Schlagwort: literature

  • Das Wunder der Stereoskopie

    „Avatar“, „Alice“ und die Folgen: Die Berliner Kinos rüsten auf 3 D um. Auch die Produktionsfirmen hoffen auf einen neuen Markt.

    Marianne Peinert, Rentnerin aus Hohenschönhausen, schaut sich „Avatar“ wegen 3 D an. Dafür lohnt sich, sagt sie, der Weg in die UCI-Kinowelt in Berlin-Friedrichshain an der Landsberger Allee. Rund 40 Zuschauer haben an diesem Mittwochnachmittag im 3-D-Saal Platz genommen, um sich das Weltraumindianer-Epos anzusehen. Mehr als 9,6 Millionen haben den Film in ganz Deutschland gesehen. Artikel im Tagesspiegel vom 9. März 2010 von Lars Dittmer

    Zwar ist „Avatar“ mit nur drei Auszeichnungen der Verlierer der Oscar-Nacht. Aber er hat einen Trend losgetreten, von dem nun auch seine Nachfolger profitieren. Tim Burtons 3-D-Märchen „Alice im Wunderland“ hat am ersten Wochenende 116 Millionen Euro eingespielt, Avatar spielte seinerzeit „nur“ 77 Millionen Euro ein. Der Erfolg von „Alice“ hat jedoch auch damit zu tun, dass immer mehr Kinos umgerüstet werden und so neue Zuschauer erreicht werden.

    „Viele ältere Leute schauen Avatar“, sagt UCI-Mitarbeiter Johannes Wagner. Dem letzten Herbst auf 3D umgerüsteten Kinosaal mit 298 Sitzplätzen soll daher ein zweiter folgen. Die Technik ist teuer: 120 000 Euro kosten Abspieltechnologie plus Silberleinwand, erfährt man beim Hauptverband Deutscher Filmtheater.

    Rund 20 derart ausgestattete Kinos gibt es in Berlin und Brandenburg, Tendenz steigend. Für die Betreiber können sich die Kosten schnell amortisieren – siehe „Avatar“ und „Alice“. Außerdem nimmt etwa die UCI-Kette für 3-D-Filme einen Aufpreis von 3 Euro. Zwar führen derzeit primär die großen Kinoketten die neue Technik ein, doch kleinere Kinobetreiber ziehen nach.

    Was die Produktion von 3-D-Filmen in Deutschland angeht, ist man allerdings zurückhaltend. „Deutschlandweit dürfte es rund hundert schwer Interessierte geben“, schätzt Wolf Bosse von der Berliner Postproduktionsfirma Pictorion/Das Werk. Dazu gehört auch die kleine Produktionsfirma Movie Brats in Friedrichshain, die im Frühjahr den 3-D-Animationsfilm „Water Soul“ herausbringt. Für 2012 avisiert man einen 3-D-Dokumentarfilm an: „Außerhalb der Imax-Kinos gab es bisher keine 3-D-Dokus“, sagt Alex Weimer, einer der drei Independentfilmer von Movie Brats. „Man fühlt sich wie ein Pionier.“

    3 D ermöglicht eine besondere Art des visuellen Erzählens mit langen Schnitten und imposanten Landschaftsaufnahmen. Für ihr Projekt mit dem Titel „American Backroom“ wollen die drei alle 50 US-Bundesstaaten bereisen, um eine Momentaufnahme von Amerika, rechtzeitig zu den nächsten Präsidentenwahlen, zu machen.

    Warum man in Deutschland bislang eher vorsichtig mit 3-D-Filmen ist, erklären sich die drei auch anhand der Sujets. Bislang ist der Sektor dominiert von Tier- und Landschaftsdokus sowie von Animationsfilmen wie „Ice Age 3“ und „Oben“, etwas Horror á la „Resident Evil“, und Action wie bei „Final Destination 4“. „Stoffe, die in Deutschland nur wenig produziert werden“, sagt Esther Friedrich von Movie Brats. „Man müsste hierzulande erst merken, dass auch Drama auf 3D geht.“

    Primär ist es aber natürlich die Geldfrage, die Filmemacher und Investoren abwarten lässt. Rund 1,8 Millionen Euro Kosten kalkulieren die Movie-Brat-Produzenten für „American Backroom“. Das ist zwar für Deutschland eine hohe Summe, aber Camerons „Avatar“ kostete 175 Millionen Euro.

