646 resultados para horror movies


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This research argues for an analysis of textual and cultural forms in the American horror film (1968- 1998), by defining the so-called postmodern characters. The “postmodern” term will not mean a period of the history of cinema, but a series of forms and strategies recognizable in many American films. From a bipolar re-mediation and cognitive point of view, the postmodern phenomenon is been considered as a formal and epistemological re-configuration of the cultural “modern” system. The first section of the work examines theoretical problems about the “postmodern phenomenon” by defining its cultural and formal constants in different areas (epistemology, economy, mass-media): the character of convergence, fragmentation, manipulation and immersion represent the first ones, while the “excess” is the morphology of the change, by realizing the “fluctuation” of the previous consolidated system. The second section classifies the textual and cultural forms of American postmodern film, generally non-horror. The “classic narrative” structure – coherent and consequent chain of causal cues toward a conclusion – is scattered by the postmodern constant of “fragmentation”. New textual models arise, fragmenting the narrative ones into the aggregations of data without causal-temporal logics. Considering the process of “transcoding”1 and “remediation”2 between media, and the principle of “convergence” in the phenomenon, the essay aims to define these structures in postmodern film as “database forms” and “navigable space forms.” The third section applies this classification to American horror film (1968-1998). The formal constant of “excess” in the horror genre works on the paradigm of “vision”: if postmodern film shows a crisis of the “truth” in the vision, in horror movies the excess of vision becomes “hyper-vision” – that is “multiplication” of the death/blood/torture visions – and “intra-vision”, that shows the impossibility of recognizing the “real” vision from the virtual/imaginary. In this perspective, the textual and cultural forms and strategies of postmodern horror film are predominantly: the “database-accumulation” forms, where the events result from a very simple “remote cause” serving as a pretext (like in Night of the Living Dead); the “database-catalogue” forms, where the events follow one another displaying a “central” character or theme. In the first case, the catalogue syntagms are connected by “consecutive” elements, building stories linked by the actions of a single character (usually the killer), or connected by non-consecutive episodes about a general theme: examples of the first kind are built on the model of The Wizard of Gore; the second ones, on the films such as Mario Bava’s I tre volti della paura. The “navigable space” forms are defined: hyperlink a, where one universe is fluctuating between reality and dream, as in Rosemary’s Baby; hyperlink b (where two non-hierarchical universes are convergent, the first one real and the other one fictional, as in the Nightmare series); hyperlink c (where more worlds are separated but contiguous in the last sequence, as in Targets); the last form, navigable-loop, includes a textual line which suddenly stops and starts again, reflecting the pattern of a “loop” (as in Lost Highway). This essay analyses in detail the organization of “visual space” into the postmodern horror film by tracing representative patterns. It concludes by examining the “convergence”3 of technologies and cognitive structures of cinema and new media.

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Työni aiheena on italialaisen elokuvaohjaaja Dario Argenton teos Suspiria (1977), jota analysoin semioottisesta näkökulmasta käyttäen apunani genreteoriaa, strukturalismia, psykoanalyysia ja sukupuolinäkökulmaa. Tutkimuskysymykseni muodostui moniulotteisesti Suspirian semioottisen analysoinnin tuloksen selvittäminen. Käytännössä tämä viittaa elokuvan sanoman eksplikointiin. Päälähteinäni toimivat elokuvasta laaditut valmiit analyysit, joihin omat tulkintani punoutuivat. Mainittavia lähteitäni olivat itse Suspiria, John Hillin ja Pamela Church Gibsonin Film Studies: Critical Approaches (2000), Johanna Laurilan pro gradu Noiduttua punaista. Dario Argenton Suspiria (2004) sekä Linda Schulte-Sassen artikkeli ”The Mother of all horror movies, Dario Argento’s >uspiria” (2002). Näiden ohella käytin lähdeaineistona soveltamieni teorioiden omia edustajia, kuten strukturalismissa satututkija Vladimir Proppia. Menetelminä työskentelyssäni toimivat (semioottinen) lähiluku, teemoittelun ja tyypittelyn yhdistäminen sekä osittainen sisällönerittely. Merkittävintä oli kuitenkin oma analysointini, joka perustui viitekehykseeni, kokemukseeni, päättelykykyyni sekä valmiuteeni luoda näiden perusteella kestäviä argumentointeja. Tavoitteenani oli Suspirian (symboli)kielen avaaminen semioottista näkökulmaa hyödyntämällä, ja sitä kautta paremman ymmärryksen luominen elokuvasta sekä elokuvan kautta kuluttajasta ja kulttuurista itsestään. Pyrin tulkitsemaan Suspirian kerronnallista kuvakieltä myös uuden tiedon tuottamisen nimissä. Nähdäkseni tämä onnistui. Tutkivalle silmälle Suspiria paljastui valtaisaksi tulkinnalliseksi aarreaitaksi, jonka kieltä ymmärtämättömälle se pysynee kuitenkin ensisijaisesti tietynmakuisena elokuvakokemuksena. Analyysini lopputuloksena valitusta kulttuurin tuotteesta (elokuva) ilmeni sen sisäänkoodattu, kuluttajaan vaikuttava ”toimivuus”. Tulevaisuudessa myös muiden Argenton elokuvien analysointi ja keskinäinen vertailu olisi varmasti elokuva- ja kulttuurintutkimuksen kannalta hedelmällistä.

