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1

Tengku Mohd Ali, Tengku Intan Marlina, Hashim Awang, Madiawati Mamat @ Mustaffa, and Nur Hamizah Hashim. "From Text to Animation: Adaptation of Bawang Putih Bawang Merah." Malay Literature 27, no. 2 (2014): 310–31. http://dx.doi.org/10.37052/ml.27(2)no6.

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The adaptation of literary texts into drama, film and animation is increasingly popular in today’s era of advances in science and technology. Bawang Putih Bawang Merah (Garlic and Shallot) is one of the works which has been adapted into the form of film and animation. One of the animations adapted from text to film that received overwhelming response from the audience in 2001 was Putih directed by Rashid Sibir, produced by Fine Animation Sdn. Bhd. In animation, several changes are made, including changes to the title, characters and characters, setting and events to suit the target audience, and the times. In relation to this, the objective of this article is to analyse the adaptation from different Bawang Putih Bawang Merah texts into the animated form to ascertain the modifications made when certain works are converted into animation, and to investigate how far literary values are adapted into multimedia forms. This study will use the work of Rubaidin Siwar published by Dewan Bahasa dan Pustaka (1990) because it is a more complete text as compared to others. In discussing adaptations, Engelstad (2009) explains how there are four stages involved in the process of adaptation, the first being the narrative, the second the transformation of the verbal to visual, with the third stage being “enunciation”, and the fourth being the comprehensive stage. All four stages are applied in the analysis of BPBM in its adaptation from text to animation. The adaptation process involved in converting the BPBM texts into the multimedia form retains the literary elements through the use of various story-telling techniques, to produce a captivating animated film. Although BPBM is a traditional Malay tale, the story is adapted with various interesting elements befitting the needs of today’s generation. Keywords: animation, Bawang Putih Bawang Merah, adaptation, text, multimedia
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2

Walsh, Thomas. "Animating Joyce: Tim Booth’s Ulys." Animation 7, no. 1 (2012): 83–99. http://dx.doi.org/10.1177/1746847711428855.

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According to Paul Wells, the lengthy and intimate relationship of the animation auteur to the animated text is similar to the writing process, and the animated form’s sense of its own artifice highlights the transformative aspects of adapting literary sources for the cinema. It is this expression of interiority, translation and textual process that makes the animated film a perfect vehicle for an adaptation of James Joyce’s Ulysses (1922), which utilizes multiple narrators to construct and deconstruct representations of urban, Dublin society in the early 20th century. It is the purpose of this article to consider Tim Booth’s animated short Ulys (1998), which is in part a commentary on Joyce’s writing authorship, and also an adaptation of Joyce’s novel. The author considers Booth’s use of animation to recover the ‘image-schemas’ that underpin Ulysses, and the ‘small spatial stories’ that inform human cognition of both the literary and animated text.
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3

Barbour, Sophie. "Into the Spider-Verse and a New Age of Comic Realism." Film Matters 12, no. 3 (2021): 21–33. http://dx.doi.org/10.1386/fm_00174_1.

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This article examines Spider-Man: Into the Spider-Verse through an analysis of realism in animated film. The plot of the film is concerned with the collision of multiple universes, and thus the narrative brings together different realities, each of which subscribe to a different animation style. Defining ‘reality’ in an animated film challenges the traditional divide between realism and formalism in film theory, which relies on photorealism as the benchmark of reproducing reality. Newer media theories introduce a transmedia approach to realism that are concerned with the fidelity of an adaptation to its source material. With these tools, we can see how Spider-Verse’s aesthetics heighten the narrative impact.
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Hibatullah, Muhamad Hadi, Tanto Harthoko, and Agnes Karina Pritha Atmani. "Penciptaan Film Animasi 2D Diadaptasi Dari Puisi “Engkau”." Journal of Animation & Games Studies 3, no. 1 (2017): 83. http://dx.doi.org/10.24821/jags.v3i1.1718.

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Abstract Literary works adapted to the film are familiar to the general public. In response to the problem, the animated film "Engkau" is made with the intention to make it easier for a poet to deliver the message of his poems in audiovisual form to the reader in an interesting and unique way through the animated film which is one of the popular media as a medium of delivery. The animated film " Engkau " is a film adapted from a poem entitled "Engkau" in a collection of poems "Aku Ingin Mencumbu Waktu" with 2D animation techniques.The poem entitled " Engkau " from the collection of poems "Aku Ingin Mencumbu Waktu " tells a feeling of someone who admires and loves someone deeply, no matter how long it can prevent and keep him from loving. The poem " Engkau " in each verse will later be adapted into a 2D animated film, making this animation different from the others. Keywords: poetry, adaptation of literary works, poetry animation, poem "engkau"Abstrak Karya sastra yang diadaptasi ke film sudah tidak asing lagi bagi masyarakat umumnya. Menyikapi masalah tersebut, film animasi “Engkau” dibuat dengan maksud untuk mempermudah seorang penyair menyampaikan pesan dari puisinya dalam bentuk audiovisual kepada pembaca secara menarik dan unik melalui film animasi yang merupakan salah satu media yang populer sebagai media penyampaian. Film animasi “Engkau” merupakan film yang diadaptasi dari puisi yang berjudul sama “Engkau” dalam kumpulan puisi “Aku Ingin Mencumbu Waktu” dengan teknik animasi 2D.Puisi yang berjudul “Engkau” dari kumpulan puisi “Aku Ingin Mencumbu Waktu” menceritakan sebuah perasaan seseorang yang mengagumi dan mencintai seseorang secara mendalam, tidak memperdulikan waktu dapat mencegah dan menghambatnya untuk tetap mencintai. Puisi “Engkau” dalam setiap baitnya nanti akan adaptasi menjadi sebuah film animasi 2D, menjadikan animasi ini berbeda dengan yang lain. Kata kunci: puisi, adaptasi karya sastra, animasi puisi, puisi “engkau”
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5

Tang, Hai, Xiaobin Gong, and Lihong Qi. "Beyond the Context of Cultural Confidence: A Study of Communication Competence of the Chinese School." Advances in Social Sciences Research Journal 9, no. 1 (2022): 385–96. http://dx.doi.org/10.14738/assrj.91.11555.

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Chinese animated films such as Monkey King: Hero is Back in 2015, Big Fish & Begonia in 2016 and Ne Zha: I am the Destiny in 2019 won higher box office and they achieved a similar popularity as the Wolf Warriors (2015 and 2017) in China’s film market. Perhaps partially because these animations bring audience a sense of familiarization such as they reveal popular culture and collective beliefs (i.e., “I’m the Destiny” as a slogan) to promote cultural identity. On the other hand, the making of Chinese animated films has been gradually getting mature in narration, adaptation, and creation. Both the production mode and the industrial scope have been formed to compete with Japanese anime and American cartoons. Though there are still many problems in making Chinese animations, Chinese School has been working on interpretating and deconstructing the essence of Chinese culture in their animated works. This attitude also marks Chinese School’s determination to disseminate Chinese culture so as to rebuild its confidence towards the animation world.
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Anjirbag, Michelle. "Mulan and Moana: Embedded Coloniality and the Search for Authenticity in Disney Animated Film." Social Sciences 7, no. 11 (2018): 230. http://dx.doi.org/10.3390/socsci7110230.

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As the consciousness of coloniality, diversity, and the necessity of not only token depictions of otherness but accurate representations of diversity in literature and film has grown, there has been a shift in the processes of adaptation and appropriation used by major film production companies and how they approach representing the other. One clear example of this is the comparison of the depiction of diverse, cross-cultural womanhood between Walt Disney Animation Studio’s Mulan (1998) and Moana (2016). This paper will use a cross-period approach to explore the ways in which a global media conglomerate has and has not shifted its approach to appropriation of the multicultural as other and the implications for representational diversity in the context of globalization and a projected global culture. In one case, a cultural historical tale was decontextualized and reframed, while in the other, cultural actors had a degree of input in the film representation. By examining culturally specific criticisms and scenes from each film, I will explore how the legacy of coloniality can still be seen embedded in the framing of each film, despite the studio’s stated intentions towards diversity and multiculturalism.
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7

Wang, Zhuoyi. "From Mulan (1998) to Mulan (2020): Disney Conventions, Cross-Cultural Feminist Intervention, and a Compromised Progress." Arts 11, no. 1 (2021): 5. http://dx.doi.org/10.3390/arts11010005.

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Directed by the feminist filmmaker Niki Caro, Disney’s 2020 live-action remake of Mulan (1998) strove to be a more gender progressive, culturally appropriate, and internationally successful adaptation of the Chinese legend of Mulan than the animated original. Contrary to the film’s intended effect, however, it was a critical and financial letdown. The film was criticized for a wide range of issues, including making unpopular changes to the animated original, misrepresenting Chinese culture and history, perpetuating Orientalist stereotypes, and demonizing Inner Asian steppe nomads. In addition, the film also faced boycott calls amid political controversies surrounding China. It received exceptionally low audience ratings in both the US and China, grossing a total well under its estimated budget. This article argues that Mulan (2020) is not, as many believe, just another Disney film suffering from simple artistic inability, cultural insensitivity, or political injustice, but a window into the tension-ridden intersectionality of the gender, sexual, racial, cultural, and political issues that shape the production and reception of today’s cross-cultural films. It discusses three major problems, the Disney problem, the gender problem, and the cultural problem, that Mulan (2020) tackled with respectful efforts in Caro’s feminist filmmaking pattern. The film made significant compromises between its goals of cultural appropriateness, progressive feminism, and monetary success. Although it eventually failed to satisfactorily resolve these at times conflicting missions, it still achieved important progress in addressing some serious gender and cultural problems in Mulan’s contemporary intertextual metamorphosis, especially those introduced by the Disney animation. By revealing Mulan (2020)’s value and defects, this article intends to flesh out some real-world challenges that feminist movements must overcome to effectively transmit messages and bring about changes at the transcultural level in the arts.
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8

"Isao Takahata : Inspiring Visual Styles of Japanese Film & Anime Aesthetics." International Journal of Innovative Technology and Exploring Engineering 8, no. 11S2 (2019): 198–209. http://dx.doi.org/10.35940/ijitee.k1032.09811s219.

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The Tale of Princess Kaguya is an adaptation from The Tale of the Bamboo Cutter, a classical Japanese folktale, directed by Isao Takahata in Studio Ghibli productions. Isao Takahata is a director who has long been overlook by his longtime colleague and Studio Ghibli co-founder Hayao Miyazaki. The purpose of research about cinematography techniques or style of Isao Takahata animated film in The Tale of Princess Kaguya. The Princess Kaguya animated film is like an old Japanese painting that is similar to traditional sumi-e. The focus of this research will look into several aspects such as impressionistic style and the character design in Princess Kaguya animated film. Impressionistic art is an art style when an artist looks into situation or things with a short glimpse and paint it back using bright and vibrant colors. Most of the pictures are outdoor scenes. The concept character of Princess Kaguya created with amazing work of art using hand-drawn animation to new heights of fluidness.
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Kumar, Dharmendra, and Aman Vats. "Game Changing Role of Animation and VFX in Indian Cinema." IMS Manthan (The Journal of Innovations) 12, no. 01 (2017). http://dx.doi.org/10.18701/imsmanthan.v12i01.10345.

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Indian cinema has come a long way from silent era to sound, colour, masala movies and animated movies. In 1896, Lumiere Brothers screened their short films at Watson Hotel of Bombay. It was the first time when Indian audience watched the movie. Since then Indian cinema has gone through several changes and adopted latest technology.This holds more true for the last century were huge technological advancement has taken place. Today, production process of a film is completely changed. Films are produced at rapid speed with the use of latest film making technology. Indian films producedwith low budget and older technology are competing with their expensive and technologically advanced foreign counterparts. Indian cinema has continuously evolved in over last 100 years and reinvented itself to meet the latest challenges. This has given hope to the budding film makers. The study focuses on adaptation of animation and visual effects contributing to Indian Cinema narrative combininglive motion picture with computer generated imagery.
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10

Мир-Багирзаде, Ф. "Literary works in Azerbaijani animation: symbolism and semantics." Al`manah «Etnodialogi», no. 3(61) (July 31, 2020). http://dx.doi.org/10.37492/etno.2020.61.3.009.

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При помощи сравнительно-исторического анализа автор исследует азербайджанские мультипликационные фильмы, экранизирующие произведения как отечественной, так и зарубежной литературы. В процессе создания каждого рисованного мультфильма советской эпохи принимали участие профессиональные режиссеры, сценаристы, художники-постановщики, снимавшие анимационные фильмы по произведениям азербайджанских писателей-классиков, среди которых – Низами Гянджеви, Мухаммед Физули, Сеид Азим Ширвани, Мирза Алекпер Сабир, Джалил Мамедкулизаде, Абдулла Шаиг, Сулейман Сами Ахундов, Али Керим, Расул Рза. К числу азербайджанских мультфильмов, снятых по произведениям зарубежной литературы, относится экранизация «Звездных дневников Ийона Тихого» и анимационный фильм по мотивам японских хайку. Азербайджанские мультфильмы по мотивам литературных произведений, вошедшие в золотой фонд киноискусства Азербайджана, отличаются специфическим творческим методом. Using a comparative historical analysis, the author explores Azerbaijani cartoon films that screen works of both domestic and foreign literature. In the process of creating each Soviet-era drawn cartoon, professional directors, screenwriters, and production designers took part in making animated films based on the works of Azerbaijani classic writers, such as Nizami Ganjavi, Mohammad Fuzuli, Seyid Azim Shirvani, Mirza Alakbar Sabir, Jalil Mammadguluzadeh, Abdulla Shaig, Suleyman Sani Akhundov, Ali Kerim, Rasul Rza. Azerbaijani cartoons based on works of foreign literature include the adaptation of «Ijon Tichy’s Star Diaries» and an animated film based on Japanese haiku. Azerbaijani cartoons based on literary works included in the Golden Fund of cinema art of Azerbaijan are distinguished by a specific creative method.
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11

Hawley, Erin. "Re-imagining Horror in Children's Animated Film." M/C Journal 18, no. 6 (2016). http://dx.doi.org/10.5204/mcj.1033.

