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Figuring space : considering the figure in the construction of space as materialist filmKuronen, Suzanne January 2004 (has links)
Figuring Space; considering the figure in the construction of space in materialist film is an analysis of film space that uses either the image of a figure or the actual figure of the viewer in its construction. The thesis focuses on particular screen works of William Raban, Guy Sherwin, Malcolm Le Grice, Chris Welsby, Nicky Hamlyn, Peter Gidal (all members of the London Filmmakers’ Cooperative) and the Canadian artist Michael Snow. It discusses the works in relation to the basic materials of time, light and sound found in film and video. The thesis looks at the way the film frame was implemented in the work of these artists to challenge preconceived notions of film space. It also highlights the uncertainty of spatial relativity within the screen image once the techniques imposed by the artist undermine previous determinations of positions in space. The frame provides necessary elements with which a reading of a pictorial space can be made. In addition, with some of the works discussed, the frame defines an exterior screen space that at times questions the boundaries between on-screen and off-screen, and fictive space and real space. While in other works that are addressed, binaries exist within which the boundaries of a picture plane are utilized to determine an object’s spatial relativity, which in turn questions the relativity of those boundaries that determine it. The frame that previously confirmed the illusions of space within the pictorial plane could no longer be prescribed as definitive. Calculations of the film space would become dependent upon a point of origin that is situated within actual time and space at the position of the viewer. The figure of paramount importance, when considering the constructs of space within materialist film, is that of the viewer
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Harmonia cromática em animações: a cor no contexto da tecnologiaFranck, Gláucia 16 March 2015 (has links)
CNPq / Esta dissertação busca demonstrar a influência recíproca entre a arte e a tecnologia para além do artefato com o uso da cor na obtenção da harmonia cromática e do reforço perceptivo visual e cultural. Procuramos evidenciar como a arte se apropria da tecnologia na obtenção da harmonia pelo uso da cor no processo criativo. A arte, ao ser mediada pela tecnologia, desafia o artista a opor-se ao determinismo tecnológico que impõe resultados pela estandardização do uso de seus aparatos, superando seus limites na reinvenção de suas finalidades. Este trabalho tem como objetivo localizar a escolha e o uso das cores nos filmes de animação de curtas-metragens da Disney-Pixar como materialização de significados na construção de uma narrativa, evidenciando a oposição entre o contexto relacional e instrumental da tecnologia pela superação dos seus limites reinventados pelo próprio uso da cor de forma a reforçar os significados propostos por esta narrativa. Inicialmente apresentaremos pressupostos passíveis de localizar a tecnologia em suas dimensões conceituais partindo do eixo cor que atravessa todo o trabalho, daremos ênfase aos conceitos da teoria da cor essenciais para este entendimento, para que finalmente, munidos do referencial teórico, possamos analisar as imagens e concluir nossa pesquisa. Para realizar este trabalho de pesquisa de abordagem qualitativa realizamos a análise das imagens da amostra selecionada intencionalmente dentro de critérios específicos priorizando as imagens que denotavam as características predeterminadas. / This paper search is to demonstrate the reciprocal influence between art and technology in addition to the artifact through the use of color in obtaining the chromatic harmony and strengthening visual perceptual and cultural. We try to show how the art appropriates technology in obtaining harmony by using the color in the creative process. The art, to be mediated by technology, challenges the artist to oppose technological determinism that imposes results by standardization of the use of its gadgets, surpassing its limits in reinvention of their purposes. This work has as objective find the choices and the uses of color in the animation short films of Disney-Pixar’s as materialization of meanings in the construction of a narrative, highlighting the opposition between the relational context and instrumental of technology by overcoming its limits reinvented itself by using the color in order to reinforce the meanings offered by this narrative. Initially we will be presenting assumptions likely to find technology in their conceptual dimensions starting from the axis color that permeates throughout the work, the main focus will be on the concepts of the theory of color essential for to this understanding, and finally, armed with the theoretical framework, we will analyze the images and complete our survey. To carry out this research work in qualitative approach we performed the analysis of the images of the sample selected intentionally within specific criteria prioritizing images that suffered from the predetermined characteristics.
