Spelling suggestions: "subject:"cinematographic""
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O cinema como instituição : a Federação Internacional de Arquivos de Filmes (1948 - 1960) /Correa Jr., Fausto Douglas. January 2012 (has links)
Orientador: Carlos Eduardo Jordão Machado / Banca: Pedro Plaza Pinto / Banca: Rubens Machado Jr / Banca: Célia Reis Camargo / Banca: Carlos Alberto Sampaio Barbosa / Resumo: Esse trabalho pretendeu reconstruir os debates da Federação Internacional de Arquivos de Filmes (Fiaf) no período entre os anos de 1948 e 1960. A Tese é que no período em foco nessa pesquisa estava em pauta no âmbito da Fiaf uma série de projetos que em seu conjunto formavam uma unidade coerente - sistematizada na ideia da constituição de um Instituto Internacional de História, Arte e Ciência Cinematográfica da Fiaf -, e que ajudaria a proteger a federação, dando-lhe um mínimo de autonomia frente ao novo mercado que ela mesma ajudou a engendrar: o mercado do patrimônio cinematográfico. A Tese postula também que a crise da Fiaf (1959/60) - uma crise da autonomia da federação frente ao mercado - é a origem do malentendido na Fiaf entre o conceito de difusão de cultura cinematográfica - ações guiadas por conceitos, concepções e posicionamentos políticos/ pedagógicos em torno do cinema e da sociedade - e a ideia de acesso ao patrimônio, que não possui os pressupostos da difusão arrolados acima / Abstract: This Thesis aims to reestablish the debates of the International Federation of Films Archives (Fiaf) between 1948 and 1960. The thesis sustains that in this period there was a group of projects in Fiaf organized around the idea of an International Institute of History, Arts and Science Research. The goal of this Institute was to protect the Federation, giving it some autonomy to face the new market that the Federation itself had also helped to create: the market of cinematography heritage. This Thesis also proposes that the crisis of Fiaf (1959/60) was the origin of the misunderstanding between the concept of diffusion - actions guided by concepts, conceptions and political/ pedagogical positionings about cinema and society - and the idea of access to heritage, which has not the same assumptions of the concept of diffusion described above / Doutor
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Optimal trajectory planning and predictive control for cinematographic flight plans with quadrotors / Trajectoires optimales et commande prédictive d'un quadricoptère pour la réalisation de plans de vol cinématographiquesRousseau, Gauthier 18 October 2019 (has links)
Cette thèse s'intéresse à la réalisation autonome de plans de vol cinématographiques par un quadrotor équipé d'une caméra. Ces plans de vol consistent en une série de points de passage à rejoindre successivement, en adoptant diverses méthodes de prise de vue et en respectant des références de vitesses ainsi que des couloirs de vols. Une étude approfondie de la dynamique du quadrotor est tout d'abord proposée et utilisée pour construire un modèle linéarisé du drone autour de l'équilibre de vol stationnaire. L'analyse de ce modèle linéaire permet de mettre en évidence l'impact de l'inertie des rotors du drone dans sa dynamique, notamment l'apparition d'un comportement à non minimum de phase en roulis ou tangage, lorsque les moteurs sont inclinés. Dans un second temps, deux algorithmes de génération de trajectoires lisses, faisables et adaptées à la cinématographie sont proposés. La faisabilité de la trajectoire est garantie par le respect de contraintes sur ses dérivées temporelle, adaptées pour la cinématographie et obtenue grâce à l'étude du modèle non linéaire du drone. Le premier repose sur une optimisation bi-niveaux d'une trajectoire polynomiale par morceaux, dans le but de trouver la plus rapide des trajectoires à minimum de jerk permettant d'accomplir la mission. Le second algorithme consiste en la génération de trajectoires B-spline non-uniformes à durée minimale. Pour les deux solutions, une étude de l’initialisation du problème d'optimisation est présentée, de même qu'une analyse de leurs avantages et limitations. Pour ce faire, elles sont notamment confrontées à des simulations et vols extérieurs. Enfin, une loi de commande prédictive est proposée pour asservir les mouvements de la caméra embarquée de manière douce et précise. / This thesis focuses on the autonomous performance of cinematographic flight plans by camera equipped quadrotors. These flight plans consist in a series of waypoints to join while adopting various camera behaviors, along with speed references and flight corridors. First, an in depth study of the nonlinear dynamics of the drone is proposed, which is then used to derive a linear model of the system around the hovering equilibrium. An analysis of this linear model allows us to emphasize the impact of the inertia of the propellers when the latter are tilted, such as the apparition of a nonminimum phase behavior of the pitch or roll dynamics. Then, two algorithms are proposed to generate smooth and feasible cinematographic trajectories. The feasibility of the trajectory is ensured by constraints on its time derivatives, suited for cinematography and obtained with the use of the nonlinear model of the drone. The first algorithm proposed in this work is based on a bi-level optimization of a piecewise polynomial trajectory, in order to find the fastest feasible minimum jerk trajectory to perform the flight plan. The second algorithm consists in the generation of feasible, minimum time, non-uniform B-spline trajectories. For both solutions, a study of the initilization of the optimization problem is proposed, as well as a discussion about their advantages and limitations. To this aim, they are notably confronted to simulations and outdoor flight experiments. Finally, a predictive control law is proposed to smoothly and accurately control the onboard camera.