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Introduction It is very common for children’s films to adapt, rework, or otherwise re-imagine existing cultural material. Such re-imaginings are potential candidates for fidelity criticism: a mode of analysis whereby an adaptation is judged according to its degree of faithfulness to the source text. Indeed, it is interesting that while fidelity criticism is now considered outdated and problematic by adaptation theorists (see Stam; Leitch; and Whelehan) the issue of fidelity has tended to linger in the discussions that form around material adapted for children. In particular, it is often assumed that the re-imagining of cultural material for children will involve a process of “dumbing down” that strips the original text of its complexity so that it is more easily consumed by young audiences (see Semenza; Kellogg; Hastings; and Napolitano). This is especially the case when children’s films draw from texts—or genres—that are specifically associated with an adult readership. This paper explores such an interplay between children’s and adult’s culture with reference to the re-imagining of the horror genre in children’s animated film. Recent years have seen an inrush of animated films that play with horror tropes, conventions, and characters. These include Frankenweenie (2012), ParaNorman (2012), Hotel Transylvania (2012), Igor (2008), Monsters Inc. (2001), Monster House (2006), and Monsters vs Aliens (2009). Often diminishingly referred to as “kiddie horror” or “goth lite”, this re-imagining of the horror genre is connected to broader shifts in children’s culture, literature, and media. Anna Jackson, Karen Coats, and Roderick McGillis, for instance, have written about the mainstreaming of the Gothic in children’s literature after centuries of “suppression” (2); a glance at the titles in a children’s book store, they tell us, may suggest that “fear or the pretence of fear has become a dominant mode of enjoyment in literature for young people” (1). At the same time, as Lisa Hopkins has pointed out, media products with dark, supernatural, or Gothic elements are increasingly being marketed to children, either directly or through product tie-ins such as toys or branded food items (116-17). The re-imagining of horror for children demands our attention for a number of reasons. First, it raises questions about the commercialisation and repackaging of material that has traditionally been considered “high culture”, particularly when the films in question are seen to pilfer from sites of the literary Gothic such as Mary Shelley’s Frankenstein (1818) or Bram Stoker’s Dracula (1897). The classic horror films of the 1930s such as James Whale’s Frankenstein (1931) also have their own canonical status within the genre, and are objects of reverence for horror fans and film scholars alike. Moreover, aficionados of the genre have been known to object vehemently to any perceived simplification or dumbing down of horror conventions in order to address a non-horror audience. As Lisa Bode has demonstrated, such objections were articulated in many reviews of the film Twilight, in which the repackaging and simplifying of vampire mythology was seen to pander to a female, teenage or “tween” audience (710-11). Second, the re-imagining of horror for children raises questions about whether the genre is an appropriate source of pleasure and entertainment for young audiences. Horror has traditionally been understood as problematic and damaging even for adult viewers: Mark Jancovich, for instance, writes of the long-standing assumption that horror “is moronic, sick and worrying; that any person who derives pleasure from the genre is moronic, sick and potentially dangerous” and that both the genre and its fans are “deviant” (18). Consequently, discussions about the relationship between children and horror have tended to emphasise regulation, restriction, censorship, effect, and “the dangers of imitative violence” (Buckingham 95). As Paul Wells observes, there is a “consistent concern […] that horror films are harmful to children, but clearly these films are not made for children, and the responsibility for who views them lies with adult authority figures who determine how and when horror films are seen” (24). Previous academic work on the child as horror viewer has tended to focus on children as consumers of horror material designed for adults. Joanne Cantor’s extensive work in this area has indicated that fright reactions to horror media are commonly reported and can be long-lived (Cantor; and Cantor and Oliver). Elsewhere, the work of Sarah Smith (45-76) and David Buckingham (95-138) has indicated that children, like adults, can gain certain pleasures from the genre; it has also indicated that children can be quite media savvy when viewing horror, and can operate effectively as self-censors. However, little work has yet been conducted on whether (and how) the horror genre might be transformed for child viewers. With this in mind, I explore here the re-imagining of horror in two children’s animated films: Frankenweenie and ParaNorman. I will consider the way horror tropes, narratives, conventions, and characters have been reshaped in each film with a child’s perspective in mind. This, I argue, does not make them simplified texts or unsuitable objects of pleasure for adults; instead, the films demonstrate that the act of re-imagining horror for children calls into question long-held assumptions about pleasure, taste, and the boundaries between “adult” and “child”. Frankenweenie and ParaNorman: Rewriting the Myth of Childhood Innocence Frankenweenie is a stop-motion animation written by John August and directed by Tim Burton, based on a live-action short film made by Burton in 1984. As its name suggests, Frankenweenie re-imagines Shelley’s Frankenstein by transforming the relationship between creator and monster into that between child and pet. Burton’s Victor Frankenstein is a young boy living in a small American town, a creative loner who enjoys making monster movies. When his beloved dog Sparky is killed in a car accident, young Victor—like his predecessor in Shelley’s novel—is driven by the awfulness of this encounter with death to discover the “mysteries of creation” (Shelley 38): he digs up Sparky’s body, drags the corpse back to the family home, and reanimates him in the attic. This coming-to-life sequence is both a re-imagining of the famous animation scene in Whale’s film Frankenstein and a tender expression of the love between a boy and his dog. The re-imagined creation scene therefore becomes a site of negotiation between adult and child audiences: adult viewers familiar with Whale’s adaptation and its sense of electric spectacle are invited to rethink this scene from a child’s perspective, while child viewers are given access to a key moment from the horror canon. While this blurring of the lines between child and adult is a common theme in Burton’s work—many of his films exist in a liminal space where a certain childlike sensibility mingles with a more adult-centric dark humour—Frankenweenie is unique in that it actively re-imagines as “childlike” a film and/or work of literature that was previously populated by adult characters and associated with adult audiences. ParaNorman is the second major film from the animation studio Laika Entertainment. Following in the footsteps of the earlier Laika film Coraline (2009)—and paving the way for the studio’s 2014 release, Boxtrolls—ParaNorman features stop-motion animation, twisted storylines, and the exploration of dark themes and spaces by child characters. The film tells the story of Norman, an eleven year old boy who can see and communicate with the dead. This gift marks him as an outcast in the small town of Blithe Hollow, which has built its identity on the historic trial and hanging of an “evil” child witch. Norman must grapple with the town’s troubled past and calm the spirit of the vengeful witch; along the way, he and an odd assortment of children battle zombies and townsfolk alike, the latter appearing more monstrous than the former as the film progresses. Although ParaNorman does not position itself as an adaptation of a specific horror text, as does Frankenweenie, it shares with Burton’s film a playful intertextuality whereby references are constantly made to iconic films in the horror genre (including Halloween [1978], Friday the 13th [1980], and Day of the Dead [1985]). Both films were released in 2012 to critical acclaim. Interestingly, though, film critics seemed to disagree over who these texts were actually “for.” Some reviewers described the films as children’s texts, and warned that adults would likely find them “tame and compromised” (Scott), “toothless” (McCarthy) or “sentimental” (Bradshaw). These comments carry connotations of simplification: the suggestion is that the conventions and tropes of the horror genre have been weakened (or even contaminated) by the association with child audiences, and that consequently adults cannot (or should not) take pleasure in the films. Other reviewers of ParaNorman and Frankenweenie suggested that adults were more likely to enjoy the films than children (O’Connell; Berardinelli; and Wolgamott). Often, this suggestion came together with a warning about scary or dark content: the films were deemed to be too frightening for young children, and this exclusion of the child audience allowed the reviewer to acknowledge his or her own enjoyment of and investment in the film (and the potential enjoyment of other adult viewers). Lou Lumenick, for instance, peppers his review of ParaNorman with language that indicates his own pleasure (“probably the year’s most visually dazzling movie so far”; the climax is “too good to spoil”; the humour is “deliciously twisted”), while warning that children as old as eight should not be taken to see the film. Similarly, Christy Lemire warns that certain elements of Frankenweenie are scary and that “this is not really a movie for little kids”; she goes on to add that this scariness “is precisely what makes ‘Frankenweenie’ such a consistent wonder to watch for the rest of us” (emphasis added). In both these cases a line is drawn between child and adult viewers, and arguably it is the film’s straying into the illicit area of horror from the confines of a children’s text that renders it an object of pleasure for the adult viewer. The thrill of being scared is also interpreted here as a specifically adult pleasure. This need on the part of critics to establish boundaries between child and adult viewerships is interesting given that the films themselves strive to incorporate children (as characters and as viewers) into the horror space. In particular, both films work hard to dismantle the myths of childhood innocence—and associated ideas about pleasure and taste—that have previously seen children excluded from the culture of the horror film. Both the young protagonists, for instance, are depicted as media-literate consumers or makers of horror material. Victor is initially seen exhibiting one of his home-made monster movies to his bemused parents, and we first encounter Norman watching a zombie film with his (dead) grandmother; clearly a consummate horror viewer, Norman decodes the film for Grandma, explaining that the zombie is eating the woman’s head because, “that’s what they do.” In this way, the myth of childhood innocence is rewritten: the child’s mature engagement with the horror genre gives him agency, which is linked to his active position in the narrative (both Norman and Victor literally save their towns from destruction); the parents, meanwhile, are reduced to babbling stereotypes who worry that their sons will “turn out weird” (Frankenweenie) or wonder why they “can’t be like other kids” (ParaNorman). The films also rewrite the myth of childhood innocence by depicting Victor and Norman as children with dark, difficult lives. Importantly, each boy has encountered death and, for each, his parents have failed to effectively guide him through the experience. In Frankenweenie Victor is grief-stricken when Sparky dies, yet his parents can offer little more than platitudes to quell the pain of loss. “When you lose someone you love they never really leave you,” Victor’s mother intones, “they just move into a special place in your heart,” to which Victor replies “I don’t want him in my heart—I want him here with me!” The death of Norman’s grandmother is similarly dismissed by his mother in ParaNorman. “I know you and Grandma were very close,” she says, “but we all have to move on. Grandma’s in a better place now.” Norman objects: “No she’s not, she’s in the living room!” In both scenes, the literal-minded but intelligent child seems to understand death, loss, and grief while the parents are unable to speak about these “mature” concepts in a meaningful way. The films are also reminders that a child’s first experience of death can come very young, and often occurs via the loss of an elderly relative or a beloved pet. Death, Play, and the Monster In both films, therefore, the audience is invited to think about death. Consequently, there is a sense in each film that while the violent and sexual content of most horror texts has been stripped away, the dark centre of the horror genre remains. As Paul Wells reminds us, horror “is predominantly concerned with the fear of death, the multiple ways in which it can occur, and the untimely nature of its occurrence” (10). Certainly, the horror texts which Frankenweenie and ParaNorman re-imagine are specifically concerned with death and mortality. The various adaptations of Frankenstein that are referenced in Frankenweenie and the zombie films to which ParaNorman pays homage all deploy “the monster” as a figure who defies easy categorisation as living or dead. The othering of this figure in the traditional horror narrative allows him/her/it to both subvert and confirm cultural ideas about life, death, and human status: for monsters, as Elaine Graham notes, have long been deployed in popular culture as figures who “mark the fault-lines” and also “signal the fragility” of boundary structures, including the boundary between human and not human, and that between life and death (12). Frankenweenie’s Sparky, as an iteration of the Frankenstein monster, clearly fits this description: he is neither living nor dead, and his monstrosity emerges not from any act of violence or from physical deformity (he remains, throughout the film, a cute and lovable dog, albeit with bolts fixed to his neck) but from his boundary-crossing status. However, while most versions of the Frankenstein monster are deliberately positioned to confront ideas about the human/machine boundary and to perform notions of the posthuman, such concerns are sidelined in Frankenweenie. Instead, the emphasis is on concerns that are likely to resonate with children: Sparky is a reminder of the human preoccupation with death, loss, and the question of why (or whether, or when) we should abide by the laws of nature. Arguably, this indicates a re-imagining of the Frankenstein tale not only for child audiences but from a child’s perspective. In ParaNorman, similarly, the zombie–often read as an articulation of adult anxieties about war, apocalypse, terrorism, and the deterioration of social order (Platts 551-55)—is re-used and re-imagined in a childlike way. From a child’s perspective, the zombie may represent the horrific truth of mortality and/or the troublesome desire to live forever that emerges once this truth has been confronted. More specifically, the notion of dealing meaningfully with the past and of honouring rather than silencing the dead is a strong thematic undercurrent in ParaNorman, and in this sense the zombies are important figures who dramatise the connections between past and present. While this past/present connection is explored on many levels in ParaNorman—including the level of a town grappling with its dark history—it is Norman and his grandmother who take centre stage: the boundary-crossing figure of the zombie is re-realised here in terms of a negotiation with a presence that is now absent (the elderly relative who has died but is still remembered). Indeed, the zombies in this film are an implicit rebuke to Norman’s mother and her command that Norman “move on” after his grandmother’s death. The dead are still present, this film playfully reminds us, and therefore “moving on” is an overly simplistic and somewhat disrespectful response (especially when imposed on children by adult authority figures.) If the horror narrative is built around the notion that “normality is threatened by the Monster”, as Robin Wood has famously suggested, ParaNorman and Frankenweenie re-imagine this narrative of subversion from a child’s perspective (31). Both films open up a space within which the child is permitted to negotiate with the destabilising figure of the monster; the normality that is “threatened” here is the adult notion of the finality of death and, relatedly, the assumption that death is not a suitable subject for children to think or talk about. Breaking down such understandings, Frankenweenie and ParaNorman strive not so much to play with death (a phrase that implies a certain callousness, a problematic disregard for human life) but to explore death through the darkness of play. This is beautifully imaged in a scene from ParaNorman in which Norman and his friend Neil play with the ghost of Neil’s recently deceased dog. “We’re going to play with a dead dog in the garden,” Neil enthusiastically announces to his brother, “and we’re not even going to have to dig him up first!” Somewhat similarly, film critic Richard Corliss notes in his review of Frankenweenie that the film’s “message to the young” is that “children should play with dead things.” Through this intersection between “death” and “play”, both films propose a particularly child-like (although not necessarily child-ish) way of negotiating horror’s dark territory. Conclusion Animated film has always been an ambiguous space in terms of age, pleasure, and viewership. As film critic Margaret Pomeranz has observed, “there is this perception that if it’s an animated film then you can take the little littlies” (Pomeranz and Stratton). Animation itself is often a signifier of safety, fun, nostalgia, and childishness; it is a means of addressing families and young audiences. Yet at the same time, the fantastic and transformative aspects of animation can be powerful tools for telling stories that are dark, surprising, or somehow subversive. It is therefore interesting that the trend towards re-imagining horror for children that this paper has identified is unfolding within the animated space. It is beyond the scope of this paper to fully consider what animation as a medium brings to this re-imagining process. However, it is worth noting that the distinctive stop-motion style used in both films works to position them as alternatives to Disney products (for although Frankenweenie was released under the Disney banner, it is visually distinct from most of Disney’s animated ventures). The majority of Disney films are adaptations or re-imaginings of some sort, yet these re-imaginings look to fairytales or children’s literature for their source material. In contrast, as this paper has demonstrated, Frankenweenie and ParaNorman open up a space for boundary play: they give children access to tropes, narratives, and characters that are specifically associated with adult viewers, and they invite adults to see these tropes, narratives, and characters from a child’s perspective. Ultimately, it is difficult to determine the success of this re-imagining process: what, indeed, does a successful re-imagining of horror for children look like, and who might be permitted to take pleasure from it? Arguably, ParaNorman and Frankenweenie have succeeded in reshaping the genre without simplifying it, deploying tropes and characters from classic horror texts in a meaningful way within the complex space of children’s animated film. References Berardinelli, James. “Frankenweenie (Review).” Reelviews, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.reelviews.net/php_review_template.php?identifier=2530›. Bode, Lisa. “Transitional Tastes: Teen Girls and Genre in the Critical Reception of Twilight.” Continuum: Journal of Media & Cultural Studies 24.5 (2010): 707-19. Bradshaw, Peter. “Frankenweenie: First Look Review.” The Guardian, 11 Oct. 2012. 6 Aug. 2014 ‹http://www.theguardian.com/film/2012/oct/10/frankenweenie-review-london-film-festival-tim-burton›. Buckingham, David. Moving Images: Understanding Children’s Emotional Responses to Television. Manchester and New York: Manchester University Press, 1996. Cantor, Joanne. “‘I’ll Never Have a Clown in My House’ – Why Movie Horror Lives On.” Poetics Today 25.2 (2004): 283-304. Cantor, Joanne, and Mary Beth Oliver. “Developmental Differences in Responses to Horror”. The Horror Film. Ed. Stephen Prince. New Brunswick, NJ: Rutgers UP, 2004. 224-41. Corliss, Richard. “‘Frankenweenie’ Movie Review: A Re-Animated Delight”. Time, 4 Oct. 2012. 6 Aug. 2014 ‹http://entertainment.time.com/2012/10/04/tim-burtons-frankenweenie-a-re-animated-delight/›. Frankenweenie. Directed by Tim Burton. Walt Disney Pictures, 2012. Graham, Elaine L. Representations of the Post/Human: Monsters, Aliens and Others in Popular Culture. Manchester: Manchester UP, 2002. Hastings, A. Waller. “Moral Simplification in Disney’s The Little Mermaid.” The Lion and the Unicorn 17.1 (1993): 83-92. Hopkins, Lisa. Screening the Gothic. Austin: U of Texas P, 2005. Jackson, Anna, Karen Coats, and Roderick McGillis. “Introduction.” The Gothic in Children’s Literature: Haunting the Borders. Eds. Anna Jackson, Karen Coats, and Roderick McGillis. New York: Routledge, 2008. 1-14. Jancovich, Mark. “General Introduction.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 1-19. Kellogg, Judith L. “The Dynamics of Dumbing: The Case of Merlin.” The Lion and the Unicorn 17.1 (1993): 57-72. Leitch, Thomas. “Twelve Fallacies in Contemporary Adaptation Theory.” Criticism 45.2 (2003): 149-71. Lemire, Christy. “‘Frankenweenie’ Review: Tim Burton Reminds Us Why We Love Him.” The Huffington Post, 2 Oct. 2012. 6 Aug. 2014 ‹http://www.huffingtonpost.com/2012/10/03/frankenweenie-review-tim-burton_n_1935142.html›. Lumenick, Lou. “So Good, It’s Scary (ParaNorman Review)”. New York Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://nypost.com/2012/08/17/so-good-its-scary/›. McCarthy, Todd. “Frankenweenie: Film Review.” The Hollywood Reporter, 20 Sep. 2012. 6 Aug. 2014 ‹http://www.hollywoodreporter.com/movie/frankenweenie/review/372720›. Napolitano, Marc. “Disneyfying Dickens: Oliver & Company and The Muppet Christmas Carol as Dickensian Musicals.” Studies in Popular Culture 32.1 (2009): 79-102. O’Connell, Sean. “Middle School and Zombies? Awwwkward!” Washington Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://www.washingtonpost.com/gog/movies/paranorman,1208210.html›. ParaNorman. Directed by Chris Butler and Sam Fell. Focus Features/Laika Entertainment, 2012. Platts, Todd K. “Locating Zombies in the Sociology of Popular Culture”. Sociology Compass 7 (2013): 547-60. Pomeranz, Margaret, and David Stratton. “Igor (Review).” At the Movies, 14 Dec. 2008. 6 Aug. 2014 ‹http://www.abc.net.au/atthemovies/txt/s2426109.htm›. Scott, A.O. “It’s Aliiiive! And Wagging Its Tail: ‘Frankenweenie’, Tim Burton’s Homage to Horror Classics.” New York Times, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.nytimes.com/2012/10/05/movies/frankenweenie-tim-burtons-homage-to-horror-classics.html›. Semenza, Gregory M. Colón. “Teens, Shakespeare, and the Dumbing Down Cliché: The Case of The Animated Tales.” Shakespeare Bulletin 26.2 (2008): 37-68. Shelley, Mary. Frankenstein, or, The Modern Prometheus. Hertfordshire: Wordsworth Editions, 1993 [1818]. Smith, Sarah J. Children, Cinema and Censorship: From Dracula to the Dead End Kids. London: I.B. Tauris, 2005. Stam, Robert. “Introduction: The Theory and Practice of Adaptation.” Literature and Film: A Guide to the Theory and Practice of Film Adaptation. Eds. Robert Stam and Alessandra Raengo. Oxford: Blackwell, 2005. 1-52. Wells, Paul. The Horror Genre: From Beelzebub to Blair Witch. London: Wallflower, 2000. Whelehan, Imelda. “Adaptations: the Contemporary Dilemmas.” Adaptations: From Text to Screen, Screen to Text. Eds. Deborah Cartmell and Imelda Whelehan. London: Routledge, 1999. 3-19. Wolgamott, L. Kent. “‘Frankenweenie’ A Box-Office Bomb, But Superior Film.” Lincoln Journal Star, 10 Oct. 2012. 18 Aug. 2014 ‹http://journalstar.com/entertainment/movies/l-kent-wolgamott-frankenweenie-a-box-office-bomb-but-superior/article_42409e82-89b9-5794-8082-7b5de3d469e2.html›. Wood, Robin. “The American Nightmare: Horror in the 70s.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 25-32.
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Storie, Dale. "The Fantastic Flying Books of Morris Lessmore by W. Joyce." Deakin Review of Children's Literature 1, no. 2 (2011). http://dx.doi.org/10.20361/g23s3n.

