984 resultados para contemporary cinema


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Barkre, M.; Mathijs, E.; Sexton, J.; Egan, K.; Hunter, R. and Selfe, M. (2007). Audiences and Receptions of Sexual Violence in Contemporary Cinema. London: British Board of Film Classification. RAE2008

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In 1999, Elizabeth Hills pointed up the challenges that physically active women on film still posed, in cultural terms, and in relation to certain branches of feminist theory . Since then, a remarkable number of emphatically active female heroes have appeared on screen, from 'Charlie’s Angels' to 'Resident Evil', 'Aeon Flux', and the 'Matrix' and 'X-Men' trilogies. Nevertheless, in a contemporary Western culture frequently characterised as postfeminist, these seem to be the ‘acceptable face’ – and body – of female empowerment: predominantly white, heterosexual, often scantily clad, with the traditional hero’s toughness and resolve re-imagined in terms of gender-biased notions of decorum: grace and dignity alongside perfect hair and make-up, and a body that does not display unsightly markers of physical exertion. The homogeneity of these representations is worth investigating in relation to critical claims that valorise such air-brushed, high-kicking 'action babes' for their combination of sexiness and strength, and the feminist and postfeminist discourses that are refracted through such readings. Indeed, this arguably ‘safe’ set of depictions, dovetailing so neatly with certain postfeminist notions of ‘having it all’, suppresses particular kinds of spectacles in relation to the active female body: images of physical stress and extension, biological consequences of violence and dangerous motivations are all absent. I argue that the untidy female exertions refused in popular “action babe” representations are now erupting into view in a number of other contemporaneous movies – 'Kill Bill' Vols 1 & 2, 'Monster', and 'Hard Candy' – that mark the return of that which is repressed in the mainstream vision of female power – that is, a more viscerally realistic physicality, rage and aggression. As such, these films engage directly with the issue of how to represent violent female agency. This chapter explores what is at stake at a representational level and in terms of spectatorial processes of identification in the return of this particularly visceral rendering of the female avenger.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Através da observação desenvolvida durante o estágio curricular no FESTin - Festival de Cinema Itinerante da Língua Portuguesa – procuro compreender de que forma a conjuntura política nos países seleccionados para competição na 6.ª Edição deste Festival (Angola, Brasil, Cabo Verde, Moçambique e Portugal) influencia a cinematografia apresentada e discutida durante o mesmo. Sublinhando a relevância de acompanhar a construção de uma identidade cultural para a união dos povos de língua portuguesa, aprofundo neste documento as preocupações presentes em cada um e introduzidas nas respectivas produções cinematográficas: desde as migrações, as guerras, o meio ambiente, a saúde, o sistema político vigente, a relação entre tradição e modernidade, entre outras. Ao aliar o conhecimento político adquirido na licenciatura em Ciência Política e Relações Internacionais (FCSH-UNL) e a sensibilidade analítica para as questões cinematográficas conquistada durante a componente lectiva deste mestrado, tenho em consideração a relação entre o cinema nacional e os grandes acontecimentos político-sociais, incindido sobre a dimensão subjectiva e auto-reflexiva do cinema como esforço para construção de uma identitária nacional.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Digital imaging technologies enable a mastery of the visual that in recent mainstream cinema frequently manifests as certain kinds of spatial reach, orientation and motion. In such a context Michael Bay’s Transformers franchise can be framed as a digital re-tooling of a familiar fantasy of vehicular propulsion, US car culture writ large in digitally crafted spectacles of diegetic speed, the vehicular chase film ‘2.0’. Movement is central to these films, calling up Scott Bukatman’s observation that in spectacular visual media ‘movement has become more than a tool of bodily knowledge; it has become an end in itself’ (2003: 125). Not all movements and not all instances of vehicular propulsion are the same however. How might we evaluate what is at stake in a film’s assertion of movement as an end in itself, and the form that assertion takes, its articulations of diegetic velocity, corporeality, and spatial penetration? Deploying an attentiveness towards the specificity of aesthetic detail and affective impact in Bay’s delineation of movement, this essay suggests that the franchise poses questions about the relationship of human movement to machine movement that exceed their narrative basis. Identifying a persistent rotational trope in the franchise that in its audio-visual articulation combines oddly anachronistic elements (evoking the mechanical rather than the digital), the article argues that the films prioritise certain fantasies of transformation and spatial penetration, and certain modes of corporeality, as one response to contemporary debates about digital technologisation, sustainable energy, and cinematic spectacle. In this way the franchise also represents a particular moment in a more widely discernible preoccupation in contemporary cinema with what we might call a ‘rotational aesthetics’ of action, a machine movement made possible by the digital, but which invokes earlier histories and fantasies of animation, propulsion, mechanization and mechanization to particular ends.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

70.00% 70.00%

Publicador:

