Rozprawy doktorskie na temat „Books at the movies”
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Hull, Thomas William Allan. "Selling Moral Panic: Social Scientific Criticism of Movies and Comic Books for Children, 1925-1955". Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1263949945.
Pełny tekst źródłaLucas, Justin. "Beneath the cape and cowl: Batman and the revitalization of comic book films". Ohio University Honors Tutorial College / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1244074493.
Pełny tekst źródłaCosta, Thiago Sanches. "O salto transmidiático dos super-heróis: HQ - Filme - Game". Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18111.
Pełny tekst źródłaThis research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed
A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
Brown, Tyler. "Books Balls and Walls – Mt. Vernon Library and Recreation Center". Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/33331.
Pełny tekst źródłaMaster of Architecture
Whitehouse, Bradley G. "Access to books for the visually impaired : moving from charity to choice". Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/8482.
Pełny tekst źródłaGilliotte, Quentin. "L’expérience des biens culturels en régime numérique". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT039.
Pełny tekst źródłaThis thesis focuses on the experience of cultural goods in a digital environment. Three issues are addressed here. First, the dematerialisation of media, which raises the question of the modalities of attachment to commodities. By seeking an "ideal of authenticity" and making their consumer experience unique, individuals regain the aura that has been lost with the digitisation of cultural goods. The approach to managing, ordering and classifying cultural goods has also changed, moving towards idiosyncratic patterns of classification. The second issue concerns the confrontation with the abundance of the cultural offer, which invites us to reflect upon the forms of exploration and selection of cultural goods, in particular the autonomous forms of discovery of online contents. The results show how digital technology allows a return to the "catch" mode and the use of serendipity. The final chapters deal with the topic of changes in consumption patterns, with first and foremost the forms of optimisation that digital technology allows by facilitating management between stock and flow. Finally, this work focuses on how individuals mobilise cultural property to put themselves in certain emotional and cognitive states, in particular through three regimes: escape, support and profitability. The research is based on two types of empirical material. On the one hand, 63 semi-directive interviews conducted at the respondents' homes, and diversified by age, gender, educational background, place of residence and PCS. On the other hand, a quantitative study by questionnaire structured by quota method. The data collected were subjected to multifactorial analysis (MCA) and classification (AHC)
Lundgren, Helena. "Omslag till böcker och DVD-filmer : en jämförande studie av visuell kommunikation i omslagen till Män som hatar kvinnor och Niceville". Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1555.
Pełny tekst źródłaHatlestad, Kathryn. "Grant proposal for moving children to an intrinsic motivation to read". Menomonie, WI : University of Wisconsin--Stout, 2007. http://www.uwstout.edu/lib/thesis/2007/2007hatlestadk.pdf.
Pełny tekst źródłaKaiser, Lesley. "Preserve, renew, invent [Light Bytes] an art exploration into disseminating aphorisms : this exegesis is submitted to Auckland University of Technology in partial fulfillment of the degree of Master of Arts (Art and Design) MAArtDes, 2008". Click here to access this resource online, 2008. http://hdl.handle.net/10292/410.
Pełny tekst źródłaKarahalios, Karrie. "Salient movies". Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37554.
Pełny tekst źródłaIncludes bibliographical references (leaves 64-65).
by Karrie Karahalios.
M.Eng.
Watlington, John A. (John Andrew). "Synthetic movies". Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/70623.
Pełny tekst źródłaParry, Becky. "Movies teach movies : exploring what children learn about narrative from children's films". Thesis, University of Sheffield, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.574538.
Pełny tekst źródłaRydholm, Gustav. "Recommendation System for Movies". Thesis, KTH, Skolan för elektro- och systemteknik (EES), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-200600.
Pełny tekst źródłaТегза, Ксенія Ігорівна. "Flirting strategies in movies". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18269.
Pełny tekst źródłaKlochko, S. S., i E. I. Zolotova. "3D movies at home". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22222.
Pełny tekst źródłaHinde, Stephen John. "Attention while watching movies". Thesis, University of Bristol, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.707756.
Pełny tekst źródłaOlasz, Ildiko Csilla. "Moving eyes, shifting minds the horizon of expectations in the verbal and visual reception of mid- and late-Victorian illustrated novels /". Diss., Connect to online resource - MSU authorized users, 2008.
Znajdź pełny tekst źródłaZabaleta, de Larrañaga Iñaki. "Using objective data from movies to predict other movies’ approval rating through Machine Learning". Thesis, Högskolan Kristianstad, Fakulteten för naturvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22111.
