976 resultados para Contemporary Hollywood Cinema


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Ayant réalisé neuf longs-métrages entre 1988 et 2007, aussi que plusieurs campagnes publicitaires, vidéo-clips, courts-métrages et projets collectifs, Wong Kar-wai est un des réalisateurs contemporains les plus importants actuellement. Issu de l'industrie cinématographique fortement commerciale de Hong Kong, Wong est parvenu à attirer l'attention du circuit international des festivals de cinéma avec son style visuel unique et son récit fragmenté. Considéré par plusieurs critiques comme le poète de la recherche d’identité de Hong Kong après 1997, Wong Kar-wai défie toutes les tentatives de catégorisation. L’étude qui se poursuivit ici a donc pour objet essentiel de fournir une analyse attentive et complète de son oeuvre, tout en se concentrant sur les traits stylistiques qui donnent à ses films une unité. Ces caractéristiques correspondent à une certaine façon de raconter des histoires, de composer des personnages et des récits, de manipuler le temps et d'utiliser des ressources techniques de sorte que ses films offrent une identité cohérente. L'objectif est d'analyser les différents composants de ses images pour découvrir comment ses films communiquent les uns avec les autres afin de créer une identité unique. Pour atteindre cet objectif, je pose comme hypothèse de travail que le cinéma de Wong est marqué par une structure dualiste qui permet à ses films de présenter des qualités contradictoires simultanément. La plupart de mes arguments se concentrent sur le travail du philosophe français Gilles Deleuze, qui a proposé une théorie du cinéma divisé entre l’image-mouvement et l’image-temps. Je considère que sa théorie fournit un cadre valide sur lequel les films de Wong peuvent être projetés. Tandis que ma recherche se concentre sur l’interprétation textuelle des films, je profiterais également d’une analyse comparative.

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Este trabajo pretendió retomar la idea del consumo de productos culturales al preguntarse específicamente por el consumo de cine de Hollywood en Bogotá entre 1925 y 1946. Se trata de mirar cómo fue el consumo del cine de Hollywood de los bogotanos de las primeras décadas del siglo XX y se centra en todas aquellas películas producidas en Estados Unidos de carácter comercial. Para mostrar cómo ese consumo de cine no es pasivo, este trabajo se enfocó en cómo entendieron y vieron cine de Hollywood dos grupos de personas, teniendo en cuenta una tipología que establece Ricardo Arias, en las cuales se divide a parte de la población bogotana en individuos católicos radicales e individuos de tendencia laica liberal. Lo que se propone mostrar es que a pesar de las diferencias existentes entre los dos grupos, la visión que construyeron con respecto a estas películas no fue tan diferente, pues ambos grupos descalificaron al cine por ser una tecnología degradante que estaba supeditada a los intereses de una industria.

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La tesi analitza set pel·lícules documentals de propoganda que sota el títol genèric de "Why We Fight" va produir el director Frank Capra per a l'exèrcit nord-americà, durant la Segona Guerra Mundial. La seva anàlisi permet d'establir quins són els trets ideològics bàsics dels Estats Units i fer un recorregut per la producció cinematogràfica nord-americana de finals dels anys 30 i principis del quaranta.

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Review and critical reflection on 'Transformers' as an example of the contemporary blockbuster, exploring questions of genre, aesthetics, representation, and cultural and industrial contexts.

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This book investigates the challenges that the presence of digital imaging within the cinematic frame can pose for the task of interpretation. Applying close textual analysis to a series of case studies, the book demystifies the relationship of digital imaging to processes of watching and reading films, and develops a methodology for approaching the digital in popular cinema. In doing so, the study places contemporary digital imaging practice in relation to historical traditions of filmmaking and special effects practice, and proposes a fresh, flexible approach the the close reading of film that can take appropriate account of the presence of the digital.

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By the mid-1930s the major Hollywood studios had developed extensive networks of distribution subsidiaries across five continents. This article focuses on the operation of American film distributors in Australia – one of Hollywood's largest foreign markets. Drawing on two unique primary datasets, the article compares and investigates film distribution in Sydney's first-run and suburban-run markets. It finds that the subsidiaries of US film companies faced a greater liability of foreignness in the city centre market than in the suburban one. Our data support the argument that film audiences in local or suburban cinema markets were more receptive to Hollywood entertainment than those in metropolitan centres.