Resumo:

50 years after the birth of the Nouvelle Vague, the inheritance that the contemporary cinema receives from it is inevitable. Figures and visual motifs; stories, themes, faces or common places; aesthetic and language devices. The echoes appear in various ways, each affiliation involves a different relationship and therefore a dissimilar approximation to its analysis. And yet, both the academy and the film critics maintain their will to think the Nouvelle Vague as a whole, a universe, a stream or an aesthetic trend. However, does a Nouvelle Vague’s aesthetic exist? And if so: why and how to address their historical revision? Taking Deleuze’s thesis on the time-image and Serge Daney’s assertion according to which 50 years after the birth of the Nouvelle Vague, the inheritance that the contemporary cinema receives from it is inevitable. Figures and visual motifs; stories, themes, faces or common places; aesthetic and language devices. The echoes appear in various ways, each affiliation involves a different relationship and therefore a dissimilar approximation to its analysis. And yet, both the academy and the film critics maintain their will to think the Nouvelle Vague as a whole, a universe, a stream or an aesthetic trend. However, does a Nouvelle Vague’s aesthetic exist? And if so: why and how to address their historical revision? Taking Deleuze’s thesis on the time-image and Serge Daney’s assertion according to which

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This project explores issues confronted when authoring a previously authored story, one received from history. Using the defection of Soviet spies, Vladimir and Evdokia Petrov as its focal point, it details how a screenwriter addresses issues arising in the adaptation of both fictional and biographical representations suitable for contemporary cinema. Textual fidelity and concepts of interpretation, aesthetics and audience, negotiating factual and fictional imperatives, authorial visibility and invisibility, moral and ethical conundrums are negotiated and a set of guiding principles emerge from this practice-led investigation.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

A presente tese se ocupa de uma vertente da literatura e do cinema contemporâneos, especialmente do escritor Julio Cortázar e do cineasta David Lynch, que: busca um novo tratamento para a realidade, não esconde os artifícios discursivos das obras, joga com estratégias ilusionistas e antiilusionistas, debate a própria ficção por meio de recursos metaficcionais, que se utiliza da metáfora do teatro como espaço diferenciado e como palco de ilusões e que trabalha com a questão do fantástico (ou absurdo). Grande parte do trabalho é dedicada ao estudo da obra do escritor argentino Julio Cortázar. Estudo esse que se constrói a partir das correspondências entre as produções ficcionais e teóricas de Cortázar, além de suas próprias entrevistas. Cortázar é nosso foco principal e dele, acreditamos, brotou um veio dos mais significativos na narrativa contemporânea, que estabelece novos modos de se lidar com a representação e com as referências. É devido a esses aspectos, apontados anteriormente, que estabelecemos relações com outros autores, inclusive do cinema, como é o caso de David Lynch

Relevância:

60.00% 60.00%

Publicador:

Resumo:

A digitalização das mídias e a influência da tecnologia ocasionaram a difusão de um novo modelo de cinema, conjunto complexo de mudanças pautadas na lógica econômica e em um processo de cognição específico. Nesse contexto, na nova disposição do cinema, observa-se uma transformação no processo narrativo fílmico para além de novos formatos e conteúdos audiovisuais. Para investigar o fenômeno da polidimensionalidade do conceito da narrativa no cinema contemporâneo, a presente dissertação realiza uma análise qualitativa de exemplos significativos do cinema comercial, considerando a não-linearidade, a transnacionalização, a transmídia, além de destacar a vertente da multiplicidade narrativa, da polidimensionalidade, no cinema experimental e nas instalações artísticas. Como recorte do objeto de pesquisa, optou-se pela análise do filme Slumdog Millionaire (2008), nos itens transnacionalização e não-linearidade; dos filmes Watchmen (2009) e Batman (The Dark Knight, 2008), como franquias de transmídia; além da multiplicidade do cinema experimental What we will e instalações. O critério de seleção dos filmes foi o destaque que obtiveram nas respectivas categorias nos últimos dois anos, nas grandes bilheterias do cinema comercial pelos sites Filme B e The Internet Movie Database