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Modèles de caméras et algorithmes pour la création de contenu video 3D / Camera Models and algorithms for 3D video content creationPujades Rocamora, Sergi 14 October 2015 (has links)
Des optiques à longue focale ont été souvent utilisées dans le cinéma 2D et la télévision, soit dans le but de se rapprocher de la scène, soit dans le but de produire un effet esthétique grâce à la déformation de la perspective. Toutefois, dans le cinéma ou la télévision 3D, l'utilisation de longues focales crée le plus souvent un "effet carton” ou de la divergence oculaire.Pour résoudre ce problème, les méthodes de l'état de l'art utilisent des techniques de transformation de la disparité, qui sont une généralisation de l'interpolation de points de vue.Elles génèrent de nouvelles paires stéréoscopiques à partir des deux séquences d'images originales. Nous proposons d'utiliser plus de deux caméras pour résoudre les problèmes non résolus par les méthodes de transformation de la disparité.Dans la première partie de la thèse, nous passons en revue les causes de la fatigue visuelle et de l'inconfort visuel lors de la visualisation d'un film stéréoscopique. Nous modélisons alors la perception de la profondeur de la vision stéréoscopique d'une scène filmée en 3D avec deux caméras, et projetée dans une salle de cinéma ou sur un téléviseur 3D. Nous caractérisons mathématiquement cette distorsion 3D, et formulons les contraintes mathématiques associées aux causes de la fatigue visuelle et de l'inconfort. Nous illustrons ces distorsions 3D avec un nouveau logiciel interactif, la “salle de projection virtuelle".Afin de générer les images stéréoscopiques souhaitées, nous proposons d'utiliser le rendu basé image. Ces techniques comportent généralement deux étapes. Tout d'abord, les images d'entrée sont transformées vers la vue cible, puis les images transformées sont mélangées. Les transformations sont généralement calculés à l'aide d'une géométrie intermédiaire (implicite ou explicite). Le mélange d'images a été largement étudié dans la littérature et quelques heuristiques permettent d'obtenir de très bonnes performances.Cependant, la combinaison des heuristiques proposées n'est pas simple et nécessite du réglage manuel de nombreux paramètres.Dans cette thèse, nous proposons une nouvelle approche bayésienne au problème de synthèse de nouveaux points de vue, basé sur un modèle génératif.Le modèle génératif proposé tient compte de l'incertitude sur la transformation d'image. Le formalisme bayésien nous permet de déduire l'énergie du modèle génératif et de calculer les images désirées correspondant au maximum a posteriori. La méthode dépasse en termes de qualité les techniques de l'état de l'art du rendu basé image sur des jeux de données complexes. D'autre part, les équations de l'énergie fournissent une formalisation des heuristiques largement utilisés dans les techniques de rendu basé image.Le modèle génératif proposé aborde également le problème de la super-résolution, permettant de rendre des images à une résolution plus élevée que les images de départ.Dans la dernière partie de cette thèse, nous appliquons la nouvelle technique de rendu au cas du zoom stéréoscopique et nous montrons ses performances. / Optics with long focal length have been extensively used for shooting 2D cinema and television, either to virtually get closer to the scene or to produce an aesthetical effect through the deformation of the perspective. However, in 3D cinema or television, the use of long focal length either creates a “cardboard effect” or causes visual divergence. To overcome this problem, state-of-the-art methods use disparity mapping techniques, which is a generalization of view interpolation, and generate new stereoscopic pairs from the two image sequences. We propose to use more than two cameras to solve for the remaining issues in disparity mapping methods.In the first part of the thesis, we review the causes of visual fatigue and visual discomfort when viewing a stereoscopic film. We then model the depth perception from stereopsis of a 3D scene shot with two cameras, and projected in a movie theater or on a 3DTV. We mathematically characterize this 3D distortion, and derive the mathematical constraints associated with the causes of visual fatigue and discomfort. We illustrate these 3D distortions with a new interactive software, “The Virtual Projection Room”.In order to generate the desired stereoscopic images, we propose to use image-based rendering. Those techniques usually proceed in two stages. First, the input images are warped into the target view, and then the warped images are blended together. The warps are usually computed with the help of a geometric proxy (either implicit or explicit). Image blending has been extensively addressed in the literature and a few heuristics have proven to achieve very good performance. Yet the combination of the heuristics is not straightforward, and requires manual adjustment of many parameters.In this thesis, we propose a new Bayesian approach to the problem of novel view synthesis, based on a generative model taking into account the uncertainty of the image warps in the image formation model. The Bayesian formalism allows us to deduce the energy of the generative model and to compute the desired images as the Maximum a Posteriori estimate. The method outperforms state-of-the-art image-based rendering techniques on challenging datasets. Moreover, the energy equations provide a formalization of the heuristics widely used in image-based rendering techniques. Besides, the proposed generative model also addresses the problem of super-resolution, allowing to render images at a higher resolution than the initial ones.In the last part of this thesis, we apply the new rendering technique to the case of the stereoscopic zoom and show its performance.
