992 resultados para TV Series


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Lorsque l’on s’intéresse au dégoût comme forme d’affect, on remarque que son application abonde au niveau des études cinématographiques et des arts visuels. Par contre, peu de chercheurs se sont intéressés à son analyse à travers les médias dont l’institutionnalisation académique est plus récente, comme la bande dessinée, la télésérie et le jeu vidéo. Ce mémoire a pour objectif d’étendre la pratique des études du dégoût comme affect sur ces médias, en s’attardant sur l’analyse de certaines composantes de la franchise transmédiatique The Walking Dead. De plus, comme ce corpus est marqué par une transmédialité qui dépasse les simples récurrences narratives, ce mémoire veut également produire un modèle d’analyse capable de déceler les structures génératives du dégoût qui tendent à migrer ou être partagées entre les médias de la franchise. Ce modèle sera conçu dans un premier temps par l’établissement d’un dialogue entre les études de l’affect appliquées au cinéma et aux arts visuels et les études sur l’intermédialité. La fonctionnalité de ce modèle sera ensuite testée à travers son application sur la bande dessinée, la télésérie et l’un des jeux vidéo de la franchise The Walking Dead.

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La fuga y la muerte de Pablo Escobar fueron dos acontecimientos que contaron con un importante cubrimiento por parte de los noticieros CM& y NTC. Años después, la ficción, a través del cine y la televisión nacional, se encargó de representar ambos hechos (primero con la película Apocalipsur y luego con la serie El cartel). Al comparar las narrativas ficcionales con las periodísticas se encontró que la estructura dramática podía estar presente en ambas, tanto en las escenas de los dramatizados, como en las noticias. Sin embargo, se identificaron diferencias en cuanto a la omisión de personajes, las clases de montaje, los escenarios utilizados y en general la manera en que el contenido y la forma cambia en cada formato. Al final, es el pacto de veracidad, o de verosimilitud, lo que determina la relación entre el espectador y el producto audiovisual.

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Old bastard – rebellion against or a repetition of negative age codes? In contemporary media and scientific contexts, it has become increasingly popular to launch today’s elderly as different from previous generations of older people, especially emphasized is that today’s elderly will have more attitude and set higher demands on society. The TV-series Pensionärsjävlar is based on this idea of today’s and tomorrow’s elderly as different and more rebellious than previous generations. The purpose of this article is to analyze and discuss how age and age codes are used as a prerequisite for, but also are challenged in the series. The result shows that chronological age is almost absent in the series, instead age coding is performed by physical attributes and verbal acts. Most common attributes are those connected to decreased functionality, such as walker, wheelchair, walking stick etcetera. The most common taboo joked about is sexuality, and other common themes are decreased functionality,child/youth- like behavior and traffic. In the article I discuss how these themes and attributes are negotiated in relation to age.  

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Fan culture is a subculture that has developed explosively on the internet over the last decades. Fans are creating their own films, translations, fiction, fan art, blogs, role play and also various forms that are all based on familiar popular culture creations like TV-series, bestsellers, anime, manga stories and games. In our project, we analyze two of these subculture genres, fan fiction and scanlation. Amateurs, and sometimes professional writers, create new stories by adapting and developing existing storylines and characters from the original. In this way, a "network" of texts occurs, and writers step into an intertextual dialogue with established writers such as JK Rowling (Harry Potter) and Stephanie Meyer (Twilight). Literary reception and creation then merge into a rich reciprocal creative activity which includes comments and feedback from the participators in the community. The critical attitude of the fans regarding quality and the frustration at waiting for the official translation of manga books led to the development of scanlation, which is an amateur translation of manga distributed on the internet.  Today, young internet users get involved in conceptual discussions of intertextuality and narrative structures through fan activity. In the case of scanlation, the scanlators practice the skills and techniques of translating in an informal environment. This phenomenon of participatory culture has been observed by scholars and it is concluded that they contribute to the development of a student’s literacy and foreign language skills. Furthermore, there is no doubt that the fandom related to Japanese cultural products such as manga, anime and videogames is one of the strong motives for foreign students to start learning Japanese. This is something to take into pedagogical consideration when we develop web-based courses. Fan fiction and fan culture make it ​​possible to have an intensive transcultural dialogue between participators throughout the world and is of great interest when studying the interaction between formal and informal learning that puts the student in focus

