220 research outputs found

    Comunicação, poder e jornalismo – O quarto poder na era digital

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    Digital culture – a state of the art

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    Escrever sobre Cultura Digital é, em última, e em primeira instância, escrever sobre a cultura em si mesma. Contemporaneamente os discursos que se produzem são sempre atravessados pelas tecnologias que geraram uma nova lógica para a produção, distribuição e consumo do conhecimento. Negar a omnipresença do digital é negar um facto tão simples como este: as ferramentas que usamos para produzir textos, ou imagens, são, na sua imensa maioria, digitais. O analógico tornou-se objeto de culto, ou de museu, sendo retomado, em novas vagas, motivado às vezes pelo saudosismo, por alguma vontade de resistência ou por necessidade gerada pela investigação. A ideia de cultura, no plural, remete-nos para a polissemia do termo e o sentido que o mesmo adquire através dos usos e dos costumes e, sobretudo, através da difusão pelos media. A cultura assume, paulatinamente, o lugar da civilização, deixando de ser apenas o substrato espiritual e intelectual que identificava um grupo, ou até uma nação, para se converter num bem material, ou num rótulo utilizado para se vender um produto, ou uma ideologia, qualquer que ela seja. O universo digital é recente, mas já bastante vasto e as discussões sobre ele estão a decorrer neste momento, apesar de sabermos que somente a distância temporal nos dará uma verdadeira perspetiva das marcas e do rasto que as criações alfanuméricas deixarão impressas, de forma indelével, na cultura.info:eu-repo/semantics/publishedVersio

    Romance histórico e cinema transnacional na Europa Mediterrânea

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    A influência do romance histórico no desenvolvimento e posterior internacionalização das indústrias de cinema na Europa mediterrânea constitui um elemento importante para compreender o florescimento de géneros populares como o peplum e o filme de capa e espada, mas também surge vinculado à tradição do “filme de qualidade”, perfeitamente exemplificada por uma obra como Alatriste (A. D. Yanes, 2006), que representa um exemplo significativo do cinema transnacional da Europa mediterrânea.info:eu-repo/semantics/publishedVersio

    It's online, it's news: appropriation of viral narratives by the digital press

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    At the crossway between information and entertainment, memes and newsgames are some of the news formats which, made viral in social networks, complement the informational experience and compete with the traditional news media in constructing alternative readings of the real. If in the light of Bakhtin (2002), journalism can be understood as a secondary discursive genre that feeds on primary genres (pp. 61-62), how is one to understand the circulation of these discourses produced from journalistic events in social networks? On the other hand, how are these narratives appropriated by the media? What functions do they play in media discourse? In this article we present some examples of products created from events of political impact. Thereafter, we discuss, by the analysis of a set of news stories, how the digital press, in the Iberian context, makes use of them. The purpose of this article is to contribute to the reflection on how the news media relate to these new narratives.info:eu-repo/semantics/publishedVersio

    Creative tourism special issue: foreword

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    This Tourism and Management Studies Special Issue on Creative Tourism is born under the scope of a very original project: the CREATOUR - Creative Tourism Destination Development in Small Cities and Rural Areas. The CREATOUR project is the first action-research project in Portugal whose objectives are to study and to stimulate the creative tourism initiatives in small places and rural areas. CREATOUR is an incubator/demonstration and multidisciplinary research initiative, supporting collaborative research processes involving five Portuguese research centres working with a range of cultural/creative organisations and other stakeholders located in small cities across Portugal in the Norte, Centro, Alentejo and Algarve regions.Agência financiadora Joint Activities Programme of PORTUGAL 2020 ( Project 16437 ); COMPETE2020; Fundação para a Ciência e Tecnologiainfo:eu-repo/semantics/publishedVersio

    Mapping intangibilities in creative tourism territories through tangible objects: a methodological approach for developing creative tourism offers

