850 resultados para Reality-TV
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With the growing market for advertising geared towards the infant public, inserting since small children in the capitalist world with his powers of persuasion, raises concerns in knowing what are the subjective messages that advertisements are transmitting to them. The television since its appearance has the power to normalize and regulate society imposing the mode of life and how they should act, think and dress. Starting this strand to analyze the influence of television on society, this work explores the current advertisements for children to check whether messages meets reality, or have an ideological conception of the world, focusing, besides consumerism, the relationship about the issue of gender of being male and being female
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Pós-graduação em Comunicação - FAAC
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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.
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“Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.
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The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.
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Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .
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In the last years, the well known ray tracing algorithm gained new popularity with the introduction of interactive ray tracing methods. The high modularity and the ability to produce highly realistic images make ray tracing an attractive alternative to raster graphics hardware. Interactive ray tracing also proved its potential in the field of Mixed Reality rendering and provides novel methods for seamless integration of real and virtual content. Actor insertion methods, a subdomain of Mixed Reality and closely related to virtual television studio techniques, can use ray tracing for achieving high output quality in conjunction with appropriate visual cues like shadows and reflections at interactive frame rates. In this paper, we show how interactive ray tracing techniques can provide new ways of implementing virtual studio applications.
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This paper proposes an extension to the televisionwatching paradigm that permits an end-user to enrich broadcast content. Examples of this enriched content are: virtual edits that allow the order of presentation within the content to be changed or that allow the content to be subsetted; conditional text, graphic or video objects that can be placed to appear within content and triggered by viewer interaction; additional navigation links that can be added to structure how other users view the base content object. The enriched content can be viewed directly within the context of the TV viewing experience. It may also be shared with other users within a distributed peer group. Our architecture is based on a model that allows the original content to remain unaltered, and which respects DRM restrictions on content reuse. The fundamental approach we use is to define an intermediate content enhancement layer that is based on the W3C’s SMIL language. Using a pen-based enhancement interface, end-users can manipulate content that is saved in a home PDR setting. This paper describes our architecture and it provides several examples of how our system handles content enhancement. We also describe a reference implementation for creating and viewing enhancements.
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Television and movie images have been altered ever since it was technically possible. Nowadays embedding advertisements, or incorporating text and graphics in TV scenes, are common practice, but they can not be considered as integrated part of the scene. The introduction of new services for interactive augmented television is discussed in this paper. We analyse the main aspects related with the whole chain of augmented reality production. Interactivity is one of the most important added values of the digital television: This paper aims to break the model where all TV viewers receive the same final image. Thus, we introduce and discuss the new concept of interactive augmented television, i. e. real time composition of video and computer graphics - e.g. a real scene and freely selectable images or spatial rendered objects - edited and customized by the end user within the context of the user's set top box and TV receiver.
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The central question for this paper is how to improve the production process by closing the gap between industrial designers and software engineers of television(TV)-based User Interfaces (UI) in an industrial environment. Software engineers are highly interested whether one UI design can be converted into several fully functional UIs for TV products with different screen properties. The aim of the software engineers is to apply automatic layout and scaling in order to speed up and improve the production process. However, the question is whether a UI design lends itself for such automatic layout and scaling. This is investigated by analysing a prototype UI design done by industrial designers. In a first requirements study, industrial designers had created meta-annotations on top of their UI design in order to disclose their design rationale for discussions with software engineers. In a second study, five (out of ten) industrial designers assessed the potential of four different meta-annotation approaches. The question was which annotation method industrial designers would prefer and whether it could satisfy the technical requirements of the software engineering process. One main result is that the industrial designers preferred the method they were already familiar with, which therefore seems to be the most effective one although the main objective of automatic layout and scaling could still not be achieved.
