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Corporeal modernism: transnational body cinema since 1968Yu, Chang-Min 01 August 2019 (has links)
As in physics, one faces a three-body problem in film studies. Similarly, neither logic has a general solution. There are bodies on screen as representation, bodies before the screen as audiences, and supposedly film’s body as a quasi-subject that perceives and expresses through the screen. However, no scholarship has addressed the central question of the body’s medium specificity in determining how the story on screen is told in a socio-historical context. Using phenomenology and media studies, Corporeal Modernism: Transnational Body Cinema Since 1968 fills the gap by articulating how the body’s metaphysical and physical conditions are the foundation of narrative cinema. I showcase how the medium specificity of the body is deployed to flesh out social and political conflicts from European political modernism through Asian New Waves to the latest Hollywood digital blockbusters.
Corporeal Modernism considers the body as a medium—not as mere representation in cinema—to examine the relationship between the bodies on screen and before the screen. Using phenomenology and media studies, my research illustrates how the body on screen, without manifesting its corporeal qualities, operates as vehicle to deliver a character in narrative. Only when the body of a character is hurt or incapacitated, the audience is made aware of how the body is a formal issue as well. My research demonstrates how cinema presents the body and the world on screen. Corporeal modernism is the technical awareness of the body-image located in the history of cinema.
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“Frankenstein Complex” in the Realm of Digital Humanities : Data Mining Classic Horror Cinema via Media History Digital Library (MHDL)Jiang, Tianyu January 2019 (has links)
This thesis addresses the complexity of digitalization and humanities research practices, with a specific focus on digital archives and film history research. I propose the term “Frankenstein Complex” to highlight and contextualize the epistemological collision and empirical challenges humanities scholars encounter when utilizing digital resources with digital methods. A particular aim of this thesis is to scrutinize digital archiving practices when using the Media History Digital Library (MHDL) as a case for a themed meta-inquiry on the preservation of and access to classic horror cinema in this particular digital venue. The project found conventional research methods, such as the close reading of classical cinema history, to be limiting. Instead, the project tried out a distant reading technique throughout the meta-inquiry to better interrogate with the massive volume of data generated by MHDL. Besides a general reassessment of debates in the digital humanities and themes relating to horror film culture, this thesis strives for a reflection on classic horror spectatorship through the lens of sexual identity, inspired by Sara Ahmed’s perspective on queer phenomenology. This original reading of horror history is facilitated by an empirical study of the digital corpus at hand, which in turn gives insights into the entangled relation between subjective identities and the appointed research contexts.
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L'EMPATIA NELL'ESPERIENZA FILMICA / Empathy and the Film ExperienceD'ALOIA, ADRIANO 03 May 2010 (has links)
Negli ultimi decenni i film studies stanno spostando la propria attenzione sul livello corporeo e affettivo dell’esperienza filmica. Adottando un approccio fenomenologico e focalizzandosi sulla nozione di empatia, la tesi studia le strategie del coinvolgimento dello spettatore cinematografico nei film di successo contemporanei. Il capitolo 1 rintraccia le diverse accezioni di empatia in filosofia, estetica, psicologia e nelle neuroscienze cognitive. Il capitolo 2 traccia una genealogia dell’empatia nelle teorie psicologiche ed estetiche del film. Il capitolo 3 esplora la rilevanza della teoria dell'atto empatico di Edith Stein per la filmologia e ne propone un'applicazione allo studio dell’esperienza filmica contemporanea. Il capitolo 4 analizza un ampio corpus di film contemporanei individuando quattro “figure aree” del coinvolgimento filmico: l’acrobazia, la caduta, il volo e il movimento in assenza di gravità. Attraverso la simulazione empatica dei movimenti nel film e del film, lo spettatore esperisce inavvertitamente l’intenzionalità implicata nelle forme e negli oggetti della rappresentazione, cogliendo con la propria sensibilità il senso di un’esperienza che trascende l’immanenza del film e contribuisce al processo di attribuzione di senso al Mondo, all’Altro e al Sé. / In recent decades film studies have shifted their focus to the emotional and bodily level of film experience. By adopting a phenomenological approach, this dissertation deals with the strategies of the film spectator’s involvement in contemporary mainstream narrative films. Chapter 1 reconstructs the meanings of the notion of empathy in philosophy, aesthetics, psychology and neurocognitive research. Chapter 2 traces a genealogy of empathy in film theories, from Bergsonism to Cognitivism, and evaluates the relevance of Simulation-Theory to film studies. Chapter 3 explores the relevance of Edith Stein’s phenomenological theory of empathy to film theory and assumes it is a theoretical model to investigate the “intensified” nature of both film design style and film reception style. A film is constructed and experienced on the basis of the “circuit of empathy”, a stratified system of different species of empathetic interaction, acting at senso-motorial, perceptual, cognitive and emotional levels with the aim of generating both an aesthetic and an inter-subjective experience. Chapter 4 analyses a vast corpus of contemporary films and focuses on four “aerial figures” of involvement and their combination: acrobatics, falling, flying, and non-gravitational movements, both of the actor’s human body and of the film’s anthropomorphic body. In the Conclusions, it is argued that the spectator internally imitates these “double” movements and inadvertently experiences the intentionality implied in the figures. Contemporary film spectators empathetically “get”, with their own sensibility, the senses of an experience that transcends the immanence of the film and contributes to the process of “giving” sense to the World, the Other, and the Self.
