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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.
11

O Vampiro Camaleônico: uma análise de Drácula em suas múltiplas encarnações na Literatura e Cinema / Chameleonic Vampire: An analyzes of Dracula in its multiples encarnations in Literature and Cinema

Yuri Garcia Piedade Kurylo 27 February 2014 (has links)
Esta pesquisa tem como objetivo analisar a imagem de Drácula ao longo de seus mais 100 anos de existência em nossa cultura, sobretudo em suas representações nos meios literários e audiovisuais. Buscamos traçar as transformações do personagem e de sua história ao longo de um grande percurso de incursões cinematográficas. Para isso iniciaremos um debate sobre a imagem do vampiro, sua origem e suas diversas evoluções desenvolvendo o que chamamos aqui de Mitologia Vampírica, aproveitando para apresentar o estudo das materialidades como um complemento metodológico às clássicas análises já existentes. Em seguida, traremos o vampiro para a literatura, destacando o livro de Stoker como o mais importante vampiro da história. Drácula, embora seja um produto literário, alcança seu ápice no meio audiovisual como um dos personagens mais representados e uma das histórias mais adaptadas como veremos através de uma pequena arqueologia de suas aparições no cinema. Para finalizar nosso estudo, nos aprofundaremos na análise de 5 filmes, que julgamos ser os mais pertinentes dentro de todas as transposições fílmicas até então feitas sobre o livro de Bram Stoker / This research aims to analyze the image of Dracula throughout its more than 100 years of existence in our culture, especially in its representations in literary and audiovisual media. We seek to trace the transformations of the character and his story along a major route of cinematographic incursions. For this we shall initiate a debate on the image of the vampire, its origin and its various evolutions developing what we call here Vampiric mythology, taking the opportunity to present the study of materiality as a methodological complement to the classical analyzes already existent. Then we will bring the vampire to literature, highlighting Stokers book as the most important vampire in history. Dracula, though a literary product, reaches its climax in the audiovisual medium as one of the most represented characters and one of the most adapted stories as we shall see through a small archeology of its appearances in the movies. To conclude our study, we shall deepen in the analysis of 5 films, which we believe to be most relevant in all the filmic transpositions hitherto made about Bram Stokers novel
12

