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We report on an interview method using photo-based network elicitation and a landmark anchoring event to collect data on relationship change in ego networks retrospectively. Using the wedding albums of married or formerly married respondents, we populate a network from many years ago with persons pictured in the album and then collect data about each respondent’s relationship with each person at the time of the wedding and at the time of the interview. This data collection method mitigates many of the problems associated with retrospective data collection and does not have the logistical difficulties associated with panel studies. Our findings show that this method is successful in collecting significant numbers of connections that have undergone change, and especially reductions in activity along various dimensions.
This paper studies the gait characteristics of a quadruped rover that mimics domestic cats, and attempts to optimize these characteristics. The kinematics and dynamics formulation of the rover’s three-dimensional model is developed, and its gait, pose and corresponding control parameters are computed to minimize torque or maximize speed, using a genetic algorithm. The optimization model consists of a set of equality and inequality constraints that ensure the feasibility and stability of the gaits, while considering the entire gait spectrum that feline species exhibit. The optimal gaits for minimizing the torque closely resemble lateral sequence gaiting, with a trotting behaviour as speed increases. A running gait is obtained at the maximum speed. The optimization results appear to conform to the biological observations of feline species, suggesting the tendency of conserving energy in biological gaiting.
Research into the multimodal aspects of language is increasingly important as communication through a screen plays a greater role in modern society than ever before (Liou, 2011). Multimodality has been explored from a number of angles relating to computer-mediated communication (CMC), such as its affordances and impact on language learners, highlighting its relevance and importance in the field of second language acquisition (SLA). Because CMC scenarios require attending to both peers and the screen, learners can be seen as positioned as “semiotic initiators and responders” (Coffin & Donohue, 2014). Increasingly, researchers are highlighting a need for a methodological “turn” to analyse this scenario from a “language” focus to a more holistic understanding of the interactions (Flewitt, 2008; Hampel & Hauck, 2006; Kress & van Leeuwen, 2001; Lamy, 2006). Along these lines, this case study explores how the action of task completion is mediated between six dyads (and individuals within the dyads) during an online peer-to-peer audioconferencing event. Drawing on notions from multimodal (inter)actional analysis (Norris, 2004, 2006) and the notion of “semiotic initiators and responders”, it investigates semiotic mediation with screen-based resources through analysis of audio recordings, screenshots, log files, task simulation and reconstruction. Results highlight oral and screen-based initiations and responses that take place during task completion, which is presented as a framework.
This essay addresses The LEGO Movie as a transmedia text that references or includes a remarkable collection of characters and “bits” from other films and TV series. As I argue, the movie is assembled with a kind of cynical humour reminiscent of the exhausted irony described by David Foster Wallace, and effectively short-circuits possible critiques of the LEGO company itself, while presenting a Trumpian dictator who is plotting the end of the minifigures’ world. The essay also discusses the economy of transmedia storytelling and its characteristic diversification which mirrors LEGO's own corporate strategy, thus making the LEGO business model cute and entertaining.
The high-spirited affirmation that “everything is awesome” – the hook from the LEGO Movie 's (2014) academy-award-winning theme song – is a message that itself could mean just about “everything” and anything. From “rocks, clocks and socks” to “wigs and twigs,” the lyrics express not only one minifigure's positive attitude toward work, but also the seemingly random, recombinatory mechanism behind the plot, its construction which relies on intermediality and media convergence, and the narrative's very self-conscious intertextuality. At the same time, the movie offers what I will argue is a complex, self-reflexive view of many of the current global predicaments with which we are confronted on a daily basis. The larger implication is that, while it is goes without saying that The LEGO Movie concept derives from various media, including the interlocking bricks, and borrows characters from any number of other narrative franchises, it also foregrounds the kinds of monetary and economic systems through which the film was produced and disseminated.
Importantly, while the film does all of the aforementioned, it also holds up a comedic view of labor and creativity to contemporary Western neoliberalized audiences that remains, as I want to suggest, profitably and productively ambiguous in the film.
This chapter focuses on the representation of the tabloid press in the second and third series of Sherlock and, in turn, on the series’ lead writers and their handling of publicity for Sherlock 's third series in January 2014. Expectations for the new series were high, as Sherlock 's popularity had grown and intensified in the two-year hiatus between series two and three. Gatiss and Moffat became increasingly visible as public figures, as interest in Sherlock spilled over into press and fan interest in the making of Sherlock . The chapter raises the question of whether Sherlock itself took a political stance in response to news events of the time, and whether its two lead writers acted as political agents, as well as cultural agents.
