973 resultados para Portuguese visual culture


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Cette thèse étudie l'illustration de la presse anarchiste française sous la Troisième République. À la fois propagande et témoignage de l'actualité, cette illustration est analysée à la lumière de ses relations complexes avec les médias contemporains, avec lesquels les anarchistes entretinrent des polémiques sur la nature et le rôle de l'art, sur la place des images dans la propagande, sur les pratiques de presse et sur un certain nombre d'enjeux sociopolitiques internationaux.

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À travers d'un regard de la culture visuelle, ce mémoire de maîtrise explorera le débat entourant la mémoire du conflit armé au Pérou (1980-2000), suite à la présentation de l’Informe Final (2003) par la Commission de la vérité et de la réconciliation. Tout d’abord, nous tracerons un portrait des débats qui ont eu lieu dans la sphère politique pour ensuite nous concentrer sur la polémique entourant le Musée de la mémoire et le monument Ojo que llora. Par la suite, nous explorerons la représentation visuelle du conflit à travers l’exposition de photos Yuyanapaq (2004), les films La boca del lobo (1988), La vida es una sola (1993) et Sangre Inocente (2000), en établissant un dialogue avec les études sur la mémoire et la critique académique. Après avoir dressé le tableau des imaginaires visuels du conflit, nous nous attarderons sur l’étape postconflit (2000 à aujourd’hui) pour aborder le débat entourant la postmémoire dans les films Madeinusa (2005) et La teta asustada (2009). Nous croyons que les positions entourant ce débat et la représentation du conflit dans la culture visuelle suggèrent que les mémoires sont toujours en opposition encore aujourd'hui au Pérou. Certaines réaffirment un discours hégémonique, comme l’Informe de Uchuraccay (1983), alors que d’autres s’opposent aux visions totalitaires de la mémoire; pensons notamment à l’émergence d’un nouveau cinéma de région qui implique les populations touchées par la violence dans la production et la projection de ses propres visions du conflit.

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This chapter looks at three films whose Portuguese urban settings offer a privileged ground for the re-evaluation of the classical-modern-postmodern categorisation with regard to cinema. They are The State of Things (Wim Wenders, 1982), Foreign Land (Walter Salles and Daniela Thomas, 1995) and Mysteries of Lisbon (Raúl Ruiz, 2010). In them, the city is the place where characters lose their bearings, names, identities, and where vicious circles, mirrors, replicas and mise-en-abyme bring the vertiginous movement that had characterised the modernist city of 1920s cinema to a halt. Curiously, too, it is the place where so-called postmodern aesthetics finally finds an ideal home in self-ironical tales that expose the film medium’s narrative shortcomings. Intermedial devices, whether Polaroid stills or a cardboard cut-out theatre, are then resorted to in order to turn a larger-than-life reality into framed, manageable narrative miniatures. The scaled-down real, however, turns out to be a disappointing simulacrum, a memory ersatz that unveils the illusory character of cosmopolitan teleology. In my approach, I start by examining the intertwined and transnational genesis of these films that resulted in three correlated visions of the end of history and of storytelling, typical of postmodern aesthetics. I move on to consider intermedia miniaturism as an attempt to stop time within movement, an equation that inevitably brings to mind the Deleuzian movement-time binary, which I revisit in an attempt to disentangle it from the classical-modern opposition. I conclude by proposing reflexive stasis and scale reversal as the common denominator across all modern projects, hence, perhaps, a more advantageous model than modernity to signify artistic and political values.

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Virgil's poetry has frequently appeared in illustrated editions, and has regularly provided subjects for other works of art, including some of the most celebrated masterpieces of the western tradition. In view of its constant appropriation in literary contexts over the course of the centuries, we might expect the famous fourth Eclogue (the so-called ‘messianic’ eclogue) to have exerted more of an impact on visual culture than it appears to have done. This paper considers some of the possible reasons for the apparent scarcity of engagement with Virgil's poem beyond the literary sphere, and examines the uses to which the poet's text is put when it does make an appearance in visual media — perhaps more often than has sometimes been supposed.

