scholarly journals Return of the walking dead: First verified record of the shrew Crocidura leucodon (Hermann, 1780) in Hamburg, Germany

2021 ◽  
Vol 5 (1) ◽  
pp. 121-128
Author(s):  
Robert Klesser ◽  
Frederik Jessen ◽  
Jörgen Ringenberg ◽  
Matthias Preuß ◽  
Thomas Kaiser ◽  
...  

The bicolored shrew Crocidura leucodon so far has not been reported in Hamburg with certainty. Some plausible historical records before 1920 are present; in turn, two more recent records are doubtful for different reasons. Hence, the Red List status of the species for Hamburg has to be considered uncertain (either not present, or extinct). A citizen scientist provided a specimen of an unknown shrew, an accidental catch by a snap trap, to the Centrum für Naturkunde. The specimen was caught on the 12th of September 2019 in Tatenberg, Hamburg. It was morphologically and genetically clearly determined as C. leucodon. This find represents the first confirmed record of C. leucodon for the federal state of Hamburg and increases the number of shrew species recorded in Hamburg to five. The Red List status of the species will have to be reevaluated.

2019 ◽  
Vol 70 (1) ◽  
pp. 27-30
Author(s):  
Toni Koren ◽  
Matea Martinović

The caterpillars of the Southern Swallowtail, Papilio alexanor have been recorded in the vicinity of Trebinje, Bosnia & Herzegovina. This is the first recent observation of this species in the country and the third observation so far. Opopanax chironium is confirmed as the larval host plant in Bosnia and Herzegovina, which was expected due to the recent observations from Croatia. Its status and distribution in the country are still not clear, and further surveys are recommended in order to reconfirm the historical records as well as to assess its current conservation status. Due to the limited extent of its occurrence, we propose to include it in the Red list of fauna of Bosnia & Herzegovina as Vulnerable (VU).


Author(s):  
Oihab Allal-Chérif ◽  
María Guijarro-García ◽  
José Carlos Ballester-Miquel ◽  
Agustín Carrilero-Castillo

2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2015 ◽  
Vol 49 (4) ◽  
pp. 793-811 ◽  
Author(s):  
KATHERINE SUGG

From The Road to The Walking Dead, contemporary apocalyptic fictions narrativize the conjunction of two central “crises”: late liberal capitalism and twenty-first-century masculinity. This conjunction underlines the insights of a variety of scholars and cultural critics who analyze the “crisis” of contemporary masculinity, often specifically white masculinity, as a product of recent economic and social transformations, including the perceived disempowering of white male authority in a neoliberal era of affective labor, joblessness and multiculturalism. But the apocalypse, especially as a television series, is a rather peculiar narrative vehicle for the articulation of a transformative future for – or a nostalgic return to – masculine agency and authority. Focussing on questions of subjection and agency in the late liberal/neoliberal moment, I suggest that zombie apocalypse stages a debate on the status of masculine agency that has roots extending deep into the foundations of liberal modernity and the gendered selfhood it produces – roots that are ironically exposed by the popular cultural referent that dominates The Walking Dead: the frontier myth. The frontier and the apocalypse both draw from Hobbesian prognostications of a state of nature as relentless competition and a war of “all against all” that are foundational to modern liberal political theory and questions of sovereignty, self-interest, and collective governance. But they also index a narrative antidote to the erasure of political agency as traditionally enshrined in liberal democratic norms and traditions. Like the western, the zombie apocalypse speculates about possible ways in which masculine agency in liberal modernity might be reimagined and/or reinvigorated. In the place of a tired, automated neo-“official man”, the apocalypse in The Walking Dead promises an opportunity to “finally start living” – reminding us that white masculinity figures precisely the Enlightenment liberal subject-citizen and the authoritative, if highly fictional, agency which has been notoriously crushed within regimes of late capitalist biopower. And yet, even as the zombie apocalypse engages foundational myths of liberal modernity, it elaborates them in surprisingly nihilistic set pieces and an apparently doomed, serial narrative loop (there is no end to the zombie apocalypse and life in it is remarkably unpleasant). The eruption of haptic elements in the television show – especially in the visual and aural technologies that allow representations of bodies, suffering, dismemberment, mutability, disgust – further counters the apparent trajectory of apocalyptic allegory and opens it to alternative logics and directions. The narrative options of the zombie apocalypse thus seem to be moving “back” to a brutal settler colonial logic or “forward” to an alternative, perhaps more ethical, “zombie logic,” but without humans. This essay is interested in what these two trajectories have to say to each other and what that dialogue, and dialectic, indicate about contemporary economic governance as it is experienced and translated affectively into popular narrative and cultural product. That is, to what extent is the racist and economic logic of settler colonialism already infected by the specter of another logic of abjection and otherness, one that is figured both by the zombies and by the nonnarrative function of spectacles of embodied male suffering? And what does that slippage between logics and directions tell us about the internal workings of settler colonialism and economic liberalism that have always been lodged within mythic fantasies of the frontier?