Espacialidades imersivas em realidade virtual : tecnologia, linguagem, controle

Pereira, Demétrio Jorge Rocha January 2017 (has links)
Esta dissertação busca compreender a imersão em realidade virtual (VR) enquanto problema de produção material, semiótica e cultural de espacialidades. Remete-se a imersão em VR à espacialidade panorâmica, caracterizada pela extensão homogênea e totalizante do plano visível em torno de um ponto de vista. Avalia-se, assim, a imersão sensorial como acontecimento irredutível a seu eventual assentamento tecnológico, o que encaminha mapeamentos de estratégias transmidiáticas (pintura, cinema, arquitetura etc.) para o fechamento espacial. Indagam-se os regimes de saber-poder aos quais se agenciam essas estratégias, concluindo-se que a imersão panorâmica responde a uma espisteme antropocêntrica e racionalista, com a subordinação da matéria a um espaço-receptáculo, por sua vez subordinado a um sujeito único e central. Tal sistematização do espaço, no que produz o quadro enquanto recorte parcial de um conjunto mais amplo, evidencia o invisível como virtualidade do campo visível, ao que a forma-panorama responde com uma colonização do extracampo. Assim, a função imediata do extracampo de sugerir conjuntos ausentes, em meios como a pintura e o cinema, se extravia nas operações de desenquadramento e reenquadramento em VR. Para estudar como a realidade virtual atualiza espacialidades imersivas e aberturas para conjuntos exteriores, foram realizadas observações com um Google Cardboard, tomando como corpus de análise três vídeos do aplicativo Within, disponível em Android e iOS. Entre os resultados, concluiu-se que a realidade virtual se agencia não apenas à cabeça e ao pescoço do usuário, mas ao seu corpo inteiro, e que a imersão ocorre mediante a invisibilização dos conjuntos que emolduram o espaço eletrônico. Identificaram-se atualizações de uma série de estratégias expressivas para a captura da “liberdade” de enquadramento, como a utilização de ruídos sonoros, linhas de visão e movimento, afectos de rostidade e montagem espacial privilegiando apenas uma zona do plano visível. Os mesmos recursos que “abriam” centrifugamente as telas pictórica e cinematográfica servem, em VR, para instaurar um jogo internalizante de linhas centrípetas. Com isso, se relacionou a imersão panorâmica em VR não mais ao mecanismo panóptico e enclausurante típico das sociedades disciplinares, mas a um modelo de fractalismo “aberto” que caracteriza o funcionamento do poder nas sociedades de controle. / This work seeks to comprehend immersion in virtual reality (VR) as a problem of material, semiotic and cultural production of spatialities. Immersion in VR is linked to a panoramic spatiality, characterized by the homogeneous and totalizing extension of the visible field around a point of view. Sensorial immersion is therefore reckoned as an event which is irreducible to its technological grounding, leading to the mapping of transmediatic strategies (in painting, cinema, architecture etc.) for the enclosure of space. The text inquires the regimes of truth and power to which these strategies are assembled and concludes that panoramic immersion serves an anthropocentric and rationalist episteme, subordinating matter to a vessel-space and a vessel-space to a single centralized subject. Such a systematization of space, while producing the frame as a partial selection of a wider set, also creates the invisible as virtuality of the visible field, to which the panorama will provide an answer by colonizing the out-of-field. The out-of-field’s immediate function of pointing to absent sets in mediums such as painting and cinema perishes, therefore, with VR’s operations of deframing and reframing To study how virtual reality actualizes immersive spatialities and openings to external sets, observations were conducted with the use of a Google Cardboard, having as object of analisys three videos from the app Within, available for Android and iOS. Among the results, it was found that virtual reality connects not only the user’s head and neck to the digital space, but his whole body, and that immersion occurs by invisibilizing the external sets which enframe the digital space. A series of expressive strategies were found to be actualized to capture the “freedom” of framing, such as sound noises, lines of vision and movement, face affects and spatial montage favoring a single limited portion of the visible field. The same expedients which centrifugally “opened” pictorial and film screens now act, in VR, to establish an internalizing game of centripetal lines. Panoramic immersion in VR was finally related not anymore to the panoptic and besieging mechanism typical of the disciplinary societies, but to a model of “open” fractalism which caracterizes the operation of power in the societies of control.
13

Tall Tales : Ancestry and Artistry of Vertical Video

Ulenius, Mats January 2018 (has links)
Since the beginning of the 2010’s, consumers have increasingly picked up the habit of using smartphones to shoot and watch video in portrait mode – vertical video. The format has also spread to professional film making in the form of advertising, fiction film and other genres produced for viewing on vertically oriented screens – especially smartphone screens. This rise of the vertical format can be attributed to digital conversion and new social habits of video communication via social media; in other words, the so called digital – or mobile – revolution. However, neither vertical media nor vertical film is actually new. In this paper, a media archaeological approach is used to show that vertical media is as old as human art, and that audiences have enjoyed vertical moving images at least since the 1830’s. For example, many early optical images and the first television images in the 1920’s were vertical. This paper is an elaboration on an archaeology of vertical video, inspired by the methods of media archaeologists Erkki Huhtamo and Jussi Parikka and the visual arts perspective of Anne Friedberg. Apart from the ancestry of the vertical frame, this paper also includes an analysis of what is inside the tall frame – a study on vertical shot composition. Focusing on eleven short films in competition at the 2016 Vertical Film Festival near Sydney, the analysis focuses especially on camera movement, scale of shot and editing. Using formal style analysis, as well as statistical style analysis, this paper defines characteristics of vertical shot composition; these include a frequent use of both long shots and tilt shots, and a general experimental playfulness in shot composition and in editing. By tracing the ancestry of – and analyzing the artistry of – portrait mode video, the purpose of this paper is to contribute to a deeper understanding of the vertical video format and its renewed popularity in recent years. / <p>Grade on the bachelor's thesis: A</p>
14