    Rund ein Viertel teurer wird ein Film, wenn er stereoskopisch, sprich in 3D, gefilmt wird. Man benötigt zwei Kameras, für jedes Auge eine, so dass die Illusion von Räumlichkeit entsteht. Die zwei Linsen müssen während der Dreharbeiten konstant in zwei Zentimetern Abstand geführt werden (das ist der Augenabstand), was aufgrund der Breite der Geräte eigentlich unmöglich ist. Deshalb drapiert man die Kameras fast aufeinander und arbeitet mit Spiegeln. Während der Dreharbeiten justieren Spezialisten ständig nach. Die „Stereographer“ sind zumeist gelernte Ingenieure, die sich ihr Spezialwissen derzeit mit Gold aufwiegen lassen.

    „Für unser Projekt mussten wir zwei Jahre Investoren abklappern“, sagt Holger Hage, Filmproduzent und Regisseur von European Motion Pictures. Sein Mistery-Thriller „The Forbidden Girl“, ein von Edgar Wallace inspirierter 3-D-Film, soll in Berlin und Umgebung gedreht werden. Weitere „Berliner“ Projekte: Wim Wenders arbeitet derzeit an „Pina“, einem 3-D-Film über die 2009 gestorbene Wuppertaler Choreografin Pina Bausch. Gedreht wird in Wuppertal in Kooperation mit dem Berliner Büro von Das Werk und finanziell unterstützt vom Medienboard Berlin-Brandenburg. Und auch die Potsdamer Filmhochschule HFF stürzt sich mit dem Film-Projekt „Topper gibt nicht auf“ ins stereoskopische Getümmel.

    Neben Berlin mischen auch Städte wie Köln und München bei 3 D ganz vorne mit. So wird mit „Konferenz der Tiere“ in diesem Herbst ein Animationsfilm der Münchner Constantin in die Kinos kommen, 2011 legt Michael „Bully“ Herbig mit „Wickie 2“ nach. Von dem Boom kann Berlin nur profitieren, sagt Hage: „Hier gibt es viele Kreative, man bekommt leicht Drehgenehmigungen. Auch die Industrie könnte das auf kurz oder lang hierherlocken.“

    Die Kinoleinwand ist nur das erste Kapitel. An Weihnachten könnte 3 D verstärkt in Privathaushalte Einzug halten – durch neuartige Fernsehgeräte. Auch im Videospielbereich deutet sich 3 D als Trend bereits an. Das dürfte den Boom füttern, steigert aber auch die Gefahr illegaler Downloads. Unschön für Hollywood: Nach Jahren der Verluste durch Raubkopierer sorgen „Avatar“ und „Alice“ dank des 3-D-Alleinstellungsmerkmals weltweit für steigende Umsätze. Damit ist womöglich schon bald wieder Schluss.

  • Living in Dsytopa? Digital (non-) places in postmodern films and in the internet

    term paper abstract, Wintersemester 2006/2007, Potsdam University by Lars Dittmer

    online gaming has become a standard feature of most games that are put on the market. As a result, online communities and new „social relations“ – the phrase is put in quotation marks with a clear intent here – are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies. The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure – online obligations. They are grouped in online „guilds“ that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters – which need to be advanced – they are outdone by other guilds or members of their own groups.

    Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails. The potential to lose contact with real life (rl as it is called among players) is massive. Early the culture industry has been fascinated with living in alternative or simulated realities and its „perpetual oscillation between utopia and dystopia“ (Durham 5). Many visions, as I shall point out in this term paper, presage today’s developments to an astonishing degree – sure enough the ones I deal with are rather dystopian. Notably, the most prominent in recent years has been the 1999 film „Matrix“ by the Wachowski brothers, which has been extended to a trilogy. Also science has come up with certain models that can be employed to conceptualize these spaces – I will outline some of these and try to put them in the context that serves my problem.

    It is, in my view, necessary to view today’s colonisation of and living in these spaces that I have outlined above and will further detail in the course of this paper, in front of a background of media production of the period since WWII. The idea that informs this undertaking is, that there have been numerous accounts who predict what is being made accessible to computer users at the moment – Cyberspace is no longer a room that can be inhabited in the future, but it is right now open to everyone; the Cyborg has come into existence.