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Joyce, William. The Fantastic Flying Books of Morris Lessmore. Shreveport, LA: Moonbot Books, 2011. iPad app. It seems strange that a story that expresses such love towards books as physical objects was first produced as an award-winning animated short film, and then adapted into an “interactive narrative experience” for the iPad. The protagonist, Morris Lessmore, is transported via hurricane to another land where he encounters a young woman held aloft by a flock of anthropomorphized flying books. One book leads him to a house full of more books, where he ends up living. He takes care of the books, and lends them to drab, black-and-white people who bloom into full colour (à la Wizard of Oz) as soon as they receive their reading material. Finally, as an old man, he is whisked away by the books, and the book that he wrote is used to draw a young girl into the house to take over his role as caretaker.It is usually the fate of new media to be unfavourably compared to more established media forms, but in this case, Morris Lessmore also suffers from being an adaptation rather than an original work. This iPad version seems uncomfortably caught between the fluidity and liveliness of the original animated film and the sequential narrative of a traditional picture book. Like a video game adaptation of a major motion picture in which the player re-enacts a simple replay of the movie plot, many of the interactive features of this book app seem contrived, acting as tacked-on gimmicks rather than being truly integrated with the story as a unique experience. However, that does not mean that the narrative experience is entirely without merit. The animation (taken directly from the film) looks amazing on the iPad’s vibrant screen, and finding the hidden “Easter eggs” on each page is quite entertaining for all ages. Moonbot Studios also gets extra credit for its inventive use of the iPad’s touch interface - readers will enjoy swiping, coloring, dragging, and even playing the piano on the screen, even if these activities are sometimes tangential to the narrative itself. Despite its shortcomings, Morris Lessmore stands out as exceptional in comparison to other picture book apps currently available for the iPad. As a final incentive, it is very reasonably priced; for only $4.99 at the iTunes Store, the app is much less than your average print picture book (although there’s not much chance of finding it at your local library).Recommended: 3 out of 4 starsReviewer: Dale StorieDale Storie is Public Services Librarian at the John W. Scott Health Sciences Library at the University of Alberta. He has a BA in English, and has also worked in a public library as a children's programming coordinator, where he was involved with story times, puppet shows, and book talks.
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Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (2016). http://dx.doi.org/10.5204/mcj.1141.

