51 resultados para screenplay
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Educação Escolar - FCLAR
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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O presente trabalho, intitulada: A dinâmica de uso da Praça Olavo Bilac no contexto da cidade de Belém, teve como objetivo identificar e analisar os diferentes usos e a forma de apropriação na Praça Olavo Bilac, e para isso partimos da hipótese de que os diversos usos nesta praça são reveladores das condições de vida impostas pelo modo de produção capitalista. A metodologia se estruturou a partir de um levantamento de fontes bibliográficas referente ao tema, em seguida realizamos uma pesquisa documental sobre a origem e a história da praça em questão, precisamente em jornais, sites e documentos oficiais, pertencentes à Paróquia de São Domingos de Gusmão, realizamos ainda uma observação sistemática na área de estudo, nos horários da manhã, tarde e noite; todos os dias da semana, porém de forma não consecutiva. Também foi realizada a aplicação de um roteiro de entrevistas com os vendedores e freqüentadores da Praça Olavo Bilac, a fim de servir como registros de referência histórica e registros de usos dos entrevistados. Após a aplicação destes roteiros partimos para a etapa referente às entrevistas, momento em que realizamos uma conversa com vendedores que atuam no interior da Praça, com pessoas que utilizam a praça como passagem, e com outros moradores do bairro que fazem uso desta praça, e que com esta tem relação, totalizando 16 pessoas. Os resultados desta pesquisa apontaram que, esta praça é uma referência de lazer, é local de passagem, do encontro, mas também da diversidade e da desigualdade que o modo de produção capitalista impõe às cidades e aos que nela vivem, pois a Praça Olavo Bilac, assim como as demais praças, é a expressão da cidade, e vai expressar o modo de vida desta cidade.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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The screenplay for the short film Tolerance is a project whose goal is to generate discussion about intolerance, which falls on the minority cultures in contemporary society. Even preserving their Brazilianness, through the art direction, it can cross borders as it does not have dialogues, and addresses current realities that underlie different cultures, even the most liberal and democratic. This project can achieve the interests of various groups, making it an excellent tool for generating discussion and debate in all social and educational levels
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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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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
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The subject of the present research is related to the field of computer technology applied to support intellectual activities such as text translation, screenwriting and content organization of popular and education courses, especially concerning museum visits. The research has started with the deep analysis of the cognitive process which characterizes a screenwriter while working. This choice has been made because a screenplay is not only an aid to the realization of a show but, more in general, it can be considered as the planning of an education, popular and formative intellectual activity. After this analysis, the research has focused on the specific area of the planning, description and introduction of topics related to the history of science, and in particular, of computer science. To focus on this area it has been fundamental to analyse subjects concerning the didactics of museum visits organization. The aim was to find out the guide lines that a teacher should follow when planning the visit of a museum (virtual museum of the history of computer science). The consequent designing and realisation of an automatic support system for the description and the production of a formative, education and popular multimedia product (for the history of computer science), has been possible thanks to the results achieved through this research. The system obtained is provided by the following features: ·management of multimedia slides (such as texts, video, audio or images) which can be classified on the bases of the topic and of the profile of the user; ·automatic creation of a sequence of multimedia slides which introduce the topic; ·management of the interaction with the user to check and give validity to the product. The most innovative aspect of the present research is represented by the fact that the product is realised on the bases of the profile of the user.
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This work is focused on the translation of the first half of the novel Pontypool Changes Everything, written by Canadian author and screenplay writer Tony Burgess in 1998 and – quite surprisingly – still unpublished in Italy. Although the book disguises itself as a product for general consumption – more precisely as a tale of zombies – it is clear from the very beginning that the author is not interested in conforming to the conventions of the genre to which his work belongs. On the contrary, he seems to exploit the recent success of zombiea-pocalypse inspired stories to build up a more complex type of narrative. Nonetheless, he writes a story that introduces certain innovative elements in the rather repetitive and seemingly outworn genre, like the idea of a language-borne virus. Burgess, who has a graduate degree in semiotics, was by his own admission “insufferably preoccupied with literary malformations” when he wrote the book. As a matter of fact his narrative tackles issues – albeit superficially and always entertainingly – that seem to stem from the theories which originated in the field of linguistics around the second half of the twentieth century. It goes without saying that translating – as much as reading – such a book is both a difficult and compelling operation. As a translator you are required to constantly shift from one strategy to another, paying great attention to the semantic nuances of the written words whilst keeping in mind what the actual intention of the text is. Together with the book translation, this dissertation offers a brief introduction to the fundamental principles of translation and a detailed analysis of some of the translation problems posed by the novel.
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O trabalho tem a proposta de analisar os desdobramentos do teatro musical brasileiro desde a primeira encenação em território nacional de adaptações de espetáculos do Teatro de Revista, gênero originário da França, até as superproduções musicais realizadas nos últimos 16 anos de adaptações de espetáculos americanos. O panorama histórico e analítico será estudado, com ênfase no teatro musical que se utiliza de elementos midiatizados para estar inserido em uma sociedade em que a produção cultural é vista como internacionalizada e mercantilizada. Como forma de marketing, os produtores utilizam-se da notoriedade midiática presente em formatos estrangeiros já consagrados, adaptações renomadas e bem aceitas pelo público, além da fama de celebridades que são escaladas para os musicais. Tudo para a conquista de um patrocinador que, por sua vez, acaba fazendo exigências que interferem de maneira decisiva na montagem dos espetáculos. Em meio a um processo onde são tantos os direcionamentos pré-estabelecidos por patrocinadores, onde se encontra o genuíno teatro musical brasileiro? A pesquisa abrange o ineditismo da presença de temáticas nacionais em formatos estrangeiros e agrega o conjunto de fatores que possibilitam que um roteiro de musical saia do papel e adentre os palcos, tais como as políticas públicas de incentivos fiscais; a ligação de empresas patrocinadoras e suas marcas a musicais; o fato de que, mesmo as produções sendo pagas por dinheiro público, possuírem ingressos que não são a preços populares. Para auxiliar nas conjecturas a serem formadas, será utilizada uma metodologia histórico-descritiva com foco na relação do tema com elementos notórios na mídia, como os artistas e obras a serem adaptadas no palco.
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The history of community television shows that it has been a home to activist and non-profit organizations that have created programs focused on freedom of speech. This project proposes that community television is also a place where artists can have freedom of artistic expression. The reflective paper reviews the creation of my film designed to inform and attract artists to community television. In it I critically reflect on the artistic, technical, artistic/technical, and production changes made throughout my journey from being a visual artist to becoming a video-artist. The reflective paper, along with the film, act as a wake-up call to artists who are unaware of community television and the advantages it has to offer them.
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A beautiful sweeping story of two sisters caught up in the events of the Nigerian civil war, ending in chilling violence which shocked the entire world.