Pełny tekst źródłaLewis, Shane. "Costume in "New Hollywood" movies /". [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe17806.pdf.
Pełny tekst źródłaBøe, Cecilie. "Collaborative Filtering for Recommending Movies". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8746.
Pełny tekst źródłaThere is a significant amount of ongoing research in the collaborative filtering field, with much of the research focusing on how to most accurately give item predictions to a user, based on ratings given by other users with similar rating patterns. The objective of this project is to build movie rating prediction models with a simple and intuitive representation, based on previous work within the area. Important factors are the investigation of the predictive power of these models, and the research on how the use of content information can improve accuracy when the available data is sparse. We show that latent class models provide an expressive, but yet simple way to represent the movie rating scenario, and that the models have great potential when it comes to predictive accuracy. We conclude that the inclusion of additional content features into the models can help improve the accuracy when there is little data available.
Czach, Elizabeth. "Home movies then and now". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0017/MQ47772.pdf.
Pełny tekst źródłaBjörnsson, Julia, i Sigrid Andersson. "Using Movies in English Teaching". Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36175.
Pełny tekst źródłaSundqvist, Karolina. "Gender specific language in animated movies". Thesis, Högskolan Dalarna, Engelska, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:du-1325.
Pełny tekst źródłaMeagher, Mary Elizabeth. "Architecture and the movies : two examples". Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/75980.
Pełny tekst źródłaMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH
Includes bibliographical references (p. 125-131).
This thesis is a speculative inquiry into the relationship between movies and architecture, both of which are forms of expression simultaneously particular to the artist who created them and general, illustrative of a larger cultural sensibility. Both reveal a cultural condition: its authorities, its emphases, its concerns: And yet, as forms of expression, they are very different architecture is tactile and spatial, it is the world constructed: movies are two dimensional depictions , they are "the world viewed." But in this, we see that a relationship between them may go beyond the parallels and distinctions of their existence in the culture. Movies are unique among forms of depiction in that, through the arrangement of images in sequence, they represent movement In this, they evoke our own experience in the world and suggest the dynamic complexity of man's relation to built form and space. This thesis will examine two American movies made twenty years apart, for their revelations of a cultural understanding of built form and space. This thesis also has a second intent derived from the first. If we can think of movies as a kind of mirror of popular understanding, can we also think of them as a model, as influencing that understanding?
by Mary Elizabeth Meagher.
M.Arch.
Kim, Jiyeon. "A to Z of Superhero Movies". Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/cmc_theses/1934.
Pełny tekst źródłaRessler, Christopher Michael. "Let's All Go to the Movies". Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/79683.
Pełny tekst źródłaMaster of Architecture
Aigner, Scott J. "The Power and Influence of Movies". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243793843.
Pełny tekst źródłaQuinn, Anthony Leo. "Juliet : a role in four movies". Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/10580.
Pełny tekst źródłaBerglund, Hanna. "Stereotypes of British Accents in Movies : A Speech Analysis of Character Types in Movies with British Accents". Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33991.
Pełny tekst źródłaDittrich, Elisabeth, i Rebecka Karlström. "Musik i Film : The Sound of Movies". Thesis, University of Kalmar, Baltic Business School, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2444.
Pełny tekst źródłaThe purpose of this study is to generate a greater understanding of the different ways in which music can be used to build an identity and create image within movies, and also to explain the different impacts this can have on the parties involved. Through the history of movies music has been used as a tool for enhancement and for expression of emotions. Through music the audience relates to personal memories or emotional states and the experience is given a deeper impact, helping to create memorable movie scenes. Certain directors have created a unique identity through the use of music in their movies, and also artists have been brought forward by starring in a soundtrack. What we find interesting, and what is also the discussion in this study, is in what ways this collaboration/artistic expression can be done and what impact it has on the parties involved. This study is made from a qualitative approach based on nine interviews with respondents working in the business of movies and film music, carefully chosen to answer and fulfill our purpose from various perspectives. All the interviews are presented in full length in the appendix, and serves as the base of our analysis. Since our study is made with a qualitative approach, is it not of our intention to generalize the results. Although, we do in the analysis recognize patterns which guide us to our conclusions about film music: the characters, functions and impacts of music in film, and how it generates identity and image. These conclusions are later brought together in our figure, presented in chapter six, through which we intend to clarify and further explain our conclusion.
Benenson, Alexander. "VideoLogo--synthetic movies in a learning environment". Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/64506.
