2,954 research outputs found
Not Art: An Action History of British Underground Cinema
Merged with duplicate record 10026.1/2329 on 13.03.2017 by CS (TIS)My thesis is both an oppositional history and a (re)definition of British
Underground Cinema culture (1959 - 2(02). The historical significance of
Underground Cinema has long been ideologically entangled in a mesh of
academic typologies and ultra leftist rhetoric, abducting it from those directly
involved. The intention of my work is to return definition to the 'object' of study,
to write from within. This process involves viewing the history of modem British
culture not as a vague monolithic and hierarchic spectrum but rather as a distinct
historical conflict between the repressive legitimate Art culture of the bourgeoisie
and the radical illegitimate popular culture of the working class. In this context,
Underground Cinema can be {re)defined as a radical hybrid culture which fused
elements of popular culture, Counterculture and Anti-Art. However, the first
wave of Underground Cinema was effectively suppressed by the irrational
ideology of its key activists and the hegemonic power of the Art tradition. They
disowned the radical popular and initiated an Avant-Garde/Independent cinema
project which developed an official State administrated bourgeois alternative to
popular cinema.
My conclusion is that Underground Cinema still has the potential to become a
radical and commercial popular culture but that this is now frustrated by an
institutionalised State Art culture which has colonised the State funding agencies,
higher education and the academic study of cinema. If the Underground is to
flourish it must refuse and subvert this Art culture and renew its alliance with
radical, experimental and commercial pop culture.
My methodology is an holistic interactive praxis which combines research,
writing, film/video making, digital design, performance and political activism. My
final submission will be an open and heterodox mesh of polemic, history and
entertainment. Its key components will be a written thesis which will locate this
praxis within its intellectual context and a web site which will integrate my
research and practice 1997-2003
Computer Science's Digest Volume 2
This series of textbooks was created for the students of the Systems Engineering
Program at the University of Nariño. They have been intentionally written in English to
promote reading in a foreign language. The textbooks are a collection of reflections and
workshops on specific situations in the field of computer science, based on the authors’
experiences.
The main purpose of these textbooks is essentially academic. The way in which the
reflections and workshops were constructed follows a didactic structure, to facilitate
teaching and learning, making use of English as a second language. This book covers Internet and Multimedia Technology, System
Analysis and Design, and Software Engineerin
Prediction of Visual Behaviour in Immersive Contents
In the world of broadcasting and streaming, multi-view video provides the ability to present multiple perspectives of the same video sequence, therefore providing to the viewer a sense of immersion in the real-world scene.
It can be compared to VR and 360° video, still, there are significant differences, notably in the way that images are acquired: instead of placing the user at the center, presenting the scene around the user in a 360° circle, it uses multiple cameras placed in a 360° circle around the real-world scene of interest, capturing all of the possible perspectives of that scene. Additionally, in relation to VR, it uses natural video sequences and displays.
One issue which plagues content streaming of all kinds is the bandwidth requirement which, particularly on VR and multi-view applications, translates into an increase of the required data transmission rate.
A possible solution to lower the required bandwidth, would be to limit the number of views to be streamed fully, focusing on those surrounding the area at which the user is keeping his sight. This is proposed by SmoothMV, a multi-view system that uses a non-intrusive head tracking approach to enhance navigation and Quality of Experience (QoE) of the viewer. This system relies on a novel "Hot&Cold" matrix concept to translate head positioning data into viewing angle selections.
The main goal of this dissertation focus on the transformation and storage of the data acquired using SmoothMV into datasets. These will be used as training data for a proposed Neural Network, fully integrated within SmoothMV, with the purpose of predicting the interest points on the screen of the users during the playback of multi-view content.
The goal behind this effort is to predict possible viewing interests from the user in the near future and optimize bandwidth usage through buffering of adjacent views which could possibly be requested by the user. After concluding the development of this dataset, work in this dissertation will focus on the formulation of a solution to present generated heatmaps of the most viewed areas per video, previously captured using SmoothMV
The case of Clockenflap Music and Arts Festival : do cultural entrepreneurs or the government call a better tune?
published_or_final_versionMedia, Culture and Creative CitiesMasterMaster of Social Sciences in Media, Culture and Creative Citie
From Nascar to Cirque du Soleil: Lessons in Audience Development
Examines marketing trends and principles in entertainment and performance. Case studies include nonprofit arts organizations, mega-concert promoters, for-profit entertainment conglomerates, sports promoters and religious organizations
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