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As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure become fuzzy and soft. At this point, the hold of the dream dissolves and Alice, awakening on the other side of the mirror, realises she is shaking the kitten. Queens have long been associated with ideas of transformation. As Alice is duly advised when she first looks out across the chequered landscape of the looking glass world, the rules of chess decree that a pawn may become a queen if she makes it to the other side. The transformation of pawn to queen is in accord with the fairy tale convention of the unspoiled country girl who wins the heart of a prince and is crowned as his bride. This works in a dual register: on one level, it is a story of social elevation, from the lowest to the highest rank; on another, it is a magical transition, as some agent of fortune intervenes to alter the determinations of the social world. But fairy tales also present us with the antithesis and adversary of the fortune-blessed princess, in the figure of the tyrant queen who works magic to shape destiny to her own ends. The Queen and the mirror converge in the cultural imaginary, working transformations that disrupt the order of nature, invert socio-political hierarchies, and flout the laws of destiny. In “Snow White,” the powers of the wicked queen are mediated by the looking glass, which reflects and affirms her own image while also serving as a panopticon, keep the entire realm under surveillance, to pick up any signs of threat to her pre-eminence. All this turbulence in the order of things lets loose a chaotic phantasmagoria that is prime material for film and animation. Two major film versions of “Snow White” have been released in the past few years—Mirror Mirror (2012) and Snow White and the Huntsman (2012)—while Tim Burton’s animated 3D rendition of Alice in Wonderland was released in 2010. Alice through the Looking Glass (2016) and The Huntsman: Winter’s War, the 2016 prequel to Snow White and the Huntsman, continue the experiment with state-of-the-art-techniques in 3D animation and computer-generated imaging to push the visual boundaries of fantasy. Perhaps this escalating extravagance in the creation of fantasy worlds is another manifestation of the ancient lore and law of sorcery: that the magic of transformation always runs out of control, because it disrupts the all-encompassing design of an ordered world. This principle is expressed with poetic succinctness in Ursula Le Guin’s classic story A Wizard of Earthsea, when the Master Changer issues a warning to his most gifted student: But you must not change one thing, one pebble, one grain of sand, until you know what good and evil will follow on that act. The world is in balance, in Equilibrium. A wizard's power of Changing and Summoning can shake the balance of the world. It is dangerous, that power. (48)In Le Guin’s story, transformation is only dangerous if it involves material change; illusions of all kinds are ultimately harmless because they are impermanent.Illusions mediated by the mirror, however, blur the distinction Le Guin is making, for the mirror image supposedly reflects a real world. And it holds the seductive power of a projected narcissism. Seeing what we wish for is an experience that can hold us captive in a way that changes human nature, and so leads to dangerous acts with material consequences. The queen in the mirror becomes the wicked queen because she converts the world into her image, and in traditions of animation going back to Disney’s original Snow White (1937) the mirror is itself an animate being, with a spirit whose own determinations become paramount. Though there are exceptions in the annals of fairy story, powers of transformation are typically dark powers, turbulent and radically elicit. When they are mediated through the agency of the mirror, they are also the powers of narcissism and autocracy. Through a Glass DarklyIn her classic cultural history of the mirror, Sabine Melchior-Bonnet tracks a duality in the traditions of symbolism associated with it. This duality is already evident in Biblical allusions to the mirror, with references to the Bible itself as “the unstained mirror” (Proverbs 7.27) counterpointed by images of the mortal condition as one of seeing “through a glass darkly” (1 Corinthians 13.12).The first of these metaphoric conventions celebrates the crystalline purity of a reflecting surface that reveals the spiritual identity beneath the outward form of the human image. The church fathers drew on Plotinus to evoke “a whole metaphysics of light and reflection in which the visible world is the image of the invisible,” and taught that “humans become mirrors when they cleanse their souls (Melchior-Bonnet 109–10). Against such invocations of the mirror as an intermediary for the radiating presence of the divine in the mortal world, there arises an antithetical narrative, in which it is portrayed as distorting, stained, and clouded, and therefore an instrument of delusion. Narcissus becomes the prototype of the human subject led astray by the image itself, divorced from material reality. What was the mirror if not a trickster? Jean Delumeau poses this question in a preface to Melchior-Bonnet’s book (xi).Through the centuries, as Melchior-Bonnet’s study shows, these two strands are interwoven in the cultural imaginary, sometimes fused, and sometimes torn asunder. With Venetian advances in the techniques and technologies of mirror production in the late Renaissance, the mirror gained special status as a possession of pre-eminent beauty and craftsmanship, a means by which the rich and powerful could reflect back to themselves both the self-image they wanted to see, and the world in the background as a shimmering personal aura. This was an attempt to harness the numinous influence of the divinely radiant mirror in order to enhance the superiority of leading aristocrats. By the mid seventeenth century, the mirror had become an essential accessory to the royal presence. Queen Anne of Austria staged a Queen’s Ball in 1633, in a hall surrounded by mirrors and tapestries. The large, finely polished mirror panels required for this kind of display were made exclusively by craftsmen at Murano, in a process that, with its huge furnaces, its alternating phases of melting and solidifying, its mysterious applications of mercury and silver, seemed to belong to the transformational arts of alchemy. In 1664, Louis XIV began to steal unique craftsmen from Murano and bring them to France, to set up the Royal Glass and Mirror Company whose culminating achievement was the Hall of Mirrors at Versailles.The looking glass world of the palace was an arena in which courtiers and visitors engaged in the high-stakes challenge of self-fashioning. Costume, attitude, and manners were the passport to advancement. To cut a figure at court was to create an identity with national and sometimes international currency. It was through the art of self-fashioning that the many princesses of Europe, and many more young women of title and hereditary distinction, competed for the very few positions as consort to the heir of a royal house. A man might be born to be king, but a woman had to become a queen.So the girl who would be queen looks in the mirror to assess her chances. If her face is her fortune, what might she be? A deep relationship with the mirror may serve to enhance her beauty and enable her to realise her wish, but like all magical agents, the mirror also betrays anyone with the hubris to believe they are in control of it. In the Grimm’s story of “Snow White,” the Queen practises the ancient art of scrying, looking into a reflective surface to conjure images of things distant in time and place. But although the mirror affords her the seer’s visionary capacity to tell what will be, it does not give her the power to control the patterns of destiny. Driven to attempt such control, she must find other magic in order to work the changes she desires, and so she experiments with spells of self-transformation. Here the doubleness of the mirror plays out across every plane of human perception: visual, ethical, metaphysical, psychological. A dynamic of inherent contradiction betrays the figure who tries to engage the mirror as a servant. Disney’s original 1937 cartoon shows the vain Queen brewing an alchemical potion that changes her into the very opposite of all she has sought to become: an ugly, ill-dressed, and impoverished old woman. This is the figure who can win and betray trust from the unspoiled princess to whom the arts of self-fashioning are unknown. In Tarsem Singh’s film Mirror Mirror, the Queen actually has two mirrors. One is a large crystal egg that reflects back a phantasmagoria of palace scenes; the other, installed in a primitive hut on an island across the lake, is a simple looking glass that shows her as she really is. Snow White and the Huntsman portrays the mirror as a golden apparition, cloaked and faceless, that materialises from within the frame to stand before her. This is not her reflection, but with every encounter, she takes on more of its dark energies, until, in another kind of reversal, she becomes its image and agent in the wider world. As Ursula Le Guin’s sage teaches the young magician, magic has its secret economies. You pay for what you get, and the changes wrought will come back at you in ways you would never have foreseen. The practice of scrying inevitably leads the would-be clairvoyant into deeper levels of obscurity, until the whole world turns against the seer in a sequence of manifestations entirely contrary to his or her framework of expectation. Ultimately, the lesson of the mirror is that living in obscurity is a defining aspect of the human condition. Jorge Luis Borges, the blind writer whose work exhibits a life-long obsession with mirrors, surveys a range of interpretations and speculations surrounding the phrase “through a glass darkly,” and quotes this statement from Leon Bloy: “There is no human being on earth capable of declaring with certitude who he is. No one knows what he has come into this world to do . . . or what his real name is, his enduring Name in the register of Light” (212).The mirror will never really tell you who you are. Indeed, its effects may be quite the contrary, as Alice discovers when, within a couple of moves on the looking glass chessboard, she finds herself entering the wood of no names. Throughout her adventures she is repeatedly interrogated about who or what she is, and can give no satisfactory answer. The looking glass has turned her into an estranged creature, as bizarre a species as any of those she encounters in its landscapes.Furies“The furies are at home in the mirror,” wrote R. S. Thomas in his poem “Reflections” (265). They are the human image gone haywire, the frightening other of what we hope to see in our reflection. As the mirror is joined by technologies of the moving image in twentieth-century evolutions of the myth, the furies have been given a new lease of life on the cinema screen. In Disney’s 1937 cartoon of Snow White, the mirror itself has the face of a fury, which emerges from a pool of blackness like a death’s head before bringing the Queen’s own face into focus. As its vision comes into conflict with hers, threatening the dissolution of the world over which she presides, the mirror’s face erupts into fire.Computer-generated imaging enables an expansive response to the challenges of visualisation associated with the original furies of classical mythology. The Erinyes are unstable forms, arising from liquid (blood) to become semi-materialised in human guise, always ready to disintegrate again. They are the original undead, hovering between mortal embodiment and cadaverous decay. Tearing across the landscape as a flock of birds, a swarm of insects, or a mass of storm clouds, they gather into themselves tremendous energies of speed and motion. The 2012 film Snow White and the Huntsman, directed by Rupert Sanders, gives us the strongest contemporary realisation of the archaic fury. Queen Ravenna, played by Charlize Theron, is a virtuoso of the macabre, costumed in a range of metallic exoskeletons and a cloak of raven’s feathers, with a raised collar that forms two great black wings either side of her head. Powers of dematerialisation and rematerialisation are central to her repertoire. She undergoes spectacular metamorphosis into a mass of shrieking birds; from the walls around her she conjures phantom soldiers that splinter into shards of black crystal when struck by enemy swords. As she dies at the foot of the steps leading up to the great golden disc of her mirror, her face rapidly takes on the great age she has disguised by vampiric practices.Helena Bonham Carter as the Red Queen in Burton’s Alice in Wonderland is a figure midway between Disney’s fairy tale spectre and the fully cinematic register of Theron’s Ravenna. Bonham Carter’s Queen, with her accentuated head and pantomime mask of a face, retains the boundaries of form. She also presides over a court whose visual structures express the rigidities of a tyrannical regime. Thus she is no shape-shifter, but energies of the fury are expressed in her voice, which rings out across the presence chamber of the palace and reverberates throughout the kingdom with its calls for blood. Alice through the Looking Glass, James Bobin’s 2016 sequel, puts her at the centre of a vast destructive force field. Alice passes through the mirror to encounter the Lord of Time, whose eternal rule must be broken in order to break the power of the murdering Queen; Alice then opens a door and tumbles in free-fall out into nothingness. The place where she lands is a world not of daydream but of nightmare, where everything will soon be on fire, as the two sides in the chess game advance towards each other for the last battle. This inflation of the Red Queen’s macabre aura and impact is quite contrary to what Lewis Carroll had in mind for his own sequel. In some notes about the stage adaptation of the Alice stories, he makes a painstaking distinction between the characters of the queen in his two stories.I pictured to myself the Queen of Hearts as a sort of embodiment of ungovernable passion—a blind and aimless Fury. The Red Queen I pictured as a Fury, but of another type; her passion must be cold and calm—she must be formal and strict, yet not unkindly; pedantic to the 10th degree, the concentrated essence of governesses. (86)Yet there is clearly a temptation to erase this distinction in dramatisations of Alice’s adventures. Perhaps the Red Queen as a ‘not unkindly’ governess is too restrained a persona for the psychodynamic mythos surrounding the queen in the mirror. The image itself demands more than Carroll wants to accord, and the original Tenniel illustrations give a distinctly sinister look to the stern chess queen. In their very first encounter, the Red Queen contradicts every observation Alice makes, confounds the child’s sensory orientation by inverting the rules of time and motion, and assigns her the role of pawn in the game. Kafka or Orwell would not have been at all relaxed about an authority figure who practises mind control, language management, and identity reassignment. But here Carroll offers a brilliant modernisation of the fairy story tradition. Under the governance of the autocratic queen, wonderland and the looking glass world are places in which the laws of science, logic, and language are overturned, to be replaced by the rules of the queen’s games: cards and croquet in the wonderland, and chess in the looking glass world. Alice, as a well-schooled Victorian child, knows something of these games. She has enough common sense to be aware of how the laws of gravity and time and motion are supposed to work, and if she boasts of being able to believe six impossible things before breakfast, this signifies that she has enough logic to understand the limits of possibility. She would also have been taught about species and varieties and encouraged to make her own collections of natural forms. But the anarchy of the queen’s world extends into the domain of biology: species of all kinds can talk, bodies dissolve or change size, and transmutations occur instantaneously. Thus the world-warping energies of the Erinyes are re-imagined in an absurdist’s challenge to the scientist’s universe and the logician’s mentality.Carroll’s instinct to tame the furies is in accord with the overall tone and milieu of his stories, which are works of quirky charm rather than tales of terror, but his two queens are threatening enough to enable him to build the narrative to a dramatic climax. For film-makers and animators, though, it is the queen who provides the dramatic energy and presence. There is an over-riding temptation to let loose the pandemonium of the original Erinyes, exploiting their visual terror and their classical association with metamorphosis. FashioningThere is some sociological background to the coupling of the queen and the mirror in fairy story. In reality, the mirror might assist an aspiring princess to become queen by enchanting the prince who was heir to the throne, but what was the role of the looking glass once she was crowned? Historically, the self-imaging of the queen has intense and nervous resonances, and these can be traced back to Elizabeth I, whose elaborate persona was fraught with newly interpreted symbolism. Her portraits were her mirrors, and they reflect a figure in whom the qualities of radiance associated with divinity were transferred to the human monarch. Elizabeth developed the art of dressing herself in wearable light. If she lacked for a halo, she made up for it with the extravagant radiata of her ruffs and the wreaths of pearls around her head. Pearls in mediaeval poetry carried the mystique of a luminous microcosm, but they were also mirrors in themselves, each one a miniature reflecting globe. The Ditchely portrait of 1592 shows her standing as a colossus between heaven and earth, with the changing planetary light cycle as background. This is a queen who rules the world through the mediation of her own created image. It is an inevitable step from here to a corresponding intervention in the arrangement of the world at large, which involves the armies and armadas that form the backdrop to her other great portraits. And on the home front, a regime of terror focused on regular public decapitations and other grisly executions completes the strategy to remaking the world according to her will. Renowned costume designer Eiko Ishioka created an aesthetic for Mirror Mirror that combines elements of court fashion from the Elizabethan era and the French ancien régime, with allusions to Versailles. Formality and mannerism are the keynotes for the palace scenes. Julia Roberts as the Queen wears a succession of vast dresses that are in defiance of human scale and proportion. Their width at the hem is twice her height, and 100,000 Svarovski crystals were used for their embellishment. For the masked ball scene, she makes her entry as a scarlet peacock with a high arching ruff of pure white feathers. She amuses herself by arranging her courtiers as pieces on a chess-board. So stiffly attired they can barely move more than a square at a time, and with hats surmounted by precariously balanced ships, they are a mock armada from which the Queen may sink individual vessels on a whim, by ordering a fatal move. Snow White and the Huntsman takes a very different approach to extreme fashioning. Designer Colleen Atwood suggests the shape-shifter in the Queen’s costumes, incorporating materials evoking a range of species: reptile scales, fluorescent beetle wings from Thailand, and miniature bird skulls. There is an obvious homage here to the great fashion designer Alexander McQueen, whose hallmark was a fascination with the organic costuming of creatures in feathers, fur, wool, scales, shells, and fronds. Birds were everywhere in McQueen’s work. His 2006 show Widows of Culloden featured a range of headdresses that made the models look as if they had just walked through a flock of birds in full flight. The creatures were perched on their heads with outstretched wings askance across the models’ faces, obscuring their field of vision. As avatars from the spirit realm, birds are emblems of otherness, and associated with metempsychosis, the transmigration of souls. These resonances give a potent mythological aura to Theron’s Queen of the dark arts.Mirror Mirror and Snow White and the Huntsman accordingly present strikingly contrasted versions of self-fashioning. In Mirror Mirror we have an approach driven by traditions of aristocratic narcissism and courtly persona, in which form is both rigid and extreme. The Queen herself, far from being a shape-shifter, is a prisoner of the massive and rigid architecture that is her costume. Snow White and the Huntsman gives us a more profoundly magical interpretation, where form is radically unstable, infused with strange energies that may at any moment manifest themselves through violent transformation.Atwood was also costume designer for Burton’s Alice in Wonderland, where an invented framing story foregrounds the issue of fashioning as social control. Alice in this version is a young woman, being led by her mother to a garden party where a staged marriage proposal is to take place. Alice, as the social underling in the match, is simply expected to accept the honour. Instead, she escapes the scene and disappears down a rabbit hole to return to the wonderland of her childhood. In a nice comedic touch, her episodes of shrinking and growing involve an embarrassing separation from her clothes, so divesting her also of the demure image of the Victorian maiden. Atwood provides her with a range of fantasy party dresses that express the free spirit of a world that is her refuge from adult conformity.Alice gets to escape the straitjacket of social formation in Carroll’s original stories by overthrowing the queen’s game, and with it her micro-management of image and behaviour. There are other respects, though, in which Alice’s adventures are a form of social and moral fashioning. Her opening reprimand to the kitten includes some telling details about her own propensities. She once frightened a deaf old nurse by shouting suddenly in her ear, “Do let’s pretend that I’m a hungry hyaena and you’re a bone!” (147). Playing kings and queens is one of little Alice’s favourite games, and there is more than a touch of the Red Queen in the way she bosses and manages the kitten. It is easy to laud her impertinence in the face of the tyrannical characters she meets in her fantasies, but does she risk becoming just like them?As a story of moral self-fashioning, Alice through the Looking Glass cuts both ways. It is at once a critique of the Victorian social straitjacket, and a child’s fable about self-improvement. To be accorded the status of queen and with it the freedom of the board is also to be invested with responsibilities. If the human girl is the queen of species, how will she measure up? The published version of the story excludes an episode known to editors as “The Wasp in a Wig,” an encounter that takes place as Alice reaches the last ditch before the square upon which she will be crowned. She is about to jump the stream when she hears a sigh from woods behind her. Someone here is very unhappy, and she reasons with herself about whether there is any point in stopping to help. Once she has made the leap, there will be no going back, but she is reluctant to delay the move, as she is “very anxious to be a Queen” (309). The sigh comes from an aged creature in the shape of a wasp, who is sitting in the cold wind, grumbling to himself. Her kind enquiries are greeted with a succession of waspish retorts, but she persists and does not leave until she has cheered him up. The few minutes devoted “to making the poor old creature comfortable,” she tells herself, have been well spent.Read in isolation, the episode is trite and interferes with the momentum of the story. Carroll abandoned it on the advice of his illustrator John Tenniel, who wrote to say it didn’t interest him in the least (297). There is interest of another kind in Carroll’s instinct to arrest Alice’s momentum at that critical stage, with what amounts to a small morality tale, but Tenniel’s instinct was surely right. The mirror as a social object is surrounded by traditions of self-fashioning that are governed by various modes of conformity: moral, aesthetic, political. Traditions of myth and fantasy allow wider imaginative scope for the role of the mirror, and by association, for inventive speculation about human transformation in a world prone to extraordinary upheavals. ReferencesBorges, Jorge Luis. “Mirrors of Enigma.” Labyrinths: Selected Stories and Other Writings. Eds. Donald A. Yates and James Irby. New York: New Directions, 2007. 209–12. Carroll, Lewis. Alice through the Looking Glass. In The Annotated Alice. Ed. Martin Gardner. London: Penguin, 2000.The King James Bible.Le Guin, Ursula. The Earthsea Quartet. London: Penguin, 2012.Melchior-Bonnet, Sabine. The Mirror: A History. Trans. Katherine H. Jewett. London: Routledge, 2014.Thomas, R.S. “Reflections.” No Truce with the Furies, Collected Later Poems 1988–2000. Hexham, Northumberland: Bloodaxe, 2011.
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Rutherford, Leonie Margaret. "Re-imagining the Literary Brand." M/C Journal 18, no. 6 (2016). http://dx.doi.org/10.5204/mcj.1037.

