373 resultados para Hollywood


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Article co-authored with Dr Halligan on post-fordist work in cinema from Hollywood and 1980s films like Secret of my Success to Boss of it All and The Social Network. This article argues that new approaches to film and post-fordist work are needed and draws upon the post-autonomist thought of Hardt, Negri, Lazzarato and Virno.

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El objetivo de este artículo es doble: por un lado explorar la habilidad de la Unión Europea para llevar a cabo una política audiovisual dirigida al Mercosur y promover las normas de la Convención sobre la diversidad de las expresiones culturales; por otro, analizar el impacto del modelo de política audiovisual de la UE en el desarrollo de la cooperación audiovisual con el Mercosur y centrarse en los principales vectores que configuran el paisaje audiovisual del Mercosur. El texto pretende destacar cómo y por qué la UE persigue una política audiovisual con esa región, cuáles son los propósitos y los límites de actuación. En este sentido, se preocupa por entender cómo la diplomacia audiovisual de la UE interactúa con otros actores, como las acciones gubernamentales llevadas a cabo desde la propia UE y el Mercosur, así como las prácticas del sector privado (Hollywwod y los grandes conglomerados de medios).

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In 1961, three years after West Side Story premiered on Broadway, Hollywood created a highly successful film version. Although directors Robert Wise and Jerome Robbins strove to remain faithful to the original production in many ways, the change in medium necessitated a number of alterations, including those that conformed to the particular conventions of the Hollywood studio system. In this paper, I explore the film West Side Story as an adaptation in order to demonstrate how Hollywood’s conventions impact the show. The effects of the Production Code, the star system, and the practice of dubbing the actors all had a significant impact on the film. More than that, alterations made to Leonard Bernstein’s music coupled with cinematic techniques modify the musical’s dramatic arc while simultaneously affecting both the gendered and ethnic representations within the show. My approach within this paper takes into account how the music, lyrics, dialogue, and cinematography all work together to form a creative adaptation of West Side Story. Therefore, I combine cinematic and musical analysis in ways that have yet to be applied to this film. I take this approach in order to better understand how West Side Story reflects and even challenges the conventions and stereotypes present during the Hollywood studio era. Furthermore, this provides insight into the ways in which West Side Story fits into film history, particularly that of the movie musical.

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Senior capstone project for AMST 450.

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Tratando-se de uma publicação espanhola, o título e o resumo são apresentados em espanhol mas o artigo está em português.

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Por ter sido publicado numa revista espanhola, o artigo apresenta o título e o resumo em castelhano, mas o texto está em português.

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Surgida no início do séc. XIX, a arte sobre o Oeste americano, constitui parte de um folclore que transformou o cowboy no mais influente símbolo da América nos séculos XIX e XX. A influência de artistas como Frederic Remington e Charles Russell, na cultura popular dos EUA, é particularmente visível no western clássico de Hollywood. Ao assimilar os valores formais e ideológicos que caracterizam a obra destes artistas, cineastas como John Ford, Raoul Walsh e John Sturges, realizaram uma verdadeira simbiose entre o cinema e o primeiro movimento artístico americano. No entanto, o western de Hollywood nunca foi um mero exercício estético, constituindo uma expressão das profundas transformações que a sociedade americana sofreu ao longo do século XX.

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Através de uma análise histórico-formal este artigo propõe-se analisar a influência do peplum, um conjunto de filmes de aventuras produzidos na Europa mediterrânea entre 1958 e 1964, no cinema de Hollywood contemporâneo, em particular num ciclo de filmes que denominámos de neo-peplums pois, tal como o peplum europeu, estes caraterizam-se pela recriação fantasiosa do Mundo Antigo e pela hipertrofia do trabalho formal, utilizando os novos recursos tecnológicos na criação de uma mise-en-scène altamente estilizada.

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Através de uma análise histórico-formal, este trabalho propõe uma leitura maneirista da obra de Ray Harryhausen (1920-2013), um dos maiores criadores de efeitos especiais do cinema de Hollywood, verdadeiro autor de uma série de filmes que se distinguem pelo uso virtuoso da técnica, colocada ao serviço de narrativas fantásticas, construídas numa clara referencia a grandes clássicos do cinema de Hollywood.

