918 resultados para Star Wars
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This article examines the nature of good and evil through the prism of Star Wars, arguing that the ostensible dichotomy between the ‘good’ Jedi and the ‘evil’ Sith is false, and instead both the Jedi and the Sith engage in violence, which is evil. Anakin Skywalker then arrives as the Christ-figure who becomes evil and ‘dies’ to destroy the old rigid law of the letter adhered to by the Jedi, before resurrecting and sacrificing himself to defeat the Sith transgressors. As Milbank argues, the act of selfless love by Anakin as the Christ-figure therefore produces the good, the end of violent conflict which is ontological peace, and institutes the law of love which leads to life and peace.
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Eterio Pajares, Raquel Merino y José Miguel Santamaría (eds.)
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This article uses the personal ledgers of a cinema manager to explore programming and film exhibition at the Southampton Odeon in the 1970s. The detailed accounts provide a rare insight into cinema exhibition and challenge the notion that 1970s cinema was all about sex, violence, horror and exploitation, suggesting instead that audiences at this cinema, favoured very different fare.
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Il est difficile de discuter des développements intermédiaux de Star Wars sans évoquer la vision de l'instigateur de cet univers de science-fiction en constante expansion, George Lucas, qui a su mesuer l'importance qu'allait prendre le jeu vidéo (et, plus généralement, le phénomène des produits dérivés). Au-delà des considérations purement économiques,c'est d'abord par fascination personnelle que Lucas vient au 10e art. [...]
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Il est difficile de discuter des développements intermédiaux de Star Wars sans évoquer la vision de l'instigateur de cet univers de science-fiction en constante expansion, George Lucas, qui a su mesuer l'importance qu'allait prendre le jeu vidéo (et, plus généralement, le phénomène des produits dérivés). Au-delà des considérations purement économiques,c'est d'abord par fascination personnelle que Lucas vient au 10e art. [...]
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Currently there is no structured data standard for representing elements commonly found in transmedia fictional universes. There are websites dedicated to individual universes, however, information found on these sites separates the various formats into books, movies, comics, etc.; concentrate on only the bibliographic aspects of the material; and are only full-text searchable. We have created an ontological model that will allow researchers, fans, brand managers, and creators to search for and retrieve the information contained in these worlds based on how they are structured. We conducted a domain analysis and user studies based on the contents of Harry Potter, Lord of the Rings, the Marvel Universe, and Star Wars in order to build a new model using the Ontology Web Language (OWL) and an artificial intelligence reasoning engine. This model can infer connections between characters, elements of power, items, places, events, etc. This model will facilitate better search and retrieval of the information contained within these vast story universes for all users interested in them. The result of this project is and OWL ontology that is intuitive for users; can be used by AI systems; and has been updated to reflect real user needs based on user research.
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This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es-tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an innovative mode of ‘immersive’ textual analysis, a coherent and comprehensive conceptual framework for the creation of and re-search into a specific emerging entertainment form is proposed. That form, products based on it, and the conceptual framework describing it are all re-ferred to as Entertainment Architecture (‘entarch,’ for short). The thesis charac-terises this novel form as Internet-native transmedia entertainment, meaning it fully utilises the unique communicative characteristics of the Internet, and is spread across media. The thesis isolates four constitutive elements within Entertainment Architec-ture: story, play, ‘dance,’ and ‘glue.’ That is, entarch tells a story; offers playful interaction; invites social interaction between producer and consumer, and amongst consumers (‘dance’); and all components of it can be spread across many media, but are so well interconnected and mutually dependent that they are perceived as one product instead of many (‘glue’). This sets entarch apart from current media franchises like Star Wars or Halo, which are perceived as many products spread across many media. Entarch thus embraces the commu-nicative behaviour of Internet-native consumers instead of forcing them to de-sist from it, it harnesses the strengths of various media while avoiding some of their weaknesses, and it can sustain viable businesses. The entarch framework is an innovative contribution to scholarship that al-lows researchers to investigate this emerging entertainment form in a structured way. The thesis demonstrates this by using it to survey business models appro-priate to the entarch environment. The framework can also be used by enter-tainment creators — exemplified in the thesis by moviemakers — to delimit the room for manoeuvre available to them in a changing environment.
