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While offering a comprehensive review of existing Klimt criticism, this book aims to shed new light on the artist's output by arguing that his works challenge a number of established boundaries, thereby performing a continual crossing of thresholds. This study explores Klimt's threshold universe by means of detailed analyses of a wide range of his works from all phases of his prolific career.
This text explores the work of a wide range of writers, setting their work in the context of science fiction, other literary genres, genre cinema and contemporary work on the culture of technology.
This text presents a theory of what dress means in relation to the body. Identity relies on boundaries to individuate the self. Dress challenges boundaries: it frames the body and serves both to distinguish and connect self and "Other". It argues that clothing is both a boundary and not a boundary.
The Gothic Vision examines a broad range of tales of horror, terror, the uncanny and the supernatural, spanning the late eighteenth century to the present, and of related theoretical approaches to the realm of dark writing.
Ranging from Chretien de Troyes to Shakespeare, this study proposes that the chivalric romance is characterized by a centreless structure, a self-conscious fictionality and a sense of irony. The genre's form is tied to historical reality, yet represents the archetype of imaginative literature, creating multifold fantasy worlds which audiences inhabit in denial of their real-life social contexts.
Once a favorite of mainly art house audiences, Hayao Miyazaki's films have enjoyed increasing exposure in the West since his Spirited Away won the Oscar for Best Animated Feature in 2003. The award signaled a turning point for Miyazaki's Studio Ghibli, bringing his films prominence in the media and driving their distribution in multiple formats. This book explores the closing decade of Miyazaki's career (2004-2013), providing a close study of six feature films to which he contributed, including three he directed (Howl's Moving Castle, Ponyo and The Wind Rises). Seven short films created for exclusive screening at Tokyo's Ghibli Museum are also covered, four of which were directed by Miyazaki.
Explores the relationship between synesthesia - the experience of a sensation in one perceptual domain triggering a sensation in another perceptual domain - and the arts. It introduces readers unfamiliar with synesthesia to this intriguing phenomenon, alerts readers already conversant with synesthesia to its potential to encourage fresh ways of approaching art.
Examines a range of Eastern and Western approaches to magic in anime, addressing magical thinking as an overarching concept which unites numerous titles. It also explores the collusion of anime and magic with reference to specific topics. A close study of
Since its debut manga RG Veda, CLAMP has steadily asserted itself as one of the most widely renowned teams of manga artists, leaving a durable imprint in every established genre while also devising novel formulas along the way. Endowed not only with stylistic distinctiveness but also comprehensive cultural structure, CLAMP's output is distinguished by unique worldbuilding ¿air and visual vitality. Exploring a selection of CLAMP manga as well as anime it inspired, this volume examines CLAMP's broader philosophical underpinnings, its dedication to the invention of elaborate narrative constructs, its legendary passion for multilayered universes, and its symbolic interpretation of human identity. Throughout, the work highlights the team's incremental creation of a graphic constellation of unparalleled appeal.
Kyoto Animation, a studio with very humble beginnings, has gained recognition the world over as a uniquely inspired and inventive enterprise. This book examines Kyoto Animation's philosophy and creative vision with close reference to its anime. It focuses on the studio's choice of genres, themes and imagery while exploring its maintenance of high production values. The analysis highlights the studio's commitment to the pursuit of both artistic excellence and technical experimentation--and its reliance on the imagination and expertise of in-house staff.
Documenting Studio Gainax's achievements, this book provides a critical overview of both the company and its prolific catalog of films. It details Gainax's rise to success, outlining the most salient aspects of the company's professional development and assessing the studio's distinctive aesthetic vision.
A critical study of Miyazaki's work, this book begins with an analysis of the visual conventions of manga, Japanese comic books, anime, an overview of Japanese animated films, and a consideration of the techniques deployed by both traditional cell and computer animation and details his foray into comic books and animation.
Examines the work of Italo Calvino in the context of the philosophical ideas he advanced in his theoretical and critical output. In the process, this examination bears witness to an extraordinarily versatile mind, keen on experimenting with a dazzling variety of both fiction and non-fiction forms.
Drawing from categories as varied as romance, comedy, slice of life drama, science fiction, bildungsroman, and school drama, this examines anime's representation of characters pursuing diverse artistic activities and related aesthetic visions, focusing closely on the concepts of creativity, talent, expressivity and experimentation. Additionally, it engages with anime's own artistry, proposing that those characters' endeavours provide metaphors for the aims and objectives pursued by anime itself as an evolving art form.
Exploring a selection of anime adaptations of famous works of both Eastern and Western provenance, this book is concerned with appreciating their significance and appeal as independent texts.
This study addresses the relationship between Japanese aesthetics, a field steeped in philosophy and traditional knowledge, and anime, a prominent part of contemporary popular culture. There are three premises: (1) the abstract concepts promoted by Japanese aesthetics find concrete expression at the most disparate levels of everyday life; (2) the abstract and the concrete coalesce in the visual domain, attesting to the visual nature of Japanese culture at large; and (3) anime can help us appreciate many aspects of Japan’s aesthetic legacy, in terms of both its theoretical propositions and its visual, even tangible, aspects.
Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game. This book describes the thematic and structural traits of a popular development within the realm of anime: series adapted from visual novels.
The topos of memory has played a significant role in anime over the course of its evolution as an art form and as a popular form of entertainment. This study provides an analysis of a range of anime titles wherein different aspects of this cultural phenomenon are articulated. It highlights the prominence of memory in anime.
Offers an introduction to the key concepts and themes in French feminist thought, both the materialist and the linguistic/psychoanalytic traditions. This book outlines the philosophical and political diversity of French feminism, and traces the connections between French and Anglo-American feminist approaches and methodologies.
This text brings together the key concepts, issues and debates in critical and cultural theory today.
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