“Zelando o ouro produzido no passado”: escavando construtos de memória da publicidade audiovisual a partir do site propagandas históricas

Krause, Roberta Fleck Saibro 03 March 2016 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-04-15T15:58:01Z No. of bitstreams: 1 Roberta Fleck Saibro Krause_.pdf: 9552195 bytes, checksum: b99fabf4f70e9fec03976ac01cf363aa (MD5) / Made available in DSpace on 2016-04-15T15:58:01Z (GMT). No. of bitstreams: 1 Roberta Fleck Saibro Krause_.pdf: 9552195 bytes, checksum: b99fabf4f70e9fec03976ac01cf363aa (MD5) Previous issue date: 2016-03-03 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / UNISINOS - Universidade do Vale do Rio dos Sinos / Por característica da profissão, a história da publicidade está documentada em diversas manifestações, desde as entidades socialmente instituídas, como os anuários de criação e premiações do setor, como também em muitas iniciativas individuais, que “arquivam” na web anúncios, comerciais televisivos e jingles de rádio, como o site brasileiro Propagandas Históricas. Ao olhar para o conteúdo audiovisual publicitário frente à característica de memorialização da publicidade, fomos contagiados pelo debate que tensiona as audiovisualidades e a tecnocultura. Deixamos de encarar a memória como a fonte “redentora do passado”, e passamos a pensar a história através dos anacronismos, posicionando a imagem como central no pensamento sobre o tempo, o que caracteriza as imagens como portadoras de memória. Nesse sentido, vasculhamos a web em busca dos construtos de memória do audiovisual publicitário a partir do site Propagandas Históricas e encontramos em suas zonas adjacentes, por efeito de dispersão e de convergência, fragmentos desse conteúdo audiovisual, cujo percurso direcionou o movimento para construir nossa cartografia, e consequentemente nosso mapa de constelações. Portanto, a partir da reflexão acerca das imagens dialéticas e que apresentam diversas temporalidades, é que partimos para a dissecação das interfaces, tendo como pano de fundo a arqueologia da mídia, é que escavamos as camadas (ou tempos) que coalescem em nosso objeto. Com isso, constatamos dentro do recorte que tratamos em nossa pesquisa, que os construtos de memória do audiovisual publicitário na web atravessam quatro camadas: web, arquivamento, TV e usuário, e suas ocorrências se dão de maneiras diferentes através de cada uma das três constelações que mapeamos ao longo de nosso agir arqueológico, que são: PH, Redes Sociais (e os fragmentos YouTube e Facebook), Sites e Blogs. Para tanto, a reflexão teórica contou com as contribuições de estudiosos como Pierre Nora (1993), Georges Didi-Huberman (2006), Lev Manovich (2001), Gustavo Fischer (2012), Wendy Chun (2008), Jay David Bolter e Richard Grusin (1999), Marshall McLuhan (1964), Walter Benjamin (2006), Henri Bergson (2006), Siegfried Zielinski (2006) e Erkki Huhtamo e Jussi Parikka (2011). / By characteristic of the profession, the history of advertising is documented in various forms, from the socially established bodies, such as creation yearbooks and awards in the industry, as well as in many individual initiatives, "filing" web ads, television and radio jingles commercial, as the site Propagandas Historicas. When looking at the audiovisual advertising content across the memorialization feature of advertising, we were infected by the debate, which strains the audiovisualities and techno culture. We fail to face the memory as the source "redeeming the past," and we think the history through the anachronisms, positioning the image as central character in thinking about time, which characterizes the images as carriers of memory. In this sense, searched the web looking for the memory constructs of the audiovisual advertising from the website Propagandas Historicas and found in its adjacent areas, by effect of dispersion and convergence, fragments of this audiovisual content, whose route directed the movement to build our mapping and therefore constellations our map. Therefore, from the reflection on the dialectical and which have different time frames images it is that we break for the dissection of interfaces, with the backdrop of the media archeology is that excavated the layers (or times) that coalesce in our object. Thus, we find within the crop we deal with in our research, that the memory constructs of audiovisual advertising on the web go through four layers: web, archiving, TV and user, and their occurrences are given in different ways by each of the three constellations that we mapped over our archaeological act, namely: PH, Social Networks (Facebook and YouTube fragments), Websites and Blogs. Therefore, the theoretical reflection had contributions from scholars such as Pierre Nora (1993), Georges Didi-Huberman (2006), Lev Manovich (2001), Gustavo Fischer (2012), Wendy Chun (2008), Jay David Bolter and Richard Grusin (1999), Marshall McLuhan (1964), Walter Benjamin (2006), Henri Bergson (2006), Siegfried Zielinski (2006) and Erkki Huhtamo and Jussi Parikka (2011).
15