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IntroductionThis paper argues that the industrial contexts of re-imagining, or transforming, literary icons deploy the promotional strategies that are associated with what are usually seen as lesser, or purely commercial, genres. Promotional paratexts (Genette Paratexts; Gray; Hills) reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. This interpretation leverages Matt Hills’ argument that certain kinds of “quality” screened drama are discursively framed as possessing the cultural capital associated with auterist cinema, despite their participation in the marketing logics of media franchising (Johnson). Adaptation theorist Linda Hutcheon proposes that when audiences receive literary adaptations, their pleasure inheres in a mixture of “repetition and difference”, “familiarity and novelty” (114). The difference can take many forms, but may be framed as guaranteed by the “distinction”, or—in Bourdieu’s terms—the cultural capital, of talented individuals and companies. Gerard Genette (Palimpsests) argued that “proximations” or updatings of classic literature involve acknowledging historical shifts in ideological norms as well as aesthetic techniques and tastes. When literary brands are made over using different media, there are economic lures to participation in currently fashionable technologies, as well as current political values. Linda Hutcheon also underlines the pragmatic constraints on the re-imagining of literary brands. “Expensive collaborative art forms” (87) such as films and large stage productions look for safe bets, seeking properties that have the potential to increase the audience for their franchise. Thus the marketplace influences both production and the experience of audiences. While this paper does not attempt a thoroughgoing analysis of audience reception appropriate to a fan studies approach, it borrows concepts from Matt Hills’s theorisation of marketing communication associated with screen “makeovers”. It shows that literary fiction and cinematic texts associated with celebrated authors or auteurist producer-directors share branding discourses characteristic of contemporary consumer culture. Strategies include marketing “reveals” of transformed content (Hills 319). Transformed content is presented not only as demonstrating originality and novelty; these promotional paratexts also perform displays of cultural capital on the part of production teams or of auteurist creatives (321). Case Study 1: Steven Spielberg, The Adventures of Tintin (2011) The Adventures of Tintin: The Secret of the Unicorn is itself an adaptation of a literary brand that reimagines earlier transmedia genres. According to Spielberg’s biographer, the Tintin series of bandes dessinée (comics or graphic novels) by Belgian artist Hergé (Georges Remi), has affinities with “boys’ adventure yarns” referencing and paying homage to the “silent filmmaking and the movie serials of the 1930s and ‘40s” (McBride 530). The three comics adapted by Spielberg belong to the more escapist and less “political” phase of Hergé’s career (531). As a fast-paced action movie, building to a dramatic and spectacular closure, the major plot lines of Spielberg’s film centre on Tintin’s search for clues to the secret of a model ship he buys at a street market. Teaming up with an alcoholic sea captain, Tintin solves the mystery while bullying Captain Haddock into regaining his sobriety, his family seat, and his eagerness to partner in further heroic adventures. Spielberg’s industry stature allowed him the autonomy to combine the commercial motivations of contemporary “tentpole” cinema adaptations with aspirations towards personal reputation as an auteurist director. Many of the promotional paratexts associated with the film stress the aesthetic distinction of the director’s practice alongside the blockbuster spectacle of an action film. Reinventing the Literary Brand as FranchiseComic books constitute the “mother lode of franchises” (Balio 26) in a industry that has become increasingly global and risk-adverse (see also Burke). The fan base for comic book movies is substantial and studios pre-promote their investments at events such as the four-day Comic-Con festival held annually in San Diego (Balio 26). Described as “tentpole” films, these adaptations—often of superhero genres—are considered conservative investments by the Hollywood studios because they “constitute media events; […] lend themselves to promotional tie-ins”; are “easy sells in world markets and […] have the ability to spin off sequels to create a franchise” (Balio 26). However, Spielberg chose to adapt a brand little known in the primary market (the US), thus lacking the huge fan-based to which pre-release promotional paratexts might normally be targeted. While this might seem a risky undertaking, it does reflect “changed industry realities” that seek to leverage important international markets (McBride 531). As a producer Spielberg pursued his own strategies to minimise economic risk while allowing him creative choices. This facilitated the pursuit of professional reputation alongside commercial success. The dual release of both War Horse and Tintin exemplify the director-producer’s career practice of bracketing an “entertainment” film with a “more serious work” (McBride 530). The Adventures of Tintin was promoted largely as technical tour de force and spectacle. Conversely War Horse—also adapted from a children’s text—was conceived as a heritage/nostalgia film, marked with the attention to period detail and lyric cinematography of what Matt Hills describes as “aestheticized fiction”. Nevertheless, promotional paratexts stress the discourse of auteurist transformation even in the case of the designedly more commercial Tintin film, as I discuss further below. These pre-release promotions emphasise Spielberg’s “painterly” directorial hand, as well as the professional partnership with Peter Jackson that enabled cutting edge innovation in animation. As McBride explains, the “dual release of the two films in the US was an unusual marketing move” seemingly designed to “showcase Spielberg’s artistic versatility” (McBride 530).Promotional Paratexts and Pre-Recruitment of FansAs Jonathan Gray and Jason Mittell have explained, marketing paratexts predate screen adaptations (Gray; Mittell). As part of the commercial logic of franchise development, selective release of information about a literary brand’s transformation are designed to bring fans of the “original,” or of genre communities such as fantasy or comics audiences, on board with the adaptation. Analysing Steven Moffat’s revelations about the process of adapting and creating a modern TV series from Conan Doyle’s canon (Sherlock), Matt Hills draws attention to the focus on the literary, rather than the many screen reinventions. Moffat’s focus on his childhood passion for the Holmes stories thus grounds the team’s adaptation in a period prior to any “knowledge of rival adaptations […] and any detailed awareness of canon” (326). Spielberg (unlike Jackson) denied any such childhood affective investment, claiming to have been unaware of the similarities between Raiders of the Lost Ark (1981) and the Tintin series until alerted by a French reviewer of Raiders (McBride 530). In discussing the paradoxical fidelity of his and Jackson’s reimagining of Tintin, Spielberg performed homage to the literary brand while emphasising the aesthetic limitations within the canon of prior adaptations:‘We want Tintin’s adventures to have the reality of a live-action film’, Spielberg explained during preproduction, ‘and yet Peter and I felt that shooting them in a traditional live-action format would simply not honor the distinctive look of the characters and world that Hergé created. Hergé’s characters have been reborn as living beings, expressing emotion and a soul that goes far beyond anything we’ve been able to create with computer-animated characters.’ (McBride 531)In these “reveals”, the discourse positions Spielberg and Jackson as both fans and auteurs, demonstrating affective investment in Hergé’s concepts and world-building while displaying the ingenuity of the partners as cinematic innovators.The Branded Reveal of Transformed ContentAccording to Hills, “quality TV drama” no less than “makeover TV,” is subject to branding practices such as the “reveal” of innovations attributed to creative professionals. Marketing paratexts discursively frame the “professional and creative distinction” of the teams that share and expand the narrative universe of the show’s screen or literary precursors (319–20). Distinction here refers to the cultural capital of the creative teams, as well as to the essential differences between what adaptation theorists refer to as the “hypotext” (source/original) and “hypertext” (adaptation) (Genette Paratexts; Hutcheon). The adaptation’s individualism is fore-grounded, as are the rights of creative teams to inherit, transform, and add richness to the textual universe of the precursor texts. Spielberg denied the “anxiety of influence” (Bloom) linking Tintin and Raiders, though he is reported to have enthusiastically acknowledged the similarities once alerted to them. Nevertheless, Spielberg first optioned Hergé’s series only two years later (1983). Paratexts “reveal” Hergé’s passing of the mantle from author to director, quoting his: “ ‘Yes, I think this guy can make this film. Of course it will not be my Tintin, but it can be a great Tintin’” (McBride 531).Promotional reveals in preproduction show both Spielberg and Jackson performing mutually admiring displays of distinction. Much of this is focused on the choice of motion capture animation, involving attachment of motion sensors to an actor’s body during performance, permitting mapping of realistic motion onto the animated figure. While Spielberg paid tribute to Jackson’s industry pre-eminence in this technical field, the discourse also underlines Spielberg’s own status as auteur. He claimed that Tintin allowed him to feel more like a painter than any prior film. Jackson also underlines the theme of direct imaginative control:The process of operating the small motion-capture virtual camera […] enabled Spielberg to return to the simplicity and fluidity of his 8mm amateur films […] [The small motion-capture camera] enabled Spielberg to put himself literally in the spaces occupied by the actors […] He could walk around with them […] and improvise movements for a film Jackson said they decided should have a handheld feel as much as possible […] All the production was from the imagination right to the computer. (McBride 532)Along with cinematic innovation, pre-release promotions thus rehearse the imaginative pre-eminence of Spielberg’s vision, alongside Jackson and his WETA company’s fantasy credentials, their reputation for meticulous detail, and their innovation in the use of performance capture in live-action features. This rehearsal of professional capital showcases the difference and superiority of The Adventures of Tintin to previous animated adaptations.Case Study 2: Andrew Motion: Silver, Return to Treasure Island (2012)At first glance, literary fiction would seem to be a far-cry from the commercial logics of tentpole cinema. The first work of pure fiction by a former Poet Laureate of Great Britain, updating a children’s classic, Silver: Return to Treasure Island signals itself as an exemplar of quality fiction. Yet the commercial logics of the publishing industry, no less than other media franchises, routinise practices such as author interviews at bookshop visits and festivals, generating paratexts that serve its promotional cycle. Motion’s choice of this classic for adaptation is a step further towards a popular readership than his poetry—or the memoirs, literary criticism, or creative non-fiction (“fabricated” or speculative biographies) (see Mars-Jones)—that constitute his earlier prose output. Treasure Island’s cultural status as boy’s adventure, its exotic setting, its dramatic characters long available in the public domain through earlier screen adaptations, make it a shrewd choice for appropriation in the niche market of literary fiction. Michael Cathcart’s introduction to his ABC Radio National interview with the author hones in on this:Treasure Island is one of those books that you feel as if you’ve read, event if you haven’t. Long John Silver, young Jim Hawkins, Blind Pew, Israel Hands […], these are people who stalk our collective unconscious, and they’re back. (Cathcart)Motion agrees with Cathcart that Treasure Island constitutes literary and common cultural heritage. In both interviews I analyse in the discussion here, Motion states that he “absorbed” the book, “almost by osmosis” as a child, yet returned to it with the mature, critical, evaluative appreciation of the young adult and budding poet (Darragh 27). Stevenson’s original is a “bloody good book”; the implication is that it would not otherwise have met the standards of a literary doyen, possessing a deep knowledge of, and affect for, the canon of English literature. Commercial Logic and Cultural UpdatingSilver is an unauthorised sequel—in Genette’s taxonomy, a “continuation”. However, in promotional interviews on the book and broadcast circuit, Motion claimed a kind of license from the practice of Stevenson, a fellow writer. Stevenson himself notes that a significant portion of the “bar silver” remained on the island, leaving room for a sequel to be generated. In Silver, Jim, the son of Stevenson’s Jim Hawkins, and Natty, daughter of Long John Silver and the “woman of colour”, take off to complete and confront the consequences of their parents’ adventures. In interviews, Motion identifies structural gaps in the precursor text that are discursively positioned to demand completion from, in effect, Stevenson’s literary heir: [Stevenson] was a person who was interested in sequels himself, indeed he wrote a sequel to Kidnapped [which is] proof he was interested in these things. (Cathcart)He does leave lots of doors and windows open at the end of Treasure Island […] perhaps most bewitchingly for me, as the Hispaniola sails away, they leave behind three maroons. So what happened to them? (Darragh)These promotional paratexts drop references to Great Expectations, Heart of Darkness, Lord of the Flies, Wild Sargasso Sea, the plays of Shakespeare and Tom Stoppard, the poetry of Auden and John Clare, and Stevenson’s own “self-conscious” sources: Defoe, Marryat. Discursively, they evidence “double coding” (Hills) as both homage for the canon and the literary “brand” of Stevenson’s popular original, while implicated in the commercial logic of the book industry’s marketing practices.Displays of DistinctionMotion’s interview with Sarah Darragh, for the National Association of Teachers of English, performs the role of man of letters; Motion “professes” and embodies the expertise to speak authoritatively on literature, its criticism, and its teaching. Literature in general, and Silver in particular, he claims, is not “just polemic”, that is “not how it works”, but it does has the ability to recruit readers to moral perspectives, to convey “ new ideas[s] of the self.” Silver’s distinction from Treasure Island lies in its ability to position “deep” readers to develop what is often labelled “theory of mind” (Wolf and Barzillai): “what good literature does, whether you know it or not, is to allow you to be someone else for a bit,” giving us “imaginative projection into another person’s experience” (Darragh 29). A discourse of difference and superiority is also associated with the transformed “brand.” Motion is emphatic that Silver is not a children’s book—“I wouldn’t know how to do that” (Darragh 28)—a “lesser” genre in canonical hierarchies. It is a writerly and morally purposeful fiction, “haunted” by greats of the canon and grounded in expertise in philosophical and literary heritage. In addition, he stresses the embedded seriousness of his reinvention: it is “about how to be a modern person and about greed and imperialism” (Darragh 27), as well as a deliberatively transformed artefact:The road to literary damnation is […] paved with bad sequels and prequels, and the reason that they fail […] is that they take the original on at its own game too precisely […] so I thought, casting my mind around those that work [such as] Tom Stoppard’s play Rosencrantz and Guildenstern are Dead […] or Jean Rhys’ wonderful novel Wide Sargasso Sea which is about the first Mrs Rochester in Jane Eyre […] that if I took a big step away from the original book I would solve this problem of competing with something I was likely to lose in competition with and to create something that was a sort of homage […] towards it, but that stood at a significant distance from it […]. (Cathcart) Motion thus rehearses homage and humility, while implicitly defending the transformative imagination of his “sequel” against the practice of lesser, failed, clonings.Motion’s narrative expansion of Stevenson’s fictional universe is an example of “overwriting continuity” established by his predecessor, and thus allowing him to make “meaningful claims to creative and professional distinction” while demonstrating his own “creative viewpoint” (Hills 320). The novel boldly recapitulates incidental details, settings, and dramatic embedded character-narrations from Treasure Island. Distinctively, though, its opening sequence is a paean to romantic sensibility in the tradition of Wordsworth’s The Prelude (1799–1850).The Branded Reveal of Transformed ContentSilver’s paratexts discursively construct its transformation and, by implication, improvement, from Stevenson’s original. Motion reveals the sequel’s change of zeitgeist, its ideological complexity and proximity to contemporary environmental and postcolonial values. These are represented through the superior perspective of romanticism and the scientific lens on the natural world:Treasure Island is a pre-Enlightenment story, it is pre-French Revolution, it’s the bad old world […] where people have a different ideas of democracy […] Also […] Jim is beginning to be aware of nature in a new way […] [The romantic poet, John Clare] was publishing in the 1820s but a child in the early 1800s, I rather had him in mind for Jim as somebody who was seeing the world in the same sort of way […] paying attention to the little things in nature, and feeling a sort of kinship with the natural world that we of course want to put an environmental spin on these days, but [at] the beginning of the 1800s was a new and important thing, a romantic preoccupation. (Cathcart)Motion’s allusion to Wild Sargasso Sea discursively appropriates Rhys’s feminist and postcolonial reimagination of Rochester’s creole wife, to validate his portrayal of Long John Silver’s wife, the “woman of colour.” As Christian Moraru has shown, this rewriting of race is part of a book industry trend in contemporary American adaptations of nineteenth-century texts. Interviews position readers of Silver to receive the novel in terms of increased moral complexity, sharing its awareness of the evils of slavery and violence silenced in prior adaptations.Two streams of influence [come] out of Treasure Island […] one is Pirates of the Caribbean and all that jolly jape type stuff, pirates who are essentially comic [or pantomime] characters […] And the other stream, which is the other face of Long John Silver in the original is a real menace […] What we are talking about is Somalia. Piracy is essentially a profoundly serious and repellent thing […]. (Cathcart)Motion’s transformation of Treasure Island, thus, improves on Stevenson by taking some of the menace that is “latent in the original”, yet downplayed by the genre reinvented as “jolly jape” or “gorefest.” In contrast, Silver is “a book about serious things” (Cathcart), about “greed and imperialism” and “how to be a modern person,” ideologically reconstructed as “philosophical history” by a consummate man of letters (Darragh).ConclusionWhen iconic literary brands are reimagined across media, genres and modes, creative professionals frequently need to balance various affective and commercial investments in the precursor text or property. Updatings of classic texts require interpretation and the negotiation of subtle changes in values that have occurred since the creation of the “original.” Producers in risk-averse industries such as screen and publishing media practice a certain pragmatism to ensure that fans’ nostalgia for a popular brand is not too violently scandalised, while taking care to reproduce currently popular technologies and generic conventions in the interest of maximising audience. As my analysis shows, promotional circuits associated with “quality” fiction and cinema mirror the commercial logics associated with less valorised genres. Promotional paratexts reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. Paying lip-service the sophisticated reading practices of contemporary fans of both cinema and literary fiction, their discourse shows the conflicting impulses to homage, critique, originality, and recruitment of audiences.ReferencesBalio, Tino. Hollywood in the New Millennium. London: Palgrave Macmillan/British Film Institute, 2013.Bloom, Harold. The Anxiety of Influence: A Theory of Poetry. 2nd ed. Oxford: Oxford UP, 1997.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Trans. Richard Nice. Cambridge, MA: Harvard UP, 1987. Burke, Liam. The Comic Book Film Adaptation: Exploring Modern Hollywood's Leading Genre. Jackson, MS: UP of Mississippi, 2015. Cathcart, Michael (Interviewer). Andrew Motion's Silver: Return to Treasure Island. 2013. Transcript of Radio Interview. Prod. Kate Evans. 26 Jan. 2013. 10 Apr. 2013 ‹http://www.abc.net.au/radionational/booksplus/silver/4293244#transcript›.Darragh, Sarah. "In Conversation with Andrew Motion." NATE Classroom 17 (2012): 27–30.Genette, Gérard. Palimpsests: Literature in the Second Degree. Lincoln, NE: U of Nebraska P, 1997. ———. Paratexts: Thresholds of Interpretation. Cambridge: Cambridge UP, 1997. Gray, Jonathan. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York UP, 2010.Hills, Matt. "Rebranding Dr Who and Reimagining Sherlock: 'Quality' Television as 'Makeover TV Drama'." International Journal of Cultural Studies 18.3 (2015): 317–31.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. Postmillennial Pop. New York: New York UP, 2013.Mars-Jones, Adam. "A Thin Slice of Cake." The Guardian, 16 Feb. 2003. 5 Oct. 2015 ‹http://www.theguardian.com/books/2003/feb/16/andrewmotion.fiction›.McBride, Joseph. Steven Spielberg: A Biography. 3rd ed. London: Faber & Faber, 2012.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York UP, 2015.Moraru, Christian. Rewriting: Postmodern Narrative and Cultural Critique in the Age of Cloning. Herndon, VA: State U of New York P, 2001. Motion, Andrew. Silver: Return to Treasure Island. London: Jonathan Cape, 2012.Raiders of the Lost Ark. Dir. Steven Spielberg. Paramount/Columbia Pictures, 1981.Wolf, Maryanne, and Mirit Barzillai. "The Importance of Deep Reading." Educational Leadership. March (2009): 32–36.Wordsworth, William. The Prelude, or, Growth of a Poet's Mind: An Autobiographical Poem. London: Edward Moxon, 1850.
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Piatti-Farnell, Lorna. "What’s Hidden in Gravity Falls: Strange Creatures and the Gothic Intertext." M/C Journal 17, no. 4 (2014). http://dx.doi.org/10.5204/mcj.859.