Key words: Sherlock; Mark Gatiss; Steven Moffat; showrunners; adaptation; villains
Introduction
During the publicity surrounding the screening of series three of Sherlock, the BBC's modernized adaptation of the Sherlock Holmes stories, in January 2014, a great deal was heard from the show's co-creators, Mark Gatiss and Steven Moffat. Moffat in particular appeared in several public fora, defending the show's new direction. Series three marked a turning point for Sherlock where the actors’ off-screen lives suddenly became much more visible on-screen: in addition to lead writer Gatiss also playing Sherlock's brother Mycroft, Martin Freeman (John Watson)'s then-wife in real life, Amanda Abbington, joined the cast as John's wife Mary, and the real-life parents of Benedict Cumberbatch (Sherlock), Timothy Carlton and Wanda Ventham, made cameo appearances as Sherlock and Mycroft's parents. In addition, this was the first series to feature a final villain who was not Jim Moriarty. Gatiss and Moffat chose a media magnate, Charles Augustus Magnussen, as their designated super-villain, a character based on a blackmailer in the Conan Doyle stories, Charles Augustus Milverton. Such a modernizing character adaptation was bound to attract interest for its topicality, especially given the recently concluded Leveson Inquiry, set up by the British government to investigate the ethics and practices of the British press. To underline this connection, Magnussen is first seen on screen giving evidence in front of some kind of official inquiry.
In a globalized market, media products are adapted to fit the constraints of specific markets and appeal to their preferred tastes. As the Wolfenstein franchise is set against the backdrop of the Second World War, it has to address cultural memory in a preferred way. The franchise constructs cultural memory of the Second World War and the holocaust differently, depending on the intended audience. “Family friendly” versions exist, tailored for branded platforms such as NES and iOS, as well as “sanitized” versions for the German market, where legal provisions pose constraints on depictions of Nazism. The resulting corporate adaptations of Wolfenstein games are shown to contradict the intention of legal statutes regarding cultural memory, and lead to further mythologization of Nazism.
Key words: Localization; video games; cultural memory; National Socialism in popular media; Wolfenstein; law and humanities
Introduction
Cinema, video games, comics, and novels continue to deal with the Second World War, National Socialism (NS), and the Holocaust. The foci of these media products range widely from historical documentation aimed at enlightening the audience about the inhumanity of the Holocaust (e.g. Maus; Schindler's List ), to films spicing their plot with Nazi antagonists (e.g. Raiders of the Lost Ark; Captain America ), to mere “Nazisploitation” that amplifies exploitation and splatter with “factual horror” (e.g. Ilsa: She-Wolf of the SS; Inglourious Basterds ).
Regardless of exploitative characteristics, any such media products offer an interpretation of the past. Due to their distinctive influence on popular culture, the Wolfenstein video games have been argued to be a “site of mass-schooling” about the Second World War. Despite their use of retro science fiction elements, the games also feature many historically accurate elements and a meticulously designed Second World War backdrop. The games’ production company filters these factuality signals in two ways. Firstly, when games are designed or redesigned for a broader audience (in the case of the Wolfenstein 3D SNES version and Wolfenstein RPG ), and secondly when they are localized for the German market, where legal restrictions exist regarding the display of NS symbols and NS rule. This process can be called institutional filtering, meaning that production companies and social institutions set constraints on media content.
By adding storyworld upon storyworld, franchises create fictional universes. These are contested territory in terms of their constitution and the meaningfulness and ascendancy of their various elements. The very fact that fictional universes can be contested points to their defining characteristics: they are open, dynamic, flexible, and heterogeneous. This begs the question of semantic and pragmatic control over such universes in terms of production, access, permanence, and reception. Considering that franchises usually span a host of different media, they deserve a closer look in relation to adaptation, remaking, intermediality, and transmediality. This essay uses the f ictional universe of the Alien franchise as an example to make a fundamental argument about the dynamics of fictional universes and their storyworlds.
On June 1, 2012, one day after the premiere of the film Prometheus in London, the BBC conducted a radio interview with the film's director Ridley Scott. In the course of the interview, the radio host asked Scott whether the film, although clearly being “in the same constellation, the same galaxy,” was a direct prequel to Scott's 1979 film Alien, to which Scott replied “absolutely not.” The comment prompted a lively debate in numerous fanzines, magazines, and newspapers (e.g. The Guardian, New York Post, Scientific American, and Huffington Post). Whether or not one considers Prometheus a prequel to Alien wholly depends, of course, on one's definition of “prequel.” A general definition of a prequel, as a fiction chronologically situated prior to, but in the same fictional universe as, that of another (already released/published) text's storyworld would make Prometheus a prequel. A specified definition of prequel that additionally requires fairly close temporal proximity between the two narratives, a (logical or causal) connection of their plots, and the inclusion of some key characters at an earlier age/stage (say, the young Ellen Ripley or Bishop), would make Prometheus indeed part of “the same constellation, the same galaxy” as Alien, but not a prequel.