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Varför Ava-tar de på allt? : En kvalitativ analys av hur visualiseringen av händers interaktion påverkar hur åskådare upplever världen i filmen Avatar / Ava-Targeting Hands? : A Qualitative Analysis of How the Visualisation of Hand Interaction Affects the Viewers’ Perceptions of the World in the Movie AvatarCampbell, Cassandra January 2023 (has links)
Denna uppsats är en fenomenologisk studie som utreder hur visualiseringen av händer påverkar hur filmbetraktare upplever världen i filmen Avatar. Analysen utreder tre scener från Avatar, som visar händer som interagerar med föremål som är okända för både filmkaraktärens och betraktarens del. Undersökningen applicerar teorier inom fenomenologi, perception, kognitionsteorier, och science fiction som narrativ form, i syfte att utreda hur människor påverkas av att betrakta händers interaktion i ett filmsammanhang. Resultatet i analysen landar i att visualiseringen av händers interaktion kan ha flera olika effekter för hur filmåskådaren upplever scenerna som har utretts. Interaktionerna har bland annat en narrativ funktion då de förmedlar information om hur den fiktiva filmvärlden är uppbyggd, vilket i sin tur fångar åskådarens intresse och skapar spänning. Vidare styrker fenomenologiska teorier att interaktionerna kan trigga sensoriska upplevelser hos betraktaren i form av exempelvis taktila förnimmelser. Analysen landar även i att åskådare kan triggas till att vilja interagera med filmmiljön på egen hand, eftersom teorier inom kognition styrker att händers närvaro gör att vi tolkar omgivningen som interaktiv. Samtidigt påvisar även resultatet att upplevelser är svåra att mäta, och att våra tolkningar skiljer sig åt eftersom de formas av våra tidigare erfarenheter och intressen. Analysen avslutas med en kritisk reflektion kring resultatet och öppnar sedan upp för hur ovannämnda aspekter kan bana väg för forskning inom filmberättande, medicin, interaktionsdesign, UX-design, och visuell kommunikation, samt hur analysen i uppsatsen hade kunnat breddas till en större studie. Denna uppsats inkluderar även en designdokumentation efter sida 44 vid namn ”Arg på vargen?”, som är en del av examensarbetet som denna uppsats ingick i vid programmet Visuell kommunikation på Malmö Universitet. ”Arg på vargen?” är en animerad teater som belyser varför vargar behövs i den svenska naturen. / This essay is a phenomenological study that explores how the visualisation of hands affects the viewer’s perception of the world in the movie Avatar. The essay analyses three scenes from Avatar, consisting of hands that interact with objects that are unknown to both the movie character and the viewer. The analysis applies theories within phenomenology, perception, cognition, and science fiction as a narrative form, as it aims to explore how viewers perceive the interaction of hands in the context of watching a movie. The results suggest that the visualisation of hands can have several outcomes, regarding how the viewer reacts while watching the scenes that were involved in this study. The interactions serve a narrative function, as they convey information about the construction of the fictional film world. This in turn, engages the viewer’s interest and creates anticipation. Theories within phenomenology support that viewers can experience sensory perceptions, such as tactile sensations, while watching the scenes. The analysis also concludes that viewers may wish to interact with the film world by using their own hands, as cognition theories support that the presence of hands in our field of vision, prompts us to interpret our surroundings as being interactive. The findings in this study also conclude that experiences are difficult to measure and interpret, since our perceptions are shaped by our previous experiences and interests. The essay closes with a critical reflection on the results and elaborates on how the findings can be applied to different research fields, such as film narration, medicine, interaction design, UX design, and visual communication, followed by how the analysis in this essay could be expanded into a larger study.
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