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Since the 'completion' of Histoire(s) du cinema (1988-1998), Jean-Luc Godard's work has become increasingly mosaic-like in its forms and configurations, and markedly elegiac in its ruminations on history, cinema, art, and thought. While his associative aesthetic and citational method –including his choice of ‘actors’, and the fragmentariness of his ‘soundtracks’ – can combine to create a distinctive cinematic event, the films themselves refuse to cohere around a unifying concern, or yield to a thematic schema. Not surprisingly, Film Socialisme does not offer us the illusion of narrative or structural integrity anymore than it contributes to the quotidian rhetoric of political and moral argument. It is, however, a political film in the sense that it alters something more fundamental than opinions and points of view. It transforms a way of seeing and understanding reality and history, fiction and documentary, images, and images of images. If anything, it belongs to that dissident or ‘dissensual’ category of artwork capable of ‘emancipating the spectator’ by disturbing what Jacques Rancière terms ‘the distribution of the sensible’ in that it generates gaps, openings, and spaces, poses questions, invites associations without positing a fixed position, imposing an interpretation, or allowing itself to invest in the illusion of expressive objectivity and the stability of meaning. The myriad citations and fragments that comprise the film are never intended to culminate into anything cohesive, never mind conclusive. In one sense, they have no source and no context beyond their moment in the film itself, and what we make of that moment. This article studies the degree to which Godard allows these images and sounds to combine and collide, associate and dissolve in this film, arguing that Film Socialisme is both an important intervention in the history of contemporary cinema, and necessary point of reference in any serious discussion of the relations between that cinema and political reality.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Cette thèse propose une analyse croisée du cinéma et du jeu vidéo sous un angle interdisciplinaire afin de montrer la réappropriation et le remédiatisation des structures narratives et formelles du jeu vidéo dans le cinéma d’effets visuels du tournant du XXIe siècle. Plus spécifiquement, la thèse porte sur l’analyse de trois figures majeures du jeu vidéo et de l’animation dans la trilogie Matrix (Larry et Andy Wachowski, 1999-2003), dans Avalon (Mamoru Oshii, 2001) et dans Kung-Fu Hustle (Stephen Chow, 2004). La première section de la thèse consiste en une mise en place théorique par la présentation de certains paramètres esthétiques du cinéma d’effets visuels et du jeu vidéo. Quelques réflexions préliminaires sur l’esthétique du cinéma d’effets visuels sont d’abord esquissées avant de présenter les principales relations transmédiales entre le cinéma et le jeu vidéo. Ensuite, c’est le cinéma transludique qui est défini alors que le terme découle de la synergie singulière entre le cinéma et le jeu vidéo. Puisque le cinéma transludique concerne spécifiquement la récupération de l’esthétique du jeu vidéo dans le cinéma contemporain, les prémisses d’une esthétique du jeu vidéo sont alors établies. Dans la deuxième section, ce sont les figures et sous-figures au cœur de cette réflexion qui sont développées, pour ensuite les appliquer aux films du corpus. La première figure à l’étude est celle de l’exploration, alors que l’analyse de la signification de cette figure dans la conception de jeu vidéo et dans les récits cinématographiques de science-fiction montre l’importance de la navigation comme expérience spatio-temporelle dans les univers virtuels. Ensuite, c’est l’utilisation récurrente de la figure vidéoludique du niveau (level) dans le cinéma hybride contemporain qui est soulignée, figure qui structure autant le récit que la forme représentationnelle des films transludiques. Enfin, la figure de la métamorphose, indissociable du cinéma d’animation, est étudiée afin de souligner l’importance de cette figure dans la création numérique et d’expliquer la transformation de l’image qui affecte le cinéma transludique, image qualifiée d’image-frontière.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

La création cinématographique de l’étudiante qui accompagne ce mémoire sous la forme d’un DVD est disponible à la Médiathèque de la Bibliothèque des lettres et sciences humaines sous le titre : A Capella.(http://atrium.umontreal.ca/notice/UM-ALEPH002343644)

Relevância:

60.00% 60.00%

Publicador:

Resumo:

La version intégrale de cette thèse est disponible uniquement pour consultation individuelle à la Bibliothèque de musique de l’Université de Montréal (www.bib.umontreal.ca/MU).

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Nous nous intéresserons dans ce présent mémoire à l’« idiotie » du réel à partir de deux œuvres, celle du philosophe français Clément Rosset et celle du cinéaste sud-coréen, Hong Sangsoo. Nous poserons comme hypothèse que ces deux auteurs, à travers leurs théorie du réel, qu’elle soit philosophique ou esthétique, arrivent à un constat commun : le réel est « idiot », non pas au sens d’imbécile, mais en son sens premier c’est-à-dire « singulier, sans reflets ni doubles » (Rosset). Pour vérifier cette hypothèse nous procéderons d’abord par la construction d’un cadre théorique réalisé à partir de la définition rossetienne du réel. Ce cadre nous permettra de problématiser à la fois l’utilisation du zoom, la construction narrative, ainsi que les jeux temporels propres aux films de Hong, et ce, à partir de trois films du cinéaste : « Le pouvoir de la province de Kangwon » (1998), « Night and Day » (2007) et « Matins calmes à Séoul » (2011). Enfin il sera question, dans la dernière partie de ce mémoire, d’observer quelles peuvent être les conséquences engendrées par le fait de reconnaître ou non l’idiotie de toute réalité, à la fois dans des termes philosophiques mais également au plan de la prise d’images photographiques ou cinématographiques.