Pełny tekst źródłaTitle as it appears in the June, 1991 M.I.T. Graduate List: Video logo--synthetic movies in a learning environment.
Includes bibliographical references (leaves 106-109).
by Alexander Benenson.
M.S.
Palerius, Viktor. "Affect analysis for text dialogue in movies". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353232.
Pełny tekst źródłaFedorchenko, Ilya. "Short history of computer graphics in movies". Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13178.
Pełny tekst źródłaDossoumon, Mafoya. "Class and Gender Representation in Nollywood Movies". Thesis, Southern Illinois University at Edwardsville, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1549813.
Pełny tekst źródłaThis study examines class and gender representations in Nollywood films through textual analysis of a sample of films retrieved from the website of the largest Nollywood streaming service, irokoTV. The study investigates patterns in class and gender representations in terms of similarities in portrayals, instances of stereotypes, and value assumptions in terms of who has power by answering the following questions: (1) What class stereotypes are portrayed in Nollywood films? (2) What gender stereotypes are portrayed in Nollywood films? (3) What hegemonic ideas of power are portrayed in Nollywood films as a result of class and gender representations? The study uses an exposure approach to select a sample of convenience of the top 5 films most attended to by the audience on iROKOtv and relies on close reading and a distancing technique called the "commutation test" to discuss the meaning of class and gender representations in the films. Findings indicate that even when they appear to subvert dominant ideologies, the films still reinforce long established societal norms about the importance of wealth and female gender stereotypes such as submissiveness in domestic households. The tales are often aspirational but the films lack grand ideological narratives to make them relevant to social transformation. These findings support Stuart Hall's Theory of Ideology which allows for a subversive agenda in media texts while retaining the flexibility needed to critique connections between dominant ideologies and social practices and structures.
Baveye, Yoann. "Automatic prediction of emotions induced by movies". Thesis, Ecully, Ecole centrale de Lyon, 2015. http://www.theses.fr/2015ECDL0035/document.
Pełny tekst źródłaNever before have movies been as easily accessible to viewers, who can enjoy anywhere the almost unlimited potential of movies for inducing emotions. Thus, knowing in advance the emotions that a movie is likely to elicit to its viewers could help to improve the accuracy of content delivery, video indexing or even summarization. However, transferring this expertise to computers is a complex task due in part to the subjective nature of emotions. The present thesis work is dedicated to the automatic prediction of emotions induced by movies based on the intrinsic properties of the audiovisual signal. To computationally deal with this problem, a video dataset annotated along the emotions induced to viewers is needed. However, existing datasets are not public due to copyright issues or are of a very limited size and content diversity. To answer to this specific need, this thesis addresses the development of the LIRIS-ACCEDE dataset. The advantages of this dataset are threefold: (1) it is based on movies under Creative Commons licenses and thus can be shared without infringing copyright, (2) it is composed of 9,800 good quality video excerpts with a large content diversity extracted from 160 feature films and short films, and (3) the 9,800 excerpts have been ranked through a pair-wise video comparison protocol along the induced valence and arousal axes using crowdsourcing. The high inter-annotator agreement reflects that annotations are fully consistent, despite the large diversity of raters’ cultural backgrounds. Three other experiments are also introduced in this thesis. First, affective ratings were collected for a subset of the LIRIS-ACCEDE dataset in order to cross-validate the crowdsourced annotations. The affective ratings made also possible the learning of Gaussian Processes for Regression, modeling the noisiness from measurements, to map the whole ranked LIRIS-ACCEDE dataset into the 2D valence-arousal affective space. Second, continuous ratings for 30 movies were collected in order develop temporally relevant computational models. Finally, a last experiment was performed in order to collect continuous physiological measurements for the 30 movies used in the second experiment. The correlation between both modalities strengthens the validity of the results of the experiments. Armed with a dataset, this thesis presents a computational model to infer the emotions induced by movies. The framework builds on the recent advances in deep learning and takes into account the relationship between consecutive scenes. It is composed of two fine-tuned Convolutional Neural Networks. One is dedicated to the visual modality and uses as input crops of key frames extracted from video segments, while the second one is dedicated to the audio modality through the use of audio spectrograms. The activations of the last fully connected layer of both networks are conv catenated to feed a Long Short-Term Memory Recurrent Neural Network to learn the dependencies between the consecutive video segments. The performance obtained by the model is compared to the performance of a baseline similar to previous work and shows very promising results but reflects the complexity of such tasks. Indeed, the automatic prediction of emotions induced by movies is still a very challenging task which is far from being solved
Svensson, Peter, i Youssef Taoudi. "Labeling Moods of Movies by Processing Subtitles". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254547.
