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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]. -
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. -
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. -
Matrix : from Representation to Simulation and Beyond
Lakehead University Knowledge Commons,http://knowledgecommons.lakeheadu.ca Electronic Theses and Dissertations Retrospective theses 2006 Matrix : from representation to simulation and beyond Bryx, Adam http://knowledgecommons.lakeheadu.ca/handle/2453/3345 Downloaded from Lakehead University, KnowledgeCommons The Matrix: From Representation to Simulation and Beyond A thesis submitted to the Department of English Lakehead University, Thunder Bay, Ontario in partial fulfillment of the requirements for the degree of Master of Arts in English By Adam Bryx May 2006 Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliothèque et 1 ^1 Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de l'édition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre référence ISBN: 978-0-494-21530-2 Our file Notre référence ISBN: 978-0-494-21530-2 NOTICE: AVIS: The author has granted a non L'auteur a accordé une licence non exclusive exclusive license allowing Library permettant à la Bibliothèque et Archives and Archives Canada to reproduce,Canada de reproduire, publier, archiver, publish, archive, preserve, conserve,sauvegarder, conserver, transmettre au public communicate to the public by par télécommunication ou par l'Internet, prêter, telecommunication or on the Internet,distribuer et vendre des thèses partout dans loan, distribute and sell theses le monde, à des fins commerciales ou autres, worldwide, for commercial or non sur support microforme, papier, électronique commercial purposes, in microform,et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriété du droit d'auteur ownership and moral rights in et des droits moraux qui protège cette thèse. -
BEFORE the PHILOSOPHY There Are Several Ways That We Might Explain the Location of the Matrix
ONE BEFORE THE 7 PHILOSOPHY UNDERSTANDING THE FILMS BEFORE THE PHILOSOPHY I’m really struggling here. I’m trying to keep up, but I’m losing the plot. There is way too much weird shit going on around here and nothing is going the way it is supposed to go. I mean, doors that go nowhere and everywhere, programs acting like humans, multiplying agents . Oh when, when will it end? – SparksE The Matrix films often left audiences more confused than they had bargained for. Some say that their confusion began with the very first film, and was compounded with each sequel. Others understood the big picture, but found themselves a bit perplexed concerning the details. It’s safe to say that no one understands the films completely – there are always deeper levels to consider. So before we explore the more philosophical aspects of the films, I hope to clarify some of the common points of confusion. But first, I strongly encourage you to watch all three films. There are spoilers ahead. The Matrix Dreamworld You mean this isn’t real? – Neo† The Matrix is essentially a computer-generated dreamworld. It is the illusion of a world that no longer exists – a world of human technology and culture as it was at the end of the twentieth century. This illusion is pumped into the brains of millions of people who, in reality, are lying fast asleep in slime-filled cocoons. To them this virtual world seems like real life. They go to work, watch their televisions, and pay their taxes, fully believing that they are physically doing these things, when in fact they are doing them “virtually” – within their own minds. -
Ash Vs Evil Dead
Vol. 7 (1) 2020 ISSN 2311 – 3448 and RELIGION STATE, ARTICLES BOOK REVIEWS CHURCH ATION R STATE, Alexander Pavlov. Hyper-Real Alexander Agadjanian. Review of: Religion, Lovecraft, and the Cult Viktor Shnirel’man. 2017. “Koleno of the Evil Dead Danovo”. Eskhatologiia i antisemitizm v DMINIST sovremennoi Rossii [“The Tribe of Dan.” A Alexander Pisarev. The Conflict Eschatology and Antisemitism in RELIGION of Immortalities: The Biopolitics of the Cerebral Subject and Religious Modern Russia]. Moscow: Izdatel’stvo Life in Altered Carbon BBI (in Russian). — 631 p. UBLIC P Nikolai Afanasov. The Depressed and AND Messiah: Religion, Science Fiction, and Postmodernism in Neon Genesis Evangelion Leonid Moyzhes. Dragon Age: CONOMY E CHURCH Inquisition: A Christian Message in a Postsecular World Maksim Podvalnyi. Religious Cults in the Fictional Universe of the RPG ATIONAL N The Witcher OF CADEMY A Vol. 7 Vol. 7 (1) 2020 ESIDENTIAL R P (1) 2020 USSIAN R ISSN 2311 – 3448 STATE, RELIGION