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Discussing the interaction between representation and narrative structures, Anthony Mandal argues that the Gothic has always been “an intrinsically intertextual genre” (Mandal 350). From its inception, the intertextuality of the Gothic has taken many and varied incarnations, from simple references and allusions between texts—dates, locations, characters, and “creatures”—to intricate and evocative uses of style and plot organisation. And even though it would be unwise to reduce the Gothic “text” to a simple master narrative, one cannot deny that, in the midst of re-elaborations and re-interpretations, interconnections and interpolations also appear, a collective gathering of ideas and writing practices that construct what is known as “the Gothic intertext” (Mishra 235). As far as storytelling, characterisation, and symbolism are concerned, the Gothic finds strength in its ability to develop as well as negate expectation, re-moulding the culturally known and the aesthetically acceptable in order to present its audience with a multi-faceted and multi-layered narrative. Although the Gothic has traditionally found fertile ground in literary works—a connection that is now a legacy as much as an origin—other contemporary media, such as animation, have offered the Gothic a privileged chance for growth and adaptation. An evocative example of the mergence between the Gothic mode and the animated medium is Alex Hirsch’s Gravity Falls. This visual text provides an example of the reach of the Gothic within popular culture, where intersecting hideous creatures and interconnected narrative structures, although simple and “for children” on the surface, reveal the presence of a dense and intertextual Gothic network. Those interlacings are, of course, never disconnected from the wider cultural framework, and clearly occupy an important part in unravelling the insidious aspects of human nature, from the difficulties of finding “oneself” to the loneliness of the everyday. Gravity Falls is an animated television series created by Alex Hirsch. It premiered on the Disney Channel in the United States on 15 June 2012. Now scheduled for its second season of running, Gravity Falls follows the adventures of 12-year-old twin siblings Dipper and Mabel Pines while on their summer vacation in the small town of Gravity Falls, Oregon. The choice of “twins” as main characters reveals, even at such an embryonic level, a connection to Gothicised structures, as the mode itself, as Vijay Mishra suggests, finds an affinity with doublings and “specular identifications” that “confuse the norm” (63). The presence of twins makes the double nature of character, traditionally a metaphorical and implicit idea in the Gothic, a very obvious and explicit one. Dipper and Mabel are staying with their eccentric and money-grabbing Great Uncle Stan—often referred to as “Grunkle Stan”—who runs the local curiosity shop known as the Mystery Shack. It becomes very obvious from the very beginning that an air of mystery truly surrounds the Shack, which quickly lives up to its name, and the eponymous town. In an aptly Gothic manner, things are definitely not what they seem and the twins are caught in odd plots, eerily occurrences, and haunted/haunting experiences on a daily basis. The instigator for the twins’ interest in the odd manifestations is the finding of a mysterious journal, a manual the relays detailed descriptions of the creatures that inhabit the forest in the town of Gravity Falls. The author of the journal remains unknown, and is commonly known only as “3”, an unexplained number that marks the cover of the book itself. Although the connection between the Gothic and animation may be obscure, it is in fact possible to identify many common and intersecting elements—aesthetically, narratively, and conceptually—that highlight the two as being intrinsically connected. The successful relation that the Gothic holds with animation is based in the mode’s fundamental predilection for not only subversion, excess and the exploration of the realm of the “imagination”, but also humour and self-reflexivity. These aspects are shared with animation which, as a medium, is ideally placed for exploring and presenting the imaginative and the bizarre, while pushing the boundaries of the known and the proper. Julia Round suggests that the Gothic “has long been identified as containing a dual sense of play and fear” (7). The playfulness and destabilisation that are proper to the mode find a fertile territory in animation in view of not only its many genres, but also its style and usually sensational subject matter. This discourse becomes particularly relevant if one takes into consideration matters of audienceship, or, at least, receivership. Although not historically intended for younger viewers, the animation has evolved into a profoundly children-orientated medium. From cinema to television, animated features and series are the domain of children of various ages. Big production houses such as Disney and Warner Bros have capitalised on the potential of the medium, and established its place in broadcasting slots for young viewers. Not unlike comics—which is, in a way, its ancestral medium—animation is such a malleable and contextual form that it requires a far-reaching and inclusive approach, one that is often interdisciplinary in scope; within this, where the multi-faceted nature of the Gothic opens up the way for seeing animated narratives as the highly socio-historical mediums they are. And not unlike comics, animation shares a common ground with the Gothic in requiring a vast scope of analysis, one that is intrinsically based on the conceptual connections between “texts”. Round has also aptly argued that, like comics, animated series lend themselves to malleable and mouldable re-elaboration: “from the cultural to the aesthetic, the structural to the thematic”, graphic media always reflect the impact of “intertextual and historical references” (8). Animation’s ability to convey, connect, and revolutionise ideas is, therefore, well-matched to the aesthetic and conceptual idiosyncrasies of Gothic tropes. Dipper and Mabel’s vacation in the town of Gravity Falls is characterised by the appearance of numerous super- and preter-natural creatures. The list of “monsters” encountered by the twins is long and growing, from gnomes, goblins, mermaids and zombies, to ghosts, clones, and a wide and colourful variety of demons. And although, at first glance, this list would appear to be a simple and simplistic grouping of bizarre and creatively assembled creatures, it is made quickly apparent that these “monsters” are all inspired, often very directly, by “existing”—or, at least, well-known—Gothic creatures, and their respective contexts of development. Indeed, the links to the Gothic in contemporary popular culture are unavoidable. The creatures in Gravity Falls are presented with subtle references to Gothic literature and cinema, from John Carpenter’s Halloween (1978) and Joe Dante’s Gremlins (1984), to Stephen King’s The Shining (1977) and Needful Things (1991). Borrowing from these texts, the creatures in the series all have strange names that rely on play-on-words and re-inventions, and the rubric twists that they undertake are part of a system of both homage and conceptual interdependency. One can find, for instance, “Manotaurs”—creatures that are half-bull and half-man, and that value “manliness” in their society above all else—and the “Gremlobin” – a gigantic monster somewhere in between, we are told, a “gremlin” and a “goblin”, whose eyes can show “your worst nightmares”. But the range extends to other bizarre “creatures” that are clearly very spooky, such as the “Summewrween Trickster”—a large, shadowy, purple/orange monster with a “jack-o’-melon” mask – the living “mailbox”—a sentient and omniscient object—and the truly haunting Bill Cipher—a mind demon that can be summoned through an incantation and enter a person’s subconscious. The connection to the Gothic in popular culture is instrumental for the construction of the Gothic intertext in Gravity Falls. In episode One, “Tourist Trapped” (1.01), Mabel is kidnapped by a tribe of gnomes, who are set on making her their queen. The gnomes are incongruous creatures: on the one hand, they are vengeful and spiteful, recalling the horror monsters found in movies such as the questionable Blood Gnome (2004). On the other, however, they wear red pointy hats and white beards, and their friendly smiles recall the harmless appearance of actual garden gnomes. When the gnomes grow upset, they throw up rainbows; this strange fact destroys their potential as a Gothic horror icon, and makes them accessible and amusing. This subversion of iconography takes place with a number of other “creatures” in Gravity Falls, with the Summerween Trickster—subverting the “terror” of Hallowe’en—being another fitting example. When the gnomes are attempting to woe Mabel, they do not appear to her in their real form: they camouflage themselves into a teenage boy— one who is moody, brooding, and mysterious—and become Mabel’s boyfriend; the “boy’s” interest in her, however, is so intense, that Dipper suspects him to be a member of “The Undead”, a category of monster that is closely described in 3’s journal: due to their “pale skin” and “bad attitudes”, they are often mistaken for “teenagers”. Clues to Dipper’s doubts include the teenage boy’s hand “falling off” while he is hugging Mabel, a clear sign—it would seem—that the boy is obviously a decaying, zombie corpse. The intertextual connection to several horror visual narratives where limbs “fall off” the undead and the monstrous is clear here, with apt film examples being Dawn of the Dead (1978), The Fly (1986), horror comedy Army of Darkness (1992), and, more recently, television’s The Walking Dead (2010-). The references to well-known horror films are scattered throughout the series, and comprise the majority of the lampooned cultural context in which the creatures appear. In spite of Dipper’s suspicions, the situation is revealed to have a rather different outcome. When the boyfriend tells Mabel he has a big secret to reveal, her mind wanders into another direction, choosing a different type of undead, as she expectantly thinks: “Please be a vampire…please be a vampire”. It is not difficult to spot the conceptual connection here to narratives such as Stephenie Meyer’s Twilight saga (2005-2008), both in its literary and cinematic variations, where brooding and mysterious teenage boys find ideal incarnations as the undead creature. The romanticised nature of teenage fictional narratives such as the Twilight saga is also mirrored in Mabel’s distinctive love-centred interest in the potential vampire, revealing an intertextual and highly contextual association to seeing the creature as part of an amorous relationship, as opposed to a blood-thirsty murderer. Mabel’s dreams of vampric love are unfortunately shattered when the boyfriend is revealed to be several gnomes carefully assembled to operate a human-like body, rather than one immortal lover. Irrespective of its desire to parody the Gothic, however, Gravity Falls still maintains unavoidable links to the notion of terror. Clear evidence of this is to be found in the fact that all “creatures” in the series present a level of anthropomorphism about them, and this is interpreted by the characters—and the viewers—as one of their scariest aspects. Leigh Blackmore suggests that a special brand of terror can be found in “anthropomorphic beings” that are in fact not human (Blackmore 95). Most of the creatures in the series are humanoid in shape, and can speak like humans. From gnomes to mermaids, mailboxes and demons, the creatures act as humans, but they are in fact something “other”, something that only recalls the human itself. This idea of being “almost human”, but “not quite”, is disturbing in itself, and connects the presentation of the creatures to the Gothic via the notion of the uncanny: “a crisis of the natural, touching upon everything that one might have thought was ‘part of nature’ […] human nature, the nature of reality and the world” (Royle 1). The uncanny nature of the creatures in Gravity Falls is maintained through their profound inhumanity, and their simultaneous links to human ways of acting, speaking, and even thinking. Indeed, most of the creatures are presented as petty, bitter, and childish, and often seen as greedy and sulking. In a way, the creatures lampoon some of the most intrinsic qualities of the human species, what separates us from animals. The supernatural creatures operate here as a critique of the humans themselves, exposing, as the Gothic often does, the most disturbing parts of humanity. The creatures are presented initially as scary, recalling—albeit very briefly—notions of terror and horror, but that façade is quickly destroyed as their “real nature” is exposed. They are de-terrorised by not only making them common, but also ridiculing their habits and de-constructing their thinly-veiled Gothic personas. The creatures in Gravity Falls are a subversion of the subversion, a re-thinking of the Gothic through parody that allows their conceptual, and culturally relevant, function to be rapidly exposed. The impact of the Gothic intertext in Gravity Falls is not only visible in its representational forms—its monsters and “creatures”—but also extends to its structural organisation. Jerrold Hogle has argued that, although they maintain a heterogeneous construction of texts and contexts, there are certain qualities applicable to “Gothic texts”: an antiquated space (often decaying); a concealed secret from the historical past; a physical or psychological haunting; and an oscillation between “reality” and the “supernatural” (3). Although Hogle’s pinpointing of what he calls the “Gothic matrix” (3) is mainly focused on the literary world, a broader and more wide-reaching understanding of the Gothic text allows these qualities to be clearly identifiable in other narrative mediums, such as an animated series. Indeed, Gravity Falls presents the main elements of the “Gothic matrix”: the Mystery Shack is an old and isolated place, physically crumbling and in constant state of disrepair; it is made clear that the Shack harbours many secrets—filled as it is with hidden passageways and underground vaults—connected to the shady past of Grunkle Stan and its unresolved connections to mysticism and magic; there are plenty of hauntings to be found in the series: from physical ones—in the form of demons and ghosts—to psychological ones, condensed in Dipper and Mabel’s difficulties with their approaching puberties and “growing up”; finally, the line between reality and supernatural is constantly challenged by the appearance of multiple creatures that are clearly not of this world, and even though several characters doubt their existence within the story, their very presence challenges the stability of the boundaries between real and unreal. On the surface, the series is presented as a standard linear narrative, where the linear journey of each 20-minute episode culminates with the resolution of the main “haunting”, and the usual destruction or appeasing of the “creature”. And while the series’ use of cliff-hangers is, in true television style, a common presence, they also expose and recall the unresolved nature of the narrative. Indeed, the story’s structure in Gravity Falls is reliant on narrative undertellings and off-shoots that often lie underneath the logical “line” of the plot. Sub-plots reign supreme, and multiple motives for the characters’ actions are introduced but not expanded upon, leaving the series impregnated with an aura of uncertainty and chaos. The focus of the storytelling is also denied; one moment, it appears to be Dipper’s desire to discover the “secrets” of the forest; the other, it is Grunkle Stan’s long-time battle with his arch-nemesis Gideon over the ownership of the Shack. This plot confusion in Gravity Falls continues to expose its narrative debt to the Gothic intertext, since “structural multiplicity”, as Round suggests, is “a defining feature of the Gothic” (19). The series’ narrative structure is based on numerous multiplicities, an open denial of linear journeys that is dependant, paradoxically, on the illusion of resolution. The most evocative example of Gravity Falls’ denial of clear-cut structures is arguably to be found in the narrative underlayers added by 3’s monster manual. It is obvious from the beginning that 3’s stay in the town of Gravity Falls was riddled with strange experiences, and that his sojourn intersected, at one point or the other, with the lives and secrets of Grunkle Stan and his enemies. It is also made clear that 3’s journal is not a solitary presence in the narrative, but is in fact only one in a triad of mystical books—these books, it is suggested, have great power once put together, but the resolution to this mystery is yet to be revealed. As Grunkle Stan and Gideon fight (secretly) over the possession of the three books, it is openly suggested that several uncovered stories haunt the main narrative in the series and, unknown Dipper and Mabel, are responsible for many of the strange occurrences during their stay at the Shack. Jean-Jacques Lecercle has long argued that one of the defining characteristics of the Gothic, and its intertextual structure, is the presence of “embedded narratives” (72). In Gravity Falls, the use of 3’s manual as not only an initiator of the plot, but also as a continuous performative link to the “haunted” past, uncovers the series’ re-elaboration of the traditional structure of Gothic narratives. As a paratextual presence in the story—one that is, however, often responsible for the development of the main narrative—3’s manual draws attention to the importance of constructing layered stories in order to create the structures of terror, and subsequent horror, that are essential to the Gothic itself. Although it often provides Dipper with information for solving the mysteries of the Shack, and subduing the supernatural creatures that overtake it, 3’s manual is, in reality, a very disruptive presence in the story. It creates confusion as it begins storytelling without concluding it, and opens the way to narrative pathways that are never fully explored. This is of course in keeping with the traditional narrative structures of the Gothic mode, where ancient books and stories— belonging to “antiquity”—are used as a catalyst for the present narrative to take place, but are also strangely displaced from it. This notion recalls Victor Sage’s suggestion that, in Gothic narratives, ancient books and stories paradoxically “disrupt” the main narrative, starting a separate dialogue with a storytelling structure that is inevitably unexplored and left unanswered (86). Canonical examples such as Ann Radcliffe’s The Mysteries of Udolpho (1794) and Emily Brontë’s Wuthering Heights (1847) inevitably come to mind here, but also more recent cinematic examples such as the Evil Dead franchise (1978-), where ancient books and old storytellers uncover hoary secrets that instigate, as well as obscure, the main narrative. In Gravity Falls, the interaction with 3’s manual is inherently performative, and continuously intertextual, but it is also deeply confusing, adding to the feeling of strangeness and mystery that is the conceptual basis for the series itself. The intertextual connections that drive the narrative in Gravity Falls construct lampooned versions of both the traditional concepts of Gothic horror and Gothic terror. Hogle has suggested that Gothic terror is apparent in the construction of suspense, achieved through an exploration of psychological hauntings, human nature and its un/limitations, and that which is kept out sight, the expected “hidden secrets” (3). Gothic horror, on the other hand, is characterised by the consequences of these occurrences; the physical manifestation of the “haunting”, so to speak, is achieved through the presentation of something repulsive and horrific, the monstrous in its various incarnations (Hogle 3). In Gravity Falls, the connection to the traditional Gothic intertext is made clear through both elicitations of “terror”, and subsequent manifestations of “horror”. Indeed, the “hidden secrets” of the Shack, and to some extent, the fears and insecurities of the characters, are mediated through the appearance of horrific machinery and creatures. The Shack always conceals something hidden, a magical element of sort that is kept secret by intricate passageways. The shadowy nature of the building – evoking the psychological hauntings of Gothic terror – inevitably causes the appearance of something physically disturbing, finding its apogee in a Gothic horror experience. A clear example of this can be found in the episode “Double Dipper” (1.07). Desperate to impress his co-worker and secret love-interest Wendy, and “haunted” by his lack of self-worth, Dipper roams the rooms of the Shack and discovers a very old and enchanted photocopier machine; the machine copies “people”, making clones of the original. The “clones” themselves are a manifestation of horror, a presence that breaks the boundaries of propriety, and worries its viewers in view of its very existence. The cloning copy machine is strongly intertextual as it not only provides conceptual links to numerous cinematic and literary examples where a “haunted machine” threats to destroy humanity— in examples such as Stephen King’s Christine (1983) —but also evokes the threat of “doubles”, another powerfully Gothic conduit (Royle). As it is often the case in Gravity Falls, Dipper loses control of the situation, and the dozens of clones he unwittingly created take over his life and threaten to annihilate him. Dipper must destroy the “horror” —the clones—and confront the “terror”—his haunting insecurities and personal secrets—in order to restore the original balance. This intertextual dynamic validates Hogle’s contention that, in Gothic narratives, both the physical and the psychological “hauntings” rise from view “within the antiquated space” and “manifest unresolved conflicts that can no longer be successfully buried from view” (Hogle 2). The “hidden secrets” of Gravity Falls, and their manifestations through both Gothic horror and terror, are clearly connected to explorations of human nature and deeply existentialist crises that are put forward through humour and parody. These range from Grunkle Stan’ inability to commit to a relationship—and his feeling that life is slipping away in his old age—to the twins’ constant insecurities about pre-teen amorous encounters. Not to mention the knowledge that, in reality, Dipper and Mabel were “abandoned” by their mother in the care of Stan, as she had other plans for the summer. As Round has argued, the Gothic’s most significant development seems to have been the “transvaluation of moral issues”, as notions of “monsters have become less clear cut” (18). The series’ successful engagement with the wider “monstrous” intertext, and its connection to moral issues and “hidden” preoccupations, uncovers the ability of the Gothic, as Catherine Spooner puts it, to act as “commodity”, no longer a marginalised cultural presence, but a fully purchasable item in consumer-capitalist systems (Spooner 2007). The evocations of both horror and terror in Gravity Falls are, naturally, unavoidably diluted, a homage as much as a direct encounter. The use of the monstrous and the haunted in the series is domesticated, made accessible so that it can be presented to a younger and more commercial audience. The profound interlacings with the Gothic intertext remain, however, unchanged, as the series reconciles its subversive, uncanny elements with the inevitably conventional, Disney-fied context in which it is placed. References Blackmore, Leigh. “Marvels and Horrors: Terry Dowling’s Clowns at Midnight”. 21st Century Gothic: Great Gothic Novels Since 2000, ed. Danel Olson. Lanham: Rowman & Littlefield, 2011. 87-97. Gravity Falls. Disney Television. Disney Channel, Los Angeles. 2012-2014. Hogle, Jerrold. “Introduction: The Gothic in Western Culture”. The Cambridge Companion of Gothic Fiction, ed. Jerrold Hogle. Cambridge: Cambridge University Press, 2002. 1-20. Lecercle, Jean-Jacques. “The Kitten’s Nose: Dracula and Witchcraft”. The Gothic, ed. Fred Botting. D.S Brewer: Cambridge, 2001. 71-86. Mandal, Anthony. “Intertext”. The Encyclopaedia of the Gothic, ed. David Punter, Bill Hughes and Andrew Smith. Basingstoke: Wiley, 2013. 350-355. Mishra, Vijay. The Gothic Sublime. Albany: State University of New York Press, 1994. Round, Julia. Gothic in Comics and Graphic Novels. Jefferson: McFarland, 2014. Royle, Nicholas. The Uncanny. Manchester: Manchester University Press, 2003. Sage, Victor. “Irish Gothic: C.R. Maturin and J.S. LeFanu. A Companion to the Gothic, ed. David Punter. Oxford; Blackwell, 2001. 81-93. Spooner, Catherine. Contemporary Gothic. London: Reaktion, 2007.
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Wansbrough, Aleksandr Andreas. "Subhuman Remainders: The Unbuilt Subject in Francis Bacon’s “Study of a Baboon”, Jan Švankmajer’s Darkness, Light, Darkness, and Patricia Piccinini’s “The Young Family”." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1186.

