15 resultados para Storytelling.

em Repositório Científico do Instituto Politécnico de Lisboa - Portugal


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ABSTRACT: Between pure documentary and pure fiction there are, more and more, a reasonable number of cinematic alternatives that convey a dimension of non-reality. Between the pointedly factual discourse and the irrational belief in an entirely narrative world, there intervenes an informed conviction in a truthful but nonexistent universe, in which the formal enunciation sells an image of objectivity. In a path that leads us from the forms and contents of reflexive and performative documentaries, according to Bill Nichols, and ends up in fake documentary itself, we will have the opportunity to stress the filmic construction and its inherent narrative purpose, be it a fictional story or the creator himself as character (others would say subject) of the cinematic construct. In a boomerang kind of logic, the more the objects direct us to a referent, the more they restore us a creative/authorial reference and, along with it, the narrative idea that instills it. In Woody Allen’s case, this storytelling manifests itself in the fake documentary genre, which works as if it is the reality, only to better manifest the sole reality that interests the director: that of the metacinema, or the cinema as self-referencial reality. The practical examples will be derived from the following films: Take the Money and Run (1969) e Husbands and Wives (1992).

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ABSTRACT: The American metacinema which, by tradition, is narrative but extremely formulaic favours the story above the telling. No man contributed more to alter this state of affairs than Orson Welles, whose cinematic practice exalted the filmic enunciation and linked it more explicitly to the narrative intentions of the creator, making it obvious that metanarrative is synonymous with metacinema. With Citizen Kane (1941), in particular, the cinema was made more disnarrative, as meant by French writer/director Alain Robbe–Grillet, well ahead of Modernism. The fragmented narration, the temporal convolutions, a tendency for paradox and the interpretative obstacles all come together to anticipate the serial practice of David Lynch in his last four features. Structuring the films in segments which constitute different but complementary versions of the same events, Lynch manages to express the director’s enunciation along with the narration of the characters, reinforcing the role of the telling in the midst of the story. In INLAND EMPIRE (2006) the use of mise-en-abyme as a way of duplicating stories and tellers further increases the objective and complicates what is clearly the reign of the puzzle or mind-game film. In the footsteps of Welles, Lynch contributed for an outbreak of metanarrative / metacinematic crossover indie films closer to the European aesthetic practice but still very much within the American narrative tradition.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Dissertação apresentada à Escol a Superior de Educação de Lisboa para obtenção de grau de mestre em Ciências da Educação, especialidade Educação Especial: Problemas Graves de Cognição e Multideficiência

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O II Encontro Anual da AIM teve lugar na Faculdade de Ciências Humanas da Universidade Católica Portuguesa, entre 10 e 12 de maio de 2012.

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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

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O III Encontro Anual da AIM teve lugar na Universidade de Coimbra (CEIS20 e o Departamento de História, Arqueologia e Artes - Faculdade de Letras) entre 9 e 11 de Maio de 2013. As Atas deste

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Mestrado Teatro, especialização em artes performativas, escritas de cena

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This paper suggests an analysis of "Inanimate Alice" by Kate Pullinger, Chris Joseph and Ian Harper as an example of a transmedia narrative that triggers a new reading experience whilst proposing a literary alterity between reading and performance. Narrative experiences that elect the visual plasticity, interchanging games and tactility as drivers of the creative process are not new. Yet, narrative experiences, which have been created in the gap between reality and fiction, have found on the digital realm the perfect environment to multiple hybrid experiences. Bearing in mind Walter Benjamin’s concept of Erlebnis and Erfahrung, a critical analysis of this digital fiction tries to illustrate how literary art finds its space and time in a metamorphosed continuum only activated by the “patient reader”. All the multimedia hybrids, which this digital literary work may have, challenge readers to interpret different signals and poetic structures that most of readers might not be accustomed to; however even among a cognitive dissonance, meaning is found and reading happens only if time, space and attention are available. All possible transmedia literacies can only respond to this experience of online reading, if they are able to focus and draw attention not to a simple new behaviour or a single new practice, but to a demanding state of affairs that assemble different objective and subjective value forms.

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Ora combinando técnicas da narração oral, ora enfatizando o uso da linguagem, todos os espectáculos estudados neste ensaio lidam com a palavra antes de olharem para o corpo. A mîse en oralité presente em todas estas criações permitia ao corpo desaparecer em palco e tornar-se (aparentemente) um simples veículo para a palavra. Contudo, é claro que este número de desaparecimento apenas vem acentuar a importância do corpo no acto de contar e de representar.

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Ensaio sobre as contaminações entre teatro, representação e narração oral.

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Session 7: Playing with Roles, images and improvising New States of Awareness, 3rd Global Conference, 1st November – 3rd November, 2014, Prague, Czech Republic.

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ABSTRACT - Starting with the explanation of metanarrative as a sort of self-reflexive storytelling (as defended by Kenneth Weaver Hope in his unpublished PhD. thesis), I propose to talk about enunciative practices that stress the telling more than the told. In line with some metaficcional practices applied to cinema, such as the ‘mindfuck’ film (Jonathan Eig, 2003), the ‘psychological puzzle film’ (Elliot Panek, 2003) and the ‘mind-game film’ (Thomas Elsaesser, 2009), I will address the manipulations that a narrative film endures in order to produce a more fruitful and complex experience for the viewer. I will particularly concentrate on the misrepresentation of time as a way to produce a labyrinthine work of fiction where the linear description of events is replaced by a game of time disclosure. The viewer is thus called upon to reconstruct the order of the various situations portrayed in a process that I call ‘temporal mapping’. However, as the viewer attempts to do this, the film, ironically, because of the intricate nature of the plot and the uncertain status of the characters, resists the attempt. There is a sort of teasing taking place between the film and its spectator: an invitation of decoding that is half-denied until the end, where the puzzle is finally solved. I will use three of Alejandro Iñárritu’s films to better convey my point: Amores perros (2000), 21 Grams (2003) and Babel (2006). I will consider Iñárritu’s methods to produce a non-linear storytelling as a way to stress the importance of time and its validity as one of the elements that make up for a metanarrative experience in films. I will focus especially on 21 Grams, which I consider to be a paragon of the labyrinth.

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Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

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O cinema clássico caracteriza-se por uma absoluta linearidade evenemencial, em que, por causa e efeito, o filme progride até ao seu fim, o qual corresponde ao cumprimento de todos os objetivos do herói. Este sistema orienta o espetador ao longo do percurso de storytelling, permitindo-lhe usufruir da imersão no mundo diegético. É também nesta base que as crianças aprendem o significado do mundo, quando colocam as questões: “Porquê?”/“E depois?”. Mas e se o “depois” viesse “antes”? Nesse caso verificar-se-ia uma sabotagem do resultado e um boicote do entendimento. Contudo, é essa a proposta estética de um filme que decide contar uma história com princípio, meio e fim, mas fazendo-o, em tranches, por ordem inversa à dos eventos: Irréversible (Gaspar Noé, 2002). Analiso este filme com o intuito de provar que esta construção não é um mero jogo lúdico ou um simples artifício criativo, pois o material narrativo é muito pesado e a estratégia tem intuitos ideológicos metanarrativos. A inversão da ordem dos acontecimentos proporciona uma avaliação do filme como discurso autoral sobre a narrativa cinematográfica, em que o realizador/argumentista nos confronta com propósitos dramatúrgicos precisos. A interpretação do filme é inteiramente condicionada pela ordem em que os factos nos são apresentados, aumentando o valor da história narrada, tanto quanto o da narração.