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La Universidad de La Rioja organiza el Congreso Internacional 'Imagines. La Antigüedad en las artes escénicas y visuales' que tendrá lugar del 22 al 24 de octubre. Este encuentro científico reunirá a expertos académicos de diversos campus de España, Italia, Alemania, Inglaterra y Francia en torno al legado artístico y cultural del mundo antiguo. Desde el siglo XVII, la Antigüedad se convirtió en un modelo a seguir, en una escuela de virtud pública y privada, tesoro de preceptos morales y personajes ejemplares. Esta circunstancia ha abierto una línea de investigación, todavía minoritaria, como es la 'Recepción' de la Antigüedad en ámbitos tan variados como la política, el derecho, el arte, la literatura. El Congreso Internacional 'Imagines. La Antigüedad en las artes escénicas y visuales' se entronca en esta línea de investigación. A lo largo de tres jornadas, del 22 al 24 de octubre, el programa académico se desarrollará en torno a tres ejes principales: el legado de la Antigüedad en las Artes Escénicas (Teatro, Cine y Opera); en las Artes Visuales (Arquitectura, Escultura, Pintura y Artes Decorativas); y el uso didáctico en los niveles de enseñanza secundaria y superior para mostrar la actualidad de "lo antiguo."
The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence – from war to slavery, rape and murder – in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Rome and Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.
Son of Classics and Comics presents thirteen original studies of representations of the ancient world in the medium of comics. Building on the foundation established by their groundbreaking Classics and Comics, Kovacs and Marshall have gathered a wide range of studies with a new, global perspective.
What was a hero in Classical Antiquity? Why is it that their characteristics have transcended chronological and cultural barriers while they are still role models in our days? How have their features changed to be embodied by comic superheroes and film? How is their essence vulgarized and turned into a mass consumption product? What has happened with their literary and artistic representation along centuries of elitist Western culture? This book aims at posing these and other questions about heroes, allowing us to open a cultural reflection over the role of the classical world in the present, its meaning in mass media, and the capacity of the Greek and Roman civilizations to dialogue with the modern world. This dialogue offers a glimpse into modern cultural necessities and tendencies which can be seen in several aspects, such as the hero’s vulnerability, the archetype’s banalization, the possibility to extend the heroic essence to individuals in search of identities – vital as well as gender or class identities. In some products (videogames, heavy metal music) our research enables a deeper understanding of the hero’s more obvious characteristics, such as their physical and moral strength. All these tendencies – contemporary and consumable, contradictory with one another, yet vigorous above all – acquire visibility by means of a polyhedral vehicle which is rich in possibilities of rereading and reworking: the Greco-Roman hero. In such a virtual and postmodern world as the one we inhabit, it comes not without surprise that we still resort to an idea like the hero, which is as old as the West.
This volume considers “lived space” as a scholarly approach to the past, showing how spatial approaches can present innovative views of the world of Late Antiquity, integrating social, economic and cultural developments and putting centre stage this fundamental dimension of social life. Bringing together an international group of scholars working on areas as diverse as Britain, the Iberian Peninsula, Jordan and the Horn of Africa, this book includes burgeoning fields of study such as lived spaces in the context of ships and seafaring during this period. Chapters investigate the history, function and use of different spaces in their own right and identify the social and historical logic presiding over continuity and/or change. They also explore the fluidity of lived space in both its physical and conceptual dimensions, analysing issues like agency and intentionality as well as meaning and social relations. Space is the fundamental dimension of social life, the arena where it unfolds and the stage where social values and hierarchies are represented; analysis of space allows us to understand history through different means of shaping, occupying and controlling space. Considering Late Antiquity through a spatial perspective offers a complex and stimulating picture of this pivotal period, and this volume provides avenues for the development of further research and discussion in this area. Lived Spaces in Late Antiquity is a fascinating resource for students and scholars interested in space and spatiality in the late antique world, as well as archaeology, classical studies and late antique studies more generally.
This book examines the history and role of election posters as one of the most crucial forms of political communication, especially in electoral campaigns, in a number of countries around the globe. The contributing authors present comparative research on electoral posters from countries from all five continents, summarizing international similarities and national differences. The book also discusses theoretical aspects and different methodological approaches that are used for studying the design, content and reception of election posters as a means of political communication.
Provocative account exploring how a population explosion transformed nineteenth-century European and American culture, creating shared narratives of urban life.
To what extent did mythological figures such as Circe and Medea influence the representation of the powerful 'oriental' enchantress in modern Western art? What role did the ancient gods and heroes play in the construction of the imaginary worlds of the modern fantasy genre? What is the role of undead creatures like zombies and vampires in mythological films? Looking across the millennia, from the distrust of ancient magic and oriental cults, which threatened the new-born Christian religion, to the revival and adaptation of ancient myths and religion in the arts centuries later, this book offers an original analysis of the reception of ancient magic and the supernatural, across a wide variety of different media – from comics to film, from painting to opera. Working in a variety of fields across the globe, the authors of these essays deconstruct certain scholarly traditions by proposing original interdisciplinary approaches and collaborations, showing to what extent the visual and performing arts of different periods interlink and shape cultural and social identities.
Theme park studies is a growing field in social and cultural studies. Nonetheless, until now little attention has been dedicated to the choice of the themes represented in the parks and the strategies of their representation. This is particularly interesting when the theme is a historical one, for example ancient Greece. Which elements of classical Greece find their way into a theme park and how are they chosen and represented? What is the “entertainment” element in ancient Greek history, culture and myth, which allows its presence in commercial structures aiming to people's fun? How does the representation of Greece change against different cultural backgrounds, e.g. in different European countries, in the USA, in China? This book frames a discussion of these representations within the current debates about immersive spaces, uses of history and postmodern aesthetics, and analyses how ancient Greece has been represented and made “enjoyable” in seven different theme parks across the world, providing an original and ground-breaking contribution to theme park studies and classical reception.
This book studies small but highly captivating artworks from antiquity – engraved gemstones. These objects had multiple applications, and the images upon them captured snapshots of people's beliefs, ideologies, and everyday occupations. They provide a unique perspective on the propaganda of Roman political leaders, especially Octavian/Augustus.