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Kulturní produkt v cestovním ruchu v Hořicích / Product of cultural tourism in HořiceChmatilová, Jana January 2011 (has links)
The aim is to demonstrate the connection between tourism and culture as well as highlight their link to economic and social spheres. Another objective is to confirm or disprove the following two hypotheses. Hypothesis 1- Cultural product is the main motivating component to participate in tourism. Hypothesis 2- Cultural product develops potential of tourism. Objectives and hypotheses were evidence by research, statistical data, strategic document, internet sources and consultations with experts. The work is divided into theoretical and practical part. The practical part is focused on the cultural product in Hořice, where the situation of cultural tourism is mapped. The hypothesis were confirmed by practical example of cultural product in Hořice and through expert knowledge of research and literature and statistics.
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Entre produtos e consumo nerd : elementos para uma subcultura de fronteiras a partir de GhanorPizzol, Alan Ricardo Dal 29 August 2017 (has links)
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Previous issue date: 2017-08-29 / Nenhuma / Esta dissertação propõe-se a buscar a compreensão de como a Subcultura Nerd se atualiza através do consumo de referências culturais. Para isso, elencamos uma narrativa chamada Crônicas de Ghanor (2013), um produto cultural desenvolvido em várias mídias, mas que teve seu início em um jogo de tabuleiro gravado e disponibilizado pelo Grupo Jovem Nerd, a maior empresa nacional voltada a conteúdos Nerds. Para o desenvolvimento da pesquisa, utilizamos a Teoria Fundamentada (FRAGOSO; RECUERO; AMARAL, 2015), para catalogar todas as referências culturais encontradas na construção da narrativa dos Podcasts das Crônicas de Ghanor, ao mesmo tempo que utilizamos o método criado por Gelder e Thornton (1997) para compreendemos como se dá a atualização do Nerd, através da perspectiva da própria subcultura. Para o debate são convidados os autores Bourdieu (1982), Burke (2013) e García Canclini (2008). Sob a ótica do capital cultural e suas trocas simbólicas, criamos uma discussão sobre a hibridização das referências culturais que compõe o produto das Crônicas de Ghanor e de seus consumidores. Como resultados desse processo, dissertamos sobre como a atualidade da subcultura se legitima pela sua própria visão, e entendemos que se trata de uma subcultura em processo. O produto em si não parece ter hibridização, através do entendimento do capital cultural, enquanto a subcultura demonstra que sua formação é híbrida, em processo – e deve refletir em futuros produtos de consumo. / This dissertation proposes to seek the understanding of how the Subculture Nerd is updated through the consumption of cultural references. To do this, we analyze the narrative of Chronicles of Ghanor (2013), a cultural product developed in various medias, but which began in a board game recorded and made available by the Jovem Nerd Group, the largest national company focused on Nerd content. For the development of the research, we used the Grounded Theory (FRAGOSO; RECUERO; AMARAL, 2015) to catalog all the cultural references found in the Chronicles of Ghanor podcasts, while using the method created by Gelder and Thornton (1997), to understand how is updated the Nerd concept, through the perspective of the subculture itself. For the debate are invited the authors Bourdieu (1982), Burke (2013) and García Canclini (2008). From the perspective of cultural capital and its symbolic exchanges, we have created a discussion about the hybridization of the cultural references that makes up of the Chronicles of Ghanor and its consumers. As a result of this process, we have discussed how the current subculture legitimizes itself by its own vision, and we understand that it is a subculture in process. The product itself does not appear to hybridize through the understanding of cultural capital, while the subculture demonstrates that its formation is hybrid, in process – and should reflect in future Nerd products.
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Reframing The National Football League: An Organizational Analysis Of The Construction Of A Modern SpectacleLewis, Scott Charles 15 November 2005 (has links)
Popular and consumer cultures share a similar trajectory in the United States with spectacle and money being key ingredients in the construction of both. This is most apparent in the sports industry in America with billions of dollars in revenue generated every year. During the first half of the twentieth century sports like baseball and boxing commanded a significant amount of cultural and economic capital. It was not unheard of for sports teams, talented athletes and even a few select coaches to ascend to a legendary or even mythical status. The spectacle and revenue generating capacity of amateur and professional sports was considerable during this time, but it was not until the early 1960s that the true potential for an American sports was constructed. The introduction of television in the development of the National Football Leagues spectacle redefined what sports in the United States means to popular and consumer cultures. The enormity of the National Football Leagues premier annual spectacle, the Super Bowl, is a testament to the sports dominance of American popular and consumer cultures. By analyzing the National Football Leagues formative years during the 1960s and 1970s, it is my intention to demonstrate how the NFL was able to reframe its cultural product, and achieve an unprecedented social and economic status in American culture. I will employ an organization set analysis of cultural industry systems proposed by Paul M. Hirsch in conjunction with Clifford Geertz and Jerome Bruners studies on the cultural power and significance of the narrative form to trace the trajectory of the NFLs social and economic success. Popular fiction will also be included to demonstrate how thoroughly professional football infiltrated popular and consumer cultures and changed how Americans viewed televised sports. American sports have undergone amazing changes over the last century, but it was the National Football League and television that changed what the sports industry means to American culture.