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Automating the conversion of natural language fiction to multi-modal 3D animated virtual environmentsGlass, Kevin Robert January 2009 (has links)
Popular fiction books describe rich visual environments that contain characters, objects, and behaviour. This research develops automated processes for converting text sourced from fiction books into animated virtual environments and multi-modal films. This involves the analysis of unrestricted natural language fiction to identify appropriate visual descriptions, and the interpretation of the identified descriptions for constructing animated 3D virtual environments. The goal of the text analysis stage is the creation of annotated fiction text, which identifies visual descriptions in a structured manner. A hierarchical rule-based learning system is created that induces patterns from example annotations provided by a human, and uses these for the creation of additional annotations. Patterns are expressed as tree structures that abstract the input text on different levels according to structural (token, sentence) and syntactic (parts-of-speech, syntactic function) categories. Patterns are generalized using pair-wise merging, where dissimilar sub-trees are replaced with wild-cards. The result is a small set of generalized patterns that are able to create correct annotations. A set of generalized patterns represents a model of an annotator's mental process regarding a particular annotation category. Annotated text is interpreted automatically for constructing detailed scene descriptions. This includes identifying which scenes to visualize, and identifying the contents and behaviour in each scene. Entity behaviour in a 3D virtual environment is formulated using time-based constraints that are automatically derived from annotations. Constraints are expressed as non-linear symbolic functions that restrict the trajectories of a pair of entities over a continuous interval of time. Solutions to these constraints specify precise behaviour. We create an innovative quantified constraint optimizer for locating sound solutions, which uses interval arithmetic for treating time and space as contiguous quantities. This optimization method uses a technique of constraint relaxation and tightening that allows solution approximations to be located where constraint systems are inconsistent (an ability not previously explored in interval-based quantified constraint solving). 3D virtual environments are populated by automatically selecting geometric models or procedural geometry-creation methods from a library. 3D models are animated according to trajectories derived from constraint solutions. The final animated film is sequenced using a range of modalities including animated 3D graphics, textual subtitles, audio narrations, and foleys. Hierarchical rule-based learning is evaluated over a range of annotation categories. Models are induced for different categories of annotation without modifying the core learning algorithms, and these models are shown to be applicable to different types of books. Models are induced automatically with accuracies ranging between 51.4% and 90.4%, depending on the category. We show that models are refined if further examples are provided, and this supports a boot-strapping process for training the learning mechanism. The task of interpreting annotated fiction text and populating 3D virtual environments is successfully automated using our described techniques. Detailed scene descriptions are created accurately, where between 83% and 96% of the automatically generated descriptions require no manual modification (depending on the type of description). The interval-based quantified constraint optimizer fully automates the behaviour specification process. Sample animated multi-modal 3D films are created using extracts from fiction books that are unrestricted in terms of complexity or subject matter (unlike existing text-to-graphics systems). These examples demonstrate that: behaviour is visualized that corresponds to the descriptions in the original text; appropriate geometry is selected (or created) for visualizing entities in each scene; sequences of scenes are created for a film-like presentation of the story; and that multiple modalities are combined to create a coherent multi-modal representation of the fiction text. This research demonstrates that visual descriptions in fiction text can be automatically identified, and that these descriptions can be converted into corresponding animated virtual environments. Unlike existing text-to-graphics systems, we describe techniques that function over unrestricted natural language text and perform the conversion process without the need for manually constructed repositories of world knowledge. This enables the rapid production of animated 3D virtual environments, allowing the human designer to focus on creative aspects.