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    What can people express about their places through the objects that they valorise and link to their territory? Can objects create narratives about a place's identity and collect significant cultural information that locate people in their places? Can such cultural mapping be a useful tool in the design of creative tourist offers? The Project CREATOUR held a series of Idea Laboratories with several entities that provide creative tourism experiences, approaching cultural mapping through objects as a tool for regional actors to discover what is 'so special' about their places, a way to link tourism offers with the community where they take place. These exercise lead participants to remark on the importance and idiosyncrasy of their regions and evidenced the importance of cultural mapping to a more sustainable offer and the overall marketing of destinations. Mapping intangibilities through tangible objects helped to capture what gives meaning to particular places.Fundação para a Ciência e Tecnologia CREATOUR - 16437 COMPETE2020, POR Lisboainfo:eu-repo/semantics/publishedVersio

    Tempus : interface dinâmica em corpo Biocibernético

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    No presente artigo descrevemos o processo de criação e implementação do artefacto digital “TEMPUS”. É um computador vestível desenvolvido com o objectivo de percepcionar as potencialidades criativas dos e-materiais quando aplicados como matéria-prima para o Design de Moda. O Design de Interação foi suportado por testes de exploração, programação e usabilidade de microprocessadores, sensores e actuadores, materializados na concepção e desenvolvimento de um vestido inteligente, que reconhece e responde a sinais vitais de quem o usa, assinala e alerta para valores da luz, cor, som e temperatura do meio ambiente e expõe funcionalidades interativas, que lhe conferem uma nova expressão da identidade, o transformam numa interface dinâmica e o elegem como uma extensão do próprio corpo.In this article we describe the process of creation and implementation of digital artifact "Tempus". It is a wearable computer developed with the aim of perceiving the creative potential of ematerials when applied as raw material for the Fashion Design. The Interaction Design was supported by exploration tests, programming and usability of microprocessors, sensors and actuators, materialized in the design and development of a smart dress, which recognizes and responds to vital signs of the wearer, points and warns of the light values , color, sound and temperature of the environment and exposes interactive features, which give it a new expression of identity, become a dynamic interface and the elect as an extension of their body

    Dialectical Polyptych: an interactive movie installation

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    Most of the known video games developed by important software companies usually establish an approach to the cinematic language in an attempt to create a perfect combination of narrative, visual technique and interaction. Unlike most video games, interactive film narratives normally involve an interruption in time whenever the spectator has to make choices. “Dialectical Polyptych” is an interactive movie included in a project called “Characters looking for a spectactor”, which aims to give the spectator on-the-fly control over film editing, thus exploiting the role of the spectator as an active subject in the presented narrative. This paper presents an installation based on a mobile device, which allows seamless real-time interactivity with the movie. Different finger touches in the screen allow the spectator to alternate between two parallel narratives, both producing a complementary narrative, and change the angle or shot within each narrative.info:eu-repo/semantics/publishedVersio

    Cadavre Exquis: motion-controlled interactive film

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    This interactive film, a variation on the surrealist game Cadavre Exquis, seeks the possibility of subverting the filmic discourse by exploring psychosomatic processes that may give the viewer different perceptions of cinematic time, by providing the possibility of intervening into the narrative in a disruptive way.info:eu-repo/semantics/publishedVersio

    The Forking Paths revisited: experimenting on interactive film

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    Based on the triad film-interactivity-experimentation, the applied research project The Forking Paths, developed at the Centre for Research in Arts and Communication (CIAC), endeavours to find alternative narrative forms in the field of Cinema and, more specifically, in the subfield of Interactive Cinema. The films in the project The Forking Paths invest in the interconnectivity between the film narrative and the viewer, who is given the possibility to be more active and engaged. At same time, the films undertake a research on the development of audio-visual language. The project is available at an online platform, which aims to foster the creation and web hosting of other Interactive Cinema projects in its different variables. This article focusses on the three films completed up to the moment: Haze, The Book of the Dead, and Waltz.info:eu-repo/semantics/publishedVersio
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