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This paper addresses some controversial issues relating to two main questions. Firstly, we discuss 'man-in-the loop' issues in SAACS. Some people advocate this must always be so that man's decisions can override autonomic components. In this case, the system has two subsystems - man and machine. Can we, however, have a fully autonomic machine - with no man in sight; even for short periods of time? What kinds of systems require man to always be in the loop? What is the optimum balance in self-to-human control? How do we determine the optimum? How far can we go in describing self-behaviour? How does a SAACS system handle unexpected behaviour? Secondly, what are the challenges/obstacles in testing SAACS in the context of self/human dilemma? Are there any lesson to be learned from other programmes e.g. Star-wars, aviation and space explorations? What role human factors and behavioural models play whilst in interacting with SAACS?.
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El objetivo de la presente investigación consiste en describir las características de un asesino en serie colombiano desde la perspectiva psicodinámica. En este sentido, el abordaje teórico realizado en este trabajo se compone inicialmente de una concepción de asesinos en serie, posteriormente se hace una revisión acerca de las bases biológicas y los factores sociales del homicida serial, igualmente, se explican tres teorías psicodinámicas a trabajar (Sigmund Freud y Erick Erickson). Finalmente, se hace mención dentro de la investigación a la comparación casuística de los asesinos en serie, teniendo en cuenta a cuatro asesinos en serie mediante el abordaje psicodinámico. Por otra parte, a nivel metodológico, el tipo de estudio realizado es descriptivo con un corte cualitativo y un diseño no experimental, basado en la revisión de fuentes bibliográficas. Como producto se pretende hacer una aproximación al perfil correspondiente de la personalidad de un asesino en serie colombiano mediante las teorías psicodinámicas.
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Objetivo Identificar la prevalencia de síntomas osteomusculares, por segmentos y los factores de riesgo asociados, en los trabajadores de una empresa de Geomática, en Colombia en el año 2014. Metodología Se llevó a cabo un estudio descriptivo de corte transversal con una población de 169 trabajadores, distribuidos en 2 grupos, el grupo de campo que desarrolla actividades de topografía y el grupo de oficina donde se realizan procesamiento de datos en Geomática y actividades administrativas. A cada trabajador se le aplicó el cuestionario ERGOPAR que interroga la exposición o factores de riesgo y la presencia de síntomas osteomusculares. Resultados: El personal de oficina presenta mayor frecuencia de síntomas osteomusculares en el cuello 72%, la región lumbar 55%, los codos 17,7%, las manos y muñecas 57.3%. Presentándose con mayor frecuencia en las mujeres los síntomas en cuello 80% y manos 64%, mientras que los mayores porcentajes en personal de campo se presentan en las piernas 21%, las rodillas 26% y pies 11,5%. Se encontró asociación significativa entre la sedestación durante más de cuatro horas, con dolor en cuello (p=0.02) y dolor en región lumbar (p=0.03); inclinar el cuello hacia delante durante más de cuatro horas, con dolor en el cuello (p=0.006); repetir cada pocos segundos la flexión de muñecas (p=001) y utilizar los dedos de manera intensiva por más de 4 horas (p=0.01) con dolor en manos y las variables jornada laboral y puesto de trabajo con dolor en pies. Conclusiones La prevalencia de síntomas osteomusculares en los trabajadores de la empresa estudiada es alta. Dado que se encontró asociación significativa con las variables sociodemográficas y laborales. La alta prevalencia de sintomatología puede ser explicada por la exposición a carga física laboral, por posturas de trabajo, por movimientos repetitivos y características propias de género.
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This paper, first result of a larger research, proposes a query about some aspects of social representation of libraries and librarians, as they appear in literary and cinematographic productions. Little by little, this query, which arose from purposes of organizing catalogues, revealed elements that established different series, in which the narrative genre (literary or cinematographic) has no relevance to either libraries or librarians` representations. The presence of these elements seems to show some expectations and utopias in relation to the common knowledge, independently from narratives being located in the past, in the present or in the future, stimulating reflection on some medieval and baroque traditions about the library universe and its main characters, the librarians. The cinematographic material selected for research was The time machine, Farenheit 451, The day after tomorrow, Star Wars - episode II and the novels Martin Eden, The man without qualities, The time machine and La sombra del viento.
