889 resultados para fictionality-reality
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Tässä sivuaineen tutkielmassa tarkastellaan, miten naisiin viittaavat sanat on käännetty suomalaisen, mutta pääosin englanniksi puhutun Love Connection -tosi-tvohjelman suomenkielisissä tekstityksissä. Tavoitteena on selvittää, millä tavoin suomen ja englannin puhekielen erot naispuolisiin henkilöihin viitattaessa näkyvät ruututeksteissä, ja millaisia käännösstrategioita ohjelman kääntäjä on sarjaa suomentaessaan käyttänyt. Lisäksi tv-ohjelmassa tehtyjä naisiin kohdistuvia viittauksia verrataan ohjelman englanninkielisessä mainoslehtisessä käytettyihin naisiin viittaaviin sanoihin. Tutkimuksen primäärimateriaali koostui Love Connection -tv-sarjan 12 osasta sekä niiden suomenkielisestä tekstityksestä, ohjelman Yhdysvaltoihin suunnatusta mainoslehtisestä sopivien osallistujien löytämiseksi sekä sarjan kääntäjän haastattelusta. Tutkimus toteutettiin sekä kvalitatiivisin että kvantitatiivisin menetelmin. Tv-ohjelman jaksoista litteroitiin englanninkielinen puhe ja suomenkielinen tekstitys niiltä osin kuin vähintään toisessa esiintyi viittaus naispuoliseen henkilöön, kuten woman/nainen tai girl/tyttö. Aineistosta poimitut viittaukset sijoitettiin lähdekirjallisuuden pohjalta luotuihin kategorioihin sen mukaan, millaista käännösstrategiaa niihin oli sovellettu. Lisäksi tarkasteltiin, millaisia eroja sovelletuissa käännösstrategioissa ilmeni ohjelman osallistujien tekemien viittausten välillä sekä toisaalta yksilöhaastattelujen ja keskustelutilanteiden välillä. Analyysi ja kääntäjän haastattelu osoittivat, että suurin osa viittauksista käännettiin suomeksi lähimmällä semanttisella vastineella, mutta myös poistoja ja korvauksia esimerkiksi pronominilla oli tekstityksen vaatimien tila- ja aikarajoitusten vuoksi käytetty runsaasti. Merkittävin tutkimushavainto oli, että joissakin yhteyksissä englannin kielen sana girl oli käännetty suomeksi sanalla nainen suoran käännösvastineen sijasta, koska suomen kielen sana tyttö ei kyseisissä konteksteissa olisi soveltunut käytettäväksi aikuisesta naisesta puhuttaessa. Suomalaisten tuottajien laatimassa englanninkielisessä mainoksessa esiintyi suurelta osin kuvaannollisia, sukupuolineutraaleja henkilöviittauksia, eikä girl-sanaa käytetty kertaakaan. Audiovisuaalisten käännösten kautta välittyvää naiskuvaa viihdegenren televisioohjelmissa on toistaiseksi tutkittu vähän, joten jatkotutkimusten kannalta vaihtoehtoja on runsaasti. Tulosten laajemman sovellettavuuden arvioimiseksi naisten puhuttelua voisi tutkia tarkemmin muissa, kansainvälisesti tunnetuissa tositv-formaateissa esimerkiksi vertailemalla eri maissa esitettäviä ohjelmaversioita.
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There is no generic usability heuristics for Augmented Reality (AR) applications, thus, the aim of this thesis was to develop one. The development of the heuristics was carried out in phases. Based on a literature review, a preliminary version of the heuristics was developed, which was evaluated by four experts. As a result, six evaluation criteria were formed: 1) interaction methods and controls, 2) presentation of virtual objects, 3) relationship between virtual objects and real world, 4) information related to virtual objects, 5) suitability for the usage context and 6) physical comfort of use. The heuristics should be used with Nielsen's (1995) generic usability evaluation heuristics. The heuristics are not ready to be used as such, since it must still be tested in practice.