Picking up (on) fragments : towards a laboratorial media archaeology through reenactment

Ellis, Phil January 2017 (has links)
This thesis recognises the incompleteness of early television history, specifically as it is articulated in media archeological explorations. Through the process of reenactment, a series of tropes, conceits and insights are suggested which oblige us to reappraise the ontology of television. These insights are not by imitation but by a multiplicity of readings in the viewing of a historical act in the present day through a laboratorial media archaeological arts practice. The thesis interrogates a perceived gap in media archaeology’s body of knowledge through creative, playful and experimental practice borne of archival and historical research, developed from the proposition that both contemporary media archaeology and television historiography do not concentrate on how television is and can be used, only on how it has been used. The practical elements of the thesis focus on one of the formative moments, John Logie Baird’s first television drama (in collaboration with the BBC): The Man with the Flower in his Mouth. The thesis draws upon Media Studies and the discipline of Media Archaeology which both suggest that historical fragments have stable readings and meanings, recognising that both miss the crucial aspect of artistic license, playfulness, and that a laboratorial media archaeological approach, aligned to a considered reenactment process can create a televisual arts practice to tease out the hidden and forgotten. This activated historical account through reenactment keeps the theatrical, the cinematic and the teleportation in a simultaneous presence, digging into the past to address present and future television through this televisual arts practice.
16

Nostalgic Media: Histories and Memories of Domestic Technology in the Moving Image

Hansen, James Paul 01 September 2017 (has links)
No description available.
17

Distant Electric Vision: Cultural Representations Of Television From “Edison’s Telephonoscope” To The Electronic Screen

Roberts, Ivy 01 January 2017 (has links)
Do inventions that exist only on paper have less credibility than functional technologies? How has the meaning and significance of audiovisual media and technology changed over time? This dissertation examines historiography and methodology for media history, arguing for an interdisciplinary approach. It addresses methodological issues in media history—media in transition, media archaeology, and film history—through an examination of television’s speculative era. It tackles moving-image history through an historical investigation of Victorian and Machine age “television”. Because the concept and terminology of “television” changed dramatically during this period, I use the phrases “distant electric vision” and “seeing by electricity,” to define the concept of electric and electronic moving-image technology. By identifying manifestations of “television” before functional models existed, this dissertation examines the ways in which a modern concept of moving-image technology came into existence. Engineers and inventors, as well as audiences and journalists contributed to the construction of “television.” Newspaper announcements, editorial columns, letters to the editor, rumors and satires circulated. Victorian-era readers, writers and inventors pictured “seeing by electricity” to do for the eye what the telephone had done for the ear, bringing people closer together though separated by great distances. In contrast, early twentieth-century Machine-age engineers placed more emphasis on systems, communication, design, and picture quality. Developments in the 1920s with complex systems and electronics made “distant electric vision” a reality. This dissertation identifies several shifts that took place during television’s speculative era from the Victorian “annihilation of space” to Machine-Age systems engineering. Journalists, readers, and engineers all play a part in the rhetoric of innovation. From the Victorian era to the Machine age, the educational function of popular science and the role of audiences in constructing meaning and value for new technologies remain relatively consistent. I offer several case studies, including Thomas Edison’s inventions, illuminating engineering, and Bell Labs experiments with television. This dissertation argues that modern television design relies on the ability of the technology to make an unnatural experience seem as effortless as possible. Ultimately, it advocates for an expanded definition of media and technology, along with an historical emphasis on context.
18