As inconsequential as it is, this little quibble illustrates a number of interesting points, authorial intention not being chief among them. For one, by adding textual storyworld upon storyworld, franchises inevitably create fictional universes.
This paper presents a novel manufacturing technique for complex-shaped, hybrid metal composite structures leveraging the design freedom of additive manufacturing (AM). The key novelty of this research is an approach for an autoclave-suitable and removable tooling, which consists of a 3D-printed functional shell and a structural filler material. In this process, a layup shell is produced with AM and filled with a temperature-resistant curing support to form a removable inner tooling. The functional shell has integrated design features for the positioning and the fixation of metallic interface elements and is removed after curing through integrated breaking lines. The feasibility of this manufacturing technique is demonstrated by fabricating a novel lightweight structure for the hydraulic quadruped (HyQ) robot. Selective laser sintering (SLS) was used to produce the functional shell tooling. Titanium interface elements made via selective laser melting (SLM) were assembled to the shell and co-cured to carbon fiber using an autoclave prepreg process. The resulting multi-material structure was tested in ultimate strength and successfully operated on the HyQ robot. Weight savings of 55% compared to a reference design and the mechanical viability of the multi-material structure indicate that the proposed manufacturing technique is appropriate for individualized hybrid composite structures with complex geometries.
Cover songs are broadly viewed as adaptations within the context of relevant scholarly debates, yet little has been written about user-made YouTube cover song videos as adaptations. Scholarly work outside adaptation studies mainly describes such videos as derivative or fan-made videos. This chapter revisits the concept of para-adaptation as a first step in understanding how these videos form a multi-layered dialogue with other media forms developed within and around YouTube. User-made YouTube cover song videos do not visually emulate (unless the video falls under the category of parody) the official music video of the song covered, yet the visual settings may also be viewed as adaptations since they borrow familiar elements from other participatory or industrydriven practices. Para-adaptation is a more fitting term to describe such videos: no-budget user-generated content that creatively “disturbs” commercial source products, and may eventually achieve a status that surpasses the “ordinary” expectations of its creator(s). These videos, deliberately or due to a lack of media production competencies and/ or space availability other than a bedroom, “fail” to establish a look closer to industry standards. Rather than subtracting from their appeal, these “failures” not only enrich the culture of “ordinary” creativity, but become a source of inspiration for re-energized forms of commercial entertainment.
In 2012 Walk off the Earth (WOTE), a rock band based in Canada uploaded on YouTube a video of their cover of the hit single “Somebody That I Used to Know” by Gotye. The playful combination of the vocal and musical abilities of the band members and their staging in front of the camera (five musicians playing one guitar) as well as the deadpan performance of one of the members of the band (Mike Taylor, also known as the Beard Guy) made the video go viral within days. The same arrangement was later presented on The Ellen DeGeneres Show . However, the replication of the same arrangement in a TV studio was awkward in many ways. The transference of the WOTE arrangement from the Between two Ferns -like décor of their do-it-ourselves (DIO) cover to the larger stage of the TV show inevitably restricted their otherwise novel and globally celebrated YouTube video to an old school variety-like act.
An increased interest in adaptation studies in the early 21st century has generated countless discussions about rethinking adaptations as well as the field of adaptation studies as a whole. The impression has often been voiced, for instance by Thomas Leitch in his essay for the inaugural issue of the journal Adaptation, that adaptation studies is “at a crossroads,” in which its methodology and material are in transition from the discipline’s humble novel-to-film-studies beginnings to a broader, if somewhat unclear, future. As part of a moment in the field's history, in which scholars repeatedly state ambitious research agendas, Linda Hutcheon has likewise described adaptation studies as moving “well beyond [its] familiar film/ performance focus” and on to readings that highlight the politics of our time, the “indigenization” of adaptations, and approaches that question notions of priority and anteriority in unprecedented ways.