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden

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From August 2005 to March 2007, the two seasons (with 12 and 10 episodes respectively) of the award winning miniseries HBO‟s ROME were aired by the Home Box Office (HBO) channel. With screenplay signed by various writers and directors, the TV series was a coproduction of HBO (USA) and BBC (UK) with support from RAI (Italy), and the show was filmed in multiple locations, but mainly in Cinecittà Film Studios in Rome, very famous for having been headquarters also for Federico Fellini‟s movies. In the first season, the miniseries depicts the conquest of Gaul, made by the military genius of Gaius Julius Caesar, and the political trajectory that made him accumulate power to such an extent that this divided Roman citizens into two factions, one supporting and the other opposing him, the latter focused mainly on the historic figure of General Gnaeus Pompey Magnus. The second season shows the period of civil war following the assassination of Caesar, and the future rise to power of his nephew, adopted son and sole heir, Gaius Octavian Augustus, who was destined to overcome his rivals as well as their allies in the triumvirate that had been formed to pursue and punish Caesar‟s assassins. These facts are well known and usually crowd the mind and imagination of every minimally educated person. The HBO series broke new ground not only for the talent of its writers, directors and actors, not only for its visual effects and locations nor for the vibrancy and grandeur of historical scenes – after all, “historical movies” in general do the same – but it has done so also by the (re)construction of historical events from the perspective of a pair of protagonists of whom too little is known: the centurions Titus Pullo and Lucius Vorenus, who are the only low-rank soldiers mentioned by Caesar in his book Commentaries on the Gallic War (Commentarii de Bello Gallico V.44). Thus, the fictionalization of events also took into account several Roman civilization data which were scattered through historical sources and also those that belong to the modern knowledge of material culture, resulting in a TV series whose filmic aesthetics has rare beauty and creativity. From the survey of textual, historical and cultural data put together in this film, as well as the distance featuring the creative space in the dimension of the gap between them, this paper aims to highlight two pivotal moments of visual and narrative strategies of the show: the opening credits footage and the final scenes of the first season of HBO's Rome.

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The main purpose of this thesis is to promote the Slovak culture in Italy through the adaptation of Pásli ovce valasi (The shepherd grazed the sheep), a TV series for children by director Ladislav Čapek. The series, which was released in Czechoslovakia in 1973, is divided into thirteen episodes and tells the story of Matko and Kubko, two shepherds who live in the mountains in central Slovakia. Pásli ovce valasi represented an interesting choice from the adaptation point of view, due to its deep cultural value and the peculiarities of the language used by the characters. The constraints of audiovisual translation were combined to the difficulty of rendering Slovak cultural-specific elements into Italian, together with the limits imposed by having children as a primary recipient. The importance of their role as a target has constrained not only our translation choices, but also the adaptation mode. For this reason, it was decided to realise subtitles in order to make the audiovisual product immediately available, together with an adaptation for dubbing, more suitable for a young audience. The opportunity to present two different forms of adaptation is closely linked to the specific characteristics of the cartoon language. The present study consists of four chapters. The first one provides a brief introduction to the series, its language and setting. The second chapter outlines the main characteristics of audiovisual translation, focusing on dubbing and subtitling in particular. It also presents an analysis of the role of children as a target and the consequent decision to realise an adaptation for dubbing. The two adaptation modes, together with the transcription of the original dialogues, are provided in the third chapter. The fourth and last chapter consists of a description and analysis of the translation process, focusing on morphosyntactic, lexical, rethorical, historical and cultural aspects. The last part of the chapter analyses the differences between the subtitles and the adaptation for dubbing.

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This dissertation focuses on the phenomenon of amateur subtitling, known as fansubbing. Although this phenomenon began in the late ‘80s, in recent years amateur subtitling has spread worldwide, thanks to both Internet and fan communities, also known as fandoms. At first, amateur subtitling was mainly centred on the translation of Japanese cartoons, but nowadays fandoms also tend to subtitle other kinds of audiovisual products, such as American TV series. Thanks to fansubbing, which is created by fans for other fans, fandoms claim that they would prefer to have subtitled rather than dubbed versions of audiovisual products, which is the norm in Italy and Spain. The dissertation provides a linguistic analysis of the fansubbing in Spanish of the Italian TV series Romanzo Criminale. The purpose of this dissertation is to analyse fansubbing from the linguistic point of view, as well as from the point of view of the translation. Furthermore, it aims to evaluate to what extent this translation can be compared to professional subtitling. The first chapter offers an introduction to the TV series and provides an overview of the main events and characters. The second chapter deals with an analysis of the strategies that fansubbers use to translate cultural elements from Italian into Spanish. The third chapter focuses on linguistic mistakes due to calques and linguistic interference between Italian and Spanish. The fourth chapter provides an analysis of some translation errors which occurred during the decoding of the original text. The aim is to understand if this kind of mistake might jeopardize the comprehension of the original message.