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Chinese cultural features for new product design developmentWang, Yu-Han January 2016 (has links)
Cultural and creative industries are a growing and profitable sector in the UK. The industry blends historical culture with modern creative design to promote one's culture and to make profits. A cultural feature is the main characteristic of a cultural product; however most of the current cultural products are printed or decorated in a way that lacks any emotional or meaningful cultural link with consumers. Emotional engagement is the key factor when people make their decisions. Therefore, a design toolkit was created to assist designers to enhance an emotional connection between consumers and products. the research approaches involved a literature review to classify categories of cultural features, a questionnaire to measure emotional responses to Chinese cultural products, expert interviews to develop the toolkit, and workshops to validate the toolkit. This research is the first study to highlight emotional aspect of cultural products in order to enrich user experience. The contributions of the research are investigating human emotions of cultural products and developing a novel toolkit to support designers when creating cultural products.
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A study of the musical theatre industry and production in São Paulo: challenges and opportunitiesMontangerand, Candice Lúcia Chris Aché 13 December 2017 (has links)
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Previous issue date: 2017-12-13 / A presente pesquisa é um estudo da indústria de teatro musical em São Paulo, destacando os principais desafios e oportunidades que a indústria enfrenta. Tal análise permite alcançar o objetivo principal do trabalho, que é contribuir para o desenvolvimento da indústria criativa no Brasil através da proposta de ações concretas. A pesquisa tem uma natureza exploratória com um método misto, uma abordagem de pesquisa que combina formas qualitativas e quantitativas. Este trabalho é composto por uma análise da indústria do teatro musical, através de análise de dados qualitativos secundários e 6 entrevistas, e também mais especificamente a análise de todas as peças de teatro musical produzidas em São Paulo entre 2000 e 2015, através a coleta de dados quantitativos secundários. O estudo mostra que a indústria do teatro musical está crescendo em termos de produção e investimento, mas com uma hegemonia de produções da Broadway. Por outro lado, os musicais brasileiros estão ganhando espaço também, alavancado pelos medleys e biografias. A dependência do setor de teatro musical em leis de incentivo cultural é seu principal facilitador e desafio ao mesmo tempo, uma vez que os musicais da Broadway e biográficos são percebidos como uma aposta mais segura não só para o patrocinador e produtor, mas também para o artista e o público. Isso resulta em falta de dramaturgia original. Assim sendo, as duas oportunidades mapeadas para desenvolver a indústria do teatro musical são o desenvolvimento de um segmento Off-Broadway para reduzir a dependência das leis de incentivo cultural e aumentar a autonomia artística e criar uma quota para produções originais dentro das leis de incentivo cultural. / The present research is a study of the musical theatre industry in São Paulo highlighting the major challenges and opportunities the industry is facing. This analysis enables to achieve the research main objective, which is generate insights and propose actions for the development of musical theatre productions in São Paulo. The research has an exploratory nature with a mixed method research, an approach to inquiry that combines both qualitative and quantitative forms. This paper is composed in one hand by the musical theatre industry analysis, through secondary qualitative data analysis and 6 interviews, and on the other hand a more specifically analysis of all the musical theatre plays produced in São Paulo from 2000 until 2015, through a quantitative data collection. The study shows that the musical theatre industry is growing in terms of both production and investment, but with a hegemony of Broadway productions. On the other hand, Brazilian plays are gaining space as well, leveraged by medleys and biographies plays. The musical theatre industry dependency on the use of cultural incentive laws is its main facilitator and challenge at the same time, since Broadway and biographical plays are perceived as a safer bet not only for the sponsor and producer, but for the artist and public as well. This results into a lack of original dramaturgy. Thus, the two mapped opportunities to develop the industry are to develop an Off-Broadway segment to reduce the cultural incentive laws dependency and raise artistic autonomy and to create a quota for original productions within the cultural incentive laws.
