357 resultados para cinematic


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A short cinematic styled composition featuring an edited piano phrase and synth pad.

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Baltic Winter (No Vocals - a Slavic mermaid rests upon a rock on the edge of the Baltic Sea. It is night time during the depths of winter. She risks not being able to return to the sea as it could freeze in the time that she drapes the snow crested pine trees with her ethereal calls. Her voice travels through the Medieval forest in search of her nymph . . . will he hear her? Or will her calls only serve to sing her loneliness?

OK . . . now for the technical . . . I wrote this with a documentary in mind. I have used a sampled Finnish/Estonian Kantele, a touch of an acoustic guitar, percussion, and a couple of synths.

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In this paper, we propose a novel solution for segmenting an instructional video into hierarchical topical sections. Incorporating the knowledge of education-oriented film theory with our previous study of expressive functions namely the content density and the thematic functions, we develop an algorithm to effectively structuralize an instructional video into a two-tiered hierarchy of topical sections at the main and sub-topic levels. Our experimental results on a set of ten industrial instructional videos demonstrate the validity of the detection scheme.

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In this paper, we focus on the ‘reverse editing’ problem in movie analysis, i.e., the extraction of film takes, original camera shots that a film editor extracts and arranges to produce a finished scene. The ability to disassemble final scenes and shots into takes is essential for nonlinear browsing, content annotation and the extraction of higher order cinematic constructs from film. In this work, we investigate agglomerative hierachical clustering methods along with different similarity metrics and group distances for this task, and demonstrate our findings with 10 movies.

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In this article, I will examine the ways in which the beach and its shoreline is designated as both a mortal and immortal location in cinema. On the one hand, I will suggest that the beach and the shoreline can bring death to those who visit it temporarily or who go there to claim it as a permanent home of their own. The beach creates a set of narrative and aesthetic possibilities for tragic endings, murderous encounters, physical and existential suicides, and spectacular battles between opposing forces to take place. The dangerous beach, then, is locatable as a site that participates in, and helps enact, loss and the death wishes of those who come to contemplate endings, kill or fight on its shifting sands, watery edges and lost horizons. On the other hand, the beach and its shoreline will be understood as a liminal place and space, where regeneration possibilities are enacted. In cinema, death at the beach and its shoreline may not always be the end but a new start beyond the life of the frame. At the beach, within the coastal water, mortality becomes immortality, flesh and body becomes transcendence and spirit, and the death of one self can lead to the (re)birth of another.

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This research examines the translation of the visual language of cinema into a spatial experience. An investigation into early moving images reveals the role that amusement parks played in exploring narratives using architectural spaces. The exegesis will address the history of entertainments, in particular the ‘dark ride’, which have an emphasis on narrative over and above effect.

Extensive field research was undertaken including historical sites across the east coast of the US, in search of new approaches to new media. Over twenty key popular entertainments were experienced first-hand, from Coney Island’s legendary ‘Spookarama’, to the earliest dark ride in operation, ‘The Old Mill’ at Kennywood in Pittsburgh.

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We must join women's film history to the process of its theoretical reflection.This will allow us to see the crucial teen years in film history not as an inevitable step towards the longer playing narrative film, but a space in which we might explore the perceptual realities opened up and enabled by film. At the same time that we open film history to disciplines and theories 'separate' from the literary base traditionally brought to film, we must also research and explore film as a transnational undertaking. Western film history has, to date, neglected and elided a number of important regions and cinematic practices that we must now include in research and discussion.

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This article examines the use of cinema as a mapping of subjective mutation in the work of Deleuze, Gauttari and Berardi. Drawing on Deleuze's distinction between the reduction of the art-work to the symptom and the idea of art as symptomatology, the article focuses on Berardi's use of cinematic examples, posing the question in each case of to what extent they function as symptomatologies or mere symptoms of cultural and subjective mutations in examples ranging from Bergman's Persona to Van Sant's Elephant to finish on speculations about Fincher's The Social Network as a critical engagement with subjective mutation in the 21st Century.

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The Luce newsreel was a fascist-pivotal propaganda instrument. Mussolini thought movies were the strongestweapon; however, the efficiency of cinematographic propaganda on people did not work as well as expected,especially nonfiction. This article intends to value, through oral testimonies, the influence of Lucenewsreel on the Italian population during fascism, the degree of truth of film news, and which of those piecesof news were more repeated, as well as the influence of the Italian and its leader image on the collective mind.

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Mainstream cinema is to an ever-increasing degree deploying digital imaging technologies to work with the human form; expanding on it, morphing its features, or providing new ways of presenting it. This has prompted theories of simulation and virtualisation to explore the cultural and aesthetic implications, anxieties, and possibilities of a loss of the ‘real’ – in turn often defined in terms of the photographic trace. This thesis wants to provide another perspective. Following instead some recent imperatives in art-theory, this study looks to introduce and expand on the notion of the human figure, as pertaining to processes of figuration rather than (only) representation. The notion of the figure and figuration have an extended history in the fields of hermeneutics, aesthetics, and philosophy, through which they have come to stand for particular theories and methodologies with regards to images and their communication of meaning. This objective of this study is to appropriate these for film-theory, culminating in two case-studies to demonstrate how formal parameters present and organise ideas of the body and the human. The aim is to develop a material approach to contemporary digital practices, where bodies have not ceased to matter but are framed in new ways by new technologies.

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Thesis (Ph.D.)--University of Washington, 2016-07

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ABSTRACT - Meta-cinema can depict film viewers’ attitudes towards cinema and their type of devotion for films. One subcategory of viewers - which I call meta-spectators - is highly specialized in its type of consumption, bordering on obsession. I contend that there are two main varieties of meta-cinematic reception, not altogether incompatible with one another, despite their apparent differences. As both of them are depicted on meta-cinematic products, the films themselves are the best evidence of my typology. My categories of film viewers are the ‘cinephile’, an elite prone to artistic militancy and the adoration of filmic masters; and the ‘fan’, a low culture consumer keen on certain filmic universes and their respective figures and motifs. I will base my rationale on four films that portray such reception practices: Travelling Avant (Jean-Charles Tacchella, 1987, FRA), The Dreamers (Bernardo Bertolucci, 2003, UK/FRA/ITA); Free Enterprise (Robert Mayer Burnett, 1998, USA); Fanboys (2009, Kyle Newman, USA).

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The primary objective of the present thesis was to determine the extent of intertextual coherence and inter-filmic discourse retained in the Finnish DVD subtitles of the first twelve feature films set in the Marvel Cinematic Universe and ten episodes of the first season of Agents of S.H.I.E.L.D., a transmedia extension of the MCU. The cinematic world of Marvel was chosen as research data in this study for the inherence, abundance, and conspicuousness of its intertextuality. Two categories through which to retain intertextual coherence in translation were set as the premise of the study: 1) the consistent application of the same form of MCU-related proper names in translation and 2) the retention of MCU-related allusions in translation when the retention of the allusion is a strategic choice. The data was collected and analyzed primarily in this juxtaposition. The examination of the gathered data and the set research questions necessitated the division of audiovisual allusions into three categories: verbal visual allusions, secondary spoken allusions, and primary spoken allusions, the last of which was further divided into ambiguous and unambiguous types. Because of their qualitative inadequacies, unambiguous primary spoken allusions were not eligible as data in the present study. 33.3 percent of the proper names qualified as data were translated consistently in each installment they were referenced. In terms of allusions, 76.2 percent of the qualified source-text instances were retained in translation. The results indicate that intertextual elements are more easily identified and retained within the context of one narrative than when this requires the observation of multiple connected narratives as one interwoven universe.