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En los últimos años, los investigadores dedicados al estudio de la enseñanza de la Historia llamaron la atención sobre la influencia de nuevos "artefactos culturales" en el forjamiento de la cultura histórica de los jóvenes. Videojuegos, series de televisión, documentales, películas y sitios web deben empezar a ser tenidos en cuenta, a la hora de evaluar los principales emisores de contenidos históricos. En este caso, nos dedicamos a estudiar a uno de estos "artefactos": los cómics o historietas históricas. Buscaremos, entonces, conocer su derrotero histórico y, a partir de él, analizar el lugar que actualmente tienen en el currículum, teniendo en cuenta sus límites y posibilidades. A partir de un recorrido por las principales historietas históricas que tuvo la Argentina en el siglo XX y principios del XXI, analizaremos su contenido y la propuesta político-pedagógica que se desprende, tanto de sus autores, como de aquellas organizaciones destinadas a difundirlas en la escuela. La conclusión del trabajo es que, a pesar de la novedad que implica la enseñanza de la Historia por medio de herramientas alternativas a los tradicionales manuales, tanto su contenido como los valores difundidos no difieren de aquellos que difundían los viejos textos escolares. En este sentido, las historietas funcionarían como herramientas al servicio de una enseñanza de la Historia escolar cuya función principal es fomentar una conciencia cívica nacionalista

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En este artículo se realiza un análisis de la serie televisiva "Penny Dreadull", creada por John Logan. Esta ficción articula elementos de la literatura gótica, el cine de terror y las publicaciones periódicas que dan su título a la serie. En esa amalgama, las referencias a diferentes ficciones clásicas del terror (las de Stoker, Shelley, Wilde y otros) son constantes, como así también las refundiciones de sus tramas y personajes. Esta investigación se adentra específicamente en la intertextualidad y las producciones de sentido que se dan en esta serie a partir del trabajo sobre la base de historias ya conocidas

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En los últimos años, los investigadores dedicados al estudio de la enseñanza de la Historia llamaron la atención sobre la influencia de nuevos "artefactos culturales" en el forjamiento de la cultura histórica de los jóvenes. Videojuegos, series de televisión, documentales, películas y sitios web deben empezar a ser tenidos en cuenta, a la hora de evaluar los principales emisores de contenidos históricos. En este caso, nos dedicamos a estudiar a uno de estos "artefactos": los cómics o historietas históricas. Buscaremos, entonces, conocer su derrotero histórico y, a partir de él, analizar el lugar que actualmente tienen en el currículum, teniendo en cuenta sus límites y posibilidades. A partir de un recorrido por las principales historietas históricas que tuvo la Argentina en el siglo XX y principios del XXI, analizaremos su contenido y la propuesta político-pedagógica que se desprende, tanto de sus autores, como de aquellas organizaciones destinadas a difundirlas en la escuela. La conclusión del trabajo es que, a pesar de la novedad que implica la enseñanza de la Historia por medio de herramientas alternativas a los tradicionales manuales, tanto su contenido como los valores difundidos no difieren de aquellos que difundían los viejos textos escolares. En este sentido, las historietas funcionarían como herramientas al servicio de una enseñanza de la Historia escolar cuya función principal es fomentar una conciencia cívica nacionalista

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En este artículo se realiza un análisis de la serie televisiva "Penny Dreadull", creada por John Logan. Esta ficción articula elementos de la literatura gótica, el cine de terror y las publicaciones periódicas que dan su título a la serie. En esa amalgama, las referencias a diferentes ficciones clásicas del terror (las de Stoker, Shelley, Wilde y otros) son constantes, como así también las refundiciones de sus tramas y personajes. Esta investigación se adentra específicamente en la intertextualidad y las producciones de sentido que se dan en esta serie a partir del trabajo sobre la base de historias ya conocidas

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En este artículo se realiza un análisis de la serie televisiva "Penny Dreadull", creada por John Logan. Esta ficción articula elementos de la literatura gótica, el cine de terror y las publicaciones periódicas que dan su título a la serie. En esa amalgama, las referencias a diferentes ficciones clásicas del terror (las de Stoker, Shelley, Wilde y otros) son constantes, como así también las refundiciones de sus tramas y personajes. Esta investigación se adentra específicamente en la intertextualidad y las producciones de sentido que se dan en esta serie a partir del trabajo sobre la base de historias ya conocidas