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This study reviews the research on interaction techniques and methods that could be applied in mobile augmented reality scenarios. The review is focused on themost recent advances and considers especially the use of head-mounted displays. Inthe review process, we have followed a systematic approach, which makes the reviewtransparent, repeatable, and less prone to human errors than if it was conducted in amore traditional manner. The main research subjects covered in the review are headorientation and gaze-tracking, gestures and body part-tracking, and multimodality– as far as the subjects are related to human-computer interaction. Besides these,also a number of other areas of interest will be discussed.
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The emergence of depth sensors has made it possible to track – not only monocular cues – but also the actual depth values of the environment. This is especially useful in augmented reality solutions, where the position and orientation (pose) of the observer need to be accurately determined. This allows virtual objects to be installed to the view of the user through, for example, a screen of a tablet or augmented reality glasses (e.g. Google glass, etc.). Although the early 3D sensors have been physically quite large, the size of these sensors is decreasing, and possibly – eventually – a 3D sensor could be embedded – for example – to augmented reality glasses. The wider subject area considered in this review is 3D SLAM methods, which take advantage of the 3D information available by modern RGB-D sensors, such as Microsoft Kinect. Thus the review for SLAM (Simultaneous Localization and Mapping) and 3D tracking in augmented reality is a timely subject. We also try to find out the limitations and possibilities of different tracking methods, and how they should be improved, in order to allow efficient integration of the methods to the augmented reality solutions of the future.
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This paper explores the cognitive functions of the Reality Status Evaluation (RSE) system in our experiences of narrative mediated messages (NMM) (fictional, narrative, audio-visual one-way input and moving picture messages), such as fictional TV programs and films. We regard reality in mediated experiences as a special mental and emotional construction and a multi-dimensional concept. We argue that viewers' reality sense in NMM is influenced by many factors with "real - on" as the default value. Some of these factors function as primary mental processes, including the content realism factors of those messages such as Factuality (F), Social Realism (SR), Life Relevance (LR), and Perceptual Realism - involvement (PR), which would have direct impacts on reality evaluations. Other factors, such as Narrative Meaning (NM), Emotional Responses, and personality trait Absorption (AB), will influence the reality evaluations directly or through the mediations of these main dimensions. I designed a questionnaire to study this theoretical construction. I developed items to form scales and sub-scales measuring viewers' subjective experiences of reality evaluations and these factors. Pertinent statistical techniques, such as internal consistency and factorial analysis, were employed to make revisions and improve the quality of the questionnaire. In the formal experiment, after viewing two short films, which were selected as high or low narrative structure messages from previous experiments, participants were required to answer the questionnaire, Absorption questionnaire, and SAM (Self-Assessment Manikin, measuring immediate emotional responses). Results were analyzed using the EQS, structural equation modeling (SEM), and discussed in terms oflatent relations among these subjective factors in mediated experience. The present results supported most of my theoretical hypotheses. In NMM, three main jactors, or dimensions, could be extracted in viewers' subjective reality evaluations: Social Realism (combining with Factuality), Life Relevance and Perceptual Realism. I designed two ways to assess viewers' understanding of na"ative meanings in mediated messages, questionnaire (NM-Q) and rating (NM-R) measurement, and its significant influences on reality evaluations was supported in the final EQS models. Particularly in high story stnlcture messages, the effect of Narrative Meaning (NM) can rarely be explained by only these dimensions of reality evaluations. Also, Empathy seems to playa more important role in RSE of low story structure messages. Also, I focused on two other factors that were pertinent to RSE in NMM, the personality trait Absorption, and Emotional Responses (including two dimensions: Valence and Intensity). Final model results partly supported my theoretical hypotheses about the relationships among Absorption (AB), Social Realism (SR) and Life Relevance (LR); and the immediate impact of Emotional Responses on Perceptual Realism cPR).
