951 resultados para audio visual material
Resumo:
Background: Co-speech gestures are part of nonverbal communication during conversations. They either support the verbal message or provide the interlocutor with additional information. Furthermore, they prompt as nonverbal cues the cooperative process of turn taking. In the present study, we investigated the influence of co-speech gestures on the perception of dyadic dialogue in aphasic patients. In particular, we analysed the impact of co-speech gestures on gaze direction (towards speaker or listener) and fixation of body parts. We hypothesized that aphasic patients, who are restricted in verbal comprehension, adapt their visual exploration strategies. Methods: Sixteen aphasic patients and 23 healthy control subjects participated in the study. Visual exploration behaviour was measured by means of a contact-free infrared eye-tracker while subjects were watching videos depicting spontaneous dialogues between two individuals. Cumulative fixation duration and mean fixation duration were calculated for the factors co-speech gesture (present and absent), gaze direction (to the speaker or to the listener), and region of interest (ROI), including hands, face, and body. Results: Both aphasic patients and healthy controls mainly fixated the speaker’s face. We found a significant co-speech gesture x ROI interaction, indicating that the presence of a co-speech gesture encouraged subjects to look at the speaker. Further, there was a significant gaze direction x ROI x group interaction revealing that aphasic patients showed reduced cumulative fixation duration on the speaker’s face compared to healthy controls. Conclusion: Co-speech gestures guide the observer’s attention towards the speaker, the source of semantic input. It is discussed whether an underlying semantic processing deficit or a deficit to integrate audio-visual information may cause aphasic patients to explore less the speaker’s face. Keywords: Gestures, visual exploration, dialogue, aphasia, apraxia, eye movements
Resumo:
Las teorías cognitivas han demostrado que el pensamiento humano se encuentra corporeizado; es decir, que accedemos a la realidad mediante nuestros sentidos y no podemos huir de ellos. Para entender y manejar conceptos abstractos utilizamos proyecciones metafóricas basadas en sensaciones corporales. De ahí la ubicuidad de la metáfora en el lenguaje cotidiano. Aunque esta afirmación ha sido ampliamente probada con el análisis del corpus verbal en distintas lenguas, apenas existen investigaciones en el corpus audiovisual. Si las metáforas primarias forman parte de nuestro inconsciente cognitivo, son inherentes al ser humano y consecuencia de la naturaleza del cerebro, deben generar también metáforas visuales. En este artículo, se analizan y discuten una serie de ejemplos para comprobarlo.
Resumo:
"Catalog cards ... prepared cooperatively by the Office [of Education] and the Library [of Congress] provided the basic material used in compiling this 1955 catalog of U.S. Government films for public educational use."
Resumo:
Bibliography: p. 41.
Resumo:
The Blue book of audiovisual material constitutes August issue (1958-1970), December issue (1971- ).
Resumo:
Children with autistic spectrum disorder (ASD) may have poor audio-visual integration, possibly reflecting dysfunctional 'mirror neuron' systems which have been hypothesised to be at the core of the condition. In the present study, a computer program, utilizing speech synthesizer software and a 'virtual' head (Baldi), delivered speech stimuli for identification in auditory, visual or bimodal conditions. Children with ASD were poorer than controls at recognizing stimuli in the unimodal conditions, but once performance on this measure was controlled for, no group difference was found in the bimodal condition. A group of participants with ASD were also trained to develop their speech-reading ability. Training improved visual accuracy and this also improved the children's ability to utilize visual information in their processing of speech. Overall results were compared to predictions from mathematical models based on integration and non-integration, and were most consistent with the integration model. We conclude that, whilst they are less accurate in recognizing stimuli in the unimodal condition, children with ASD show normal integration of visual and auditory speech stimuli. Given that training in recognition of visual speech was effective, children with ASD may benefit from multi-modal approaches in imitative therapy and language training. (C) 2004 Elsevier Ltd. All rights reserved.