Pełny tekst źródłaKlassificering av filmer via stämning är en funktion som är användbar för rekommendationsmotorer i moderna filmströmmingsprogram. Filmrekommendation baserad på stämning är en funktion som kan förbättra användarupplevelsen på filmströmmande plattformar genom att rekommendera mer relevanta filmer till användarna. Denna uppsats beskriver utvecklingen av en prototyp för att klassificera filmer efter deras stämning genom att bearbeta filmens undertexter med hjälp av metoder inom språkteknologi. Filmer bearbetas genom att analysera undertexter för att avgöra stämningen hos en film. Prototypen använder filmer som är fördefinierade med stämning för att konstruera ett lexikon som innehåller information om de definierande egenskaperna för en stämning i filmtexter. Med hjälp av ett konstruerat lexikon kan likheterna mellan en filmtextning och ett lexikon jämföras för att beräkna sannolikheten för att en film tillhör en viss stämning. Fyra stämningar valdes för analys i prototypen: rädsla, sorg, glädje och överraskning.Navie Bayes-metoden valdes som klassificeringsmedel för prototypen. En Naive Bayes-klassificerare observerar varje förekommande ord utan hänsyn till ordets sammanhang i en mening eller text. Resultaten visade att klassificeringen hade problem att skilja mellan stämningarna. För samtliga konfigurationer av prototypen visade klassificeringsenheten dock högre precision för rädsla jämfört med de andra stämningarna. Sammantaget presterade klassificeraren dåligt och gav inte ett tillförlitligt resultat.
D'souza, Ryan A. "Representations of Indian Christians in Bollywood Movies". Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7772.
Pełny tekst źródłaOlhans, Ida. "Movies to enhance listening comprehension in theEFL classroom". Thesis, Högskolan Dalarna, Engelska, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27440.
Pełny tekst źródłaLau, Tsz-wan Christal. "Ethics in the production of Hong Kong movies". Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/HKUTO/record/B39559105.
Pełny tekst źródłaNielsen, Bianca. "Werewolves, mothers and femmes fatales: Girl power movies". Thesis, University of Canterbury. American Studies, 2004. http://hdl.handle.net/10092/4792.
Pełny tekst źródłaLau, Tsz-wan Christal, i 劉芷韻. "Ethics in the production of Hong Kong movies". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B39559105.
Pełny tekst źródłaPASSARELLI, CARLOS ANDRE FACCIOLLA. "FRAMED BODIES: AIDS AND CORPORALITY IN NARRATIVE MOVIES". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10161@1.
Pełny tekst źródłaEste estudo busca investigar o imaginário social formado sobre o corpo das pessoas afetadas pela Síndrome de Imunodeficiência Adquirida (AIDS) e criado a partir de filmes narrativos produzidos durante os últimos 26 anos. Em um primeiro momento, discorro sobre os modos de subjetivação corporal, a partir do referencial teórico estabelecido por Mikhail Bakhtin, pela fenomenologia de Merleau-Ponty e pelos estudos de Michel Foucault sobre a história da sexualidade e a biopolítica. A construção de um marco referencial para a metodologia desta pesquisa me foi possível a partir, de um lado, da leitura de autores que se debruçaram sobre as relações entre subjetividade e cinema e, de outro, dos textos sobre o papel da linguagem na constituição da subjetividade. Desse modo, a análise dos filmes pesquisados busca identificar as imagens, representações, metáforas e sentidos construídos desde o início da epidemia, por meio de um diálogo entre essas produções culturais e autores que se dedicaram à pesquisa dos discursos sobre a epidemia no âmbito da ciência médica e do ativismo político em AIDS. Situo, então, o conjunto de representações sobre a epidemia e sua relação com a corporeidade em quatro categorias: a) a dificuldade em fazer sentido à experiência da doença, na medida em que ela não se faz notar no corpo; b) a relação do sujeito com os sintomas que surgem no corpo, de modo que a doença se faz visível, para o doente e para o outro; c) as possíveis reações diante da sensação da morte eminente devido à deterioração do corpo, e as respostas subjetivas em face da culpa e do preconceito social e; d) as estratégias de resistência que não tentam burlar a morte, mas atribuir- lhe sentidos, implicando a corporeidade num ativo processo de produção, de poder.
