753 resultados para Music Videos


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There is a great deal of evidence to support the examination of an interactive relationship between the medium and the viewer in the interpretation of mainstream media. The exact nature of this relationship, however, is not well understood. The current study was carried out to assess the variables that may help explain why certain people interpret media, such as music videos, differently than others. Jensen's concept of reception analysis describes the relationship between the medium and the audience, and thus remains a strong focus within this study. Differences in the interpretation of music videos were investigated as a function of Absorption, gender role, screen size, age and viewing experience. Multiple regression analyses uncovered independent predictions of sexuality and violence scores by absorption and experience, as well as an interaction between absorption and screen size in the sexuality rating of the music videos.

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"June 2002"

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"Contract no. 289-99-0004"--P. [2] of cover.

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This research presents an insider's account of rage, Australia's longest-running music video program. The research's significance is that there has been scarce scholarly analysis of this idiosyncratic ABC program, despite its longevity and uniqueness. The thesis takes a reflective and reflexive narrative journey across rage's decades, presenting the accounts of the program makers, aided by the perspective of an embedded researcher, the program's former Series Producer. This work addresses the rage research gap and contributes to the scholarly discussion on music video and its contexts, the ABC, public service broadcasting, creative labour, and the cultural sense-making of television producers.

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This thesis examines the religious dimension of fandom in popular music, taking as an object of reflection Lady Gaga and her fans. I combine fan studies with theories of immanence as well as Deleuze and Guattari's notion of the process of becoming, and provide a theoretical reading of the relationship between Lady Gaga and her most fervent fans, the 'little monsters.' Both fandom and religion promise a stable sense of identity and authentic community to devotees. Performing deconstructive discourse analysis on three of Lady Gaga's music videos, I demonstrate how fandom, like organized religion, can simultaneously be an emancipatory practice and a practice that seeks to deny individual subjects their agency. This thesis provides a new theoretical framework for understanding fandom, and illustrates how the purported benefits of both fandom and religion can only be gained when the figureheads of each group are symbolically destroyed by the members themselves.

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MTV has had a key impact on advertising, not only from the point of view that commercials are aired during its programmes, but also because videos themselves can be viewed as advertisements. Music videos came about as a result of the music industry being in a recession during the early eighties. Initially MTV’s incentive to develop music television was advertiser led (Goodwin, 1992, p.38). One needs to remember that television is in the business to make money - not to entertain (Allen, 1992); and that viewers are in effect sold to the advertisers (White, 1992), and MTV is an influential media forces on their targets audience of between the ages twelve and thirty-four, with a median age of twenty-three (Englis et al., 1994). The reason why MTV is such an effective advertising medium, is that it utilises music, mood, visual elements, popular culture and the socialising effect of television, to sell its message in a susceptible/ passive manner. Its primary goal is to promote the artist or band performing in the video clip, so that consumers will purchase their CDs, as well as other band related products. But more often than not, the video clip sells much more than just that. Lifestyles, fashion, cosmetics, cars, consumer and social behaviour are all promoted in an unsuspecting manner. Advertisers, as a result, have looked to MTV for ideas on how to better communicate with the youth market; adopting similar styles to get their message across. The following looks at how and why, the fusion of MTV and advertising works so well together by considering past research.

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Synopsis and review of the Australian crime film The Square (Nash Edgerton, 2009). Includes cast and credits. The Square is the feature film debut of director Nash Edgerton, well-known in Australian film circles not only for his award-winning music videos and short films Deadline (first prize winner at Tropfest in 1997) and Spider, but also for his work as an actor, editor, producer, writer and stuntman on countless Australian films and television programs. The film was co-written by Edgerton’s regular partner and brother Joel, who also plays the arsonist Billy. Joel is familiar to Australian and international audiences for his television work in The Secret Life of Us as well as numerous film roles...

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(Sub)Urban Sexscapes brings together a collection of theoretically-informed and empirically rich case studies highlighting the contemporary and historical geographies and regulation of the commercial sex industry. Contributions in this edited volume examine the spatial and regulatory contours of the sex industry from a range of disciplinary perspectives—urban planning, urban geography, urban sociology, and, cultural and media studies—and geographical contexts—Australia, the UK, US and North Africa. In overall terms, (Sub)urban Sexscapes highlights the mainstreaming of commercial sex premises—sex shops, brothels, strip clubs and queer spaces—and products—sex toys, erotic literature and pornography—now being commonplace in night time economy spaces, the high street, suburban shopping centres and the home. In addition, the aesthetics of commercial and alternative sexual practices—BDSM and pornography—permeate the (sub)urban landscape via billboards, newspapers and magazines, television, music videos and the Internet. The role of sex, sexuality and commercialized sex, in contributing to the general character of our cities cannot be ignored. In short, there is a need for policy-makers to be realistic about the historical, contemporary and future presence of the sex industry. Ultimately, the regulation of the sex industry should be informed by evidence as opposed to moral panics.