Resumo:
Much has been written on the organizational power of metaphor in discourse, eg on metaphor ‘chains’ and ‘clusters’ of linguistic metaphor in discourse (Koller 2003, Cameron & Stelma 2004, Semino 2008) and the role of extended and systematic metaphor in organizing long stretches of language, even whole texts (Cameron et al 2009, Cameron & Maslen 2010, Deignan et al 2013, Semino et al 2013). However, at times, this work belies the intricacies of how a single metaphoric idea can impact on a text. The focus of this paper is a UK media article derived from a HM Treasury press release on alleviating poverty. The language of the article draws heavily on orientational (spatial) metaphors, particularly metaphors of movement around GOOD IS UP. Although GOOD IS UP can be considered a single metaphoric idea, the picture the reader builds up as they move line by line through this text is complex and multifaceted. I take the idea of “building up a picture” literally in order to investigate the schema of motion relating to GOOD IS UP. To do this, fifteen informants (Masters students at a London university), tutored in Cognitive Metaphor Theory, were asked to read the article and underline words and expressions they felt related to GOOD IS UP. The text was then read back to the informant with emphasis given to the words they had underlined, while they drew a pictorial representation of the article based on the meanings of these words, integrating their drawings into a single picture as they went along. I present examples of the drawings the informants produced. I propose that using Metaphor-led Discourse Analysis to produce visual material in this way offers useful insights into how metaphor contributes to meaning making at text level. It shows how a metaphoric idea, such as GOOD IS UP, provides the text producer with a rich and versatile meaning-making resource for constructing text; and gives a ‘mind-map’ of how certain aspects of a media text are decoded by the text receiver. It also offers a partial representation of the elusive, intermediate ‘deverbalized’ stage of translation (Lederer 1987), where the sense of the source text is held in the mind before it is transferred to the target language. References Cameron, L., R. Maslen, Z. Todd, J. Maule, P. Stratton & N. Stanley. 2009. ‘The discourse dynamic approach to metaphor and metaphor-led analysis’. Metaphor and Symbol, 24(2), 63-89. Cameron, L. & R. Maslen (eds). 2010. Metaphor Analysis: Research Practice in Applied Linguistics, Social Sciences and Humanities. London: Equinox. Cameron, L. & J. Stelma. 2004. ‘Metaphor Clusters in Discourse’. Journal of Applied Linguistics, 1(2), 107-136. Deignan, A., J. Littlemore & E. Semino. 2013. Figurative Language, Genre and Register. Cambridge: Cambridge University Press. Koller, V. 2003. ‘Metaphor Clusters, Metaphor Chains: Analyzing the Multifunctionality of Metaphor in Text’. metaphorik.de, 5, 115-134. Lederer, M. 1987. ‘La théorie interprétative de la traduction’ in Retour à La Traduction. Le Francais dans Le Monde. Semino, E. 2008. Metaphor in Discourse. Cambridge: Cambridge University Press. Semino, E., A. Deignan & J. Littlemore. 2013. ‘Metaphor, Genre, and Recontextualization’. Metaphor and Symbol. 28(1), 41-59.
Resumo:
Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?
Resumo:
Notre mémoire prend en charge de re-conceptualiser notre nouvel environnement audio-visuel et l’expérience que nous en faisons. À l’ère du numérique et de la dissémination généralisée des images animées, nous circonscrivons une catégorie d’images que nous concevons comme la plus à même d’avoir un impact sur le développement humain. Nous les appelons des images-sons synchrono-photo-temporalisées. Plus spécifiquement, nous cherchons à mettre en lumière leur puissance d’affection et de contrôle en démontrant qu’elles ont une influence certaine sur le processus d’individuation, influence qui est grandement facilitée par l’isotopie structurelle qui existe entre le flux de conscience et leur flux d’écoulement. Par le biais des recherches de Bernard Stiegler, nous remarquons également l’important rôle que jouent l’attention et la mémoire dans le processus d’individuation. L’ensemble de notre réflexion nous fait réaliser à quel point le système d’éducation actuel québécois manque à sa tâche de formation citoyenne en ne dispensant pas un enseignement adéquat des images animées.
Resumo:
Notre mémoire prend en charge de re-conceptualiser notre nouvel environnement audio-visuel et l’expérience que nous en faisons. À l’ère du numérique et de la dissémination généralisée des images animées, nous circonscrivons une catégorie d’images que nous concevons comme la plus à même d’avoir un impact sur le développement humain. Nous les appelons des images-sons synchrono-photo-temporalisées. Plus spécifiquement, nous cherchons à mettre en lumière leur puissance d’affection et de contrôle en démontrant qu’elles ont une influence certaine sur le processus d’individuation, influence qui est grandement facilitée par l’isotopie structurelle qui existe entre le flux de conscience et leur flux d’écoulement. Par le biais des recherches de Bernard Stiegler, nous remarquons également l’important rôle que jouent l’attention et la mémoire dans le processus d’individuation. L’ensemble de notre réflexion nous fait réaliser à quel point le système d’éducation actuel québécois manque à sa tâche de formation citoyenne en ne dispensant pas un enseignement adéquat des images animées.