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Investigação sobre a regionalização das redes de comunicação, em especial a televisão, fenômeno que representa uma realidade de segmentação da comunicação massiva. Objetiva-se analisar e classificar as emissoras regionais de televisão com relação aos seus modos de inserção local, observando-se suas especificidades, programação, estratégias de comunicação e ações de conquista de identidade com a comunidade onde estão inseridas, além de tentar compreender como se deu a expansão da televisão nessa região, desde a implantação da primeira emissora, em 1988, na cidade de São José dos Campos SP. Tomando-se como recorte de estudo, as emissoras de televisão regional de sinal aberto no Vale do Paraíba, estado de São Paulo, foram realizadas entrevistas semi-abertas com profissionais das áreas comercial e de programação das mesmas e aplicados questionários junto a uma amostra da população do Vale do Paraíba que representa os telespectadores potenciais da área de cobertura dessas emissoras, a fim de se identificar a percepção que o público receptor tem a respeito da presença e atuação das televisões locais. Conclui-se que os diferentes modos de inserção local das emissoras influem diretamente na relação de identidade das mesmas com os telespectadores da região.(AU)
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Investigação sobre a regionalização das redes de comunicação, em especial a televisão, fenômeno que representa uma realidade de segmentação da comunicação massiva. Objetiva-se analisar e classificar as emissoras regionais de televisão com relação aos seus modos de inserção local, observando-se suas especificidades, programação, estratégias de comunicação e ações de conquista de identidade com a comunidade onde estão inseridas, além de tentar compreender como se deu a expansão da televisão nessa região, desde a implantação da primeira emissora, em 1988, na cidade de São José dos Campos SP. Tomando-se como recorte de estudo, as emissoras de televisão regional de sinal aberto no Vale do Paraíba, estado de São Paulo, foram realizadas entrevistas semi-abertas com profissionais das áreas comercial e de programação das mesmas e aplicados questionários junto a uma amostra da população do Vale do Paraíba que representa os telespectadores potenciais da área de cobertura dessas emissoras, a fim de se identificar a percepção que o público receptor tem a respeito da presença e atuação das televisões locais. Conclui-se que os diferentes modos de inserção local das emissoras influem diretamente na relação de identidade das mesmas com os telespectadores da região.(AU)
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The Spanish transition from dictatorship to democracy is often described as an example of negotiation or agreement between the elites (Sánchez Cuenca and Aguilar, 2009: 433). Journalistic and political elites, aware of their important historical role, agreed a consensus on certain issues (democracy, constitution, amnesty) or characters (King Juan Carlos I), in order to ensure the stability of the democratic process (Zugasti, 2007, 2008). Television, which articulates the discourse of the masses, has been one of the basic means used to illustrate the development. Among the highlights of recent major audiovisual content, Cuéntame cómo pasó (2001-present) -a TV-series designed to explain changes with a nostalgic tone in Spanish society since 1968 until today- stands out. By choosing a random sample of episodes for this research we propose to verify the validity of the representation of the political process which contextualizes the series. By analyzing many elements, such as the opinions of the main characters, their personal, political and geographical situations, we try to show the construction of a focal point that sanctifies the official version. We also stress the pacifying and nostalgic tone, which constructs stereotypes and taboos about the process and which characterizes this series as a symbolic culmination of the democratization undertaken by the elites.
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The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view.
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As chamadas promocionais são consideradas como um comercial da emissora. Através delas, o conteúdo da programação é divulgado para persuadir o público a assistir os programas. Esta investigação identificou que o uso de apelos verbais e visuais, aproxima as chamadas da linguagem publicitária. No entanto, as semelhanças com a publicidade não se dão no momento da exibição das peças. Baseando-se no conceito de redundância proposto pela Teoria da Informação e na Teoria da Aprendizagem da Mensagem, de Carl Hovland, a pesquisa realizou um estudo de caso das duas primeiras temporadas de A FAZENDA, exibidas na Rede Record de Televisão. Pôde-se concluir que as chamadas do reality show não foram exibidas de acordo com os conceitos publicitários de GRP, cobertura e frequência, desperdiçando o espaço dos breaks e causando superexposição das mensagens autopromocionais.