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O objetivo deste artigo é averiguar a circulação de imagens e o surgimento de uma cultura visual política entre o México e o Brasil entre as décadas de 1920 e 1930. Busco examinar em especial como se constituíram repertórios visuais comuns entre os dois países, tanto na produção de imagens carregadas com uma retórica do engajamento político como de algumas imagens que num primeiro olhar poderiam passar por descompromissadas, mas que contribuíram para a construção do imaginário político. Embora minha intenção não seja de uma análise exaustiva, procuraremos averiguar diferentes suportes imagéticos, como as fotografias estampadas na imprensa diária assim como nas revistas ilustradas, cartazes, gravuras e demais expressões artísticas que subsidiem essa circulação de idéias estéticas e políticas entre os dois países. Parto da hipótese de que, apesar das dificuldades de intercâmbios existentes entre os dois países (língua, distância e falta de um contato maior entre seus artistas e intelectuais), ocorreu um intercâmbio de propostas políticas e culturais, principalmente entre redes de sociabilidade de artistas marcadamente no âmbito da esquerda política.

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Ao longo da segunda metade do século XIX, a região da África Centro-Ocidental foi palco do processo de intensificação de expedições europeias rumo ao interior do continente que conjugavam interesses econômicos, políticos e científicos. Esta pesquisa busca analisar o papel de relevo ocupado pela cultura material na agenda científica da expedição portuguesa à Lunda chefiada pelo militar português Henrique de Carvalho entre 1884 e 1888. Pretendemos também avaliar as potencialidades que o estudo sobre os objetos apresentam enquanto fontes para a compreensão mais ampla acerca das agências históricas africanas. Para tanto, selecionamos as obras Descripção da Viagem à Mussumba do Muatiânvua (1890-1894) e Ethnographia e História Tradicional dos Povos da Lunda (1890) e, de maneira complementar, o Album da Expedição ao Muatianvua (1887) e o catálogo Collecção Henrique de Carvalho (Expedição à Lunda), editado pela Sociedade de Geografia de Lisboa (1896). Assim, pela ótica da história social, pretendemos investigar como as exigências e predileções centro-africanas por determinados artigos moldaram as relações comerciais travadas nesse período, abordando os processos de incorporação e ressignificação de objetos particularmente, bens de prestígio e insígnias de poder - interpretados como expressões de identidades, códigos sociais e hierarquias políticas no âmbito dessas sociedades e de suas relações com os europeus.

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La gárgola ha poblado desde antiguo las cornisas de los edificios religiosos y civiles, sirviendo de evacuación para el agua y para diferentes misiones según las distintas interpretaciones. Su gran componente simbólico hace de ella un reclamo muy interesante para el mundo audiovisual actual. De entre las manifestaciones encontradas, estudiaremos la visión de la gárgola en estos medios y valoraremos su adecuación o no a la visión medieval. Mediante la aparición de la gárgola medieval en el mundo actual en forma de personajes y ornamentos, y gracias a la aplicación de imágenes actuales a las nuevas gárgolas, podemos realizar un recorrido visual y simbólico alrededor de las distintas visiones que la cultura actual realiza de ellas. Pero no podemos quedarnos ahí, es necesario relacionar estas nuevas visiones y significaciones con las originales, para establecer si se ha hecho un uso correcto de la imagen, o se ha roto la estructura del símbolo primigenio.

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O presente projeto de investigação, propõe compreender a cultura visual contemporânea do design do selo postal português, de 2001 a 2013, considerando os avanços e os novos meios tecnológicos digitais. Para isso, partiu-se da história do selo postal como objeto de testemunho histórico, cultural e visual repleto de valores duradouros e possuidores de uma linguagem gráfica distinta. A esse conjunto de caraterísticas que determinam o selo postal, as mesmas, representam um grau de importância associados à história e à cultura de um país, evidenciando uma linguagem característica da vida social e da época que se encontra, que ao longo dos anos possuem valores de importância e sentimento para a humanidade. Primeiramente, procedeu-se a uma pesquisa exaustiva sobre os principais designers e ateliers portugueses, quer realizada em livros de coleções dos CTT, quer na internet em motores de busca. Seguidamente, realizou-se uma análise geral sobre a sintaxe da linguagem visual, baseada no trabalho de Donis A. Dondis (2003), declinada sobre a comunicação visual no design, para este caso, nos selos postais. Partindo dessa análise, posteriormente, efetuou-se a criação de uma emissão de selos postais juntamente com a tecnologia da realidade aumentada, tendo como base a temática centrada na cidade do Porto e que pode ser repercutida em diferentes cidades do país “Uma visita portuguesa com certeza”. Com este projeto conseguiu-se demonstrar e implementar uma tecnologia digital a um artefacto de cariz físico, usualmente, apresentado em suporte papel. O estudo pretende assim, contribuir para a inovação ao nível do design filatélico e histórico do selo postal português, tendo como base o uso dessa tecnologia.