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Percepção e materialidade na cinematografia /Schütz, André do Nascimento January 2020 (has links)
Orientador: José Paiani Spaniol / Resumo: O presente trabalho investiga a direção de fotografia cinematográfica, também chamada de cinematografia, enquanto linguagem artística, procurando estudá-la em seus elementos constitutivos essenciais, fora do contexto do cinema narrativo industrial. Com o propósito de compreendê-la, faz-se necessário desvelá-la da sua função de suporte à dramaturgia. A cinematografia surge do desenvolvimento de tecnologias capazes de captar e reproduzir imagens fotográficas estáticas de forma intermitente, causando a ilusão de movimento contínuo. Tal ilusão é construída a partir de certas imperfeições em nossa percepção visual. Sendo assim, a fim de compreender os processos da cinematografia, é indispensável o estudo da luz, da percepção visual humana e dos mecanismos de captação e reprodução de imagens fotográficas. Este trabalho também documenta uma investigação artística, uma produção desenvolvida a partir de desvios nos trajetos lineares dos processos e procedimentos da cinematografia, e converge em direção a outras técnicas e linguagens artísticas como a pintura, a gravura e a videoarte. Uma série de exercícios em busca da conscientização da práxis do diretor de fotografia. / Abstract: This work investigates cinematography as an artistic language, aiming to study it in all its essential constitutive elements, out of the context of the industrial narrative cinema. In order to understand it as such, it is necessary to unveil from its duty as support to dramaturgy. Cinematography is born from the development of technologies able to capture and reproduce intermittently still photographic images, creating the illusion of continuous movement. Certain imperfections in our visual perception produce such illusion. Thus, to understand the process of cinematography, it is necessary to study light, human visual perception and the mechanisms of capture and reproduction of photographic images. This work also documents an artistic investigation; a body of work developed from diversions on the linear trajectory of the processes and procedures of cinematography, and that converge towards other artistic languages and techniques like painting, engraving and video art, a series of exercises in search of awareness in the praxis of the director of photography. / Mestre
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Monstruosidad y Aesthet(h)ical Encounters en la Producción Cultural Latinoamericana Contemporánea. Tres posibilidades de aproximación: Perú, Brasil y México.January 2019 (has links)
abstract: El presente estudio aborda aspectos de la monstruosidad desde una perspectiva integral y transdisciplinaria que combina los estudios poscoloniales, postmodernos, queer pero sobre todo postfeministas en el campo de la producción cultural latinoamericana. Esta combinación permite poner en perspectiva la posibilidades de resistencia al tiempo y espacio en que coaccionan los personajes protagónicos de las obras a analizar: los filmes La teta asustada (2009) de Claudia Llosa y la ópera prima de Rosario García Montero, Las malas intenciones (2011); de igual forma se trabaja con la colección de cuentos Falo de Mulher (2002) y el cuento "Mãe o cacete" (2004) de Ivanna Arruda Leite; y por último, un estudio de la leyenda de la X’tabay perteneciente al sureste mexicano junto con un análisis discursivo de la cobertura de los feminicidios por parte de la prensa yucateca. La monstruosidad al interior de este trabajo será entendida como una posibilidad de aesthet(h)ical encounter, el cual combina, como su nombre lo indica, poéticas, estéticas, políticas y éticas al respecto de sujetos/personajes que se encuentran en resistencia en cuanto al acceso de la subjetividad y en contraposición a, lo denominado como, el tiempo y el espacio del monstruo. / Dissertation/Thesis / Doctoral Dissertation Spanish 2019
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Stroj, film a lidská percepce / Machine, movie and human perceptionPechoušková, Klára January 2018 (has links)
The main topic of this diploma thesis is the relationship of movie and human perception. Movie is a purely technical medium that moves images for the first time. The starting point of the work is the book written by French cultural theorist Paul Virilio and his reflections on film and technology. Virilio's position is negative in many ways due to cinematography. He blames technology for horrors inflicted during world wars. Cinematography is guilty of a revolution of perception that leads to the decomposition of the vision and the disintegration of the classical dimensions of space and time. In my work Virilio's views are confronted with the reflections of Virilio's contemporary, also the French theorist, Gilles Deleuze. Deleuze understands movie in many ways differently than Virilio. Also his opinion on the technique is quite different. The movie after World War II is a medium that no longer attempts to imitate natural perception. Such film can cause a shock to the audience. This shock opens up new possibilities of thinking and perception, and the viewer gains the opportunity to achieve a specific spiritual life through a movie.
