767 resultados para documentary video


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Debates concerning the veracity, ethics and politics of the documentary form circle endlessly around the function of those who participate in it, and the meaning attributed to their participation. Great significance is attached to the way that documentary filmmakers do or do not participate in the world they seek to represent, just as great significance is attached to those subjects whose participation extends beyond playing the part of eyewitness or expert, such that they become part of the very filmmaking process itself. This Ph.D. explores the interface between documentary practice and participatory culture by looking at how their practices, discursive fields and histories intersect, but also by looking at how participating in one might mean participating in the other. In short, the research is an examination of participatory culture through the lens of documentary practice and documentary criticism. In the process, however, this examination of participatory culture will in turn shed light on documentary thinking, especially the meaning and function of ‘the participant’ in contemporary documentary practice. A number of ways of conceiving of participation in documentary practice are discussed in this research, but one of the ideas that gives purpose to that investigation is the notion that the participant in contemporary documentary practice is someone who belongs to a participatory culture in particular. Not only does this mean that those subjects who play a part in a documentary are already informed by their engagement with a range of everyday media practices before the documentary apparatus arrives, the audience for such films are similarly informed and engaged. This audience have their own expectations about how they should be addressed by media producers in general, a fact that feeds back into their expectations about participatory approaches to documentary practice too. It is the ambition of this research to get closer to understanding the relationship between participants in the audience, in documentary and ancillary media texts, as well as behind the camera, and to think about how these relationships constitute a context for the production and reception of documentary films, but also how this context might provide a model for thinking about participatory culture itself. One way that documentary practice and participatory culture converge in this research is in the kind of participatory documentary that I call the ‘Camera Movie’, a narrow mode of documentary filmmaking that appeals directly to contemporary audiences’ desires for innovation and participation, something that is achieved in this case by giving documentary subjects control of the camera. If there is a certain inevitability about this research having to contend with the notion of the ‘participatory documentary’, the ‘participatory camera’ also emerges strongly in this context, especially as a conduit between producer and consumer. Making up the creative component of this research are two documentaries about the reality television event Band In A Bubble, and participatory media practices more broadly. The single-screen film, Hubbub , gives form to the collective intelligence and polyphonous voice of contemporary audiences who must be addressed and solicited in increasingly innovative ways. One More Like That is a split-screen, DVD-Video with alternate audio channels selected by a user who thereby chooses who listens and who speaks in the ongoing conversation between media producers and media consumers. It should be clear from the description above that my own practice does not extend to highly interactive, multi-authored or web-enabled practices, nor the distributed practices one might associate with social media and online collaboration. Mine is fundamentally a single authored, documentary video practice that seeks to analyse and represent participatory culture on screen, and for this reason the Ph.D. refrains from a sustained discussion of the kinds of collaborative practices listed above. This is not to say that such practices don’t also represent an important intersection of documentary practice and participatory culture, they simply represent a different point of intersection. Being practice-led, this research takes its procedural cues from the nature of the practice itself, and sketches parameters that are most enabling of the idea that the practice sets the terms of its own investigation.

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A dissertação procura mapear a produção de arte e vídeo que tocam questões relativas à interatividade, às novas tecnologias e à participação do espectador para a construção da obra. Parte da noção de rizoma, onde a obra é colocada em um contexto de rede, que atua se relacionando não somente com seus elementos, mas com toda uma história da produção videográfica

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The puppet theater is the theme of this dissertation, with a particular treatment of Memory, Toy and Jokes, focused especially on a Calungueira, maker of dolls, Ieda Maria Medeiros da Silva, known by Dadi. Currently with 71 years old, Dadi resides in Carnauba dos Dantas / RN and not only restricted to "get" the dolls to play, to enact stories by various characters. Build the dolls, dresses, give life, movement. In Rio Grande do Norte, the Puppet Theater, named "João Redondo," is measured by a historically male character of tradition, represented by some masters who have died or by their pupils, or even by the players who have no lineage of masters in their families but learned from several of them and, gradually, were included in this playful universe. Dadi passes this potiguar genealogy and going to suggesting a variety of transgressions, beyond, with its inventiveness, both in their presentations and in her life, which I did elect her and choose as a singular object in the course of my inquiries. In this study, I use the theoretical and methodological framework of social sciences, in particular the references coming from studies of culture, such as approaches of memory and tradition of authors such as Maurice Halbwachs and Paul Zumthor, among others. The field work was systematized, prioritizing the observation participant and permanent dialogue. I used different strategies for registration, as semi-open interviews, documentary video, audio narratives, photographic and videographic record, giving the work a current relevance to the dialogue with various elements, expanding the initial project, which turned into research for the dissertation

