2 resultados para REINVENT
em Instituto Politécnico do Porto, Portugal
Resumo:
In the last ten years, teen noir movies and series — such as Donnie Darko (2001), Brick (2005), or Veronica Mars (2004-2007) — have become increasingly popular among audiences, both in the USA and in Europe, and aroused the curiosity of critics. These teen noir adventures present darker themes and technical features that distinguish them from numerous productions aiming at young adults. Their narrative and aesthetic characteristics reinvent and subvert the tradition of classic noir movies of the forties and fifties, thus generating a sense of novelty. In this article, I focus my attention on Veronica Mars, a famous teen noir series, created by Rob Thomas, to examine: a) the teen noir themes; b) the new profile and role of the private investigator; c) the empowerment of girls/young women; d) razor-sharp dialogues; e) intertextual references to old- school noir movies. In order to do so, resort to the research of specialists in the field of neo noir, such as Mark Conrad, Foster Hirsch, or Roz Kaveney. My main goal is to prove that a new (sub)genre is slowly emerging and revivifying teen cinema.
Resumo:
In a highly competitive market companies know that having quality products or provide good services is not enough to keep customers "faithful". Currently, quality of products/services, location and price are fundamental aspects customers expect to get on every purchase, so they look for ways to distinguish companies. This can happen either in a strictly materialistic way or by evaluation of intangible metrics such as having his opinion appreciated or being part of a selected group of "premium" customers. Therefore, companies must find ways to value and reward its customers in order to keep them "faithful" to their products or services. Loyalty systems are one means to achieve this goal, however, due to its nature and how they are implemented, often companies end up having low acceptance, without achieving intended objectives. In an era of technological revolution, where global average adoption of smartphones and tablets is 74% and 40% [Our Mobile Planet, 2014], the opportunity to reinvent loyalty systems reappears. Throughout this thesis a new tool, relying on the latest technologies and aiming to fulfill this market opportunity, will be presented. The main idea is to use ancient loyalty concepts, such as stamps or pointscards, and transforms them into digital cards, to be used in digital wallets, introducing an innovative technology component based on Apple's Passbook technology. The main goal is to create a platform for managing the card’s life cycle, allowing anyone to create, edit, distribute and analyze the data, and also create a new communication channel with customers, improving the customer-‐supplier relationship and enhancing the mobile-‐marketing.