866 resultados para New Media Art
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This paper explains and explores the concept of "semantic molecules" in the NSM methodology of semantic analysis. A semantic molecule is a complex lexical meaning which functions as an intermediate unit in the structure of other, more complex concepts. The paper undertakes an overview of different kinds of semantic molecule, showing how they enter into more complex meanings and how they themselves can be explicated. It shows that four levels of "nesting" of molecules within molecules are attested, and it argues that while some molecules such as 'hands' and 'make', may well be language-universal, many others are language-specific.
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This paper presents an analysis of dysfluencies in two oral tellings of a familiar children's story by a young boy with autism. Thurber & Tager-Flusberg (1993) postulate a lower degree of cognitive and communicative investment to explain a lower frequency of non-grammatical pauses observed in elicited narratives of children with autism in comparison to typically developing and intellectually disabled controls. we also found a very low frequency of non-grammatical pauses in our data, but indications of high engagement and cognitive and communicative investment. We point to a wider range of disfluencies as indicators of cognitive load, and show that the kind and location of dysfluencies produced may reveal which aspects of the narrative task are creating the greatest cognitive demand: here, mental state ascription, perspectivization, and adherence to story schema. This paper thus generates analytical options and hypotheses that can be explored further in a larger population of children with autism and typically developing controls.
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10 lectal variables were examined with respect to Norwegian speakers' acceptance of long-distance reflexives (LDR), using a questionnaire to elicit grammaticality judgements on 50 potential LDR sentences. A sample of 180 speakers completed the questionnaire. The data was analysed using a general linear model univariate model, and Spearman's correlation. In this sample the results showed that dialect and level of education had significant effects on speakers' acceptance of long-distance reflexives, while sex, age, being a native speaker, having both native-speaker parents, living in the city or the country, and the speaker's attitudes to the two Norwegian writing languages had no influence on speakers' acceptance of long-distance reflexives. It is suggested that the influence of Danish on Norwegian writing and on the southern dialects may be the cause of the observed variation with respect to LDR in Norwegian.
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In mapping the evolutionary process of online news and the socio-cultural factors determining this development, this paper has a dual purpose. First, in reworking the definition of “online communication”, it argues that despite its seemingly sudden emergence in the 1990s, the history of online news started right in the early days of the telegraphs and spread throughout the development of the telephone and the fax machine before becoming computer-based in the 1980s and Web-based in the 1990s. Second, merging macro-perspectives on the dynamic of media evolution by DeFleur and Ball-Rokeach (1989) and Winston (1998), the paper consolidates a critical point for thinking about new media development: that something technically feasible does not always mean that it will be socially accepted and/or demanded. From a producer-centric perspective, the birth and development of pre-Web online news forms have been more or less generated by the traditional media’s sometimes excessive hype about the power of new technologies. However, placing such an emphasis on technological potentials at the expense of their social conditions not only can be misleading but also can be detrimental to the development of new media, including the potential of today’s online news.
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As part of a major ongoing project, we consider and compare contemporary patterns of address pronoun use in four major European languages- French, German, Italian and Swedish. We are specifically interested in two major aspects: intralingual behaviour, that is, within the same language community, and interlingual dimensions of address pronoun use. With respect to the former, we summarize our key findings to date. We then give consideration in a more preliminary fashion to issues and evidence relevant to the latter.
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Three main models of parameter setting have been proposed: the Variational model proposed by Yang (2002; 2004), the Structured Acquisition model endorsed by Baker (2001; 2005), and the Very Early Parameter Setting (VEPS) model advanced by Wexler (1998). The VEPS model contends that parameters are set early. The Variational model supposes that children employ statistical learning mechanisms to decide among competing parameter values, so this model anticipates delays in parameter setting when critical input is sparse, and gradual setting of parameters. On the Structured Acquisition model, delays occur because parameters form a hierarchy, with higher-level parameters set before lower-level parameters. Assuming that children freely choose the initial value, children sometimes will miss-set parameters. However when that happens, the input is expected to trigger a precipitous rise in one parameter value and a corresponding decline in the other value. We will point to the kind of child language data that is needed in order to adjudicate among these competing models.
