Algol and Lovecraft

Discovery News has a new web article on the history of the relationship between humans and the star Algol. Algol appears as the location of the climax in Lovecraft’s fiction in “Beyond the Wall of Sleep” (1919)…

“You on earth have unwittingly felt its distant presence — you who without knowing idly gave the blinking beacon the name of Algol, the Demon-Star.”

Lovecraft gives Algol as the location for a nova star, Nova Persei, which had indeed happened in fact…

“On 22 February 1901, the discovery of a naked-eye nova, Nova Persei, was announced.” — from: Agnes Mary Clerke and the Rise of Astrophysics, p.145.

S.T. Joshi says in An H.P. Lovecraft Encyclopedia that the…

“account of the nova [was] taken verbatim from his [Lovecraft’s] copy of Garrett P. Serviss’s Astronomy with the Naked Eye (1908).”

My recent book, Walking with Cthulhu, also examines possible borrowings from Serviss.

I’ve also just now found that Popular Science ran a long article on “New Stars” in January 1919, and the story “Beyond The Wall of Sleep” was written in the Spring on 1919. The article was triggered by the then-recent naked-eye Nova Aquilae, and recalls the Nova Persei of 1901…

Lovecraftian Archetypes: the eternal feminine

Interesting new book on Lovecraft’s treatment of the feminine, in Italian by Renzo Giorgetti, Lovecraftian Archetypes: the eternal feminine. The English summary…

“In the study of the work of H.P. Lovecraft one theme seems always to be neglected: that of women. In Lovecraft’s intellectual odyssey and his dreaming, always lost in seas of fantastic creation, this theme seems almost deliberately forgotten or relegated to a corner of his conceptions. But on closer examination the female appears numerous times: transformed, concealed, disguised, but ever-present and ready to play a key role. Whether it be ordinary women, or goddesses, monsters and entire civilisations, the female has her place in the Lovecraftian universe, exercising with a magical influence a magnetism towards the unknown and the unfathomable, and always ready to unleash surprising and unexpected potentialities.”

Why AR horror rarely works

As Google gears up for the augmented-reality gaming home, delivered to wireless AR glasses straight from the Web browser (no DVDs involved), Philip Reed muses on why augmented reality horror doesn’t work

“its scares, for technological reasons, need to be telegraphed. If a scary face is going to come out of a book, that can be scary. But when the game requires you to meticulously create a scenario in which that is possible, it’s easy to guess what’s coming, and the simple surprise — and subsequent scare — is lost before it ever comes.”