    Table of Contents

    1. Introduction and problem identification. 3

    2. approach of this term paper 6

    3. Welt am Draht and its derivates. 7

    4. Stephen Lisbergers „Tron“. 10

    5.  Peter Weirs „The Truman Show“. 12

    6. Early cyberspaces and their spatiality. 14

    7. Entering cyberspaces by avatars. 16

    8. Structures in cyberspaces – non-places or simulacra. 19

    9. Power in imaginary spaces. 22

    10. Second Life et alie: my personal Dystopia?. 24

    Works Cited. 27

    1. Introduction and problem identification

    After a relatively noiseless online-launch in 2003, the computer Game Second Life has seen an incredible increase in users within the last few months and therefore has attracted the attention of international media. The game provides for an online-world in which numerous activities –chatting, flirting, shopping etc. are being made possible to the users. The players take part in the form of  avatars, pixel-figures that can be created and designed according to the wishes of the members.

    While in October 2006 the one millionth avatar has seen the light of the virtual world, by now (early April 2007) more than 5 million users roam the places and spaces of the alternative realm of Second Life. The idea behind the game is by no means new and merely marks the latest step in a development that can be traced back to early primitive computer games like flight and sports simulators.

    Whereas in most simulation games however only parts of „reality“ where isolated and converted into programs that were mostly played alone, in the late 1990s and the early years of the first decade after 2000 a whole new generation of games flooded the shelves of the games retailers which came as a result of spreading fast broadband internet connections and the possibility of real-time chatting. In Massive Multiplayer Online (Role-Playing) Games (MMO(RP)Gs) like World of Warcraft (WOW), in some aspects a predecessor to Second Life, a confined fantasy realm which is permanently online waits for the young players to be liberated of evil or good forces – depending on the side one aligns with.

    Here it becomes real what many authors tend to call „the end of geography“  and „the triumph of technology over space“ (Mosco 38). Heros from all countries in these games are thanks to the internet able to team up in Guilds and Clans and share „valuable“ items like swords and armours that can be found throughout these worlds and thereby improve their avatars. They are of course able to choose their identity – inter alia dwarves, humans, night elves and other races and classes can be deployed in the online-battles that are waged in the game twenty four hours a day.

    Second Life is not informed by a fantasy story like WOW –  it however addressed itself to the task to deliver its users a complete living space with a broad variety of possible actions and, what is even more important, social interactions designed to attract more and more users. Both games – Second Life will be dealt with in detail later in this term paper – are just the most successful top of the iceberg; online gaming has become a standard feature of most games that are put on the market. As a result, online communities  and new „social relations“ – the phrase is put in quotation marks with a clear intent here – are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies.

    The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure – online obligations. They are grouped in online „guilds“ that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters – which need to be advanced – they are outdone by other guilds or members of their own groups.  Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails.  The potential to lose contact with real life (rl as it is called among players) is massive; China has due the rising amount of highly addicted young players reduced the runtime of the servers, there have been even reports about deaths in front of the screen due to dehydration and lack of nutrition (Wikipedia, the free Encyclopaedia). If actually true, online worlds are not only places to live, but also to die.

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  • The communications system of the twins in Arundhati Roy’s „The God of small things“: How they apply the English language in a postcolonial Indian setting

    term paper abstract, summer semester 2005, grade 1,3, Potsdam University by Lars Dittmer

    Chacko told the twins that though they hated to admit it, they were all Anglophiles. They were a family of Anglophiles. (Roy 1996: 52) In establishing the two-egg twins Rahel and Esthapen (Estha) as main characters in her 1996 masterpiece “The God of Small Things”, Arundhati Roy has set up postcolonial prototypes in the area of conflict between British and Indian identity and culture.

    The body of the story focuses on the childhood of the twins, playing in the late 1960s; they are born to an upper middle class family in Kerala, South-Western India, and grow up fatherless. Their family to a large extent cultivates a British attitude – mainly due to grandfather Pappachi alias John Ipe, an Entomologist and former government official under the British colonial administration, his sister Baby Kochamma, and his son Chacko, who used to be an Oxford Rhodes Scholar. Until his death in the first part of the book, John Ipe drives a big Plymouth, he wears stiff English suits and it is inconceivable to him that any Englishman could misbehave; Chacko assumes the air of a British intellectual, he almost exclusively speaks English and often indulges in citing from English and American classics. The family has a high reputation in their home town Ayemenem, most members of the family profit from their Anglophile air in one way or other. The rest of the family more or less adapts to their way of life or finds a way to deal with the situation. The plot of the novel is balanced along cultural and social areas of friction within the Indian society, such as caste, class, religion, culture, clout, customs and traditions.

    source: Photograph: Corbis/Hulton-Deutsch Collection
    source: Photograph: Corbis/Hulton-Deutsch Collection

    It is one of the main tasks for the characters in the novel to find their place in this complex social structure. Though the twins are educated in English, their situation is particularly difficult and they receive some degree of alienation also from within the family. Of course, the twins mostly do not articulate these sorts of feelings and assessments explicitly; it has to be considered that they are children of the age of seven – but they are given a much more subtle means of communication by the author: language. Not the content of their sentences, but the way they apply the English language in various situations. It conveys a lot about how they assess their position and how they engage themselves in certain situations the novel fronts.

