/ 1968

MAGIC, REALISM, AND THE RIVER BETWEEN

Magic(al) realism has for long attracted critical attention as one of the more theoretically elusive concepts which has been termed magic, magical, and magic(al), interpreted as a narrative genre, mode,or strategy, and analyzed alongside similar terms and neighbouring genres. While it briefly summarizes the troubling terminology associated with magic(al) realism, this paper focuses on the cultural significance of magic(al) realism for postcolonial writing, and delves into its role as a strategy of resistance in the representation of culture and history, its destabilizing project, and the possible pitfalls in its employment. 

/ 1968

SYMBOLISM AND IMAGINATION OF THE MEDIEVAL PERIOD

The French Symbolist painter Gustave Moreau often used the motifs of fantastic beings and animals in his works, amongst which the unicorn found its place. Moreau got the inspiration for the unicorn motif after a visit to the Cluny Museum in Paris, in which six medieval tapestries with the name “The Lady and the Unicorn” were exhibited. Relying on the French Middle Age heritage, Moreau has interpreted the medieval legend of the hunt for this fantastic beast (with the aid of a virgin) in a new way, close to the art of Symbolism and the ideas of the cultural and intellectual climate of Paris at the end of the 19th century. In the Moreau’s paintings “The Unicorn” and “The Unicorns”, beautiful young nude girls are portrayed in the company of one or multiple unicorns. Similarly to the lady on the medieval tapestry, they too gently caress the animal, showing a close and sensual relationship between them. Although they were rid of their clothes, the artist donned lavish capes, crowns and jewellery on them, alluding to their privileged social status. Their beauty, nudity and closeness with the unicorns ties them to the theme of the femme fatal, which was often depicted in the Symbolist art forms. Showing the fairer sex as beings closer to the material,instinctual and irrational, Moreau has equated women and animals, as is the case with these paintings. Another important theme of the Symbolic art forms which can be seen on the aforementioned paintings is nature,wild and untouched. The landscape in the paintings shows a harmony between the unrestrained nature and the heroes of the painting, freed from strict moral laws of the civil society, or civilization in general.Putting the ladies and the unicorns in an ideal forest landscape, Moreau paints an intimate vision of an imaginary golden age, in this case the Middle Age, through a harmonic relationship of unicorns, women and nature. In that manner, Moreau’s unicorns tell a fairy tale of a modern European man at the end of the 19th century: a fairy tale of harmony,sensuality and beauty, hidden in the realms of imagination and dreams.

/ 1968

FILM LOCATIONS AS PERILOUS REALMS OF MEMORY

This paper examines film locations as places of memory (les lieux de mémoire) and their role in individual imagination. Film induced tourism creates specific sites of memory typical of global popular culture; the places of confrontation, negotiation, and interplay between fiction and reality which affect our mental as well as the real topographies. The aim is to analyse how memorised film images determine visitors’ experience of real places and their imagining of J.R.R. Tolkien’s fictional world, and vice versa. The film adaptations of Tolkien’s “The Lord of the Rings” and “The Hobbit”, directed by Peter Jackson, were shot in New Zealand, causing it to become touristically promoted and visited as “the home of Middle-earth” and “Middle earth on Earth”. This case is analysed as an illustrative example of the aforementioned processes.

/ 1968

A FOREST OF FORKING PATHS

This paper analyses Diana Wynne Jones’s use of the Arthurian tradition in her novel Hexwood and the links she establishes with the contemporary traditions of the fantasy novel for children and science fiction. By employing a complex non-linear narration and a rich network of intertextual allusions ranging from Thomas Mallory and Edmund Spenser to T. H. White, Wynne Jones creates an unusual and success fulgenre amalgam. The central concept of the novel, a version of virtual reality where individuals adopt false identities and act accordingly,enables a highly uncommon self-aware use of motifs adopted from myth and literature.

/ 1968

EDITOR’S NOTE

/ 1968

GENDER EQUALITY IN HIGHER EDUCATION

/ 1968

BLEJD RANER 1982

The science fiction genre in literature and film has influenced many innovations in technology and user interface design. Many ideas from film and literature have already been put to practice, and many seemingly fantastic technologies and their influences on society are being considered for development in the near future. User interface design in the domain of human-machine interaction is an interdisciplinary form that combines art, technology and science. Notable anticipation of tech culture and interface design can be found in the film Blade Runner from 1982, which is set in November 2019. We will compare anticipated technologies and interfaces that are featured in the film with the technologies that we use today, with a brief analysis of the influence they might have had on our society.

/ 1968

THE RELATION OF SCIENCE FICTION AND ADVERTISING

The paper deals with the relation of science fiction and advertising, specifically in the representation of advertising in science fiction (film, literature and comics) and transformation of their forms into reality. It also includes examples of the influence of reality, which in the form of a certain esthetical discourse may offer a vision of the future and potential forms and modalities of advertising. Additionally, the paper covers possible modalities of advertising with use of (new) technologies, as depicted in the representations of the future in alternative film universes– i.e. in science fiction. Many authors have analysed the film Blade Runner and its visionary elements as prophecies of future reality, trying to answer the question how and to what extent, in their representations of the future, they were right in regard to the utilisation of technological innovations in modern advertising. The paper points to the cause-and effect relation between the occurrence of the fictive technologies in films and very fast prototyping and utilisation of the same or similar technologies for the purpose of advertising. The paper also reviews the consistence of the visual language of advertising through analysis of cult movies Blade Runner, Ghost in the Shell and Blade Runner 2049.

/ 1968

DYING IN VIDEO GAMES

It is estimated that over two million people can be nominated as gamers. All of them play video games, and most of them create characters in these games and identify with them to such an extent that the characters become avatars of the players. And avatars die. Sometimes they are revived, sometimes not, depending on the game rules applicable to these characters and the worlds they inhabit. Sometimes the worlds themselves also perish. At such moments, one command can forever delete tens or hundreds of thousands of digital characters. They perish forever, in an irreversible act of server deletion, irresistibly similar to the end of the world. The end of a digital world, but still a world,especially if we observe it from the point of view of its inhabitants. From the destinies of these avatars, whether they perish in separate incidents or digital genocides, we can learn a thing or two – if not about the meaning of digital existence then undoubtedly about the manner in which people relate to their own finite nature.

/ 1968

STATUS – COMPLICATED

The paper researches romance between humans and artificial intelligence, in terms of gender, in science fiction film narratives of the 21st century and examines the extent of the dominant matrix in which the man is human and the woman is artificial intelligence, subordinated to the male consumer/creator. Also, the paper explores what constitutes the gender identity of a woman as an Other in virtual and cybernetic environments, starting from the framework of the phenomenon of post human, as understood by Katerine Hayles and referred to by Slavoj Žižek, inspired by the cult essay A Cyborg Manifesto by Donna Harraway, as well as the gender determination as researched by Judith Butler in her dialogue with Simone de Beauvoir. In the film narrative slike Her by Spike Jonze (2013), Ex Machina by Alex Garland, Zoe by Drake Doremus (2018) and the debut film Ederlezi Rising by Lazar Bodroža (2018), a man creates and/or communicates with an android,building an emotional connection. On the other hand, in an episode of the BBC series Black Mirror titled Be Right Back (2013) directed by Owen Harris, there is a singular example of a woman re/creating the beloved man in the form of a silicone android. These examples destabilize rigid binary gender model, introducing new values to the concept of gender.