This study tends to investigate the social imagery created upon the body of the people affected by the Acquired Immune Deficiency Syndrome (AIDS) and formed from narrative films featured during the last 26 years. Firstly, I discuss about the bodily subjectivity processes, from the theoretical framework established by Mikhail Bakhtin, through the Merleau- Ponty´s phenomenology and in the course of Michel Foucault´s studies over the history of sexuality and biopolitics. The reading of the authors who dedicated their attention to the interconnections among subjectivity and cinema, as well as the ones who discussed the language´s role within the constitution of the subjectivity, offered me the basis for this research´s methodological framework. Thus, the selected films´ analysis tries to identify the images, representations, metaphors and meanings that were collectively built since the beginning of the epidemic, throughout a dialogue among these cultural productions and the authors who were interested on the discourses over the epidemic, within the medical science and the political AIDS activism. I locate, then, the assemblage of representations over AIDS and their relation with corporality into four categories, as follows: a) the difficult to make sense to the experiences related to illness, as long as it is not perceived within the affected body; b) the subject´s relation with the symptoms which appear alongside the body, making visible the disease, for the wronged as well as for the other; c) the possible reactions in face of imminent death , and the subjective responses to deal with the guilty and the social prejudice and; d) the resistance strategies that don´t try to overcome death, but, instead, search for new meanings to it, by implicating the corporality in an active production process, of power.
Bove, V. Michael. "Synthetic movies derived from multi-dimensional image sensors". Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/64847.
Pełny tekst źródłaEvans, Ryan George. "LogBoy meets FilterGirl--a toolkit for multivariant movies". Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/29073.
Pełny tekst źródłaKattelman, Beth A. "Magic, monsters and movies : America's midnight ghost shows /". The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488192960167788.
Pełny tekst źródłaBlack, Liza. "Picturing Indians : American Indians in movies, 1941-1960 /". Thesis, Connect to this title online; UW restricted, 1999. http://hdl.handle.net/1773/10418.
Pełny tekst źródłaMoraes, Isadora Teixeira. "Subtitling of collocational patterns in children's animated movies". reponame:Repositório Institucional da UFSC, 2015. https://repositorio.ufsc.br/xmlui/handle/123456789/135996.
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Abstract : Due to technological innovations and to globalization, the translation of movies, or more specifically, audiovisual translation, has become an ever more common type of translation. However, most of the studies in the area focus on the technicalities involved in the activity, not taking into account the linguistic aspects of translation (Díaz Cintas & Remael, 2007). For that reason, little is known about the challenges and limitations of subtitling, and this area is constantly a target of criticism on its so called ?quality? (Carvalho, 2007). Following a descriptive approach (Toury, 2012), this research aims at uncovering the translation strategies (as defined by Chesterman, 1997; Pedersen, 2005; and Costa, 2014) used by subtitlers while rendering certain language patterns, namely collocations, from American English into Brazilian Portuguese. It takes on the methodological apparatus of corpus-based studies as they enable the processing of large quantities of data quickly and automatically. The corpus is made up of three children?s animated movies (Ice Age, Shrek and Toy Story), the subtitles of which were inserted in COPA-TRAD (Fernandes & Silva, 2013) ? a translation parallel corpus ? and analyzed following Pedersen?s (2005) classification of translation strategies for cultural expressions in subtitles. It was found that, most of the time, subtitlers will attempt to maintain the cultural expression in the translation or, at least, maintain its meaning, despite facing difficulties when dealing with puns and wordplay. In this sense, it can be attested that subtitlers were overall creative and innovative, possibly because of the movie genre they were working on ? animation. These results also show the unfounded nature of the criticism usually aimed this type of audiovisual translation.