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The purpose is to write a reflection on the audiovisual production by the visually impaired. The starting point for this research was a documentary video production workshop offered by the Instituto de Educação e Reabilitação de Cegos do Rio Grande do Norte - IERC / RN, with the participation of blind people with low vision and sighted employees of the institution. The research approach follows the precepts of complex thinking, where work is woven into the network, along with the researched. The theoretical framework is based on the theory of French sociologist Edgar Morin, and other important thinkers for this work, namely: Erving Goffman, Paulo Freire, Michel Foucault, Edward Said, Jacques Aumont, Phillpe Dubois, as well as scholars who think and theorize about his own condition and conduct discussions on the issue of blindness: Francisco Jose de Lima, Evgen Bavcar Jacques Lusseyran and Joana Belarmino. The research was formulated based on the statement in the interest of respondents to understand and produce visual images using video as a tool. In this sense, the methodology adopted approaches of action research in constructing the text and dialogue with the participation of those involved in the project. The technique of gathering the information was based on ethnographic description describing the dynamics of the workshop, the relationships between participants, relationship to the other that sees and the manner of operation of equipment. The main focus is the relationship based on dialogue of information, attitudes and ways of knowing from experience and capacity developed and obstacles for blind people to produce visual images using other benchmarks, such as touch, smell and time dimension and space, and add references that give new meaning to the guidelines based on visuality of ministering to the workshop. It is also held to discuss aspects related to the concept of image with sociological reflection about the audiovisual production made by blind people socially constructed and perpetuated by what Edgar Morin called cultural imprinting. Thus we attempted to walk the route with its obstacles and achievements in the production of new images that were seen

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Este trabalho estuda os vídeos documentários Grito dos Excluídos produzidos de 1995 a 2009 pela Associação Rede Rua. O objetivo é localizar na comunicação popular as dimensões políticas e estéticas como constantes de relevância primordial na composição de uma práxis comunicativa que se desenvolve no meio popular ou que se direciona a ele. A partir do contexto de produção dos documentários reflete-se sobre a prática comunicativa singular desenvolvida pela Rede Rua, buscando ainda compreender de que modo essa práxis produz reflexos políticos e estéticos na obra materializada do vídeo e em sua maneira específica de refigurar a realidade. O estudo se baseia em pesquisa bibliográfica e documental, além de pesquisa participante e estudo do conteúdo de parte dos documentários. Conclui-se que eles ressaltam o caráter denunciativo, reivindicatório e anunciativo que emerge de um coletivo de organizações, entidades e movimentos sociais populares, que buscam influir positivamente na sociedade brasileira, visando a superar a lógica excludente da realidade, que limita e condiciona os direitos das pessoas ao poder do capital. Embora os vídeos revelem um posicionamento político, não se pode compreendê-los, em sua forma material, como atores políticos. Contudo, o presente trabalho ressalta que a estética dos documentários se revela como indissociável de seu caráter político, já que evidencia o compromisso de seus realizadores com a transformação de uma realidade cotidiana excludente.

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Can parody help us to 're-imagine' the organizations and institutions we live with (Du Gay 2007, 13)? Or, like many forms of critique, does parody risk being incorporated: becoming part of the power it aims to make fun of? In this paper, drawing on Judith Butler's work, I argue that certain circumstances enable parody to destabilize hegemonic, taken-for-granted institutions (Butler 1990). I explore these ideas through a reading of the Yes Men documentary (Tartan Video 2005). This film features a series of humorous representations of the World Trade Organization (WTO). I show how these act to denaturalize and effectively critique this dominant force in global trade. This paper discusses the value of parody for helping us to re-think and re-make particular institutions and organizations. In doing so, I point to the importance of creating a spectacle in which parody can travel beyond its immediate location, so that it can reach ever newer audiences with its 'performative surprise' (Butler 1990, xxvi). I suggest that the rise of the Internet and inexpensive documentary techniques offer interesting new ways for achieving this.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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When should a person who has a heart attack not be resuscitated? When should a patient no longer be kept alive on a ventilator, or be provided with food and water by a tube? When should a person not be given a blood transfusion they need to stay alive? The answers to these questions depend on a number of factors including the mental or physical condition of the patient and any wishes they have expressed prior to losing the ability to make this decision, as well as the requirements of good medical practice. This video is a record of a public lecture held on 7 July 2004 by the Faculty of Law at the Queensland University of Technology, in association with the Faculty of Health, the Centre for Palliative Care Research and Education, and Palliative Care Queensland.

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Despite the size and growth of the computer and video gaming industry – as well as the increasing use of the medium for the placement of advertising and product placement – researchers have neglected this area. By drawing on existing literature and research in similar and related areas of film product placement, sponsorship and interactivity, the authors present a conceptual overview and identify areas for research.

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With increasing revenues for video game manufacturers, higher software sales and a more diverse audience, the video games industry has been experiencing strong and rapid growth in recent times, rivalling other forms of entertainment. As a result, games have begun to attract the attention of marketing practitioners who are finding it increasingly difficult to attract consumer attention, and are seeking alternative media for marketing communications. This paper provides a review of the video games industry in the United States and raises the question as to whether games are a viable new medium for marketing messages. Areas for research are identified.