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Digital imaging technologies enable a mastery of the visual that in recent mainstream cinema frequently manifests as certain kinds of spatial reach, orientation and motion. In such a context Michael Bay’s Transformers franchise can be framed as a digital re-tooling of a familiar fantasy of vehicular propulsion, US car culture writ large in digitally crafted spectacles of diegetic speed, the vehicular chase film ‘2.0’. Movement is central to these films, calling up Scott Bukatman’s observation that in spectacular visual media ‘movement has become more than a tool of bodily knowledge; it has become an end in itself’ (2003: 125). Not all movements and not all instances of vehicular propulsion are the same however. How might we evaluate what is at stake in a film’s assertion of movement as an end in itself, and the form that assertion takes, its articulations of diegetic velocity, corporeality, and spatial penetration? Deploying an attentiveness towards the specificity of aesthetic detail and affective impact in Bay’s delineation of movement, this essay suggests that the franchise poses questions about the relationship of human movement to machine movement that exceed their narrative basis. Identifying a persistent rotational trope in the franchise that in its audio-visual articulation combines oddly anachronistic elements (evoking the mechanical rather than the digital), the article argues that the films prioritise certain fantasies of transformation and spatial penetration, and certain modes of corporeality, as one response to contemporary debates about digital technologisation, sustainable energy, and cinematic spectacle. In this way the franchise also represents a particular moment in a more widely discernible preoccupation in contemporary cinema with what we might call a ‘rotational aesthetics’ of action, a machine movement made possible by the digital, but which invokes earlier histories and fantasies of animation, propulsion, mechanization and mechanization to particular ends.

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This paper, first result of a larger research, proposes a query about some aspects of social representation of libraries and librarians, as they appear in literary and cinematographic productions. Little by little, this query, which arose from purposes of organizing catalogues, revealed elements that established different series, in which the narrative genre (literary or cinematographic) has no relevance to either libraries or librarians` representations. The presence of these elements seems to show some expectations and utopias in relation to the common knowledge, independently from narratives being located in the past, in the present or in the future, stimulating reflection on some medieval and baroque traditions about the library universe and its main characters, the librarians. The cinematographic material selected for research was The time machine, Farenheit 451, The day after tomorrow, Star Wars - episode II and the novels Martin Eden, The man without qualities, The time machine and La sombra del viento.

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Recent proliferation and popularity of personal computer and console games has meant that scholarship around video arcade games has been largely ignored. Arcade games had their halcyon days during the 1970s and 1980s when 'Space Invaders', 'Pong' and 'Donkey Kong' were household names. The inception of scholarship into games occurred in the 1990s; a time when arcade games were writ small in the cultural imagination, at least compared to the newer home computer and video games. Thus in games theory they are typically discussed only in terms of their role as antecedents to their more popular kin. Moreover, they seem innocuous because they are so publicly accessible. Against this assumption, and lack of scholarship, this paper explores a selection of contemporary arcade games which we describe as 'hunting' games. Arcade hunting games are first-person shooter (FPS) involving one or more players shooting simulated wild animals. They are commonly situated in cinema foyers, hotels, and family entertainment centres. However, despite a presumption of institutional moderation afforded by the public accessibility of these spaces, this paper argues that this genre works through a range of political modalities that require more scholarly consideration than currently given.

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This paper outlines how the digitisation of both the film industry and contemporary research practices bear on the work of the new cinema historian. How might the opportunities presented by an unprecedented proliferation of data for example, also challenge the unspoken assumptions and ordinary practices of conventional film studies research? And how might the 'computational turn' present opportunities (and challenges) for a revisionist cinema history at the intersection of qualitative historiographies (focussed on the social experience of the cinema) and quantitative research approaches such as data mining, empirical analysis and digital visualisations?