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Rêves et cauchemars de la modernité New-Yorkaise : sociologie de l'œuvre en songes de Winsor McCay / Dreams and nightmares of New-York modernity : sociology of Winsor McCay's sleepy storiesTellez, Benoît 09 December 2015 (has links)
Il y a quelque chose à prendre au sérieux à la lecture des bandes dessinées de Winsor McCay. C’est sur ce postulat, qu’après avoir décidé que mon corpus se limiterait à son œuvre en songes (toutes les planches qui finissent par une case où le personnage se réveille et réalise qu’il vient de rêver), j’ai envisagé de découvrir ce que l’on pouvait apprendre de la modernité new-yorkaise à lecture de Little Nemo in Slumberland (publié de 1905 à 1927) et de Dreams of the Rarebit Fiend (Les cauchemars de l’amateur de fondue au chester, publié de 1904 à1914). Cette thèse débute par une réflexion sur le concept esthétique et philosophique de la Modernité, et l’établissement méthodologique d’une sociologie de l’œuvre ouverte à la singularité de l’auteur. Elle détaille la construction de son matériel d’analyse et les limites qui se sont révélées à l’usage. Mon analyse de l’œuvre en songes de McCay se divise en deux étapes : l’une s’astreint à une étude différenciée de la case, de l’entre-case et de la planche, afin d’organiser le regard ;l’autre retient de l’œuvre quelques grandes trajectoires. Ce dernier développement permet de mettre l’accent sur la passion moderne du mouvement, le devenir de la fin de l’histoire à l’ère du sériel et le recours à la notion d’infini dans le processus de narration. Cette étude est aussi l’occasion de développer des concepts comme la saute, la création machinale, la rationalité baudelairienne ou le récit d’élection. / There is something serious about reading Winsor McCay's comics. It is based on this basic premise that, after I had decided that I would restrict my corpus to his sleepy stories (all the storyboard in which in the last panel the character wakes up and realizes that he wasdreaming), I intend to seek for what could be taught of new yorker modernity through the reading of Little Nemo in Slumberland (published from 1905 to 1929) and of Dreams of the Rarebit Fiend (published from 1904 to 1914). This thesis begins with a thought on a estheticand philosophical concept of Modernity and goes on with a methodic establishment of sociology of the work of art that encompasses the singularity of the author.I divided my analysis of the sleepy stories of McCay in two steps : one whose aims is toorganize the look provides a differentiated study of the panel, the gutters and the page ; the other one focus on main paths of the work. This last development allows to emphasize the modern passion of movement, the outcome of the end of the story in the age of seria lproduction and the concept of infinity in narrative process. This study also gives the opportunity to develop concepts such as tellings of the chosen one, mechanical creation,baudelerian rationality or the concept of skip.
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Da língua portuguesa à linguagem cinematográfica: do roteiro ao vídeo / La lengua portuguesa en lenguaje sinematográfica: gui[on del videoCaprecci, Denise Sorpioni 14 December 2015 (has links)
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Previous issue date: 2015-12-14 / This study aims to analyze the film language performed in Portuguese classes as an educational practice as well as a cultural product. The qualitative research was based on an intervention research method sustained on the works of Paulo Freire and other authors who are connected to this theme, as well as on an intervention project during Portuguese classes. The research subjects were students of the second year of high school and a Portuguese teacher of a state school in São Paulo. The focus was the practice of film language in classroom from the screenplay to video production. Film language is a great means of communication which delights and awakens in its audience different sensations. The purpose of this study is to bring out in the students a new way to express and develop themselves by using this language, based on theoretical literary foundations previously acquired during the Portuguese classes. It aims to turn film language into a great pedagogical resource, developing creation autonomy and using the knowledge that students may bring. Developing the screenplay from the construction of the characters, the dynamics of the plot and the typology of the text which will be used can be a rewarding experience to students if they are properly oriented, especially if cinema is no longer considered something abstract but a concrete resource. “The cinema has no boundaries or limits. It is a steady stream of dream.” Welles, Orson. / Este trabajo objetiva estudiar el lenguaje cinematográfico que se desarrolla en las clases de Lengua Portuguesa, como una práctica educacional y producto cultural. La investigación cualitativa se apoya en un método de pesquisa-intervención a través de la obra de Paulo Freire y autores que discuten esta temática y un proyecto de intervención en las clases de Lengua Portuguesa. Los sujetos de la pesquisa fueron estudiantes del 2.