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Česká filmová reklama v období První republiky / Czech film advertisin during the first republicZima, Tomáš January 2022 (has links)
The thesis is aimed on film advertising in the period of the Czechoslovak First Republic, which is often a neglected, but extremely interesting chapter in the study of advertising history. The origin of film advertising is examined from the point of view of the advertiser, creators, but also the technical possibilities and available technical background, which was often a limiting factor for the development of film as such. The possible reach of the film advertising at the time is then illustrated by the development of the number of cinemas in Czechoslovakia, their total attendance, as well as the number of these films and the average attendance per show.
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Technique Arms The Imagination Developing An Acting Theory Best Suited For Motion Capture Performance And The Creation Of A Virtual CharacterRogers, Brendan 01 January 2011 (has links)
“The untrained body, like the sculptor's marble, can express nothing but its own limitations” (Lust 70). As acting styles have changed through the years, corresponding schools of thought have arisen to prepare performers for their unique challenges. Perhaps the goal of producing a “gripping performance,” one in which the audience is truly invested, has remained the same since the time of Thespis. How one arrives at this desired result, however, has varied greatly through the ages. Techniques, not surprisingly, tend to build on previous theories, beliefs and practices. Étienne Decroux’s corporeal mime technique builds on the teachings of Jacques Copeau, but as a result, takes the art form into a radically new direction. Vsevolod Meyerhold studied with Stanislavski, learning his inside-out approach to performance, and, with biomechanics, creates a performance technique that turns Stanislavski’s approach on its head. The point is not that these theorists developed something that undermines the previous work, but that they built their theories from knowledge of older techniques. In essence, these theorists learned from the past to prepare for the future. Advancements in film technology have dramatically changed both the nature of film, and performance, itself. Computer-generated characters and environments are becoming more commonplace in film due to the flexibility they provide in composing shots, and the relatively low price tag that comes with them. Technology still can’t replace the subtlety that comes from a human performance, so currently, actors find themselves in the unique position of having one foot in the real world and the other foot in the virtual world. The motion-capture process, or moCap, is the best example of this unique relationship. By placing sensors at key joints on an actor’s body, their performance can be tracked by a computer and then directly applied to a computer-generated model (Hooks 30). In a iv sense, it’s digital puppetry. Because only the movements are being recorded and not the actor’s physical appearance, performers can play parts that are not necessarily their physical type or even their own species. Director Peter Jackson cast Andy Serkis to play a forty-foot-tall ape in the 2005 remake of King Kong, and thanks to the motion-capture process, the result is a perfect blend of live acting and computer-generated graphics. The relatively low cost and flexibility of this process has made it available, not just to filmmakers in Hollywood, but also to the independent market. I am currently directing a feature length film that utilizes both computergenerated backgrounds and virtual characters accomplished through the motion-capture process. This production has been in the works since I started graduate school. As I learn more and more about specific acting techniques in class, I am always looking for something that I could apply specifically to motion-capture performance. Currently there is little research on the topic and certainly, there’s no specific acting theory that applies to this medium. In this paper I hope to formulate an acting technique that is tailored for the field of motion-capture performance, building upon theories of the past. Further study in this technique will better prepare future performers in this field, as well as provide insights for directors new to the medium. The following three techniques in particular, each with their emphasis on an outside-in approach to acting, will provide the basis for this theory: Meyerhold’s biomechanics; Decroux’s corporeal mime; and Edward Gordon Craig’s uber-marionette concept. I will provide detailed sections on each one of these approaches, discussing the theoretical sides of each, as well as specific exercises students in these schools are asked to perform. Next, I will provide a detailed section on the motion-capture process, discussing how it works and the challenges it presents to performers. Finally I will apply each one of the three theories to the motion-capture process, v finding points where the theories apply and also where they fall short. By choosing specifically what applies to the moCap process from each one of the techniques, we will be left with a new theory that specifically relates to virtual performance. This will not only serve as an invaluable guide to both future performers and directors entering the field of motion capture, but will hopefully be the beginnings of an acting theory that can bring performance education programs into the 21st century. Working in the virtual realm requires a performer to use his imagination, but having training and knowledge in theories of the past will mean the imagination is not the only thing actors have to work with.