and CHURCH Vol. 7 (1) 2020 Russian Presidential Academy of National Economy and Public Administration Russian Presidential Academy of National Moscow, 2020 editors Dmitry Uzlaner (editor-in-chief ), Patrick Brown (editor), Alexander Agadjanian, Alexander Kyrlezhev design Sergei Zinoviev, Ekaterina Trushina layout Anastasia Meyerson State, Religion and Church is an academic peer- reviewed journal devoted to the interdisciplinary scholarly study of religion. Published twice yearly under the aegis of the Russian Presidential Academy of National Economy and Public Administration. editorial board Alexey Beglov (Russia), Mirko Blagojević (Serbia), Thomas Bremer (Germany), Grace Davie (UK), Vyacheslav Karpov (USA), Vladimir Malyavin (Republic of China), Brian Horowitz (USA), Vasilios Makrides (Germany), Bernice Martin (UK), Alexander Panchenko (Russia), Randall A. -
Matrix in the Context of Belief Systems İnanç Sistemleri Bağlamında Matrix
Ş. Kurt, ODÜ Sosyal Bilimler Araştırmaları Dergisi, Temmuz 2020; 10 (2), 508-527 ∙ 508 Matrix in the Context of Belief Systems İnanç Sistemleri Bağlamında Matrix ARAŞTIRMA MAKALESI Şule KURT1 Gönderim Tarihi: 17.12.2019 | Kabul Tarihi: 23.06.2020 Abstract The necessity of questioning human existence appears to be the most fundamental condition in the process of seeking meaning in the world. In the process of making sense of the outside world, man enables his own story to be formed and conveyed through an attempt to reproduce and form himself ideologically. Myth as a form reality. Myth, which is an expression of faith, affects the preservation of morality, the powerful structuring and of meaning is the fiction of social reality. Myth is not only a story told in primitive communities but a living meaning by analyzing this existence; myths and belief systems are discussed in the context of sociological methodspreading within of religious the scope rituals. of communicative In this study, knowledge action. Mythical and understanding, stories which the formed plane inof theexistence ancient and times finding are are constructud and reproduced by adapting to the power reality of mainstream cinema. cultural tools that continue to be effective today. As such, myths which reflect the power of mythological gods analysis of this existence; It has been handled with the descriptive method within the scope of the communica- tion Insystems this study, of beliefs information such as mythsand understanding and shamanism. in the example of Matrix film, the plane of existence and the nothing more than just a revelation, examining the future of humanity and describes the collective imagination According to the findings; Matrix is a science fiction movie that is so inspiring and impressive that it is elements in the Matrix scenario, he conveyed the problem of making sense of one's own existence and the universeforward-looking. -
Digital Religion – Blessed Are the Heretics!
Digital Religion – Blessed are the heretics! ISSN: 1705-6411 Volume 16, Number 1 (January 2020) Author: Jon Baldwin The best thing about religion is that it spawns heretics. Ernst Bloch1 (2009: 122) The consideration of religion, especially when entwined with technology, has as Bloch suggests, spawned much heresy, and this paper considers the constructive heresies of Jean Baudrillard, as well as Ernst Bloch, Byung-Chul Han, and Peter Sloterdijk. Whether it be it be oral, notches on bone, clay engraving, handwritten scrolls, codices, illuminated manuscripts, print books, audio recordings, or more recently, software and mobile applications, religion has been continually mediated by technologies to various degrees. The recent coupling of the terms digital and religion, brought about by the merging of the digital, internet, and forms of religiosity, attests to this. Indeed, religion itself might often be regarded as mediation between god(s) and man, the heaven and earth, the sacred and the profane, and so forth. This paper discusses the notion of digital religion and attendant theoretical approaches. It indicates how Baudrillard’s work might contribute to this configuration and methodology with a consideration of the academic field of ‘digital religion’ and ideas from Marshall McLuhan. Against a somewhat utopian vision and drive, the poverty of a networked digital religion is advanced. The possibility that a form of religion somewhat influenced the advancement of the internet is outlined with focus on Unitarianism and Tim Berners-Lee. Attention turns to Baudrillardian motifs and notions of potlatch, defiance, and challenge as they might inform the developments of certain elements of religion.