º año del Enseño Medio y una profesora/pesquisadora de Lengua Portuguesa, de una escuela estadual en la ciudad de São Paulo, con el fin de la práctica de este lenguaje en el aula, desde el guión cinematográfico hacia a la producción de vídeos. El lenguaje cinematográfico es un gran medio de comunicación que encanta y despierta en sus espectadores las más diferentes sensaciones. Este estudio visa aun provocar a los estudiantes una nueva manera de expresarse y desarrollarse a través de este lenguaje, a partir de los fundamentos teóricos literarios ya adquiridos en las clases de Lengua Portuguesa. Busca también proporcionar medios para que el lenguaje cinematográfico pueda convertirse en un gran recurso educativo, el desarrollo de la automía de la creación y el uso de todo el bagaje que el alumno pueda traer. Trabajar el guión desde la construcción de los personajes, la dinámica de la trama, el tipo de texto injerido, pude ser una gratificante experiencia al estudiante si bien orientado, sobre todo, si el cine deja de ser abstracto para convertirse en un recurso real. “El cine no tiene fronteras ni límites”. Welles, Orson. / O presente estudo tem como objeto a linguagem cinematográfica desenvolvida nas aulas de Língua Portuguesa, como uma prática educacional e produto cultural. A pesquisa de cunho qualitativo baseia-se em um método de pesquisa-intervenção através de uma referência apoiada na obra de Paulo Freire e autores que trabalham esta temática e de um projeto de intervenção, durante as aulas de Língua Portuguesa. Os sujeitos da pesquisa foram discentes do 2ºano do Ensino Médio e a pesquisadora/docente de Língua Portuguesa, de uma escola estadual na cidade de São Paulo, visando à prática desta linguagem em sala de aula, do roteiro cinematográfico até a produção de vídeos. A linguagem cinematográfica é um grande meio de comunicação que encanta e desperta em seus espectadores as mais diversas sensações. O objetivo deste estudo é provocar no discente uma nova maneira de se expressar e se desenvolver através desta linguagem, partindo dos fundamentos teóricos literários já adquiridos nas aulas de Língua Portuguesa. Este estudo busca proporcionar meios para que a linguagem cinematográfica possa se tornar um grande recurso pedagógico, desenvolvendo a autonomia de criação e utilizando toda a bagagem que o discente possa trazer. Trabalhar o roteiro desde a construção dos personagens, a dinâmica do enredo, a tipologia de texto que será inserido, pode ser uma experiência gratificante ao discente se bem orientado, principalmente se o cinema deixar de ser abstrato para se tornar um recurso concreto. "O cinema não tem fronteiras nem limites. É um fluxo constante de sonho." Welles, Orson.
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Quand les albums parlent d'Espace. Espaces et spatialités dans les albums pour enfants / When Picture Books Speak of Space. Spaces and spatiality in children’s picture booksMeunier, Christophe 04 December 2014 (has links)
Le travail présenté dans cette thèse s’inscrit dans le champ de la géographie culturelle et veut participer à prouver qu’il existe un tournant spatial tel qu’il a été défini par Edward Soja en 1996, qui permet de porter un regard autre sur les sociétés en les analysant à partir des objets culturels qu’elles produisent. Les albums pour enfants, ces livres conçus pour le jeune public qui combinent images, supports et très souvent textes dans un rapport d’interdépendance, constituent les objets de ce travail de recherches. Envisagés comme des produits culturels géographiques, ils interrogent, disent, représentent et mettent en scène espaces et spatialités. S’intéressant à un corpus d’albums iconotextuels narratifs édités en France entre 1919 et 2012, ce travail s’emploie à démontrer qu’il existe une interdépendance entre trois instances narratives (textuelle, iconique et plastique) et que cette interdépendance génère et imagine non seulement de l’espace pour le lecteur mais également une intentionnalité spatiale, une transmission d’un habiter tel qu’il est pensé par l’auteur-illustrateur. La dernière partie de ce travail, plus exploratoire, propose de voir dans l’album pour enfants un lieu de communication dans lequel l’intentionnalité spatiale aiderait le lecteur-enfant à agir sur de l’espace. La réception, l’expérience esthétique, la lecture performative de l’album permettraient à l’enfant de se construire un capital culturel spatial dans lequel il pourrait puiser pour « faire avec » l’espace qu’il habite ou qu’il aura à habiter. / The work presented in this dissertation fits in the field of cultural geography and hopes to prove that there exists a spatial turning point as defined by Edward Soja in 1996, which will allow a further look into societies, analyzing them by means of the cultural objects that they produce.Children’s picture books, these books conceived for the young public which combine images, props, and very often text in a relationship of interdependence, constitute the objects of this research work. Considered as geographic cultural products, they question, state, represent, and stage spaces and spatialities.Drawing from a body of narrative, iconotextual picture books published in France between 1919 and 2012, this work intends to demonstrate that there exists an interdependence among three narrative instances (textual, iconic, and plastic) and that this interdependence generates and imagines not only space for the reader but also a spatial intentionality, a transmission of living such as envisioned by the author-illustrator.The last part of this work, more exploratory, proposes seeing in children’s books a place of communication in which the spatial intentionality would help the child-reader to act on the space. The reception, the esthetic experience, the performative reading of the picture book would allow the child to construct for himself a spatial cultural capital in which he could delve to “play with” the space in which he lives or that he will have to live.
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