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A luz como linguagem na fotografia do cinema. Aspectos de transparência cultural na representação artística da luzSantos, Luís Carlos dos 10 August 2012 (has links)
Esta tese apresenta uma nova abordagem para a discussão da Representação da Luz na fotografia do Cinema. Para além do entendimento corrente que conceitua o Cinema como linguagem, pretendeu-se mostrar que é, sobretudo, a Luz, e o uso que se faz dela, o principal fundamento da fotografia do Cinema. Uma vez que o Cinema é uma atividade de caráter sociocultural, que é estruturada por forças históricas, sociais, culturais, econômicas e tecnológicas, mas que por sua vez modela e se soma às forças estruturantes da sociedade, pode-se inferir que há uma dialética permeando os processos de produção, reprodução, recepção e difusão da Luz codificada do Cinema. Para entabular a discussão da Luz como linguagem, foram estabelecidos três eixos norteadores, a partir dos quais se buscou compreender a interdependência existente entre as representações, as ações e o coeficiente de transparência da fotografia cinematográfica que, de forma relacional, possibilitam diferentes graus de inteligibilidade e concorrem para que o intercâmbio entre o Cinema, as pessoas, e a materialidade do mundo, se efetive. Na primeira parte da tese, chamada de Eixo X - Referencialidade, composta pelos dois primeiros capítulos, tratou-se da Luz, a partir de dois aspectos: o primeiro, mais amplo, apresentou a Luz como um elemento indissociável da vida humana e da Cultura; o segundo, pretendeu estabelecer a relação entre a representação da Luz em imagens artísticas e a fotografia do Cinema. As referências visuais históricas, oriundas de outras modalidades artísticas, especialmente da pintura e do teatro, formaram a base visual, de onde se originou boa parte das referências fotográficas e dos diferentes usos da Luz, no Cinema. Portanto, a Luz do Cinema tem predecessores. Na segunda parte, tratou-se do chamado Eixo Y – Ação, que foi desenvolvido no terceiro capítulo. Aqui, sob a égide de pensadores como Max Weber, Hannah Arendt, Clifford Geertz, e os do Interacionismo Simbólico, a ênfase da discussão recaiu no elemento de novidade que a ação introduz, nos modelos de codificação da Luz estabelecidos pela cultura. Desta forma, a ação atualiza e dinamiza a linguagem. Na terceira e última parte da tese, nomeada de Eixo Z – Transparência, composta pelo quarto e quinto capítulos, tratou-se de mostrar como e por que a Referencialidade e a Ação, de forma articulada, influenciam, do ponto de vista de sua construção técnica, material, significativa e sígnica, a representação da Luz no Cinema. O conceito de transparência cultural foi cunhado e aplicado, na tentativa de se demarcar esta inter-relação. Do ponto de vista teórico-metodológico, esta tese filia-se ao paradigma interpretativo, de cunho qualitativo. Além das referências bibliográficas, e de textos e artigos procedentes da Internet, utilizou-se, largamente, imagens de diferentes linguagens artísticas, assim como foram produzidas imagens fotográficas, filmográficas e videográficas, que se configuraram como importantes fontes para efeito de análise, nesta tese. / Our thesis introduces a new approach to the debate on the Representation of Light in Film photography. In addition to the current consensus that posits Film as language, we have strived to demonstrate that above all Light, and the manner in which it is used, is the main foundation of Film photography. Inasmuch as Film is a sociocultural activity, structured by historical, social, cultural, economic and technological forces, but in turn shapes and joins society’s structuring forces, one can infer the dialectics permeating the processes of production, reproduction, reception and diffusion of Light coded in Film. With a view to addressing the debate of Light as language, three guiding axes were established, from which we sought to determine the existing interdependence among representations, actions and the transparency coefficient of film photography which, in relating to one another, provide different degrees of intelligibility and contribute to the realization of the exchange among Film, people and the material nature of the world. In the first part of our thesis, titled Axis X – Referentiality, comprising the first two chapters, Light is approached from two points of view: the first one, from a broader perspective, introduces Light as an indissociable element of human life and of Culture; the second one aims to establish the relationship between the representation of Light in artistic pictures and Film photography. Visual historical references, arising from other art forms, especially painting and theater, form the visual basis, from which a large parte of photographic references and different uses of light in Film originate. Thus it can be said that Light in Film has its predecessors. In the second part, we addressed the so-called Axis Y – Action, developed in the third chapter. With the support of thinkers such as Max Weber, Hannah Arendt, Clifford Geertz, and those from Symbolic Interactionism, the focus of the debate fell upon the new element introduced by action, within the codified models dictated by culture. Action thus updates and brings dynamics to language. In the third and last part of the thesis, called Axis Z – Transparency, encompassing the fourth and fifth chapters, we sought to demonstrate how and why Referentiality and Action, in an articulated manner, influence, from a technical, material, meaning and sign construction standpoint, the representation of Light in Film. The concept of cultural transparency was coined and applied, in an attempt to define this interrelation. From a theoretical and methodological point of view, our thesis subscribes to the interpretative paradigm, which has an qualitative characteristic. In addition to the bibliographical references, and to online texts and articles, we made extensive use of images from different artistic languages, as well as produced photographic, film and video images, which became important sources for analysis within our thesis.