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This article aims to explore the relations between technology and the subject. With new media intensifying the provisionality of discursive structures and in turn embodied experiences, questions pertaining to virtuality have become vital, particularly since Western society's increasing reliance on technologies now permeates our everyday practices. While many theorists often resort to a reification of the subject when conceptualising the posthuman condition, this analysis will recover the notion of embodiment in order to avoid such technological determinism. Tracing this complexity in contemporary texts can be achieved through various means. Here, the focus will remain on how narrative frameworks can create new possibilities for understanding and interpreting shifting subjectivities in the digital age. To explore this, I shall provide an analysis of a contemporary film, Being John Malkovich, which has been chosen due to its unexpected success at the box office, indicating how finely attuned the film is to contemporary concerns.
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"Bruno Aleixo" is a viral animation character, created by the Portuguese collective GANA, that surfaced online in 2008. Their animation works have meanwhile crossed onto the most diverse media, and have been branching out in multiple webs of narratives, constantly referring to each other, as well as constantly quoting disparate references such as film classics, chatrooms and TV ads for detergents. This paper attempts a triple analysis of this object of study: the ways in which technology has been fostering non-linear narratives while widening the available aesthetic spectrum, the ways in which processes of cultural consumerism are being reinvented in light of the web 2.0, and the use of "pseudo-nonsense" as a process of oblique cultural psychoanalysis. We will further attempt to demonstrate how new media and web networks have been contributing to a fragmentation of audiences, as well as a blurring between dominant cultures and sub-cultural phenomena; and we will end by positing that the structural principles behind the "Bruno Aleixo" series can be applied in social and cultural contexts situated at the opposite end of the spectrum of traditional expectations regarding Animation.
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Neste trabalho pretendemos comparar os pontos de vista projectados num videojogo e no cinema. A questão que se põe é se a escala de planos cinematográfica, que procura envolver o espectador na narrativa transmitida ou fotografar as personagens no ecrã, tem alguma relação ou migração com os pontos de vista na primeira pessoa, na terceira ou numa vista superior de um videojogo.
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Neste trabalho pretendemos analisar os diferentes modos de nos sentirmos presentes num videojogo. A questão que se coloca é como podemos manipular o espectador em ansiedade nas acções e histórias que se vão desenrolando na progressão de um videojogo. A partir das referências de Agency, Transformation ou Imersion (Murray, 1997), pretendemos analisar se as narrativas ou o ponto de vista do jogador influenciam a sensação de presença que se pode sentir ao interagir no espaço do jogo
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Dissertação apresentada à Escola Superior de Comunicação Social para obtenção de grau de mestre em Publicidade e Marketing.
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Propomo-nos, com este artigo, mapear os principais desafios e linhas de pesquisa que marcam hoje os estudos sobre o jornalismo. Desta forma, tentaremos estimular os estudantes de jornalismo, e não só, a eleger as suas linhas de pesquisa e objectos de análise para a elaboração dos projectos de licenciatura e também para futuras incursões académicas, nomeadamente sob a forma de mestrados e doutoramentos.
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As questões de liderança de opinião tornaram-se um tema cada vez mais interessante na nossa contemporaneidade. Quer se considere, ou não, que os ditos “novos media” provocaram uma revolução na forma como interagimos, o que é inquestionável é o seu papel na forma como somos influenciados e influenciamos, pelo menos, no que às sociedades ditas como desenvolvidas se refere. Partindo do interesse pelo estudo do word-of-mouth eletrónico, esta dissertação pretende contribuir para um melhor conhecimento do Twitter enquanto instrumento de influência. De um ponto de vista empírico este trabalho centrou-se na análise do Twitter de Arianna Huffington e dos seus seguidores no Twitter.
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A perspectiva cultural ou ritual de James W. Carey, expoente dos estudos culturais críticos nos EUA, para pensar a Comunicação, os media e o Jornalismo permanece praticamente desconhecida na língua portuguesa. Carey integra um conjunto de teóricos que, a partir da década de 1960, na Europa e nos EUA, procuraram caminhos alternativos à tradição de investigação norte-americana dominante, centrada nos efeitos, funções e usos dos mass media . Este artigo incide no ensaio fundador da sua proposta A cultural approach of communication (1975), embora não se confine ao mesmo. Três questões fundamentais são abordadas: Comunicação, Comunicação e modernidade e a visão cultural ou ritual da Comunicação. A hermenêutica crítica é a metodologia utilizada. Procura-se ir além das respostas de Carey ao seu contexto, destacando a sua contribuição para um entendimento da Comunicação como um ritual participatório no qual e através do qual os seres humanos geram, mantêm e transformam a cultura em que vivem.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.