Resumo:
O diabetes mellitus é uma doença crônica de alta prevalência e elevada taxa de mortalidade no mundo, sendo considerado como um problema de saúde publica. O objetivo deste estudo foi o de elaborar um plano educacional para os portadores de diabetes para um melhor acompanhamento do tratamento e conseqüente melhora da qualidade de vida. principal meta do aprendizado é treinar o portador de diabetes, a tomar decisões efetivas em seu autocuidado, tornando-se assim um gerente de seu próprio tratamento. Os pacientes receberão orientações básicas de acordo com um conteúdo programático por uma equipe multiprofissional envolvidos no processo, devem ser expositivas e práticas, com material didático adequado, uso de linguagem simples, recorrer a material audio-visual, cartazes e gravuras. Com um melhor conhecimento a respeito da doença o paciente diabético buscará uma melhor qualidade de vida, pois como resultado terá um melhor controle metabólico que é indispensável à prevenção das complicações agudas e crônicas da doença.
Resumo:
Esta pesquisa investiga a relação entre os repertórios de ação coletiva adotados por organizações de movimentos sociais e a efetividade das instituições participativas (IPs) que tratam das políticas de comunicações no Brasil, ou seja, o Conselho de Comunicação Social do Congresso Nacional (CCS) e a 1ª Conferência Nacional de Comunicação (ConfeCom). A discussão gira em torno das ações implementadas pelo Coletivo Intervozes, organização da sociedade civil que atua nos movimentos sociais em prol do direito à comunicação e de sua democratização. Nesse contexto, dá-se ênfase às ações por um novo marco legal e regulatório das comunicações, consideradas como resultado dos problemas de efetividade observados no CCS e na ConfeCom. O trabalho está dividido em quatro capítulos. No primeiro, o destaque é para o Coletivo Intervozes, sua história, forma de organização, além de seus principais eixos de atuação e ações. No segundo, essencialmente teórico, enfatizam-se as definições conceituais que envolvem os movimentos sociais e a mudança institucional. O capítulo 3 é dedicado à análise dos problemas de efetividade nas IPs atinentes à área de comunicações e suas relações com os repertórios de ação coletiva. Como variáveis de análise, utiliza-se o acesso/representação da sociedade civil e as funções atribuídas às IPs. No último capítulo, analisa-se as características do movimento social que reivindica um novo marco legal e regulatório das comunicações e que surgiu como ação alternativa às IPs na defesa de mudanças institucionais para o setor. Como esta é uma pesquisa qualitativa, as análises foram feitas a partir de entrevistas semiestruturadas com membros do Coletivo Intervozes e especialistas da área; de acesso a documentos públicos produzidos pela organização e a dados bibliográficos, audiovisuais e sonoros referentes ao CCS e à ConfeCom.
Resumo:
Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
Resumo:
Tese de Doutoramento, Gestão Interdisciplinar da Paisagem, 11 Fevereiro de 2016, Universidade dos Açores.
Resumo:
Les méthodes modernes d’enseignement exigent de recréer le milieu de la langue étudiée, de faire parler les élèves dans des situations différentes. En Géorgie, l’enseignement de la langue étrangère s’effectue à partir de 6 ans, en même temps que celui de la langue maternelle. Les élèves apprennent à écrire en français après l’apprentissage de l’écriture en géorgien. A l’âge de 7-10 ans, ils connaissent déjà 3 alphabets différents : le géorgien, le latin et le cyrillique. L’objectif de cet article est de proposer une méthode qui pourra faciliter l’apprentissage du français aux non francophones grâce aux moyens audiovisuels qui sont très efficaces surtout au moment quand l’enfant ne sait ni lire, ni écrire en langue étrangère. Cependant, les moyens audiovisuels doivent être utilisés à des doses normales sans empêcher l’activité de l’élève.