    Table of Contents

    1. General Introduction

    1.1 Introduction and problem identification
    1.2 Approach of this term paper

    2. English and other languages in India

    2.1 General facts and figures
    2.2 Indians in blood, English in taste and intellect
    2.3 Enmeshment between religion and language
    2.4 English as social indicator

    3. Constellation in Roy: The God of Small Things

    3.1 Social position and arrangement of the family
    3.2 Anglophile Tradition

    4. The twins and their communications system

    4.1 Rahel and Estha – two egg misfits
    4.2 Their way of using English

    4.2.1 English as everyday language
    4.2.2 English as a means of joking
    4.2.3 language as a means of rebellion

    5. Conclusion

    6. Works Cited

    1. General introduction

    1.1 Introduction and problem identification

    Chacko told the twins that though they hated to admit it, they were all Anglophiles. They
    were a family of Anglophiles.

    (Roy 1997: 52)

    In establishing the two-egg twins Rahel and Esthapen (Estha) as main characters in her 1997 masterpiece “The God of Small Things”, Arundhati Roy has set up postcolonial prototypes in the area of conflict between British and Indian identity and culture. The body of the story focuses on the childhood of the twins, playing in the late 1960s; they are born to an upper middle class family in Kerala, South-Western India, and grow up fatherless. Other family members besides the two-egg twins include their mother Ammu, their Uncle Chacko, grandparents Mammachi and Pappachi, their grandaunt Baby Kochamma, their cousin Sophie and her mother Margaret, the divorced wife of Chacko – she is an English native and lives with her daughter in London.

    The family to a large extent cultivates a British attitude – mainly due to grandfather Pappachi alias John Ipe, an Entomologist and former government official under the British colonial administration, his sister Baby Kochamma, and his son Chacko, who used to be an Oxford Rhodes Scholar. Until his death in the first part of the book, John Ipe drives a big Plymouth, he wears stiff English suits and it is inconceivable to him that any Englishman could misbehave; Chacko assumes the air of a British intellectual, he almost exclusively speaks English and often indulges in citing from English and American classics. The family has a high reputation in their home town Ayemenem, most members of the family profit from their Anglophile air in one way or other. The rest of the family more or less adapts to their way of life or finds a way to deal with the situation.

    The plot of the novel is balanced along cultural and social areas of friction within the Indian society, such as caste, class, religion, culture, clout, customs and traditions. It is one of the main tasks for the characters in the novel to find their place in this complex social structure. Though the twins are educated in English, their situation is particularly difficult and they receive some degree of alienation also from within the family. Of course, the twins mostly do not articulate these sorts of feelings and assessments explicitly; it has to be considered that they are children of the age of seven – but they are given a much more subtle means of communication by the author: language. Not the content of their sentences, but the way they apply the English language in various situations. It conveys a lot about how they assess their position and how they engage themselves in certain situations the novel fronts.

    1.2 Approach of this term paper

    To give the usage of the English language, as it is done by Rahel and Estha, a meaning, it is necessary to set up a scheme that clarifies the social standing of the twins and their family – some historic facts and postcolonial aspects will be highlighted to promote this in point two and three. This is especially vital to make clear why the twins and their family speak English at all, and not only Malayalam, which is the original vernacular in the Kottayam district of Kerala. The scheme serves as a theoretical fundament and it is also designed to highlight one of the main problems involved in this topic; namely that the concept of “identity” in postcolonial societies is a complex field that needs a careful approach for “westerners” who have not dealt with this topic before. The theoretical scheme set up in point two will also support the finding that they way how Rahel and Estha use language involves some degree of systematisation. Indeed, often postcolonial statements circulating around “identity” are at play in this system – three functions of this “communications system” will be dealt with in part four. This term paper does not analyze major parts of the novel; it is neither a historical nor a linguistic work. Indeed, it deals with language, but it wants to establish language not in a linguistic sense but as a symbolic arrangement that serves functions in the plot of the book and in the fictional lives of the twins.