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Viral Bodies: Uncontrollable Blackness in Popular Culture and Everyday Life maps rapidly circulated performances of Blackness across visual media that collapse Black bodies into ubiquitous “things.” Throughout my dissertation, I use viral performance to describe the uncontrollable discursive circulation of bodies, their behaviors, and the ideas around them. In particular, viral performance is employed to describe the complicated ways that (mis)understandings of Black bodies spread and are often transformed into common-sense beliefs. As viral performances, Black bodies are often made more visible, while simultaneously becoming more opaque. This dissertation examines the recurrence of viral performances of Blackness in viral videos online, film, and photography/images. I argue that viral performances make products that reinscribe stereotypical notions of Blackness while also generating paths of alterity—which contradict the normalized clichés and provide desirable possibilities for Black performance. Viral Bodies forges a new dialogue between visual and aural technologies, performance, and larger historic discourses that script Black bodies as visually (and sonically) deviant subjects. I am interested in how technologies complicate the re-presentation of images, ideas, and ideologies—producing a necessity for new decipherings of performances of Blackness in popular culture and everyday life.

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Posttraumatic stress and PTSD are becoming familiar terms to refer to what we often call the invisible wounds of war, yet these are recent additions to a popular discourse in which images of and ideas about combat-affected veterans have long circulated. A legacy of ideas about combat veterans and war trauma thus intersects with more recent clinical information about PTSD to become part of a discourse of visual media that has defined and continues to redefine veteran for popular audiences. In this dissertation I examine realist combat veteran representations in selected films and other visual media from three periods: during and after World Wars I and II (James Allen from I Am a Fugitive from a Chain Gang, Fred Derry and Al Stephenson from The Best Years of Our Lives); after the Vietnam War (Michael from The Deer Hunter, Eriksson from Casualties of War), and post 9/11 (Will James from The Hurt Locker, a collection of veterans from Wartorn: 1861-2010.) Employing a theoretical framework informed by visual media studies, Barthes’ concept of myth, and Foucault’s concept ofdiscursive unity, I analyze how these veteran representations are endowed with PTSD symptom-like behaviors and responses that seem reasonable and natural within the narrative arc. I contend that veteran myths appear through each veteran representation as the narrative develops and resolves. I argue that these veteran myths are many and varied but that they crystallize in a dominant veteran discourse, a discursive unity that I term veteranness. I further argue that veteranness entangles discrete categories such as veteran, combat veteran, and PTSD with veteran myths, often tying dominant discourse about combat-related PTSD to outdated or outmoded notions that significantly affect our attitudes about and treatment of veterans. A basic premise of my research is that unless and until we learn about the lasting effects of the trauma inherent to combat, we hinder our ability to fulfill our responsibilities to war veterans. A society that limits its understanding of posttraumatic stress, PTSD and post-war experiences of actual veterans affected by war trauma to veteranness or veteran myths risks normalizing or naturalizing an unexamined set of sociocultural expectations of all veterans, rendering them voice-less, invisible, and, ultimately disposable.

