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Interview with Alana Jelinek
(2021)
Alana Jelinek is an art historian and artist — “an artist making art, and also writing about art”, in her words — , a former European Research Council artist in residence at the Museum of Anthropology and Archaeology at the University of Cambridge, and currently teaching in the School of Creative Arts at the University of Hertfordshire. Her art has revolved mostly around the issues of post- and neocolonialism and their connections with neoliberalism — a more implicit topic in her works from the 1990s on the “tourist gaze” developed into an interest in museums, collecting and ethnography throughout the past two decades. In this interview, she talks to thersites about the role of classical heritage and ancient art in her own work.
It has been highlighted many times how difficult it is to draw a boundary between gift and bribe, and how the same transfer can be interpreted in different ways according to the position of the observer and the narrative frame into which it is inserted. This also applied of course to Ancient Rome; in both the Republic and Principate lawgivers tried to define the limits of acceptable transfers and thus also to identify what we might call ‘corruption’. Yet, such definitions remained to a large extent blurred, and what was constructed was mostly a ‘code of conduct’, allowing Roman politicians to perform their own ‘honesty’ in public duty – while being aware at all times that their involvement in different kinds of transfer might be used by their opponents against them and presented as a case of ‘corrupt’ behaviour.
Theme Park Imitations
(2022)
Theme parks frequently draw not only on historical themes, from antiquity to the roaring twenties, but also on their own history – that is, the history of the medium of the theme park itself. This article uses the example of the Happy World ride at Happy Valley Beijing (China) to discuss theme park imitations, that is, the fact that theme parks frequently borrow individual elements (themes, technologies, visuals, layouts, names) and/or entire units (rides, restaurants, themed areas) from each other. Opened in 2014 in the Greek-themed Aegean Harbour section of Happy Valley Beijing, Happy World may upon first sight look like an almost exact copy of Disney’s ‘it’s a small world’ (opened at Disneyland in California in 1966) but turns out to be, upon closer examination, a complex refunctionalization of central elements of ‘it’s a small world’ that establishes meaningful connections between (ancient) Greece and the city of Beijing via the theme of the Olympic Games: drawing on the origins of ‘it’s a small world’ in the 1964–5 New York World’s Fair and the latter’s motto of ‘Peace through Understanding’, Happy World takes visitors on a journey from the ancient Olympiad to contemporary Beijing (the site of the 2008 Summer and the 2022 Winter Olympic Games) to offer a theme park rendition of the 2008 Olympic torch relay as an homage to ‘the spirit [of peace, respect, and friendship] in the people’s [sic] of the world’.
El artículo analiza la corrupción como un fenómeno complejo y con frecuencia ambiguo, relacionado con comportamientos y mentalidades individuales y colectivas, que son percibidos como ilegítimos o inmorales y, por lo tanto, desviados de normas establecidas. Más allá de un acercamiento reduccionista u objetivista a lugares comunes de la corrupción política, o a delitos tipificados por la ley, esta contribución pretende destacar la relevancia del análisis histórico del discurso en el estudio del tema. Este enfoque nos permite reconstruir contextos en los que se identifica la corrupción, así como analizar relatos, no siempre unánimes, sobre estas prácticas. El trabajo se adentra en una época lejana, pero a la vez cercana a nuestro tiempo, el último siglo la República romana. La evidencia nos permite evaluar críticamente aspectos fundamentales de la construcción retórica de la corrupción y de sus zonas grises, como la distinción, a menudo borrosa, entre regalo y soborno.
Preface
(2020)
This paper examines the intertext between Tolkien’s Ithilien episode in Two Towers and artistic presentations of plants in the art and literature of Augustan Rome. We argue that the evident ‘superbloom’ depicted in the ekphrasis of the flora of Ithilien recalls both Vergilian botanical adynata (especially in the Georgics) and Roman wall paintings of the Augustan period.
This article focuses on the feminist reception of Zenobia of Palmyra in Great Britain during the long nineteenth century and the early twentieth century. A special focus lies on her reception by the British suffragettes who belonged to the Women’s Social and Political Union. Even though Zenobia’s story did not end happily, the warrior queen’s example served to inspire these early feminists. Several products of historical culture – such as books, pieces of art, newspaper articles and theatre plays – provide insight into the reception of her as an historical figure, which is dominated by the image of a strong and courageous woman. The article will shed light on how exactly Zenobia’s example was instrumentalised throughout the first feminist movement in Britain.
Très peu d’originaux nous permettent de connaître la statuaire grecque ancienne. Eu égard à la grande production de statues en bronze, un nombre très limité d’oeuvres a été sauvé de la fureur du temps et des hommes. Le reste nous est connu de manière partielle et imparfaite par les copies romaines en marbre ou par des notes rapides d’auteurs anciens, qui mentionnent des artistes et des oeuvres dont le seul nom demeure. La découverte de statues en bronze de production grecque est donc un événement exceptionnel d’un point de vue scientifique. Les « Bronzes de Riace » ont notamment eu, dès leur découverte en 1972, une immense influence dans la culture populaire, que nous allons aborder dans cet article sous l’angle des Reception Studies, en essayant d’intégrer ces réflexions au débat sur leur perception dans le monde contemporain, déjà abordé par deux volumes sortis en 1986 et 2015 (Gli eroi venuti dal mare/Heroes from the sea et Sul buono e sul cattivo uso dei Bronzi di Riace1), en portant une attention particulière au Web et aux réseaux sociaux.
1 Je remercie Maurizio Paoletti et Fabien Bièvre-Perrin pour la relecture de cet article ; Domenico Benedetto D’Agostino pour m’avoir fait connaître, il y a quelques années, le poème de Felice Mastroianni dédié au Bronzes de Riace ; l’Archivio du Musée Archéologique National de Reggio Calabria, Mike_art04, le collectif La Psicoscimmia et Emanuela Robustelli pour les images qu’ils ont partagées.
Vergil was a fundamental source of inspiration for Tolkien, not only when writing the Lord of the Rings, but also at the beginning of his “world-building”. The Fall of Gondolin, written in 1916, was modeled upon the Aeneid, whose second book shares many similarities with the description of Gondolin’s last day. For instance, the attack that seals the fate of the city takes place during a feast in both works, whereas both protagonists (Aeneas and Tuor) leave wives and sons to fight the enemy and witness deaths of their kings (Priam/Turgon). Other analogies include the topos of the fall of the tallest tower of the city as well as the scenes of Creusa/Idril clasping the knees of her husband and begging him not to go back to the battle. Tolkien chose the Aeneid as his main model because, in his opinion, the Aeneid and The Fall of Gondolin evoked the air of antiquity and melancholy. Vergil’s nostalgia for a “lost world” conveyed in the Aeneid greatly resembles the nostalgia pervading both Tolkien’s writing and life.
Within Persona 5’s modern Tokyo setting, imagined worlds are created that represent the cognitive processes of various characters. These ‘palaces’ allow the player to explore locations far removed from the game’s real-world, contemporary backdrop. One episode creates an ancient Egyptian world. This article examines how this world has been produced and the different transmedial tropes and other influences that its developers have drawn upon. Many references are recognisable to a broad audience (pyramids, gods, hieroglyphs), while others reflect Japanese pop-cultural trends (in various manga and anime), including the mention of an obscure Egyptian god, Medjed. The intentionally fictitious nature of these ‘palaces’ means that the Egypt that appears in this game is not bound by the need to replicate an ‘accurate’ landscape. Instead, the developers were free to design a gamescape that combines multiple and diverse receptions of ancient Egypt.