    2. English and other languages in India

    2.1 General facts and figures

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  • At a Loss: The Postmodern Quests in Thomas Pynchon’s „The Crying of Lot 49“ and Jim Jarmusch’s „Broken Flowers“

    term paper abstract, summer semester 2006, Potsdam university by Lars Dittmer

    this paper is building up on postmodern patterns of fragmentation, loneliness and disorientation. The Quest is a central storytelling technique – in times where traditional ways of living and social constellations fade and the grand narratives have lost their guiding functions, people have to „mind-map“ their own routes through a fagmentary world. The paper establishes the quest form in the 1966 book by Pynchon and draws lines of tradition to Jarmusch’s 2005 Browken Flowers.

     

    Table of Contents

    1. General Introduction  3

    1.1 Overview: The two stories  3

    1.2 Approach of this term paper  5

    1.3 From modernism to postmodernism  7

    2. Social fragmentation as a postmodern determinant  8

    2.1 Oedipa Maas: “They are stripping away, my men”  8

    2.2 Don Johnston a.k.a. Don Juan  10

    2.3 Drugs and unreliability  11

    3. To slow for a globalizing/ globalized world?  2

    3.1 Miss Maas and Mass Media  12

    3.2 “I was in computers”   13

    3.3. The United States as a setting  14

    4. Me against the system: anxieties and paranoia  16

    4.1 mind-mapping against the machine  16

    4.2 The non-solution to nothing  18

    5. Conclusion: Internet and Postmodernity  19

    6. Bibliography  20

    1. General Introduction

    „Hey”, said Oedipa, “can I get somebody to do it for me?”

    “Me”, said Roseman, “some of it, sure. But aren’t you even interested?”

    In what?”

    “In what you might find out.” (Pynchon 1966: 12)

    “I prepared the strategy. Only you can solve the mystery” (Winston in Broken Flowers).

    1.2 Overview: the two stories

    There is hardly a novel that outlines a cultural epoch as precisely as the 1966 published book “The Crying of Lot 49” (COL 49) by Thomas Pynchon. On barely more than one hundred pages probably every concept that has ever attributed to the set of ideas we today refer to as “postmodern”, can be identified. The book, that many describe as one of the most important post World War II novels, is a challenge in every respect: Pynchon’s dense and intricate style of writing with its often loose and disconnected sequences leave many readers baffled – what on the first glance seems a humorous and easy read on the second requires profound knowledge of American and European history and sketches a sometimes bleak and dreary picture of human isolation and paranoia. Nevertheless connoisseurs describe “The Crying of Lot 49” as his most accessible book.

    Thomas Pynchon as a person remains as mysterious as his novels – the fact that he never appears in public and discusses his books, leaves literary theorists room for interpretation and speculation. This is reflected in literature about Pynchon – there is hardly a self-respecting scholar of 20th century American literature that has not elaborated on his work: “Pynchon’s novels have lured literary theorists and critics to such an extent that they have spawned an industry” (Coale 2005: 135). But also to other artists he is a constant source of inspiration – as we will see, not only to writers like Paul Auster, Don DeLillo or Susan Sontag, but also to movie artists. Filmmakers like David Lynch, Quentin Tarantino or last but not least Jim Jarmusch constantly process postmodern elements and sujets – what started as “independent cinema” has – thanks to blockbusters like “Kill Bill”, “Jackie Brown” or “Mulholland Drive” – gradually entered the mainstream and is now being received by major audiences.

    But though postmodern elements in these movies can be isolated and discussed – sure enough, literature has dealt with most of them – a direct comparison with “The Crying of Lot 49”, one of the archetyps of postmodernism, would be barely fruitful, as the latter’s appearance equals a mystery novel. However, the 2005 Jim Jarmusch production Broken Flowers, starring Bill Murray, is arranged following a “Pynchonesque” quest pattern and can be therefore directly placed in this context; there are obvious parallels as to structure, story and background setting between the two pieces.  To discuss the elements that qualify Broken Flowers as a movie in this tradition will be the task of this term paper.

    At first it is necessary to deliver short synopsises of the two stories – many of the elements will be dealt with in-depth in the course of this term paper. The protagonist in COL 49, Oedipa Maas, “a suburban housewife and English major from Cornell” (Cornis-Pope 2001: 104), receives a letter saying that her ex Pierce Inverarity died and that she “had been named executor, or she supposed executrix,” (Pynchon 1966: 5) of his estate. She accepts the challenge that takes her “from her suburbanite home in Kinneret-among the Pines to the Echo Courts Motel in San Narciso, the housing estate at Fangoso Lagoons, the aerospace company Yoyodyne, the Berkeley campus, and the Greek Way bar in San Francisco. (Cornis-Pope 2001: 105).

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