The Exhibitionary Complex : Exhibition, Apparatus, and Media from Kulturhuset to the Centre Pompidou, 1963–1977

West, Kim January 2017 (has links)
This dissertation traces the history of a diagram. The diagram shows four circles of gradually diminishing sizes, lodged one inside the other, like the layers of a circular or spherical body. For a group of artists, curators, architects, and activists centered around Moderna Museet in Stockholm between the mid-1960s and the mid-1970s, the diagram represented a new type of museum: a museological Information Center modeled on the computer, operating as a site for radically democratic social experiments. The four layers stood for different functions: information capture, processing, interface, storage; or, put differently: social spaces and media resources, workshop floors, exhibition facilities, collection. Through close readings of a series of exhibitions and institutional projects in Sweden, the US, and France, this dissertation follows the development of this diagram: its prehistory and formulation, its different implementations, and its direct and indirect effects. It studies Moderna Museet’s original, unrealized project for Kulturhuset in Stockholm, according to which the museum should project its dynamic energies across the city center, serving as a “catalyst for the active forces in society”. It discusses the museum’s confrontation with digital technologies in the late 1960s, through pioneering museological organizations such as the Museum Computer Network in New York. It analyzes the exhibition formats developed in correspondence with the notion of the museum as a “vast experimental laboratory” and a “broadcasting station”: the exhibition as critical information pattern, as tele-commune. And it studies the diagram’s afterlife as one of the models informing the Centre Pompidou in Paris, during that project’s early phases. The Exhibitionary Complex reads these endeavors and visions as attempts to devise a critical understanding of the exhibitionary apparatus in relation to new information environments and media systems. It sheds light on a largely forgotten aspect of the exhibitionary, museological, and cultural history of the late twentieth century, in Sweden and internationally. But it also seeks to establish new models for grasping the exhibition’s singularity and potentials as a cultural and media technological form, in relation to the emergence of new information networks, as they exert increasing control over social, cultural, and political existence. / Space, Power, Ideology
19

Pinterest como interface cultural: de escavações a molduras

Grebin, Bárbara Zilda 28 March 2014 (has links)
Submitted by Fabricia Fialho Reginato (fabriciar) on 2015-07-07T23:48:21Z No. of bitstreams: 1 BarbaraGrebin.pdf: 11075317 bytes, checksum: aa9ac1bdc918f36be1c51d80e2ac071a (MD5) / Made available in DSpace on 2015-07-07T23:48:21Z (GMT). No. of bitstreams: 1 BarbaraGrebin.pdf: 11075317 bytes, checksum: aa9ac1bdc918f36be1c51d80e2ac071a (MD5) Previous issue date: 2014-03-28 / Nenhuma / Esta pesquisa tem por objetivo, a partir de um olhar comunicacional e tecnocultural, compreender de que forma o site Pinterest, tendo como base o exame das suas principais lógicas operativas, atualiza o conceito de interfaces culturais cunhado por Manovich (2001). Para o desenvolvimento deste problema de pesquisa, inicialmente, realiza-se uma explicação das abordagens e dos procedimentos metodológicos, inspirados em um agir arqueológico, seguida de um apanhado sobre o conceito de interface por meio de algumas concepções em torno do termo, até se chegar ao conceito-chave desta dissertação, interface cultural. Com isto, avança-se sobre a instrumentalização da pesquisa, por meio da escavação de imagens e da identificação de molduras (KILPP, 2010), sucedido de análise de material empírico coletado e agrupado em três constelações nomeadas como HCI, plasticidade e atravessamentos entre produtos culturais on-line. A pesquisa é finalizada com dois principais movimentos, o primeiro respondendo à pergunta inicial de pesquisa, em que se percebe um deslocamento do conceito inicial de interface cultural devido a conjunturas advindas da web 2.0, e o segundo trazendo, por meio de um quadro, uma proposta de estrutura de análise de artefatos culturais on-line. / The study aims, from a communicative and technocultural approach, to understand how the website Pinterest, based on the examination of its main operating logics, updates the concept of cultural interface coined by Manovich (2001). To develop this research problem, initially, it is carried out an explanation of the methodological approaches and procedures, inspired by an archaeological behave, followed by an overview of the interface concept through some conceptions around the term, until reaching the key concept of this dissertation, cultural interface. With this, it advances on the instrumentalization of the research, digging through images and identifying frames (Kilpp, 2010), followed by analysis of empirical material collected and grouped into three constellations named as HCI, plasticity and crossings between online cultural devices. The research concludes with two main movements, the first answering to the initial research question, it is realized a shift from the initial concept of cultural interface due to contexts arising from web 2.0, and the second bringing through a frame, a proposal of an analysis structure of online cultural devices.
20