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This thesis, entitled, "Where's Albania? Staking Out the Politics of the Real and Reality in Documentary Cinema," charts the documentary tradition's path from its first incarnations, as filmed travelogue or ethnographic study, for example, right through to its development as a form acting as an objective observer, reflexive commentator, and finally, as a postmodern hybrid. This thesis begins by locating the documentary tradition's origins in realism. Foregrounding documentary cinema as a realist style is important in that it is a contention that spans this entire study. After working through the numerous modes of documentary as outlined by Bill Nichols, I suggest the documentary is often best understood as a hybrid form drawing on numerous modes and conventions. This argument permits my study to make a shift into postmodern theory, wherein I examine postmodernism's relationship to the documentary both as being influenced by it, but also as subsequently forcing documentary cinema to look back at itself and reevaluate the claims it has made in the past, and how postmodernism has drawn these claims to the surface of debate. My thesis concludes with a study of the mockumentary. This analysis confirms the link between postmodernism and documentary, but perhaps more importantly, this analysis investigates postmodemism's critique of the image and representation in general, two elements historically linked to documentary cinema's success as "truth teller."
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Mobile augmented reality applications are increasingly utilized as a medium for enhancing learning and engagement in history education. Although these digital devices facilitate learning through immersive and appealing experiences, their design should be driven by theories of learning and instruction. We provide an overview of an evidence-based approach to optimize the development of mobile augmented reality applications that teaches students about history. Our research aims to evaluate and model the impacts of design parameters towards learning and engagement. The research program is interdisciplinary in that we apply techniques derived from design-based experiments and educational data mining. We outline the methodological and analytical techniques as well as discuss the implications of the anticipated findings.
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Mobile augmented reality applications are increasingly utilized as a medium for enhancing learning and engagement in history education. Although these digital devices facilitate learning through immersive and appealing experiences, their design should be driven by theories of learning and instruction. We provide an overview of an evidence-based approach to optimize the development of mobile augmented reality applications that teaches students about history. Our research aims to evaluate and model the impacts of design parameters towards learning and engagement. The research program is interdisciplinary in that we apply techniques derived from design-based experiments and educational data mining. We outline the methodological and analytical techniques as well as discuss the implications of the anticipated findings.
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Affiliation: Bryn Williams-Jones : Département de médicine sociale et préventive, Faculté de medecine, Université de Montréal
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Payam AKHAVAN est professeur à la Faculté de droit de l'Université McGill, ancien conseiller juridique aux Tribunaux pénaux internationaux pour l'ex-Yougoslavie et le Rwanda et président co-fondateur du Iran Human Rights Documentation Centre.
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Vers la fin du 19ème siècle, le moine et réformateur hindou Swami Vivekananda affirma que la science moderne convergeait vers l'Advaita Vedanta, un important courant philosophique et religieux de l'hindouisme. Au cours des décennies suivantes, suite aux apports scientifiques révolutionnaires de la théorie de la relativité d'Einstein et de la physique quantique, un nombre croissant d'auteurs soutenaient que d'importants "parallèles" pouvaient être tracés entre l'Advaita Vedanta et la physique moderne. Encore aujourd'hui, de tels rapprochements sont faits, particulièrement en relation avec la physique quantique. Cette thèse examine de manière critique ces rapprochements à travers l'étude comparative détaillée de deux concepts: le concept d'akasa dans l'Advaita Vedanta et celui de vide en physique quantique. L'énoncé examiné est celui selon lequel ces deux concepts pointeraient vers une même réalité: un substratum omniprésent et subtil duquel émergent et auquel retournent ultimement les divers constituants de l'univers. Sur la base de cette étude comparative, la thèse argumente que des comparaisons de nature conceptuelle favorisent rarement la mise en place d'un véritable dialogue entre l'Advaita Vedanta et la physique moderne. Une autre voie d'approche serait de prendre en considération les limites épistémologiques respectivement rencontrées par ces disciplines dans leur approche du "réel-en-soi" ou de la "réalité ultime." Une attention particulière sera portée sur l'épistémologie et le problème de la nature de la réalité dans l'Advaita Vedanta, ainsi que sur le réalisme scientifique et les implications philosophiques de la non-séparabilité en physique quantique.
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Thèse diffusée initialement dans le cadre d'un projet pilote des Presses de l'Université de Montréal/Centre d'édition numérique UdeM (1997-2008) avec l'autorisation de l'auteur.