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The Australian horror film is a fascinating specimen. While a tradition has antecedents in the silent era of cinema, and at times has produced popular and commercially successful titles, Australian horror films have existed among the shadows of Australian cinema. Within a national cinema funded by public subsidy to foster a sense of national identity, emphasizing ‘quality’ cultural films and refusing to recognize popular movie genres in attempt to differentiate itself from Hollywood, generic and low-culture horror films have been in opposition to these objectives. Consequently, horror movies have been heavily marginalized within public funding environments and mainstream film culture, and either ignored or despised by mainstream critics. The chapter provides a historical introduction to Australian horror cinema before reviewing a selection of recent Aussie horror titles, namely: Wolf Creek, Undead, Black Water, Dying Breed, Lost Things, Prey, Cut, Rogue and Storm Warning.

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A study among Australian college students gauged their reactions to a television commercial produced for the U.S. Commerce Department to bolster sagging tourism numbers among international visitors. In addition to using traditional measures applied to tourism advertisements, the student also concluded items to measure attitudes toward the U.S. government and its people Pre- and post-viewing results indicated that while the Hollywood-movie-themed commercial was not well received by the Australian students as a tourism message, it did result in more favorable attitudes toward the U.S. government, though not the U.S. people. The findings lend partial support for the potential of tourism advertising efforts to exert a "bleed-over effect" in terms of their contributions to overall attitudes toward a country, regardless of whether viewers plan to visit the country whose travel advertisements they see.

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A study among Australian college students gauged their reactions to a television commercial produced for the US Commerce Department to bolster sagging tourism numbers among international visitors. In additional to using traditional measures applied to tourism advertisements, the study also included items to measure attitudes toward the US government and its people. Pre- and post-viewing results indicated that although the Hollywood-movie-themes commercial was not well received by the Australian students as a tourism message, it did result in more favourable attitudes toward the US government, although not the US people. The findings lend partial support for the potential of tourism advertising efforts to exert a 'bleed-over effect' in terms of their contribution to overall attitudes toward a country, regardless of whether viewers plan to visit the country whose travel advertisements of which they see.

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The linguistics of violence in film and on television is a hotly debated topic, especially whenever outrageously violent crimes are committed in the community. The debate tends to proceed thus: was the perpetrator addicted to watching violent films and videos, and if so, did the language of mediated violence translate into the language of everyday action, blurring the boundaries between fantasy and reality? The cause—effect relationship between fantasies enacted on screen and horrific real-life crimes has never been proven scientifically, despite endless governmental inquiries and many attempts by academics to discover a causation formula. I will not be looking so much at the vexed question of the relationship between stylized violence on celluloid and real violence in a community. Rather, I wish to explore the nature of a particular form of mediated, gendered violence through an analysis of the language of several key films made in the past decade focusing on the violent crime of rape: Hollywood films The Accused (1988), Casualties of War (1989), Thelma and Louise (1991), Strange Days (1996), and the Australian films Shame (1988) and The Boys (1998). In this way, I wish to show how rape is depicted linguistically in film, and how such films may actually give solutions to this abhorrent kind of violence rather than thrill the viewer vicariously, or, in a worst case scenario, stimulate people to further violence.

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Games and related virtual environments have been a much-hyped area of the entertainment industry. The classic quote is that games are now approaching the size of Hollywood box office sales [1]. Books are now appearing that talk up the influence of games on business [2], and it is one of the key drivers of present hardware development. Some of this 3D technology is now embedded right down at the operating system level via the Windows Presentation Foundations – hit Windows/Tab on your Vista box to find out... In addition to this continued growth in the area of games, there are a number of factors that impact its development in the business community. Firstly, the average age of gamers is approaching the mid thirties. Therefore, a number of people who are in management positions in large enterprises are experienced in using 3D entertainment environments. Secondly, due to the pressure of demand for more computational power in both CPU and Graphical Processing Units (GPUs), your average desktop, any decent laptop, can run a game or virtual environment. In fact, the demonstrations at the end of this paper were developed at the Queensland University of Technology (QUT) on a standard Software Operating Environment, with an Intel Dual Core CPU and basic Intel graphics option. What this means is that the potential exists for the easy uptake of such technology due to 1. a broad range of workers being regularly exposed to 3D virtual environment software via games; 2. present desktop computing power now strong enough to potentially roll out a virtual environment solution across an entire enterprise. We believe such visual simulation environments can have a great impact in the area of business process modeling. Accordingly, in this article we will outline the communication capabilities of such environments, giving fantastic possibilities for business process modeling applications, where enterprises need to create, manage, and improve their business processes, and then communicate their processes to stakeholders, both process and non-process cognizant. The article then concludes with a demonstration of the work we are doing in this area at QUT.