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This paper explores the efficacy of narrative in reflective practice across a range of creative disciplines. As practitioners within the creative industries the authors internalise experience and re-contextualise it as stories, designs, music videos, fiction and non-fiction films and dance. They are uniquely placed to examine narrative in critical reflection through the prism of their creative practice and in so doing offer insights into reconceptualising professional practice. The authors demonstrate how engagement with and reflection on and in their stories enables wider reflection. Their purpose in reflection is not just to learn from mistakes but to develop an epistemology of practice that enables them to apply rigorous academic inquiry to articulate their tacit professional knowledge and establish new methods for dealing with uncertainty in creative practice research.

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Musical improvisation combines technical proficiency and musical intuition. Due to its interactive nature, improvisation provides an avenue of communication among all art forms. This dissertation project explores the collaborative aspects of improvisation involving a musician, visual artist, a small group of dancers, and videographer. Video footage from two separate recording sessions provided hours of visual materials which were studied and edited. The first session was a live performance recorded in front of a studio audience. The second session was a two-day collaboration between musician and dancers in a studio space. The process of editing and compiling images with audio-an important element in this project-presented many unforeseeable challenges and lessons. This recorded dissertation is comprised of seven music videos that demonstrate my ability as an artist in collaboration with visual artist-professor Richard Klank, dancers David Yates, Jamie Garcia, Raha Behnam, Rachel Wolfe and Adrian Galvin, and video artist Nguyen Nguyen. Each video represents an individual creative process involving musical performance, studio lighting, sound recording, and video editing.

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A investigação tem por objetivo a elaboração de um modelo de análise da convergência dos vídeos musicais na Web Social que pressupõe a proposta prévia de uma abordagem epistemológica que promova os vídeos musicais a objeto de estudo nos novos paradigmas de informação e comunicação em plataformas digitais, através de uma abordagem transdisciplinar entre os Web Studies e os Estudos Literários. O corolário da investigação consistirá na elaboração de um modelo conceptual da difusão dos vídeos musicais na Web Social, que será entendida como um processo dinâmico enquadrado no paradigma da convergência digital que envolve o potencial de difusão da Web Social enquanto nuvem rizomática, a fruição participativa dos utilizadores enquanto agentes de difusão, a sistematização dos conteúdos difundidos através da transtextualidade videomusical. O trabalho de investigação foi operacionalizado através de uma triangulação de métodos que se enquadram num desenho qualitativo de investigação. O objetivo dos dois primeiros métodos (aplicação da teoria fundamentada em dados ao método etnográfico) consiste na elaboração de um modelo de análise da convergência e de um modelo conceptual da difusão dos vídeos musicais na Web Social; o do terceiro (casos de estudo) a afinação e demonstração da aplicabilidade dos referidos modelos. O corpus epistémico da investigação consiste na fruição participativa da comunidade de fãs Antville de junho de 2006 a junho de 2011.

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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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Ce mémoire propose d’étudier les représentations de la masculinité dans les vidéoclips de musique populaire. Il consiste plus précisément en une analyse textuelle de vidéoclips suivant l’approche sémiologique. La représentation y est entendue comme un processus d’attribution de sens, agissant dans la construction sociale de la masculinité. Selon une méthode qualitative, il est premièrement question de cerner et, ultérieurement, explorer les principaux schémas de la masculinité dans un corpus de 29 vidéoclips sélectionné auprès de la chaîne québécoise Musique Plus. L’observation des codes visuels est centrale à cette entreprise, l’articulation de ces derniers permettant la prolifération d’expressions du genre masculin. Partant du point de vue que des attributs, notamment la force et l’invulnérabilité, apparaissent comme typiquement masculins au sein de certaines représentations, il sera question de confronter cette idée aux trois scénarios majeurs ayant émané du corpus ; l’homme-enfant, l’introspectif et le meneur, indiquant tous trois la récente montée des représentations d’une masculinité vulnérable en musique populaire. Les constats qui résulteront de cette exploration seront finalement recadrés dans l’actuel cadre social, où le masculin et le féminin sont de moins en moins enclos dans les moules traditionnels et tendent à se redéfinir sur une nouvelle matrice.

