
PRIVILEGED ATTORNEY-CLIENT COMMUNICATION EXECUTIVE SUMMARY SECOND AMENDED AND RESTATED LICENSE AGREEMENT (“SPIDER-MAN”) CREATIVE ISSUES This memo summarizes certain terms of the Second Amended and Restated License Agreement (“Spider-Man”) between SPE and Marvel, effective September 15, 2011 (the “Agreement”). 1. CHARACTERS AND OTHER CREATIVE ELEMENTS: a. Exclusive to SPE: . The “Spider-Man” character, “Peter Parker” and essentially all existing and future alternate versions, iterations, and alter egos of the “Spider- Man” character. All fictional characters, places structures, businesses, groups, or other entities or elements (collectively, “Creative Elements”) that are listed on the attached Schedule 6. All existing (as of 9/15/11) characters and other Creative Elements that are “Primarily Associated With” Spider-Man but were “Inadvertently Omitted” from Schedule 6. The Agreement contains detailed definitions of these terms, but they basically conform to common-sense meanings. If SPE and Marvel cannot agree as to whether a character or other creative element is Primarily Associated With Spider-Man and/or were Inadvertently Omitted, the matter will be determined by expedited arbitration. All newly created (after 9/15/11) characters and other Creative Elements that first appear in a work that is titled or branded with “Spider-Man” or in which “Spider-Man” is the main protagonist (but not including any team- up work featuring both Spider-Man and another major Marvel character that isn’t part of the Spider-Man Property). The origin story, secret identities, alter egos, powers, costumes, equipment, and other elements of, or associated with, Spider-Man and the other Creative Elements covered above. The story lines of individual Marvel comic books and other works in which Spider-Man or other characters granted to SPE appear, subject to Marvel confirming ownership. -
Electronic Literature” Was Going on at the Boston Public Library That Evening of April 25, 2001
one THE PLEASURE OF THE TEXT ADVENTURE It was strange enough that a reading of “electronic literature” was going on at the Boston Public Library that evening of April 25, 2001. About a hun- dred people were gathered in the main auditorium, lured by the publicity from sponsoring organizations—the Boston Cyberarts Festival and the Electronic Literature Organization—and clearly interested to see what new sorts of literary works people were creating for computers. The focus was not only on the author on stage, but also on the image being projected from a computer beside the author. But was something wrong with the screen as the first reader looked up to introduce his work? Instead of a Web browser or some sort of e-book interface, as one would expect from contemporary computers, there was an obsolete-looking command line.Was this going to be some homage to antiquated entertainment software of the 1980s? A nod to the influence of Pac-Man, or something, before the more serious stuff kicked in? It may have been hard to tell what it was, for Adam Cadre had only a few minutes to start in on a reading of Photopia, a work of interactive fic- tion in different segments, each of which is told in a different voice. The work, winner of the 1998 Interactive Fiction Competition, used an inter- face that would be familiar to players of the famous early interactive fiction Zork, but Photopia was in many ways unlike anything that had been done in the 1980s or at any time before. -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
Batman Bat-Signal Ebook
BATMAN BAT-SIGNAL PDF, EPUB, EBOOK Danielle Selber | 48 pages | 07 Jun 2012 | Running Press | 9780762445264 | English | Philadelphia, United States Batman Bat-Signal PDF Book Reply Upvote. Your question required. Later, believing Superman responsible for a bombing of Congress, Batman activates the Bat-Signal himself to draw Superman to Gotham to confront him, unaware that Lex Luthor is manipulating them both into combat so that Superman will either be killed by Batman's kryptonite spear or forever compromise his image by killing Batman to save his mother. In the Batman film , Batman gives the signal to the Gotham police force, enabling them to call him when the city was in danger. Thank you. Batman is slightly peeved at this: "The Bat- Signal is not a beeper ". See Gotham City for more info and the previous timeline. During the climax, Batman commissions multiple signals for his allies and enemies, rallying them to fight Joker and the Phantom Zone escapees. December 28, Verified purchase. The Batsignal proved to be very effective, with drug dealers and criminals who became apprehensive at its appearance. The signal was later restored when Batman flew the Batwing right through the signal much to Commissioner Gordon's delight. Adventures of Captain Marvel film serial was released. See Adventures of Captain Marvel for more info and next timeline. Spray the cardboard pipe and a strip of EVA foam size equal "perimeter of cardboard pipe" x "height of cardboard pipe". However, Robin was able to trick Ivy into revealing Mr. It can also be seen during the film's closing moments. -
2News Summer 05 Catalog
$ 8 . 9 5 Dr. Strange and Clea TM & © Marvel Characters, Inc. All Rights Reserved. No.71 Apri l 2014 0 3 1 82658 27762 8 Marvel Premiere Marvel • Premiere Marvel Spotlight • Showcase • 1st Issue Special Showcase • & New more! Talent TRYOUTS, ONE-SHOTS, & ONE-HIT WONDERS! Featuring BRUNNER • COLAN • ENGLEHART • PLOOG • TRIMPE COMICS’ BRONZE AGE AND COMICS’ BRONZE AGE BEYOND! Volume 1, Number 71 April 2014 Celebrating the Best Comics of the '70s, '80s, Comics’ Bronze Age and Beyond! '90s, and Beyond! EDITOR-IN-CHIEF Michael Eury PUBLISHER John Morrow DESIGNER Rich Fowlks COVER ARTIST Arthur Adams (art from the collection of David Mandel) COVER COLORIST ONE-HIT WONDERS: The Bat-Squad . .2 Glenn Whitmore Batman’s small band of British helpers were seen in a single Brave and Bold issue COVER DESIGNER ONE-HIT WONDERS: The Crusader . .4 Michael Kronenberg Hopefully you didn’t grow too attached to the guest hero in Aquaman #56 PROOFREADER Rob Smentek FLASHBACK: Ready for the Marvel Spotlight . .6 Creators galore look back at the series that launched several important concepts SPECIAL THANKS Jack Abramowitz David Kirkpatrick FLASHBACK: Marvel Feature . .14 Arthur Adams Todd Klein Mark Arnold David Anthony Kraft Home to the Defenders, Ant-Man, and Thing team-ups Michael Aushenker Paul Kupperberg Frank Balas Paul Levitz FLASHBACK: Marvel Premiere . .19 Chris Brennaman Steve Lightle A round-up of familiar, freaky, and failed features, with numerous creator anecdotes Norm Breyfogle Dave Lillard Eliot R. Brown David Mandel FLASHBACK: Strange Tales . .33 Cary Burkett Kelvin Mao Jarrod Buttery Marvel Comics The disposable heroes and throwaway characters of Marvel’s weirdest tryout book Nick Cardy David Michelinie Dewey Cassell Allen Milgrom BEYOND CAPES: 221B at DC: Sherlock Holmes at DC Comics . -
Interactive Fiction Communities from Preservation Through Promotion and Beyond
www.dichtung-digital.org/2012/41/montfort-short.htm Interactive Fiction Communities From Preservation through Promotion and Beyond by Nick Montfort and Emily Short The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online. Although it is typical to speak of "the IF community", there have actually been several communities representing different interests, different types of authoring systems, and various natural languages. Until around 2005, online archives, discussions, newsletters, and competitions focused the energies of IF community members. But since the middle of the 21st century's first decade, interest in IF has broadened beyond its earlier boundaries and academics, students, and players of indie games who are not IF community members have become active as IF players. Groups have met in person in different cities to play games and discuss work in progress. We consider the IF community's early formation and the way it,