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La saga Saw est une franchise qui a marqué le cinéma d’horreur des années 2000. Le présent mémoire tâchera d’en faire une étude détaillée et rigoureuse en utilisant la notion de jeu. En élaborant tout d’abord un survol du cinéma d’horreur contemporain et en observant la réception critique de la saga à travers l’étude de différents articles, ce travail tentera en majeure partie d’analyser la franchise Saw en rapport avec l’approche ludique du cinéma en général et celle adoptée par Bernard Perron. Cette étude, qui s’élaborera tant au niveau diégétique que spectatoriel, aura pour but de montrer l’importance de la place qu’occupe la notion de jeu dans cette série de films.

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This paper discusses the power of emotions in our health, happiness and wholeness, and the emotional impact of movies. It presents iFelt, an interactive video application to classify, access, explore and visualize movies based on their emotional properties and impact.

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The HCI community is actively seeking novel methodologies to gain insight into the user’s experience during interaction with both the application and the content. We propose an emotional recognition engine capable of automatically recognizing a set of human emotional states using psychophysiological measures of the autonomous nervous system, including galvanic skin response, respiration, and heart rate. A novel pattern recognition system, based on discriminant analysis and support vector machine classifiers is trained using movies’ scenes selected to induce emotions ranging from the positive to the negative valence dimension, including happiness, anger, disgust, sadness, and fear. In this paper we introduce an emotion recognition system and evaluate its accuracy by presenting the results of an experiment conducted with three physiologic sensors.

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Emotions play a central role in our daily lives, influencing the way we think and act, our health and sense of well-being, and films are by excellence the form of art that exploits our affective, perceptual and intellectual activity, holding the potential for a significant impact. Video is becoming a dominant and pervasive medium, and online video a growing entertainment activity on the web and iTV, mainly due to technological developments and the trends for media convergence. In addition, the improvement of new techniques for gathering emotional information about videos, both through content analysis or user implicit feedback through user physiological signals complemented in manual labeling from users, is revealing new ways for exploring emotional information in videos, films or TV series, and brings out new perspectives to enrich and personalize video access. In this work, we reflect on the power that emotions have in our lives, on the emotional impact of movies, and on how to address this emotional dimension in the way we classify and access movies, by exploring and evaluating the design of iFelt in its different ways to classify, access, browse and visualize movies based on their emotional impac

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O projecto “Principais tendências no cinema português contemporâneo” nasceu no Departamento de Cinema da ESTC, com o objectivo de desenvolver investigação especializada a partir de um núcleo formado por alunos da Licenciatura em Cinema e do Mestrado em Desenvolvimento de Projecto Cinematográfico, a que se juntaram professores-investigadores membros do CIAC e convidados. O que agora se divulga corresponde a dois anos e meio de trabalho desenvolvido pela equipa de investigação, entre Abril de 2009 e Novembro de 2011. Dada a forma que ele foi adquirindo, preferimos renomeá-lo, para efeitos de divulgação, “Novas & velhas tendências no cinema português contemporâneo”.

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O processo criativo de Gonçalo M. Tavares tende a um exercício frequente de economia ou de depuração verbal facilmente conciliável com a sua adesão à densidade e à intensidade do registo fragmentário encarado como nova epistemologia poética. Recorrendo ao conceito de 'frase-imagem' de Rancière com o qual nos propomos ler as 'curta-metragens' de Short Movies, ponderamos neste ensaio certos tipos de operações com as quais o autor produz literariamente experiências visuais e audiovisuais. Neste livro, o exercício sobre a relação entre escrita e imagem supõe um trabalho sobre a palavra que se faz contra a sua habitual função lógica e ordenadora, no sentido não de promover mas de restringir ou pelo menos de desestabilizar a discursividade e a interpretabilidade. Como se se pretendesse operar uma conversão das apetências narrativizadoras dos signos verbais e da sua capacidade para o "telling", nas aptidões ‘monstrativas’ da visualidade fílmica e do seu típico "showing".

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Aquest treball de recerca fa un estudi comparatiu del videojoc de terror amb el seu homòleg cinematogràfic. L’objectiu és arribar a saber si els dos mitjans de comunicació usen les mateixes tècniques per transmetre les seves històries i per crear suspens. Aquesta investigació és només una part d'un estudi més ampli amb el que es pretén tenir un coneixement més aprofundit de les emocions de la gent i les reaccions que els provoca un videojoc de terror en comparació amb la visualització de l'adaptació cinematogràfica del corresponent videojoc.

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