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Abstract:
IntroductionAccording to Friedrich Nietzsche, the death of Man follows the death of God. Man as a concept must be overcome. Yet Nietzsche extends humanism’s jargon of creativity that privileges Man over animal. To truly overcome the notion of Man, one must undercome Man, in other words go below Man. Once undercome, creativity devolves into a type of building and unbuilding, affording art the ability to conceive of the subject emptied of divine creation. This article will examine how Man is unbuilt in three works by three different artists: Francis Bacon’s “Study of a Baboon” (1953), Jan Švankmajer’s Darkness, Light, Darkness (1989), and Patricia Piccinini’s “The Young Family” (2002). All three artists evoke the animalistic in their depiction of what could be called the sub-subject, a diminished agent. Unbuilding the subject becomes the basis for building the sub-subject in these depictions of the human remainder. Man, from this vantage, will be examined as a cultural construct. Man largely means human, yet the Renaissance concept favoured a certain type of powerful male. Instead of rescuing Man, Bacon, Švankmajer and Piccinini, present the remnants of the human amidst the animal rather than the human subject detached from the animal. Such works challenge humanism, expressed in Giorgio Vasari’s analysis of art and creativity as indicative of Man’s closeness to the divine, which in a strange way, is extended in Nietzsche’s writings. These artists dismantle and build a subhuman form of subjectivity and thereby provide a challenge to traditional conceptions of creativity that historically favour Man as the creator beneath only God Himself. In the course of this article, I explore the violence of Bacon’s painted devolution, the deflationary animation of Švankmajer and Piccinini’s subhuman tenderness. I do not argue that we must abandon humanism altogether as there are a multiplicity of humanisms, or attempt to invalidate all the various posthumanisms, transhumanisms and antihumanisms. Rather, I attempt to show that Nietzsche’s posthumanism is a suprahumanism and that one possible way to frame the death of Man is through undercoming Man. Art, held in high esteem by Renaissance humanism, becomes a vehicle to imagine and engage with subhuman subjectivity.What Is Humanism? Humanism has numerous connotations from designating atheism to celebrating culture to privileging humans above other animals. The type of humanism I am interested in is not secular humanism, but rather humanism that celebrates and conceptualises Man’s place in the universe and does so through accentuating his (and I mean his given humanism’s often sexist, masculinist history) creativity and intellectual power. This celebration of creativity depends in part on a type of religious view, where Man is at the centre of God’s design. Such a view holds that Man’s power to shape nature’s materials resembles God. This type of humanism remains today but usually in a more humbled form, enfeebled by the scientific realisations that characterised the Enlightenment, namely the realisation that Man was not the centre of God’s universe. The Enlightenment is sometimes characterised as the birth of modern humanism, where the human subject undergoes estrangement from his surroundings through the conceptualisation of the subject–object division, and gains control over nature. A common narrative is that the subject’s autonomy and power came to extend to art itself, which in turn, became valued as possessing its own aesthetic legitimacy and yet also becoming an alienated commodity. Yet Cary Wolfe, in What Is Posthumanism?, echoes Michel Foucault’s claim that the Enlightenment could be viewed in tension to humanism (“Introduction” n.p.). Indeed, the Enlightenment’s creation of modern science would come to seriously challenge any view of humanity’s privileged status in this world. In contrast, Renaissance humanism conceived of Man as the centrepiece of God’s design and gifted with artistic creation and the ability to uncover truth. Renaissance HumanismRenaissance humanism is encapsulated by Vasari’s preface to The Lives of the Artists. In his preface, Vasari contends that God was the first artist, being both a painter and sculptor: God on High, having created the great body of the world and having decorated the heavens with its brightest lights, descended with His intellect further down into the clarity of the atmosphere and the solidity of the earth, and, shaping man, discovered in the pleasing invention of things the first form of sculpture and painting. (3)Interestingly, God discovers creation, which is a type of decoration, where the skies are decorated with bright lights—the stars. Giving colour, light and shade to the world and heavens, qualifies God as a painter. The human body, according to Vasari, is sculpted by God, which in turn inspires artists to depict the human form. Art and design—God’s design—is thereby ‘at the origin of all things’ and not merely painting and sculpture, though the reality we know is still the product of God’s painting and sculpture. According to Vasari, God privileges Man not for his intellect per se, but by bestowing him with the ability of creation and design. Indeed, creativity and design are for Vasari a part of all intellectual discovery. Intellect is the mode of discovering design, which for Vasari, is also creation. Vasari claims “that divine light infused in us by a special act of grace which has not only made us superior to other animals but even similar, if it is permitted to say so, to God Himself” (4). God is more than just a maker, he is a creator with an aesthetic sense. All intellectual human endeavours, claims Vasari, are aesthetic and creative, in their comprehension of God’s design of the world. Vasari’s emphasis on design became outmoded as Renaissance humanism was challenged by the Enlightenment’s interest in humans and other animals as machines. However, evolution challenges even some mechanistic understandings of the human subject, which sometimes presupposed that the human-machine had a maker, as with William Paley’s watchmaker theory. As Richard Dawkins put it in The Blind Watchmaker, nature “has no vision, no foresight, no sight at all. If [evolution] can be said to play the role of the watchmaker in nature, it is the blind watchmaker” (“Chapter One: Explaining the Very Improbable” n.p.). No longer was God’s universe designed for Man’s comprehension and appreciation, foretelling humanity’s own potential extinction.Man and God’s DeathThe idea that humanity was created by blind processes raises the question of what sort of depiction of the human subject is possible after the death of God and the Enlightenment’s tendency toward disenchantment? An art and self-understanding founded on atheism would be in sharp distinction to Vasari’s characterisation of the nature as an artwork coloured by the divine painter and sculptor in the heavens. Man’s creativity and design are, for the Renaissance humanist, part of discovery, the embodied realisations and iterations of the Platonic realm of divine forms. But such designs, wondrous for Vasari, can be viewed as shadows without origin in a post-God world. In Vasari, Platonism is still present where the artist’s creation becomes a way of discerning the origin of all forms, God himself. Yet, without divine origin, these forms are no longer discoveries and the possibility emerges that they are not even creations, emptied of the divine meaning that gave Man’s creative and scientific work value. Nietzsche understood that the loss of God called for the revaluation of all values. This is why Nietzsche claims that God’s death signifies the death of Man. For Nietzsche, the last Man was such an iteration, a shadow of what man had been (Thus Spoke Zarathustra 9-10). The Post-Man, the Übermensch, is one who extends the human power of creation and evaluation. In Vasari, Man is a model created by God. Nietzsche extends this logic: Man is his own creation as is God Man’s model. Man is capable of self-construction and overcoming without the hindrance of the divine. This freedom unlocked by auto-creation renders Man capable of making himself God. As such, art remains a source of sacred power for Nietzsche since it is a process of creative evaluation. The sacred is affirmed against secular profanity. For Nietzsche, God must be envisaged as Dionysus, a God that Nietzsche claims takes on a human form in Greek festivals dedicated to creation and fecundity. Mankind, in order to continue to have value after God’s death, “must become gods”, must take the place of God (The Gay Science 120). Nietzsche, All-Too HumanistNietzsche begins a project of rethinking Man as a category. Yet there is much in common with Renaissance humanism generated by Nietzsche’s Dionysian belief in a merger between God and Man. Man is overcome by a stronger and more creative figure, that of the Übermensch. By comparing Nietzsche with Vasari we can understand just how humanist Nietzsche remained. Indeed, Nietzsche fervently admired the Renaissance as a rebirth of paganism. Such an assessment of the rebirth of pagan art and values can almost be found in Vasari himself. Vasari claimed that pagan art, far from being blasphemous, brought Man closer to the divine in a tribute to the creativity of God. Vasari’s criticism of Christianity is careful but present. Indeed, Vasari—in a way that anticipates Nietzsche’s view that secular sacrilege was merely an extension of Christian sacrilege—attacks Christian iconoclasm, noting that barbarians and Christians worked together to destroy sacred forms of art: not only did [early Christianity] ruin or cast to the ground all the marvellous statues, sculptures, paintings, mosaics, and ornaments of the false pagan gods, but it also did away with the memorials and testimonials to an infinite number of illustrious people, in whose honour statues and other memorials had been constructed in public places by the genius of antiquity. (5) In this respect, Vasari embodies the values Nietzsche so praised in the Italian Renaissance. Vasari emphasises the artistic creations that enshrine distinctions of value and social hierarchy. While Vasari continues Platonic notions that ideals exist before human creation, he nevertheless holds human creation as a realisation and embodiment of the ideal, which is not dissimilar to Nietzsche’s notion of divine embodiment. For Nietzsche and Vasari, Man is exulted when he can rise, like a god, above other men. Another possibility would be to lower Man to just another animal. One way to envision such a lowering would be to subvert the mode by which Man is deemed God-like. Art that engages with the death of Man helps conceptualise subhumanism and the way that the subject ceases to be raised above the animal. What follows are studies of artworks that unbuild the subject. Francis Bacon’s “Study of a Baboon”Francis Bacon’s work challenges the human subject by depicting nonhuman subjects, where the flesh is torn open and Man’s animal flesh is exposed. Sometimes Bacon does not merely disfigure the human form but violently abandons it to focus on animals that reveal animal qualities latent in the subject. Bacon’s “Study of a Baboon”, expresses a sense of human devolution: Man devolved to monkey. In the work, we see a baboon within an enclosure, sitting above a tree that simultaneously resembles a gothic shadow, a cross, and even a smear. The dark, cross-like tree may suggest the conquering of God by a baboon, a type of monkey, recalling the old slander of Darwin’s theory, namely that Darwinism entailed that humanity descended from monkeys (which Darwin’s theory does not claim). But far from victorious, the monkey is in a state of suffering. While the baboon is not crucified on or by the tree, suffering pervades the frame. Its head resembles some sort of skull. The body is faintly painted in a melancholy blue with smudges of purple and is translucent and ghostly—at once a lump of matter and a spectral absence. We do not see the baboon through the cage. Instead we see through the baboon at the cage. Indeed, its very physiology involves the encountering of trauma as the head of the baboon does not simply connect to the body but stabs through the body as a sharp bone, perhaps opaquely evoking the violence of evolution. Similarly, the baboon’s tail seems to stab through the tree. Its eye is an enlarged void and a pupil is indicated by a bluish white triangle splitting through the void. The tree has something of the menacing and looming quality of a shadow and there is a sense of wilderness confronted by death and entrapment, evoked through the background. The yellowy ground is suggestive of dead grass. While potentially gesturing to the psychical confusion and intensity of Vincent Van Gogh or Edvard Munch, the yellowed grass more likely evokes the empty, barren and hostile planes of the desert and contrasts with the darkened colours. The baboon sitting on the cross/tree may seem to have reached some sort of pinnacle but such a status is mocked by the tree that manages to continue outside the fence: the branches nightmarishly protrude through the fence to conquer the frame, which in turn furthers the sense of inescapable entrapment and threat. The baboon is thereby precluded from reaching a higher point on the tree, unable to climb the branches, and underscores the baboon’s confines. The painting is labelled a study, which may suggest it is unfinished. However, Bacon’s completed works preserve an unfinished quality. This unfinished quality conveys a sense in which Man and evolution are unfinished and that being finished in the sense of being completed is no longer possible. The idea that there can finished work of art, a work of art that preserves an eternal meaning, has been repeatedly subject to serious doubt, including by artists themselves. Indeed, Bacon’s work erases the potential for perfection