2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


E-Compós ◽  
2015 ◽  
Vol 18 (2) ◽  
Author(s):  
Eduardo Yuji Yamamoto

A partir da proposta teórico-metodológica de Douglas Kellner (o mapeamento do presente pelo futuro), analisa-se o seriado de TV The Walking Dead (2010-2015...), enquanto suporte discursivo de uma tensão subjetiva nas culturas midiatizadas a partir dos EUA. Duas premissas subsidiam este trabalho: a indissociabilidade entre a cultura midiatizada e as práticas sociais contemporâneas; e a presença de regimes divergentes de sociabilidade nessa cultura: fechar-se à profusão vinculativa da atualidade ou expor-se à experimentação subjetiva. Para auxiliar a análise, utiliza-se o conceito de “corpo sem órgãos”, de Artaud, Deleuze e Guattari.


Author(s):  
Rachel Sarah Osolen ◽  
Leah Brochu

While working as production assistants for the National Network of Equitable Library Service (NNELS), an organization that creates and shares accessible versions of books to people with print disabilities, we were tasked with a challenging request from a user: Could we make an accessible version of the comic book The Walking Dead? Audio description services are available to the visually impaired in a few different venues such as television, movies, and live theatre. Guidelines for the creation of these descriptive texts are available to potential creators, but in our case, we could find nothing that would help guide us to create a described comic book. While some people and organizations have created prose novelizations of comic books, these simply tell the story, and do not include the unique visual aspects of reading a comic book. We have found that it is possible to create a balanced description that combines the visual grammar of a comic with the narrative story. In addition to creating a described comic book, we are developing guiding documentation that will be a necessary tool to ensure that visually impaired readers have a comic book experience (CBE) that (a) closely matches the CBE of a sighted reader, and (b) is standardized across producers, so that the onus of understanding the approach to comic book description (CBD) is not put on the visually impaired reader. At this point in our work, we need more feedback from users with print disabilities to ensure we are meeting the highest standards.


2019 ◽  
Vol 24 (47) ◽  
pp. 51-64
Author(s):  
Denis Newiak

Uno de los valores de la serie a la que se refiere el texto es que se sale de la modernidad, a través de la forma de vida que propone y del consumo en continuo y de la omnuipresencia de los medios.Es la soledad en nuestras modernas sociedades la que da lugar a nuevas formas de producción, y de rutinas diarias. Desde esta perspectiva, el placer de ver «The Walking Dead» no procede del horror que presentan sino de una nueva forma de «communitization». La serie muestra la anti-modernidad, en la que el sentimiento de alienación es infinito, a la vez que se produce un sentimiento de sentirse perdido en ese mundo de soledad.PALABRAS CLAVE: serie, The Walking dead, anti-modernidad, communitization.


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