8 resultados para Pantallas

em Portal de Revistas Científicas Complutenses - Espanha


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Como viene siendo habitual en las últimas películas de Pedro Almodóvar, las imágenes de La piel que habito (2011) se organizan en programas iconográficos que en este caso emanan de operaciones “trans” realizadas tanto en el cuerpo (transexualidad, transgénesis y trasplante), como en el texto (transtextualidad). El presente trabajo se ocupa de la genealogía y formalización de dichos programas así como de cuestiones teóricas surgidas a lo largo del desarrollo de este estudio –la relación entre cuerpo e identidad o el llamado muro de pantallas, entre otras–, de indudable calado en el filme.

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Young people are less explored in museum audience research; this is a paradoxical situation when considering its strategic location in the cultural reproduction and if considering the high performing cultural consumption compared with other sectors. The phenomenon of museums consumption by young Chileans who are self recognized as public and non-public museums is explored from a qualitative approach. It was conducted with focus groups in the three largest cities in Chile (Santiago, Valparaíso and Concepción). They identify the museum as a cultural institution in full force. However, in questioning museums activity youth reveal the specificity of their cultural matrix. This is referred to a social temporality based on the fragment, the discourse of familiarity, proximity and instead of breaking and critical. They claim a museum aesthetic / historical experience based on pleasure and enjoyment. An overview is proposed to further clarify the youth cultural consumption to characterize more precisely the place of the museum in the set, to design more effective policies museums.

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In the spirit of the proposals of the Agenda 2020 about the structural role of cinema in the configuration of the European identities, this article highlights the significance of the national cinemas in non-hegemonic languages in the conformation of a diverse European culture. Following this perspective, we use Galician cinema as a case study in which we analyze the presence (or more precisely the absence) of the Galician language in the original version in the feature films released between 2008 and 2012.This proposal is hosted by the I+D+I project eDCINEMA: “Towards the European Digital Space. The role of small cinemas in original version” (Ref. CSO2012-35784) financed by the Ministry of Economy and Competitiveness of Spain.

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Based on an original and comprehensive database of all feature fiction films produced in Mercosur between 2004 and 2012, the paper analyses whether the Mercosur film industry has evolved towards an integrated and culturally more diverse market. It provides a summary of policy opportunities in terms of integration and diversity, emphasizing the limiter role played by regional policies. It then shows that although the Mercosur film industry remains rather disintegrated, it tends to become more integrated and culturally more diverse. From a methodological point of view, the combination of Social Network Analysis and the Stirling Model opens up interesting research tracks to analyse creative industries in terms of their market integration and their cultural diversity.

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En el flujo informativo, algunas imágenes, que calificamos aquí de “recalcitrantes” se resisten a perecer y sobreviven a su contexto de producción. El presente estudio analiza cómo una de ellas, la secuencia televisiva de la proclamación de Juan Carlos como sucesor de Francisco Franco a la jefatura del estado, el 22 de noviembre de 1975, ha sobrevivido, metamorfoseándose hasta hoy en día, de pantallas en pantallas, a través de una muestra representativa de algunas de sus reelaboraciones más significativas.

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Online gambling is a popular activity among adolescents. However, there has been a notable increase in the number of young people who suffer or are on the verge of pathological gambling. We review the impact of online gambling on young people and discuss the desiderability of the concept of “gambling responsibly” in order to alert of their risks and effectively prevent access to minors. The main factors associated with pathological gambling are the age of start, the family environment, the infl uence of advertising, the consumption of stimulants, and the attitudes of the peer group. Both the government and the gaming industry itself should consider these factors and develop comprehensive plans that ensure a safe and controlled model game. In this context, advertising must take into account criteria of consumer protection knowing that even if they are not allowed, children can easily have access to online gambling. All agents involved, including public and social agents, must provide mechanisms for prevention and awareness of a problem that arouses little social consciousness and excessive carelessness.

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Entre las actividades de ocio de los/as jóvenes, cabe mencionar las asociadas con los videojuegos. Por ello, la finalidad central de este estudio es analizar las preferencias del colectivo de adolescentes con los videojuegos, así como conocer su dedicación y problemáticas que generan, teniendo en cuenta principalmente la variable de género. El presente trabajo se encuadra en un enfoque metodológico cuantitativo-cualitativo, a partir de la recogida de datos con un cuestionario y la técnica del grupo de discusión. En el estudio han participado un total de 151 adolescentes. 124 a partir de la aplicación de un cuestionario cerrado (62 hombres y 62 mujeres) y 27 a través de la realización de 6 grupos de discusión (17 hombres y 10 mujeres). Como resultados y conclusiones, cabe destacar la existencia diferenciada en el uso de los videojuegos en función de la edad y por razón de género. A su vez, las mujeres muestran una responsabilidad mayor en esta actividad, tanto en el tiempo de dedicación como en la elección. Los chicos destinan una gran cantidad de tiempo a los videojuegos de contenido violento, mientras las chicas prefieren los de estrategia. En general, el juego con videojuegos no genera problemáticas sustanciales y controversias, aunque algunos participantes reflejan manifestaciones de mal humor. Por último, cabe indicar que las prácticas con los videojuegos en la adolescencia se ciñen al mero hecho de divertirse, desperdiciando las posibilidades educativas que esta actividad ofrece.

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Expanding on the growing movement to take academic and other erudite subjugated knowledges and distill them into some graphic form, this “cartoon” is a recounting of the author’s 2014 article,  “Big Data, Actionable Information, Scientific Knowledge and the Goal of Control,” Teknokultura, Vol. 11/no. 3, pp. 529-54.  It is an analysis of the idea of Big Data and an argument that its power relies on its instrumentalist specificity and not its extent. Mind control research in general and optogenetics in particular are the case study. Noir seems an appropriate aesthetic for this analysis, so direct quotes from the article are illustrated by publically available screen shots from iconic and unknown films of the 20th century. The only addition to the original article is a framing insight from the admirable activist network CrimethInc.