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A luz como linguagem na fotografia do cinema. Aspectos de transparência cultural na representação artística da luzSantos, Luís Carlos dos 10 August 2012 (has links)
Esta tese apresenta uma nova abordagem para a discussão da Representação da Luz na fotografia do Cinema. Para além do entendimento corrente que conceitua o Cinema como linguagem, pretendeu-se mostrar que é, sobretudo, a Luz, e o uso que se faz dela, o principal fundamento da fotografia do Cinema. Uma vez que o Cinema é uma atividade de caráter sociocultural, que é estruturada por forças históricas, sociais, culturais, econômicas e tecnológicas, mas que por sua vez modela e se soma às forças estruturantes da sociedade, pode-se inferir que há uma dialética permeando os processos de produção, reprodução, recepção e difusão da Luz codificada do Cinema. Para entabular a discussão da Luz como linguagem, foram estabelecidos três eixos norteadores, a partir dos quais se buscou compreender a interdependência existente entre as representações, as ações e o coeficiente de transparência da fotografia cinematográfica que, de forma relacional, possibilitam diferentes graus de inteligibilidade e concorrem para que o intercâmbio entre o Cinema, as pessoas, e a materialidade do mundo, se efetive. Na primeira parte da tese, chamada de Eixo X - Referencialidade, composta pelos dois primeiros capítulos, tratou-se da Luz, a partir de dois aspectos: o primeiro, mais amplo, apresentou a Luz como um elemento indissociável da vida humana e da Cultura; o segundo, pretendeu estabelecer a relação entre a representação da Luz em imagens artísticas e a fotografia do Cinema. As referências visuais históricas, oriundas de outras modalidades artísticas, especialmente da pintura e do teatro, formaram a base visual, de onde se originou boa parte das referências fotográficas e dos diferentes usos da Luz, no Cinema. Portanto, a Luz do Cinema tem predecessores. Na segunda parte, tratou-se do chamado Eixo Y – Ação, que foi desenvolvido no terceiro capítulo. Aqui, sob a égide de pensadores como Max Weber, Hannah Arendt, Clifford Geertz, e os do Interacionismo Simbólico, a ênfase da discussão recaiu no elemento de novidade que a ação introduz, nos modelos de codificação da Luz estabelecidos pela cultura. Desta forma, a ação atualiza e dinamiza a linguagem. Na terceira e última parte da tese, nomeada de Eixo Z – Transparência, composta pelo quarto e quinto capítulos, tratou-se de mostrar como e por que a Referencialidade e a Ação, de forma articulada, influenciam, do ponto de vista de sua construção técnica, material, significativa e sígnica, a representação da Luz no Cinema. O conceito de transparência cultural foi cunhado e aplicado, na tentativa de se demarcar esta inter-relação. Do ponto de vista teórico-metodológico, esta tese filia-se ao paradigma interpretativo, de cunho qualitativo. Além das referências bibliográficas, e de textos e artigos procedentes da Internet, utilizou-se, largamente, imagens de diferentes linguagens artísticas, assim como foram produzidas imagens fotográficas, filmográficas e videográficas, que se configuraram como importantes fontes para efeito de análise, nesta tese. / Our thesis introduces a new approach to the debate on the Representation of Light in Film photography. In addition to the current consensus that posits Film as language, we have strived to demonstrate that above all Light, and the manner in which it is used, is the main foundation of Film photography. Inasmuch as Film is a sociocultural activity, structured by historical, social, cultural, economic and technological forces, but in turn shapes and joins society’s structuring forces, one can infer the dialectics permeating the processes of production, reproduction, reception and diffusion of Light coded in Film. With a view to addressing the