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From Bush’s September 20, 2001 “War on Terror” speech to Congress to President-Elect Barack Obama’s acceptance speech on November 4, 2008, the U.S. Army produced visual recruitment material that addressed the concerns of falling enlistment numbers—due to the prolonged and difficult war in Iraq—with quickly-evolving and compelling rhetorical appeals: from the introduction of an “Army of One” (2001) to “Army Strong” (2006); from messages focused on education and individual identity to high-energy adventure and simulated combat scenarios, distributed through everything from printed posters and music videos to first-person tactical-shooter video games. These highly polished, professional visual appeals introduced to the American public during a time of an unpopular war fought by volunteers provide rich subject matter for research and analysis. This dissertation takes a multidisciplinary approach to the visual media utilized as part of the Army’s recruitment efforts during the War on Terror, focusing on American myths—as defined by Barthes—and how these myths are both revealed and reinforced through design across media platforms. Placing each selection in its historical context, this dissertation analyzes how printed materials changed as the War on Terror continued. It examines the television ad that introduced “Army Strong” to the American public, considering how the combination of moving image, text, and music structure the message and the way we receive it. This dissertation also analyzes the video game America’s Army, focusing on how the interaction of the human player and the computer-generated player combine to enhance the persuasive qualities of the recruitment message. Each chapter discusses how the design of the particular medium facilitates engagement/interactivity of the viewer. The conclusion considers what recruitment material produced during this time period suggests about the persuasive strategies of different media and how they create distinct relationships with their spectators. It also addresses how theoretical frameworks and critical concepts used by a variety of disciplines can be combined to analyze recruitment media utilizing a Selber inspired three literacy framework (functional, critical, rhetorical) and how this framework can contribute to the multimodal classroom by allowing instructors and students to do a comparative analysis of multiple forms of visual media with similar content.

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El mundo tecnológico está cambiando hacia la optimización en la gestión de recursos gracias a la poderosa influencia de tecnologías como la virtualización y la computación en la nube (Cloud Computing). En esta memoria se realiza un acercamiento a las mismas, desde las causas que las motivaron hasta sus últimas tendencias, pasando por la identificación de sus principales características, ventajas e inconvenientes. Por otro lado, el Hogar Digital es ya una realidad para la mayoría de los seres humanos. En él se dispone de acceso a múltiples tipos de redes de telecomunicaciones (3G, 4G, WI-FI, ADSL…) con más o menos capacidad pero que permiten conexiones a internet desde cualquier parte, en todo momento, y con prácticamente cualquier dispositivo (ordenadores personales, smartphones, tabletas, televisores…). Esto es aprovechado por las empresas para ofrecer todo tipo de servicios. Algunos de estos servicios están basados en el cloud computing sobre todo ofreciendo almacenamiento en la nube a aquellos dispositivos con capacidad reducida, como son los smarthphones y las tabletas. Ese espacio de almacenamiento normalmente está en los servidores bajo el control de grandes compañías. Guardar documentos, videos, fotos privadas sin tener la certeza de que estos no son consultados por alguien sin consentimiento, puede despertar en el usuario cierto recelo. Para estos usuarios que desean control sobre su intimidad, se ofrece la posibilidad de que sea el propio usuario el que monte sus propios servidores y su propio servicio cloud para compartir su información privada sólo con sus familiares y amigos o con cualquiera al que le dé permiso. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución, que permiten desplegar como mínimo un servicio de almacenamiento accesible a través de Internet. Algunas de ellas lo complementan con servicios de streaming tanto de música como de videos, compartición y sincronización de documentos entre múltiples dispositivos, calendarios, copias de respaldo (backups), virtualización de escritorios, versionado de ficheros, chats, etc. El proyecto finaliza con una demostración de cómo utilizar dispositivos de un hogar digital interactuando con un servidor Cloud, en el que previamente se ha instalado y configurado una de las soluciones comparadas. Este servidor quedará empaquetado en una máquina virtual para que sea fácilmente transportable e utilizable. ABSTRACT. The technological world is changing towards optimizing resource management thanks to the powerful influence of technologies such as Virtualization and Cloud Computing. This document presents a closer approach to them, from the causes that have motivated to their last trends, as well as showing their main features, advantages and disadvantages. In addition, the Digital Home is a reality for most humans. It provides access to multiple types of telecommunication networks (3G, 4G, WI-FI, ADSL...) with more or less capacity, allowing Internet connections from anywhere, at any time, and with virtually any device (computer personal smartphones, tablets, televisions...).This is used by companies to provide all kinds of services. Some of these services offer storage on the cloud to devices with limited capacity, such as smartphones and tablets. That is normally storage space on servers under the control of important companies. Saving private documents, videos, photos, without being sure that they are not viewed by anyone without consent, can wake up suspicions in some users. For those users who want control over their privacy, it offers the possibility that it is the user himself to mount his own server and its own cloud service to share private information only with family and friends or with anyone with consent. During the project I have compared different solutions, most open source and with GNU licenses, for deploying one storage facility accessible via the Internet. Some supplement include streaming services of music , videos or photos, sharing and syncing documents across multiple devices, calendars, backups, desktop virtualization, file versioning, chats... The project ends with a demonstration of how to use our digital home devices interacting with a cloud server where one of the solutions compared is installed and configured. This server will be packaged in a virtual machine to be easily transportable and usable.