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From The Story of the Kelly Gang in 1906 to the Lord of the Rings trilogy, Australia and New Zealand have made a unique impact on international cinema. This book celebrates the commercially successful narrative feature films produced by these film cultures as well as key documentaries, shorts and independent films. This coverage also invokes issues involving national identity, race, history and the ability of two small film cultures to survive the economic and cultural threat from Hollywood. Chapters on well-known films, and directors, such as The Year of Living Dangerously (Peter Weir, 1982), The Piano (Jane Campion, 1993), Fellowship of the Ring (Peter Jackson, 2001) and Rabbit Proof Fence (Philip Noyce, 2002) are included with less celebrated, but equally important, films and filmmakers such as Jedda (Charles Chauvel, 1955), They're a Weird Mob (Michael Powell, 1966), Vigil (Vincent Ward, 1984) and The Goddess of 1967 (Clara Law, 2000)

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This was a major exhibition that received many online and printed reviews and described  John Forrest as a leading Australian artist. It also resulted in television interviews on ABC 7.30 Report and Inside Art.
Works were also published on the covers of two editions of The Melbourne Review.
Visual documentation can be acessed via Metro Gallery or via  Google (John Forrest Australian Artist)

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Hollywood, and various regional cinemas in India typically represent Mixed-Race Anglo-Indians as a degenerate community marked by lax morals, alcoholism, and indolence. These stereotypical tropes typically generate indignant protests from members of this miniscule Indian community, and debates about the representation of Anglo-Indians focus on the injustices propagated by such stereotypes. This paper rethinks Anglo-Indian representation in cinema by drawing on Jacques Rancière’s concept of ‘the distribution of the sensible,’ which provides a cartography for understanding how one’s various identity assignations structure sensory experience. In other words those who are marginalized have ways of seeing and hearing from those occupy normative or dominant subject positions, and these differences are best approached in terms of neo-Kantian aesthetic judgment. It also argues, with Rancière, that ‘inequality’ is built into the distribution of the sensible. Drawing on a number of Indian and Hollywood films — including Aparna Sen’s 36 Chowringhee Lane (1981) Anjan Dutt’s Bada Din (1998) Ismail Merchant’s Cotton Mary (2000), Bow Barracks Forever (2004) and Harry McClure’s Going Away (2013) — the paper contends that Rancière’s ‘distribution of the sensible’ allows us to think through a politics that is connected to ‘aesthetic judgement’ as well as a politics of differentiation that informs our understanding of the function of minoritarian characters in narrative cinema.

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O presente estudo teve como objetivo testar se a situação econômica teve um impacto sobre os hábitos de consumo de cinema na França, no período contemporâneo (1992-2012). O estudo aborda a relação entre indicadores econômicos e consumo de cinema em um nível agregado e, em seguida, analisa se os vários tipos de filmes, tipos de cinemas e categorias de cinéfilos foram mais ou menos foram afetados pelo estado da economia. No nível agregado, estudos semelhantes já foram realizados em outros países. Este estudo confirma os resultados para a França: como em outros países desenvolvidos, a situação da economia tem pouca influência no consumo de cinema e o setor é resiliente. Este trabalho também traz novas análises detalhadas sobre o comportamento de vários sub-tipos de filmes, segmentos de locais e categorias de consumidores. Ele demonstra que para a maior parte dessas sub-categorias, drivers do mercado são oferta e preço, e que a situação da economia tem pouca influência. Quanto ao tipo de cinema, o estudo argumenta que, comparativamente, cinemas grandes conseguem crescer durante o período de crise.

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Os videogames estão revolucionando a cultura de entretenimento digital e já movimentam U$27 bilhões anuais, mais do que a indústria de Hollywood foi capaz de arrecadar em 2004 em suas bilheterias de cinema. Encarados por alguns críticos como arte, por outros como escape e ainda como terapia por alguns psicólogos, os videogames apresentam muitos elementos que podem nos ajudar a traçar um panorama de algumas mudanças centrais na cultura do entretenimento no início deste século. Nessa pesquisa, os videogames serão tomados como paradigmáticos da “economia do acesso”. Esta é produto da imbricação entre tecnologia, mercado e cultura, que teria possibilitado a formação da economia de rede, promovendo um outro tipo de espaço para o capitalismo: não mais o mercado de compra e venda - que durante muito tempo significou algo geograficamente delimitado-, mas o ciberespaço, algo virtual, relacionado ao tempo, promotor de trocas de informações e experiências. Como etapa primeira de um projeto de pesquisa mais amplo, este atual projeto se focará em resgatar a história da indústria dos videogames: quando, onde, como e por que surgiu, e quais os seus desdobramentos contemporâneos. Ou seja: trata-se de um levantamento bibliográfico preliminar sobre o surgimento da "indústria dos videogames", tomando-o como modelo de uma nova forma de entretenimento – digital e interativo –, buscando-se compreender a lógica que o sustenta e a subjetividade que lhe corresponde.