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In many movies of scientific fiction, machines were capable of speaking with humans. However mankind is still far away of getting those types of machines, like the famous character C3PO of Star Wars. During the last six decades the automatic speech recognition systems have been the target of many studies. Throughout these years many technics were developed to be used in applications of both software and hardware. There are many types of automatic speech recognition system, among which the one used in this work were the isolated word and independent of the speaker system, using Hidden Markov Models as the recognition system. The goals of this work is to project and synthesize the first two steps of the speech recognition system, the steps are: the speech signal acquisition and the pre-processing of the signal. Both steps were developed in a reprogrammable component named FPGA, using the VHDL hardware description language, owing to the high performance of this component and the flexibility of the language. In this work it is presented all the theory of digital signal processing, as Fast Fourier Transforms and digital filters and also all the theory of speech recognition using Hidden Markov Models and LPC processor. It is also presented all the results obtained for each one of the blocks synthesized e verified in hardware
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Numerosos estudiantes ven el estudio como algo aburrido, se sienten desmotivados. El docente no puede limitarse a aceptar la situación como un espectador. Es nuestra realidad y de la misma forma que cada estudiante debe responsabilizarse de su propia educación, los profesores tenemos que responsabilizarnos de cambiar ese sentimiento. Para ello se analizará en primer lugar el significado del término motivación y cuáles son los factores en los que los profesores podemos influir. Se verá que una de las formas de intervención es la innovación, por lo que también se analizará el vocablo y se discutirá qué constituye innovación y qué no. Por tanto, el docente se enfrenta a diario con la necesidad de encontrar nuevas formas de enseñar, que capten la atención de los alumnos. Se dice que no hay nada nuevo bajo el sol; sin embargo, hay que ser capaz de encontrar nuevos usos a con recursos que ya existen. Con el presente trabajo se pretende dar respuesta a esa necesidad. Se plantea el uso de una metodología que propone una innovación continua que consiste en establecer un paralelismo entre un relato o una historia y una unidad didáctica de la asignatura de Tecnología. Como historia se ha escogido la conocida película “La Guerra de las Galaxias” y el curso de referencia será el primer curso de Educación Secundaria Obligatoria (1º E.S.O.). En concreto se presenta un material adaptado con fotografías de la película, ejemplos inspirados en la saga y otras adaptaciones educativas. Con ello se consigue una sorpresa continua para el estudiante y así mantener su atención, facilitando su aprendizaje. Se tiene hecho parte del camino, aunque no todo. En este punto, se hace necesario introducir algunas medidas suplementarias, que refuercen y complementen esta metodología y que nos impidan apartarnos del objetivo pretendido: que los alumnos aprendan de manera significativa. ¿Quién dijo que estudiar es aburrido? A number of students see studying as something boring. The teacher cannot be a spectator. It is our reality and, so on one hand, the student has the responsibility of building his education and on the other, the teacher must change that feeling. In order to this, the term motivation will be analysed, and also which are the related aspects in which we have some influence. One of those ways of intervention is motivation. It is for that word, innovation will be analysed as well, discussing what innovation is and what is not. Therefore, teachers face, day by day, the need of finding new ways of teaching for students to pay attention in classes. As people say, there is nothing new under the sun; however, new uses for existing resources are required. This paper pretends to solve that problem. A continuous innovating methodology is set, consisting in establishing a parallelism between a story or tale and a didactic unit in Technology subject. As a story, the well-known film “Star Wars” is chosen, and as a reference course, the first course of Educación Secundaria Obligatoria (1st E.S.O.). Specifically, we introduce an adapted material with pictures from the movie, saga inspired examples and, some other educational adaptations. With it, students are continuously surprised and their attention grabbed, making his learning easier. Part of the problem is solved, but there is a long way to go. At this point, some supplementary steps are needed, in order to enforce and complement this methodology, and to avoid getting far away from the attempted objective: students learning in a significant way. Who said studying is annoying?