This video is an explanation of how time travel functions in different popular movies, books, & shows â€“ not how it works â€œunder the hood“, but how it causally affects the perspective of charactersâ€™ timelines (who has free will? can you change things by going back to the past or forwards into the future?). In particular, I explain Ender’s Game, Planet of the Apes, Harry Potter and the Prisoner of Azkaban, Primer, Bill & Tedâ€™s Excellent Adventure, Back to the Future, Groundhog Day, Looper, the video game â€œBraidâ€, and Lifeline.
We’re building an artificial intelligence-powered dystopia, one click at a time, says techno-sociologist Zeynep Tufekci. In an eye-opening talk, she details how the same algorithms companies like Facebook, Google and Amazon use to get you to click on ads are also used to organize your access to political and social information. And the machines aren’t even the real threat. What we need to understand is how the powerful might use AI to control us — and what we can do in response.
Zork creator Dave Lebling created this hand-drawn map of the gameâ€™s â€œGreat Underground Empireâ€ in the late 1970s. The GUE, as it was known, was full of interesting things to explore, including an ancient temple, a volcano, and a wizardâ€™s workshop.
Horrorfilme sind nicht nur die Ã¼bliche Wiederkehr des VerdrÃ¤ngten, sie sind auch eine – sollen wir sagen perverse, auf jeden Fall obskure – Art der Trauerarbeit, was bei Meistern des Genres so pervers und so obskur nicht ist. Und sie sind Ausdruck eines Zorns, der keinen Gegenstand findet. Das eigentliche Monster in allen Horrorfilmen ist immer die NormalitÃ¤t: Es ist die UnfÃ¤higkeit zu trauern. Die VerdrÃ¤ngung des Abschieds. Im modernen Horrorfilm muss so viel gelitten und gestorben werden, weil man im realen Leben vom Leiden und vom Sterben so wenig sehen darf.
[A]s the product of constantly shifting creative, industrial, and reception practices, the authors in this volume dissect individual moments of crisis,Â of discovery, and of inspiration that collectively inform the developmentÂ of transmedia storytelling as a media-industrial practice. In other words,Â these essays illustrate that â€œStar Warsâ€ and â€œtransmedia storytellingâ€ mustÂ be understood as complex and contradictory terms that are undergoingÂ constant redefinition […] As tempting as it has been to dismiss Star Wars as the top-down expression of cultural and economic power, the many chapters in this book illustrate above all that its rich history results neither from some capitalist master plan nor from the creative genius of any one creative figure. While it may seem as though transmedia franchises such as Star Wars have become all-powerful entertainment empires, these analyses of key moments show how precarious, unpredictable, and strangely unstable the Star Wars storyworld has truly been.
Alan Moore’s Levitz Grid for all 12 issues of Big Numbers, continued on the next double page spread! Illustration from „Alan Moore: Storyteller“ by Gary Spencer Millidge.
Paul Levitz probably thought about what a comic book writer does more than any of his contemporaries, or mine, and during his dozen-plus-years stint as writer of The Legion of Super-Heroes, systematized what his predecessors did haphazardly, if at all. Then, as an aid to his own work, he created three versions of the Levitz Grid  Basically, the procedure is this: The writer has two, three, or even four plots going at once. The main plotâ€”call it Plot Aâ€”occupies most of the pages and the characters‘ energies. The secondary plotâ€”Plot Bâ€”functions as a subplot. Plot C and Plot D, if any, are given minimum space and attentionâ€”a few panels. As Plot A concludes, Plot B is „promoted“; it becomes Plot A, and Plot C becomes Plot B, and so forth. Thus, there is a constant upward plot progression; each plot develops in interest and complexity as the year’s issues appear.
Additionally check out The Levitz Paradigm: „The best imitation of life possible in a work of fiction“
[T]he various plotlines as they progress through 30 issues of Fantastic Four.
In By Balloon to the Sahara, youâ€™re in a balloon and are presented with a choice on the very first page. Storm clouds are on the horizon. Choice 1: â€œIf you act now, you can release gas from the balloon and land before the storm overtakes you.â€ Choice 2: â€œPerhaps the storm will pass quickly. Maybe you can ride it out.â€ Thatâ€™s just the beginning, since this book has the most decision pointsâ€”48â€”of the series.