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Corps à corps abject : les personnes en situation de handicap, la sexualité et l’handiphilie sous-jacente dans des films gothiques contemporainsDesjardins, Patrick 07 1900 (has links)
Que ce soit en littérature ou en cinéma, bon nombre d’études sur le gothique ont été menées au fil des années. Dans notre thèse, nous nous efforcerons de démontrer la corrélation entre le gothique et la nécessité de certaines formes de transgression, de radicalisme (artistique, esthétique et politique) lorsqu’un sujet (personnage) se retrouve en situation d’altérité. Ces formes de transgression se font par l’entremise du surnaturel que permet le genre du gothique. Ce dernier se voit entre autres marqué par la transgression des limites et des frontières. L’examen de ladite transgression représentera une part importante de notre étude. Les monstres que nous retrouvons dans les œuvres gothiques font fréquemment figure de traduction de bouleversements politiques ou d’inquiétudes sociales face aux divergences par rapport à la norme. Nous nous pencherons donc sur la notion du corps « monstrueux » comme site d’altérité et de menaces surnaturelles. Ce corps peut être individuel, mais aussi social.
Dans le cadre de nos analyses filmiques, nous adopterons une posture postmoderne et posthumaniste, voire transhumaniste. Ayant déterminé au préalable ce que nous entendons par gothique, altérité et transgression, cette posture constituera celle adoptée lors de notre première partie. Tout d’abord, nous ferons en sorte de bien définir ces différents concepts afin de mieux les utiliser dans notre étude de certains films gothiques contemporains et des personnages qu’ils mettent en scène. Dans notre deuxième partie, certains de ces personnages nous permettront de traiter de la question du handicap, notamment en lien avec le gothique du 19e siècle et le corps « abject ». Le modèle médical du handicap sera capital dans l’établissement du rapport entre le corps ayant des limitations fonctionnelles (handicapé) et celui qui est monstrueux, difforme, etc. Nous constaterons qu’il reste un vieux fond de religiosité dans le regard sur le handicap même si le milieu de la réadaptation a pris le relais des « bonnes œuvres » depuis plus d’une centaine d’années.
Incontestablement, certains tabous demeurent tenaces. L’un de ceux-ci concerne la sexualité, bien que ces derniers changent au cours des décennies et de l’évolution humaine. Comme nous le verrons dans notre thèse, il va sans dire que ce tabou concerne autant la sexualité en général que celle des personnes en situation de handicap lorsqu’elle n’est pas réduite au silence ou à des déviances. Conséquemment, des œuvres gothiques ont mis en lumière des préoccupations en lien avec le genre, l’âge, les classes sociales, la race, l’orientation sexuelle et la santé sexuelle. Nous nous jetterons plus précisément un éclairage sur l’handiphilie (une attirance sexuelle pour le handicap) en brossant un portrait d’autres paraphilies au préalable, dont le BDSM (bondage, discipline, domination, soumission, sadomasochisme). Jugeant que l’handiphilie est sous-jacente dans certaines œuvres de notre étude, nous proposerons une nouvelle lecture de films gothiques contemporains tels que An American Werewolf in Paris (1997) de Waller, Underworld (2003) de Wiseman, Underworld : Rise of the Lycans de Tatopoulos, Kiss of the Damned (2012) de Cassavetes et The Shape of Water (2017) de Del Toro. / Whether in literature or cinema, many studies of the Gothic have been carried out over the years. In our thesis, we shall strive to demonstrate the correlation between the Gothic and the need for certain forms of transgression, of radicalism (artistic, aesthetic and political) when a subject (character) finds himself in a situation of otherness. These forms of transgression are achieved through the supernatural, which the Gothic genre makes possible. Among other things, the latter is marked by the transgression of limits and boundaries. Examining this transgression will be an important part of our study. The monsters we find in gothic works frequently represent the translation of political upheavals or social anxieties about deviations from the norm. We’ll be looking at the notion of the “monstrous” body as a site of otherness and supernatural threats. This body can be individual, but also social.