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Cork, as a natural product provided by the bark of the cork oak tree, is an important staple of the Portuguese economy and important to Portuguese culture. It is a sustainable product with a positive ecological footprint, from harvesting to industrial production, with the advantage of creating a local economic model through regional labour activity and distribution. Within the balance between nature-human-economy to create a sustainable system, cork production in Portugal represents a human and social dimension. By focusing on that dimension and by creating an awareness of the cultural and social impact of the activity and by re-appraising the meaning of the material within the culture, the study reframes a consideration of the actual place of labour and production. The human, geophysical, historical, social, economic, ecological and cultural aspects of the place are observed as regards their relation to work or labour in that physical space. A pilot study is being developed in the village of Azaruja in the district of Évora, Portugal. In this small locality, cork is very important in terms of the relationships between the physical subsistence of their residents and the local natural resources, because it structures the place in its cultural, social and economical dimensions. This paper outlines the theoretical foundations, the process and the outcomes of the participatory ecodesign project titled Creative Practices Around the Production of Cork which was initiated by a Portuguese artist/design researcher and developed further through the collaboration with the other two authors, one a Portuguese visual artist/researcher and the other a Turkish fashion designer/theorist. The investigation focuses on questions that expand the notion of place for artists and designers, filtered through the lenses of manual labourers in order to understand their physical, social, cultural and economic relationship with the environment. To create the process of interaction with the place and the people, a creative collaborative dynamic is developed between the authors with their range of artistic sensibilities and the local population. To adopt a holistic notion of sustainability and cultural identity a process of investigation is designated to: (1) analyse, test and interpret - through the dissemination of life stories, visual representation of the place and the creation of cork objects - the importance of culture related to the labour activity of a local natural resource that determines and structures the region; (2) to give public recognition to those involved, taking into account their sense of belonging to the place and in order to show the value of their sustainable labour activities related to local natural resources; (3) to contribute to the knowledge of the place and to its dynamism through an aesthetic approach to labour activities. With reference to fields of knowledge such as anthropology, the social arts and sustainable design, a practice-based research is conducted with collaborative and participatory design methods to create an open model of interaction which involves local people in the realization of the project. Outcomes of this research will be presented in the paper as a survey analysis with theoretical conclusions.

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The evolution of computer animation represents one of the most relevant andrevolutionary aspects in the rise of contemporary digital visual culture (Darlew,2000), in particular, phenomena such as cinema “spectacular “ (Ibidem) and videogames. This article analyzes the characteristics of this “culture of simulation” (Turkle, 1995:20) relating the multidisciplinary and spectrum of technical and stylistic choices to the dimension of virtual characters acting. The result of these hybrid mixtures and computerized human motion capture techniques - called virtual cinema, universal capture, motion capture, etc. - cosists mainly on the sophistication of “rotoscoping”, as a new interpretation and appropriation of the captured image. This human motion capture technology, used largely by cinema and digital games, is one of the reasons why the authenticity of the animation is sometimes questioned. It is in the fi eld of 3D computer animation visual that this change is more signifi cant, appearing regularly innovative techniques of image manipulation and “hyper-cinema” (Lamarre, 2006: 31) character’s control with deeper sense of emotions. This shift in the culture that Manovich (2006: 27) calls “photo-GRAPHICS” - and Mulvey (2007) argue that creates a new form of possessive relationship with the viewer, in that it can analyze in detail the image, it can acquire it and modify it - is one of the most important aspects in the rise of Cubbit’s (2007) “cinema of attraction”. This article delves intrinsically into the analyze of virtual character animation — particularly in the fi eld of 3D computer animation and human digital acting.

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Complutum, V. 12, pp. 297-309.

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Esta dissertação de mestrado foi desenvolvida com o intuito de estudar a tradução audiovisual de spots publicitários. Mais especificamente, estudar a tradução audiovisual no contexto da implementação e aplicabilidade de uma campanha publicitária ou, neste caso, de diversos spots publicitários de uma dada empresa num público-alvo estrangeiro. Para esta dissertação, selecionei um corpus de spots publicitários do banco internacional HSBC. A tomada da decisão recaiu sobre a quantidade de filiais que o HSBC tem espalhadas pelo globo, e que estão inseridas em mercados cujas culturas predominantes se diferenciam grandemente entre umas e outras. Para aprofundar este tema, analisei os conceitos inerentes à tradução audiovisual, enveredei posteriormente, e de forma mais específica, pela análise dos conceitos intrínsecos à legendagem de spots publicitários, e, por fim, associei estes conceitos com as questões relativas à interculturalidade e à melhor forma de transmitir informações, sobre uma mesma entidade, a grupos culturais diferentes. Em seguida, legendei o corpus de spots publicitários do HSBC, selecionados para constar desta dissertação, salientando os principais momentos de reflexão: as barreiras tradutivas/culturais existentes, as soluções e a decisão final relativa à cada legenda criada. Legendei os spots publicitários do HSBC, como se estivessem destinados a um público-alvo de nacionalidade, cultura e língua portuguesa. Obtive um conjunto de oito spots publicitários legendados em português, e efetuei a respetiva análise do processo tradutivo. Apresentei elações retiradas durante a criação das legendas, sobre as quais caia o objetivo de as relacionar com os conceitos primeiramente abordados.