As próximas horas serão muito boas. Materialidades e estéticas da comunicação em duas apresentações ao vivo da banda Cachorro Grande

Nunes, Caroline Govari 04 March 2016 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-04-15T15:25:14Z No. of bitstreams: 1 CAROLINE GOVARI NUNES_.pdf: 14334028 bytes, checksum: 416e1e38852e6932bbb85632f016d2b9 (MD5) / Made available in DSpace on 2016-04-15T15:25:15Z (GMT). No. of bitstreams: 1 CAROLINE GOVARI NUNES_.pdf: 14334028 bytes, checksum: 416e1e38852e6932bbb85632f016d2b9 (MD5) Previous issue date: 2016-03-04 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta dissertação quer problematizar duas apresentações ao vivo da banda de rock gaúcha Cachorro Grande. Adotamos, basicamente, duas perspectivas: materialidades e estéticas da Comunicação. Primeiramente, em caráter expositivo, fazemos a biografia do nosso objeto de pesquisa, onde apresentamos disco a disco, todas as fases da banda. Em seguida, apresentamos detalhadamente nossos procedimentos metodológicos e explicamos o porquê da escolha do método etnográfico em nossa pesquisa. Posteriormente, trabalhamos com a arqueologia do rock gaúcho – onde trazemos à tona também uma discussão sobre o termo, dando-se outros elementos para pensar a respeito da Cachorro Grande – e discutimos questões relativas às indústrias culturais, às cenas musicais e aos enfrentamentos identitários nos quais o conjunto se move. Nesta etapa, pensamos principalmente nos modos como esta cena musical se apresenta para refletir sobre práticas culturais e identitárias neste espaço urbano e para entender a relação da Cachorro Grande com este cenário. Assim, falamos de negociações simbólicas, diferentes pertencimentos e de jogos de performances no decorrer da carreira da banda. Quando abordamos a teoria das materialidades, o campo não-hermenêutico e a descentralização do sujeito, falamos de uma experiência estética que envolve diferentes dispositivos comunicacionais. Em relação à produção de presença, trazemos questões referentes aos materiais e discutimos o emprego dos artefatos tecno-midiáticos e o efeito estético que daí decorre. Tratamos especialmente do show de rock, que é nosso observável principal. / This dissertation wants to question two live performances of the gaucho rock band Cachorro Grande. We adopt basically two perspectives: materiality and aesthetics of Communication. First, expository character, we describe the biography of our research object, where we present album by album, all band’s phases. Then, we present our methodological approach and explain why we chose the ethnographic method for our research. Later, we work with the archeology of the gaucho rock genre – bringing to the foreground also a discussion of this term, presenting other elements to consider about the Cachorro Grande – and discuss the issues related to cultural industries, music scenes and identity in which the group transits. At this stage, we examine the ways in which this music scene is presented and discuss on the cultural and identity practices in the urban space to understand the relationship of Cachorro Grande within this scenario. Therefore, we speak of symbolic negotiations, different affiliations and performances games over the band's career. When discussing the theory of materiality, non-hermeneutic area and decentralization of the subject, we talk about an aesthetic experience that involves different communication devices. In the production of presence, we raise questions relative to the materials and discussed the employment of techno-media artifacts and aesthetic effect. We focus mainly on the rock concert, which is our main observable.

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