For the purposes of our filmic analyses, we will adopt a postmodern and posthumanist, even transhumanist, stance. Having previously determined what we mean by gothic, otherness and transgression, this will be the stance adopted in our first section. We will begin by defining these concepts so as to be able to use them in our study of certain contemporary gothic films and the characters they portray. In our second part, we’ll use some of these characters to address the issue of disability, particularly in relation to the 19th-century Gothic and the “abject” body. The medical model of disability will be crucial in establishing the relationship between the body with functional limitations (handicapped) and the body that is monstrous, deformed, etc. We’ll see that there’s still an old-fashioned religiosity in the way we look at disability, even if the rehabilitation community has been taking over from “good works” for over a hundred years.
Unquestionably, certain taboos remain tenacious. One of these concerns sexuality, although this has changed over the decades as a result of human evolution. As we will see in our thesis, it goes without saying that this taboo concerns both sexuality in general and that of people with disabilities, when the latter is not reduced to silence or deviance. As a result, Gothic works have highlighted concerns about gender, age, social class, race, sexual orientation and sexual health. We’ll take a closer look at devoteeism (a sexual attraction to disability), by looking at other paraphilias beforehand, including BDSM (bondage, discipline, domination, submission, sadomasochism). Judging that devoteeism underlies certain works in our study, we will propose a new reading of contemporary gothic films such as Waller’s An American Werewolf in Paris (1997), Wiseman’s Underworld (2003), Tatopoulos’ Underworld: Rise of the Lycans, Cassavetes’ Kiss of the Damned (2012) and Del Toro’s The Shape of Water (2017).
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Automatically Identify and Create a Highlight Cinematic in a Virtual Reality Action GameAlmroth, Kristoffer January 2021 (has links)
Users sharing their experiences on social media and streaming sites becomes increasingly important for marketing games. Virtual reality has the added challenge that the head movement is sometimes too erratic to capture and present on a flat screen. This paper solves this issue by automatically generating highlight cinematics for virtual reality action games using new camera angles to create easily shareable media focusing on non-players. The problem is solved by first identifying the interest over time, then split it into sequences of coherent action. The most interesting sequences are selected for the highlight reel where each sequence is split into clips tied to a specific camera angle. The highlight cinematics was evaluated using a survey. The results suggest that dynamic cameras are more engaging and interesting than static cameras. The selection of camera angles gave more significant results than the length of the highlight or the intensity of the action, pointing towards the presentation of the highlight cinematic being more important than the actual highlighted material for non-players. / Det blir alltmer viktigt att spelare delar med sig av sina upplevelser på sociala medier som en form av marknadsföring för spel. Denna delning blir svårare från virtuell verklighet till vanliga skärmar då de snabba huvudrörelserna gör det svårt att följa vad som händer. Detta problem kan lösas genom att automatiskt identifiera höjdpunkter i spel och filma in dem med nya kameravinklar för att generera en video som är enkelt delbar. Höjdpunkterna identifieras genom att först analysera intresset över tid i matchen. Därefter delas det upp i olika sekvenser där de mest intressanta sekvenserna gör upp videon. Sekvenserna delas upp i olika klipp där varje klipp är kopplat till en kameravinkel. Programmet utvärderades med en enkät där målgruppen var de som inte spelat spelet tidigare. Resultatet tyder på att dynamiska kameravinklar ses som mer engagerande och intressanta än statiska kameravinklar. Valet av kameravinklar gav mer betydande resultat än längden på videorna och intensiteten i handlingen, vilket tyder på att framläggandet av videorna är viktigare än det underliggande materialet för de som inte spelat spelet tidigare.
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DANS PARIS DE CHRISTOPHE HONORE : AIR – TERRE – EAU REPRESENTATION D'UN ESPACE URBAIN TRAUMATIQUECorreia, Vanessa 13 December 2012 (has links)
No description available.
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