Graças aos avanços tecnológicos e à globalização, a tradução de filmes, ou mais especificamente, a tradução audiovisual, se tornou um tipo de tradução cada vez mais comum. No entanto, a maior parte das pesquisas feitas na área foca nas tecnicalidades envolvidas nessa atividade, sem levar em conta os aspectos linguísticos da tradução (Díaz Cintas e Remael, 2007). Por esse motivo, não se sabe muito sobre os desafios e as limitações da legendagem, e não raro esta área é alvo constante de críticas relacionadas à sua  qualidade (Carvalho, 2007). Seguindo uma abordagem descritivista (Toury, 1995), espera-se descobrir as estratégias de tradução (como definidas por Chesterman, 1997; Pedersen, 2005; e Costa, 2014) utilizadas por legendadores na tradução de determinados padrões linguísticos, ou colocações, do inglês americano para o português brasileiro. A metodologia aplicada é a dos estudos com base em corpus, já que estes permitem o processamento de grandes quantidades de dados de maneira rápida e automática. O corpus é composto por três filmes infantis de animação (A Era do Gelo, Shrek e Toy Story), cujas legendas foram inseridas no COPA-TRAD (Fernandes e Silva, 2013)  um corpus paralelo de tradução  e analisadas seguindo a classificação de estratégias de tradução de expressões culturais em legendas de Pedersen (2005). Descobriu-se que, na maioria das vezes, os legendadores tentam manter a expressão cultural na tradução ou, ao menos, manter seu significado, apesar de enfrentarem dificuldades ao lidarem com trocadilhos e jogos de palavras. Nesse sentido, pode-se afirmar que os legendadores foram em geral criativos e inovadores, possivelmente devido ao gênero dos filmes em que trabalharam  animação. Esses resultados mostram também a natureza infundada das críticas que são geralmente direcionadas a esse tipo de tradução audiovisual.
Yin-Tsai, Chai, i 柴吟采. "Translating Charlotte's Web: Strategies Used in Chapter Books, Picture Books, and Movies". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/04612815011927714595.
Pełny tekst źródła輔仁大學
跨文化研究所翻譯學碩士在職專班
104
Charlotte's Web, a children’s book written by E. B. White and published in 1952, is known for its story of friendship between children and animals, and it has been popular among adult readers since 1977. There were eight chapter books and two movie versions filmed by different directors, one in 1973 and the other in 2006. There were also three sets of picture books published in 2006. This study aimed to analyze the strategies in translating Charlotte's Web in the chapter books, picture books, and movies. Furthermore, the attractive plots, diversified characters, classical black-and-white illustrations, and the implicit Christian spirit also deserve to be examined to see if they are reflected in the chapter books, picture books, and movies. In the chapter book analysis, Li’s translation and Kang’s translation were regarded as the closest to the original. There were some omissions in Li’s translation, and Kang used word-for-word translation. In the translation of cultural terms, Li took simplification and meaning translation strategies, and Kang used the strategies of transliteration and word formation. In the illustrations, Li was concerned that the young readers would encounter difficulty in the interpretation of the English words in the illustrations, so he chose to translate them into Chinese, and Kang added explanations in two of the five illustrations. In the picture book analysis, in order to attract young readers, there was more emphasis on the illustrations, such as transforming the black and white illustrations into color illustrations, small illustrations into cross-page ones. The maturity of potential child readers was taken into account, and so inappropriate plots were deleted, such as Fern snatching the ax in her father’s hand to save the pig, Wilbur. In the movie analysis, in order to attract people to see the movie, the directors increased the number of roles or plots, such as increasing the role of crows and their funny dialogues. However, some of the original classic plots were also retained, such as Fern snatching the ax in her father’s hand to save the pig, Wilbur. The original implicit Christian spirit was also presented, such as when the priest saw the words in the center of the spider web and the words the priest uttered. The study provides a complete aspect of Charlotte's Web to readers by comparing the original work with the three different kinds of versions.
Chung, Chien-Te, i 鍾建得. "Video studio script books strategy business plan-Taiwan and Japan movies for reference". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9db844.
Pełny tekst źródła國立交通大學
企業管理碩士學程
107
In the past, Taiwan's cultural and creative industries favored the foundry model in the global market and had excellent production technology. However, due to the lack of core creative capabilities, it was impossible to establish a global image brand. At the same time, under the circumstances of Taiwan's value-oriented production and rapid benefits, the industry is generally deterred from long-term investment, even if there are related subsidies, it is still unable to produce a good business environment to operate the entire imaging industry. There are many video studios in Taiwan. The content of the work is mainly from simple recording and shooting. There are many outstanding photographers in the studio, but they have not kept up with the level of self-photography in the training of script creation and talent cultivation management. The ability to tell stories. Japan is more diverse and complete than Taiwan in terms of script types and storytelling. Since the film is a commercial activity of high-risk investment, this business plan uses the characteristics of both sides of the Taiwan-Japan film to explore the elements that the script should contain to attract the attention of the Taiwanese audience. These elements can be combined with the combination of other industries creates greater economic benefits.
Serna, Laura I. ""We're going yankee" American movies, Mexican nationalism, and transnational cinema, 1917-1935 /". 2006. http://books.google.com/books?id=HMVoAAAAMAAJ.
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