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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

«Vold» og VOLD : En studie av vold med utgangspunkt i Inglourious Basterds og Funny Games / «Violence» and VIOLENCE : A study of violence in Inglourious Basterds and Funny Games

Thorvaldsen, Astrid January 2014 (has links)
No description available.
2

Funny Games: o cinema cru de Michael Haneke

Sampaio, Livia 24 April 2015 (has links)
Submitted by Pós-Com Pós-Com (pos-com@ufba.br) on 2017-01-10T14:04:16Z No. of bitstreams: 1 Dissertação Final Depósito PDF.pdf: 2679458 bytes, checksum: fca3fc50fa17128a4f917dfb578a1208 (MD5) / Approved for entry into archive by Uillis de Assis Santos (uillis.assis@ufba.br) on 2017-07-12T17:55:52Z (GMT) No. of bitstreams: 1 Dissertação Final Depósito PDF.pdf: 2679458 bytes, checksum: fca3fc50fa17128a4f917dfb578a1208 (MD5) / Made available in DSpace on 2017-07-12T17:55:52Z (GMT). No. of bitstreams: 1 Dissertação Final Depósito PDF.pdf: 2679458 bytes, checksum: fca3fc50fa17128a4f917dfb578a1208 (MD5) / Esta pesquisa aborda as estratégias narrativas e estéticas articuladas no filme Funny Games (1997), do diretor austríaco Michael Haneke, a fim de causar determinadas sensações no espectador. Pretende-se identificar de que forma o estupor causado por este filme, considerado violento e cruel, ao invés de sentenciar o Haneke a um provável ostracismo, abriu as portas do disputado mercado internacional para seus filmes posteriores, com a peculiaridade de ter um remake norte-americano, feito pelo próprio diretor, dez anos depois. No primeiro momento serão analisados os elementos que dão forma ao filme. Para o estudo da narrativa será priorizado o trabalho de Paul Ricoeur. As abordagens de David Bordwell embasarão questões específicas da arte cinematográfica, tanto relacionadas com a narrativa quanto com o estilo. Em seguida, serão apresentados alguns dados sobre a recepção dos filmes de Michael Haneke para contextualizar a reação do espectador de Funny Games no universo fílmico do diretor. Por fim, será feita a análise deste filme, no âmbito de produção dos seus filmes austríacos, com o propósito de mostrar que as emoções convocadas por Funny Games são fruto das estratégias calculadas com precisão para impactar o público através de uma trama que coloca em evidência uma prática perturbadora: a crueldade. Como resultado, pretende-se demonstrar que a elaboração rigorosa de Haneke é a chave para manter e ampliar a visibilidade sobre seus filmes, que persistem nos temas indigestos. / This research addresses the narrative and aesthetic strategies in the film Funny Games (1997), by the Austrian director Michael Haneke, articulated with the purpose of causing certain sensations in the viewer. The aim is to identify how the stupor caused by this film, considered violent and cruel, instead of sentencing Haneke to a probable ostracism, opened the doors of the disputed international market for his later films, with the peculiarity of having an American remake, made by the director himself, ten years later. At first we will consider the elements that form the film. For the analysis of the narrative we will prioritise the work of Paul Ricoeur. The approaches of David Bordwell will support specific issues of the cinematic art, both related to the narrative as to the style. Then we introduce some data on the reception of Michael Haneke’s films, to contextualise the Funny Games viewer's reaction in the filmic universe of the director. Finally, we will analyse the film, in the context of the production of Haneke’s Austrian movies, with the purpose of showing that the emotions convened by Funny Games are the result of strategies precisely calculated to impact the public through a plot that highlights a disturbing practice: cruelty. With that, we intend to demonstrate that Haneke’s rigorous development is the key to maintaining and increasing the visibility of his movies, that persist with hard to digest, disturbing themes.
3

Die Selbstkonstruktion Des Fiktiven Serienmörders Als Grundlage Der Narratologischen Grenzsetzung- Und Überschreitung

Asmuss, Johanna 15 April 2010 (has links)
Die Problematik der Darstellung eines Serienmörders in der Fiktion, liegt darin, daß es bereits bei der Konstruktion eines realen Serienmörders insofern Schwierigkeiten gibt, als daß er selbst sich als jemand der Realität übergeordnet betrachtet. Damit gestaltet sich die Porträtierung des fiktiven Gegenstückes anders herum und reflektiert die Identität des wahren Mörders. Dieses wird aufgezeigt anhand der fiktiven Figuren Hans Beckert aus Fritz Langs M – Eine Stadt sucht einen Mörder (1931), Jean-Baptiste Grenouille aus Patrick Süskinds Das Parfüm (1985) und Peter und Paul aus Michael Hanekes Film Funny Games (1997). Jeder dieser vier Mörder zeichnet sich dadurch aus willens zu sein sowohl körperliche als auch realitätseinschränkende Grenzen zu überschreiten. Das Morden steht dabei im Zentrum, dem wiederum eine Selbstkonstruktion zu Grunde liegt. Untermalt wird dies durch der Fiktion allein möglichen Ausstattung der Täter mit besonderen Fähigkeiten der Imagination die Realität zu entziehen.
4

Being-towards-death : Heideggerian ontology in selected films of Michael Haneke

Gouws, Anjo-Mari 09 October 2012 (has links)
This study investigates certain existential themes found in the work of Austrian director Michael Haneke. As such the focus is on the existential philosophy of Martin Heidegger, specifcally Heidegger’s notion of Being as always being-towards-death. There are six flms under discussion – the three flms comprising his Vergletscherung-trilogie (Der Siebente Kontinent, Benny’s Video and 71 Fragmente einer Chronologie des Zufalls), and his later flms Funny Games, La Pianiste, and Caché. Michael Haneke has been lauded as “Austria’s most esteemed and most controversial active flmmaker” (Frey 2003:1), a director whose work transgresses the boundaries of mainstream flm in terms of both its form and content. In fact, the director argues, he is responsible for “rap[ing] the spectator to independence”. Haneke’s work features a solid measure of existential themes, examining the alienation and isolation of the individual, the despair brought on by the monotony of modern society, and the seeming meaninglessness of man’s existence. This study aims to show that much of Haneke’s existential thought can be drawn back to Heidegger’s concept of Being, and the various ways in which Being is constituted. Focusing particularly on the notion of Being as being-towards-death, two other constitutive elements are also included – Being as always being-in-the-world and Being as always being-with-others. Being-in-the-world is examined on two fronts, looking at Haneke’s treatment of the public space, and of the domestic setting of the home. Beingwith- others is likewise elucidated in terms of the perspective Haneke offers on society as Heidegger’s Das Man, and the more intimate relationships within the family unit. By coupling these elements with Heidegger’s notions of thrownness, anxiety and the nothing, this study thus investigates how Haneke’s rendition of being-in-the-world and being-withothers inevitably, and fundamentally, means being-towards-death. / Dissertation (MA)--University of Pretoria, 2012. / Visual Arts / unrestricted
5

Funny games

Pühler, Simon 22 October 2014 (has links)
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen. / "FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.

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