debate of Light as language, three guiding axes were established, from which we sought to determine the existing interdependence among representations, actions and the transparency coefficient of film photography which, in relating to one another, provide different degrees of intelligibility and contribute to the realization of the exchange among Film, people and the material nature of the world. In the first part of our thesis, titled Axis X – Referentiality, comprising the first two chapters, Light is approached from two points of view: the first one, from a broader perspective, introduces Light as an indissociable element of human life and of Culture; the second one aims to establish the relationship between the representation of Light in artistic pictures and Film photography. Visual historical references, arising from other art forms, especially painting and theater, form the visual basis, from which a large parte of photographic references and different uses of light in Film originate. Thus it can be said that Light in Film has its predecessors. In the second part, we addressed the so-called Axis Y – Action, developed in the third chapter. With the support of thinkers such as Max Weber, Hannah Arendt, Clifford Geertz, and those from Symbolic Interactionism, the focus of the debate fell upon the new element introduced by action, within the codified models dictated by culture. Action thus updates and brings dynamics to language. In the third and last part of the thesis, called Axis Z – Transparency, encompassing the fourth and fifth chapters, we sought to demonstrate how and why Referentiality and Action, in an articulated manner, influence, from a technical, material, meaning and sign construction standpoint, the representation of Light in Film. The concept of cultural transparency was coined and applied, in an attempt to define this interrelation. From a theoretical and methodological point of view, our thesis subscribes to the interpretative paradigm, which has an qualitative characteristic. In addition to the bibliographical references, and to online texts and articles, we made extensive use of images from different artistic languages, as well as produced photographic, film and video images, which became important sources for analysis within our thesis.
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Strategie překladu názvů francouzských filmů do češtiny / Strategies of the translation of French film titles into CzechFILIPOVÁ, Kateřina January 2008 (has links)
The main task of this master's dissertation is to create an outline of various translation strategies of French film titles into Czech language and to identify their statistic significance. It contains films distributed into the Czech republic from 1990 to 2006. It is divided into two main parts. The first part deals with typology and translation of titles, development of French cinematography from it`s beginning to the present day, institutions promoting French films in France and in the Czech republic as well as the appreciation of French cinematography by Czech audience. The second part contains classification of films from the above mentioned era according to their title translation followed by an analysis of every single category, which leads to nine strategies and their percentage analysis.
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[en] THE SHINING IMAGES BOOK: JONATHAS SERRANO AND THE GENESIS OF EDUCATIONAL CINEMATOGRAPHY BRASIL 1889-1937 / [pt] O LIVRO DE IMAGENS LUMINOSAS: JONATHAS SERRANO E A GÊNESE DA CINEMATOGRAFIA EDUCATIVA NO BRASIL 1889-1937JOAO ALVES DOS REIS JUNIOR 29 May 2008 (has links)
[pt] O trabalho dedica-se à determinação e ao estudo da gênese
da cinematografia educativa no Brasil, no Rio de Janeiro,
entre 1889 e 1937, colocando em relevo as contribuições
feitas pelo professor Jonathas Serrano a este processo.
