93 research outputs found
Narrativa
As histórias, como vias de compreensão da condição humana, têm preocupado a Filosofia desde Aristóteles. O artigo, baseado em uma visão afirmativa da narratividade (Ricoeur, Rorty e MacIntyre), elabora a ideia de que a resistência à narratividade em nome de modelos redutores de cientificismo deverá ceder à compreensão de que a verdade histórica tanto é propriedade do chamado conhecimento objetivo, como do conhecimento narrativo. Num diálogo crítico entre a poética aristotélica e leituras hermenêuticas contemporâneas, discute as relações entre verdade narrativa e memória; ficção e história; catarse e testemunho; identidade narrativa e responsabilidade moral. Considerando as possibilidades de narrativa interativa e não-linear da era digital, a narrativa é considerada um convite à responsividade ética e poética
Story Networks: 'The medium is the message'; The content, your souvenir
Storytelling -- a fundamental mode of human communication -- has adapted in form, content, and technique as new expressive technologies have appeared and evolved. The past century has witnessed the growth of storytelling tools, electronic media channels, and the mass media one-to-many 'broadcast' model. Today -- as we transition to digital media, ubiquitous networking, audience-sensing devices, and computer-aided content delivery -- new models of media storytelling are emerging. These forms may be designed to find you (as opposed to your finding them); to be tradable (in a peer to peer fashion) and modifiable; to be highly distributed in the space/time; to interconnect and invite browsable exploration by crowds and/or to be aggregated over time by one or more participant authors. This talk considers the form, content and technologies associated with customizable, personalizable stories of the future.Eurographics Multimedia Worksho
2000 & BEYOND: INTELLIGENT ACCESS DEVICES FOR MULTIMEDIA IN TOMORROW’S TELECOMMUNICATION NETWORKS ABSTRACT:
A new generation of interactive multimedia applications will emerge as an all-digital video signal becomes accessible via networked telecommunications channels. The issue of how we interact with newly available resources should depend on the nature of the intended experience or structured task. Over the past 10 years, some interactive multimedia projects have focused on the relation between task and input device, while others have extended the language of representation to include graphical cues. These prototype projects have established the desktop and conversation as paradigms for interactivity. This paper uses a thought experiment to explore devices which can extend these paradigms to encompass the complexity of tasks and operations which will define networked interactions for digital media. Today the range of overlapping dreams, predictable needs and expectations for "digital interactive multimedia " are expanding rapidly. Specific tasks which must be supported at a network level include directed information retrieval, creative multi-person exchanges, and document construction. Some applications will incorporate links to be accessed on a
Media and Methods: Seeing and Expression
This class examines frameworks for making and sharing visual artifacts using a trans-cultural, trans-historical, constructionist approach. It explores the relationship between perceived reality and the narrative imagination, how an author's choice of medium and method of construction constrains the work, how desire is integrated into the structure of a work, and how the cultural/economic opportunity for exhibition/distribution affects the realization of a work. Students submit three papers and three visual projects. Work is discussed and critiqued in class. Students present final projects an exhibition at the end of term. Instruction and practice in written and oral communication is provided
Documenting Life: Videography and Common Sense
This paper introduces a model for producing common sense metadata during video capture and describes how this technique can have a positive impact on content capture, representation, and presentation. Metatada entered into the system at the moment of capture is used to generate suggestions designed to help the videographer decide what to shoot, how to compose a shot and how to index their video material to best support their communication requirements. An approach and first experiments using a common sense database and reasoning techniques to support a partnership between the camera and videographer during video capture are presented. 1
Self-reflexive performance: Dancing with the computed audience of culture
Abstract Keywords Typically performance is a display for others, and is time-limited. But if we also regard everyday life as a performance, we see that it is a continuous improvisation—a multi-faceted dance with an audience that is our social and cultural milieu. In moments of self-reflection, we ourselves motivate this performance, seizing these occasions to explore and debate our relationship to culture and our reflexive situation within it. This article introduces a digitally mediated framework for real-time self-reflexive performance, called the Identity Mirror. Here, the audience is a computational model of culture himself—his moods complex and shifting constantly according to daily happenstance. The mirror shows the performer her dynamic and panoptic reflection against culture, which she can negotiate through dance. The article goes on to unravel the politics of self-reflexive performance—exploring the ideas of cultural persona, facets, and shadows, and gestating a future where these performances can be sustained as a daily dialogic, and co-performances can be had amongst friends
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