There is, however, another major change – the elephant in the room of adaptation studies, so to speak: since adaptation, at least in its most common understanding, describes the transposition of a story or its elements from one medium to another, it is necessarily bound to questions of mediality and remediation. Therefore, one of the most important new developments in adaptation studies is constituted by the shift in the global mediascape in light of the rise of digital media since the 1980s and the spread of the internet since the 1990s. This transformation amounts to nothing less than a shift from a largely analog, localized, image- and text-based “Gutenberg Galaxy” to a more rapidly disseminating mixed analog-digital environment. It is a moment that forces us, once again, to re-examine notions of authorship, control, audiences, sources and adaptations, as well as interactions between medium and consumer, or between consumers and producers. This volume sets out to explore how these shifts relate to adaptation studies and what they mean for the field. It does so by examining new forms of adaptations and their cultural embeddedness both theoretically and analytically, with the help of a range of texts constituting some of the major new forms of adaptations and adaptation environments that have arisen in the wake of the rise of digital media.
Applying broad notions of adaptation, this chapter seeks to bring “recombinant adaptation” – mashups and remixes on digital platforms – in dialogue with Gerard Genette's idea of the paratext as a text's “relations with the public.” It takes four steps towards investigating how literary publishing houses such as Quirk Books respond to recombinant adaptation. Firstly, it delineates the paratexts of mashup novels as performative zones of transaction. Secondly, it examines the question of how paratexts regulate the quasi-religious textuality of fandom participation. Thirdly, it looks at the role of paratextual canonization within this textuality. And finally, it argues that printed products within the field attempt to perform a nostalgic authorization and re-materialization of literature, highlighting the haptic and material qualities of the book. Adapting the term “polytext,” the chapter calls these multifarious paratextual transactions the “polyprocess.”
This essay seeks to bring the field of “recombinant adaptation” – mashups and remixes on digital platforms – in dialogue with the Genettian idea of the paratext. Genette held that paratexts shape a given text's “relations with the public.” More recently, Jonathan Gray has applied the notion of paratext to media franchises, highlighting the active role of paratexts in creating and continuing franchise texts. Dorothee Birke and Birte Christ have elaborated Genette's ideas for a situation of convergence culture and transmedia storytelling, examining how paratexts fulfill interpretive, commercial, or navigational functions in determining contemporary readers’ transmedia experience of narratives.
This chapter takes four steps towards investigating how literary publishing houses respond to the ubiquitous remixes and mashups to be found on lowthreshold digital platforms of participation. It will, first, delineate paratexts as zones of transaction, shifting research emphases from textual towards performative concerns and highlighting the way cultures negotiate textual distribution and circulation. Secondly, it will examine the question of how paratexts regulate the quasi-religious textuality of fandom participation; thirdly, the role of paratextual canonization will be a special focus within this textuality. Finally, the chapter argues that printed products within the field attempt to perform a nostalgic authorization and re-materialization of literature, highlighting the haptic and material qualities of “bookishness.”
The novel series Fifty Shades of Grey and The Mortal Instruments originated as fanfiction adaptations of the Twilight and Harry Potter series. E.L. James and Cassandra Clare published in fanfiction archives first, before they deleted their online writing, edited and rewrote their work, and removed traces of fandom so that the narratives could be adapted to the print market. This process is called “filing off the serial numbers” or “pulled to publish” by fans. Beyond the adapted texts, and writing strategies that transitioned from the fan community to the commercial book market, established practices of fan authorship have been adapted as well. The article investigates these consecutive and simultaneous processes of transposition and appropriation as “layered forms of adaptation.”
Key words: Fanfiction; Harry Potter; Twilight; pulled to publish; adaptation
Introduction
After the Fifty Shades of Grey book series had sold more than 125 million copies worldwide, fans eagerly awaited the release of the movie adaptation in February of 2015. Building on the books’ success, the opening weekend of the movie alone grossed $248 million. The production and pre-production of the film was accompanied by media reports and PR announcements of the ways the narrative and specifically the BDSM scenes in the book were adapted to the screen, as well as which actors were cast as the central characters Christian and Ana. Throughout this renewed interest in Fifty Shades of Grey, the history of layered adaptation that the text had transitioned through before it was turned into a movie receded into the background.
An earlier version of Fifty Shades of Grey, the Twilight fanfiction Masterof the Universe, had been widely read by fans online before the text was stripped of its direct references to Twilight and became a commercial success in its own right. Master of the Universe is not the only prominent text that evolved from the realms of fanfiction writing; with Sylvain Reynard’s Gabriel's Inferno and the writing duo Christina Lauren's Beautiful Bastard at least three other authors of erotic Twilight fanfiction made the New YorkTimes bestseller list. Beyond easily adaptable “all human” fanfiction from the Twilight fandom, fanfictions from other fandoms, including texts that revel in fantastic supernatural worlds, have successfully transitioned from the communal online and free writing context to the book market.