and completion, and breaks down, through devolution, what has been achieved by Man and the forces that shaped him. The subject is lowered from that of human to that of a baboon and is therefore, by Vasari’s Renaissance reasoning, not a subject at all. Bacon’s sketch and study exist to evoke a sense of incompletion, involving pain without resolution. The animal state of pain is therefore married with existential entrapment and isolation as art ceases to express the Platonic ideal and aims to show the truth of the shadow—namely that humanity is without a God, a God that previously shed light on humanity’s condition and anchored the human subject. If there is a trace or echo of human nobility left, such a trace functions through the wild and violent quality of animal indignation. A scream of painful indignity is the last act approaching (or descending from) any dignity that is afforded. Jan Švankmajer’s Darkness, Light, DarknessAn even more extreme case of the subject no longer being the subject, of being broken and muted—so much so that animal protest is annulled—can be witnessed in Jan Švankmajer’s animated short Darkness, Light, Darkness. In the animation, green clay hands mould and form a human body in order to be part of it. But when complete, the human body is trapped, grotesquely out of proportion with its environment. The film begins in a darkened house. There is a knocking of the door, and then the first green hand opens the door and turns on the light. The hand falls to the floor, blindly making its way to another door on the opposite side of the house. The hand opens the door only for eyeballs to roll out. The eyes look around. The hand pushes its clay fingers against the eyeballs, and the eyeballs become attached to the fingers. Suddenly with sight, the hand is able to lift itself up. The hand discovers that another hand is knocking at the door. The first hand helps the second hand, and then goes to the window where a pair of ears are stuck together flapping like a moth. The hands work together and break the ears apart. The first hand, the one with eyes, attaches the ears to the second hand. Then a head with a snout, but missing eyes and ears, enters through the door. The hands pull the snout until it becomes a nose, suppressing and remoulding the animal until it becomes human. As with Bacon, the violence of evolution, of auto-construction is conveyed indirectly: in Bacon’s case, through painted devolution and, in the case of the claymation, through a violent construction based on mutilation and smashing body parts together.Although I have described only three minutes of the seven-minute film, it already presents an image of human construction devoid of art or divine design. Man, or rather the hands, become the blind watchman of evolution. The hands work contingently, with what they are provided. They shape themselves based on need. The body, after all, exists as parts, and the human body is made up of other life forms, both sustaining and being sustained by them. The hands work together, and sacrifice sight and hearing for the head. They tear off the ears and remove the eyes and give them to the head. Transcendence is exchanged for subsistence. The absurdity of this contingency becomes most apparent when the hands attempt to merge with the head, to be the head’s feet. Then the feet actually arrive and are attached to the head’s neck. The human subject in such a state is thereby deformed and incomplete. It is a frightened form, cowering when it hears banging at the door. It turns out that the banging is being produced by an angry erect penis pounding at the door. However, even this symbol of masculine potency is subdued, rendered harmless by the hands that splash a bucket of cold water on it. The introduction of the penis signifies the masculinist notions implicit in the term Man, but we only ever see the penis when it is flaccid. The human subject is able to be concluded when clay pours from both doors and the window. The hands sculpt the clay and make the body, which, when complete is oversized and barely fits within the house. The male subject is then trapped, cramped in a foetal position. With its head against the ceiling next to the light, breathing heavily, all it can do is turn out the light. The head opens its mouth either in horror or a state of exertion and gasps. The eyes bulge before one of the body’s hands turns switch, perhaps suggesting terror before death or simply the effort involved in turning off the light. Once completed and built, the human subject remains in the dark. Despite the evident quirky, playful humour, Švankmajer’s film reflects an exhaustion with art itself. Human life becomes clay comically finding its own form. For Vasari, the ideal of the human form is realised first by God and then by Man through marble; for Švankmajer it is green clay. He demotes man back to the substance for a God to mould but, as there is no God to breathe life into it and give form, there is just the body to imperfectly mould itself. The film challenges both Vasari’s humanism and the suprahumanism of Nietzschean spectacle. Instead of the self-generating power and radical interdependence and agency of Übermensch, Švankmajer’s sub-subject is Man undercome—man beneath as opposed to over man, man mocked by its ambition, and with no space to stand high. Švankmajer thereby realises the anti-Nietzschean potential inherent within cinema’s anti-spectacular nature. Antonin Artaud, who extends the aesthetics advanced by Nietzsche in The Birth of Tragedy, contrasts the theatre’s sense of animal life with cinema. Artaud observes that movies “murder us with second-hand reproductions […] filtered through machines” (84). Thus, films murder creative and animal power as film flattens life to a dead realm of reproduction. Continuing Jacques Derrida’s hauntological framing of the screen, the animation theorist Alan Cholodenko has argued that the screen implies death. Motion is dead and replaced by illusion, a recording relayed back to us. What renders cinema haunting also renders it hauntological. For Cholodenko, cinema’s animation challenges ontology and metaphysics by eschewing stable ontologies through a process that entails both presence and absence. As Cholodenko points out, all film is a type of animation and reanimation, of making images move that are not in fact moving. Thus, one can argue that the animated-animation (such as Švankmajer’s claymation) becomes a refinement of death, a Frankesteinian reanimation of dead material. Indeed, Darkness, Light, Darkness accentuates the presence of death with the green clay almost resembling putrefaction. The fingerprints on the clay accentuate a lack of life, for the autonomous and dead matter that constructs and shapes a dead body from seemingly severed body parts. Even the title of the film, Darkness, Light, Darkness reflects an experience of cinema as deflation rather than joyous spectacle. One goes to a darkened space, watches light flicker on a screen and then the light goes out again. The cartoonish motions of the hands and body parts in the film look only half alive and therefore seem half-dead. Made in the decaying Communist state of Czechoslovakia, Švankmajer’s film aptly acknowledges the deflation of cinema, reflecting that illumination—the light of God, is put out, or more specifically, switched off. With the light of God switched off, creation becomes construction and construction becomes reconstruction, filtered through cinema’s machine processes as framed through Cholodenko. Still, Švankmajer’s animation is not unsympathetic to the plight of the hands. We do see the body parts work together. When a vulgar, meaty, non-claymation tongue comes out through the door, it goes straight to the other door to let the teeth in. The teeth and tongue are aided by the hands to complete the face. Indeed, what they produce is a human being, which has some sense of coherence and success—a success enmeshed with failure and entrapment. Piccinini’s “The Young Family”Patricia Piccinini’s sculptural works offer a more tender approach to the subject, especially when her works focus on the nonhuman animal with human characteristics. Piccinini is interested in the combinations of the animal and the machine, so her ideas can be seen almost as transhuman, where the human is extended beyond humanism. Her work is based on connection and connectedness, but does not emphasise the humanist values of innovation and self-creation often inherent to transhumanism. Indeed, the emphasis on connection is distinct from the entrapment of Bacon’s baboon and Švankmajer’s clay human, which half lament freedom’s negation.The way that Piccinini preserves aspects of humanism within a framework of subhumanism is evident in her work “The Young Family”. The hypperrealistic sculpture depicts a humanoid pig form, flopped, presumably exhausted, as piglet-babies suckle on her nipples. The work was inspired by a scientific proposal for pigs to be genetically modified to provide organs for humans (“Educational Resource” 5). Such a transhuman setting frames a subhuman aesthetic. Care is taken to render the scene with sentiment but without a sense of the ideal, without perfection. One baby-piglet tenderly grasps its foot with both hands and stares with love at its mother. We see two piglets enthusiastically sucking their mother’s teat, while a third baby/piglet’s bottom is visible, indicating that there is a third piglet scrambling for milk. The mother gazes at us, with her naked mammalian body visible. We see her wrinkles and veins. There is some fur on her head and some hair on her eyebrows humanising her. Indeed, her eyes are distinctly human and convey affection. Affection seems to be a motif that carries through to the materials (carefully crafted by Piccinini’s studio). The affection displayed in the artwork is trans-special, emphasising that human tenderness is in fact mammalian tenderness. Such tenderness conflates the human, the nonhuman animal and the material out of which the humanoid creature and its young are constructed. The sub-agency brings together the young and the old by displaying the closeness of the family. Something of this sub-subjectivity is theorised in Malcolm Bull’s Anti-Nietzsche, where he contrasts Nietzsche’s idea of the Übermensch with the idea of the subhuman. Bull writes that subhumanism involves giving up on “becoming more than a man and think[ing] only of becoming something less” (n.p.; Chapter 2, sec. “The Subhuman”). Piccinini depicts vulnerability and tenderness with life forms that are properly speaking subhuman, and reject the displays of strength of Nietzsche’s suprahumanism or Vasari’s emphasis on art commemorating great men. But Piccinini’s subhumanism preserves enough humanism to understand art’s ability to encourage an ethics of nurturing. In this respect, her works offer an alternative to Bull’s subhumanism that aims, so Bull argues, to devalue art altogether. Instead, Piccinini affirms imagination, but through its ability to conjure new ways to perceive animal affection. The sub-subject thereby functions to reveal states of emotion common to mammals (including humans) and other animals. ConclusionThese three artists therefore convey distinct, if related and intersecting, ways of visualising the sub-subject: Bacon through animal suffering, Švankmajer through adaptation that ultimately leads to the agent’s entrapment, and Piccinini who, instead of marrying anti-humanism with the subhumanism (the procedure of Švankmajer, and Bacon), integrates aspects of transhumanism and Renaissance humanism into her subhuman vision. As such, these works present a realisation of how we might think of the going under of the human subject after Darwin, Nietzsche and the deaths of God, Man and the diminishment of creativity. Such works remain not only antithetical to Vasari’s humanism but also to Nietzsche’s suprahumanism. These artists use art’s power to humble—not through overpowering awe but through the visible breakdown of the human agent, speaking for and to the sub-subject. Such art, by unbuilding and dismantling the subject, draws on prehuman trajectories of evolution, and in the case of Piccinini, transhuman trajectories. Art ceases to be about the grandiose evocations of power. Rather, more modestly, these works build a connection between the human with other mammals. Acknowledgements I wish to acknowledge Daniel Canaris for his valuable insights into Christianity and the Italian Renaissance, Alan Cholodenko for providing copies of his works that were central to my interpretation of Švankmajer, and Rachel Franks and Simon Dwyer for their invaluable assistance and finding very helpful reviewers. References Artaud, Antonin. The Theatre and Its Double. New York: Grove P, 1958.Art Gallery of South Australia. “Educational Resource Patricia Piccinini.” Adelaide: Art Gallery of South Australia. 11 Dec. 2016 <https://www.artgallery.sa.gov.au/agsa/home/Learning/docs/Online_Resources/Piccinini_online_resource.pdf>.Bacon, Francis. “Head I.” 1948. Oil on Canvas. 100.3 x 74.9cm. ———. “Study of a Baboon.” 1953. Oil on Canvas. 198.3 x 137.3cm. Bull, Malcolm. Anti-Nietzsche. New York: Verso, 2011. Cholodenko, Alan. “First Principles of Animation.” Animating Film Theory. Ed. Karen Beckman. Duke UP, 2014. 98-110.———. “The Crypt, the Haunted House, of Cinema.” Cultural Studies Review 10.2 (2004): 99-113. Darkness, Light, Darkness. Jan Švankmajer, 1990. 35mm. Nietzsche, Friedrich. The Birth of Tragedy and Other Writings. Cambridge: Cambridge UP, 2007. ———. The Gay Science. Cambridge: Cambridge UP, 2007. ———. Thus Spoke Zarathustra. Cambridge: Cambridge UP, 2006.Piccinini, Patricia. “The Young Family.” 2002. Silicone, Polyurethane, Leather, Plywood, Human Hair, 80 x 150 x 110cm. Vasari, Giorgio. The Lives of Artists. Oxford: Oxford UP, 1998.Wolfe, Cary. What Is Posthumanism? Minneapolis: U of Minnesota P, 2010.
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