Contribuições da Educação, Comunicação e História foram
aportadas durante a realização da pesquisa, tendo como
principal substrato teórico o conceito de apropriação,
tomado de empréstimo à obra de Michel de Certeau. Do
ponto
de vista teórico-metodológico os resultados relatados
apontam para a emergência de um novo objeto de estudos em
ciências humanas e sociais, especificado como história
das
formulações e práticas educacionais resultantes das
interações entre comunicação e educação. Com a
investigação
empreendida foi possível afirmar a ocorrência de práticas
educacionais envolvendo tecnologias da comunicação,
presentes na cidade do Rio de Janeiro já nas três
primeiras
décadas do século XX; identificar e descrever a
metodologia
destas práticas em sala de aula e definir os contornos do
conceito de cinematografia educativa, da maneira como foi
formulado e praticado no período em estudo. A
cinematografia educativa não se limitou ao uso didático
do
filme, abrangendo uma grande diversidade de tecnologias e
processos da comunicação disponíveis então, inclusive com
a
realização de produtos sob a coordenação de professores e
alunos da rede pública de instrução escolar. / [en] This work is dedicated to the study of educational
cinematography in Brazil, in Rio de Janeiro, between 1889
and 1937, highlighting the participation of the professor
Jonathas Serrano in this particular process. Contributions
from Education, Communication and History were used during
the process of this research, which has as its main
theoretical reference the concept of appropriation, taken
from Michel de Certeau's work. From the methodological and
theoretical point of view, the presented results suggest
the emergency of a new study object in human and social
sciences, that can be understood as the history of
formulation and education practices that are the result of
the interaction between education and communication. With
this investigation, one could see that even in the 19th
century in Brazil there were educational practices using
technology of communication, taking place in the city of
Rio de Janeiro since the first three decades of the 20th
century as well as identify and describe the methodology of
these practices in classroom, defining the concepts of
educational cinematography, in the way it was formulated
and used in the period of this study. The educational
cinematography not only used films with pedagogical goals,
but also used a variety of technologies and communication
processes available in that time, includding the
realization of products under the coordination of teachers
and students from public schools.
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A trilha musical do cartoon no período clássico do cinema / The cartoon soundtrack in the classical film periodLeão, Carolina Morgado, 1986- 23 August 2018 (has links)
Orientador: Claudiney Rodrigues Carrasco / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes / Made available in DSpace on 2018-08-23T23:24:38Z (GMT). No. of bitstreams: 2
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Previous issue date: 2013 / Resumo: Desde os primórdios do que entendemos hoje como cinema, já se fazia uso de intervenções sonoras. O acompanhamento musical era normalmente executado ao vivo, através de um pianista, um improvisador ou, as vezes, por uma pequena orquestra. Com o passar das décadas, o som para animação foi se transformando e assim, cada vez mais atrelou-se às imagens, se fundindo e unificando. Já na década de 1930, os desenhos animados formam um poderoso elo com a música, produzindo com isso, uma gama de cartoons musicados. Deste momento em diante, a trilha musical recebe a função de narrativa, sua articulação com a imagem cria um significado e possibilita a compreensão do espectador na história. A compreensão do som está associada ao acordo que existe entre o emissor e o espectador, quando este, em uma exibição, entra na sala para "ver-ouvir" uma história contada. O alicerce preeminente na projeção é a narrativa. Portanto, a trilha sonora, através do sincronismo, do seu uso de forma poética e também, através do uso de sons que de certa forma, já estão na memória de toda a sociedade ocidental, integra a articulação e a organização da narrativa na animação, compondo assim, um elemento de sua montagem. E desta maneira, a percepção fílmica é de fato audio-visual e permite numerosas combinações entre sons e imagens animadas / Abstract: Interventions with sounds are used since the beginning of what is known today as film. The music was performed live by a pianist, improviser or sometimes by a small orchestra. Over the decades, animation sound changed and became increasingly harnessed viii to the images, merging and unifying. Already in the 1930s, the cartoons are a powerful link with music, thus producing a range of cartoons set to music. From this moment on, the soundtrack gets the role of narrative, its articulation with the image creates meaning and allows the viewer to understand the story. Understanding of sound is associated with agreement that exists between the issuing and the spectator, when, in a view into the room to "see-hear" a story telling. The foundation is preeminent in projecting the narrative. Therefore, the soundtrack through the synchronization, the use of poetic form and also, through the use of sounds that somehow are already in the memory of all Western society integrates the speech and organization of narrative in animation, thus composing an element of its assembly. Sooner, the filmic perception is indeed audio-visual and allows numerous combinations of sounds and visual images / Mestrado / Fundamentos Teoricos / Mestra em Música
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North Texas Now: Production of a Promotional FilmKaplan, Henry David 08 1900 (has links)
To supplement student recruiting efforts, the Office of Admissions and Records, North Texas State University (rSU), funded a color sound promotional film, North Texas Now (NTi), describing academic and nonacademic services and activities of NTSU and its surrounding area. NT uses fast-paced montage and contemporary music, and for contrast and historic perspective, it opens and closes with sepia photographs depicting the early days of NTSU.
An accompanying production book describes the making of NTN, examines the background against which NT2 was proposed, describes problems and procedures of production, analyzes the film, and offers recommendations for other university film productions,
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