نتایج جستجو برای: cinema consumption
تعداد نتایج: 223165 فیلتر نتایج به سال:
An examination of the way the cinema has dealt with mental illness and the introspective fascination with which it has mirrored the spirit of experimentation and fragmentation of the last decade.
This essay engages with genre as a theory and how it can be used as a framework to determine whether Islamicate or the Muslim films can be called a genre by themselves, simply by their engagement with and representation of the Muslim culture or practice. This has been done drawing upon the influence of Hollywood in genre theory and arguments surrounding the feasibility / possibility of categori...
This paper presents QACID an ontology-based Question Answering system applied to the CInema Domain. This system allows users to retrieve information from formal ontologies by using as input queries formulated in natural language. The original characteristic of QACID is the strategy used to fill the gap between users’ expressiveness and formal knowledge representation. This approach is based on ...
This study examines the characteristics of the Japanese imagination of outer space inconjunction with its representations in television and cinema during the late 1960s.Cinema and television have offered the Japanese many films and television programs inthe form of dramas, news programs, documentaries, and variety shows on the topics ofspace, the space race, space flight, and as...
As the contemporary heirs of popular music or cinema, computer games are gradually taking over the markets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with dea...
The paper addresses limitations of strictly interactive theories of videogame genre, proposes a supplementary, historicist inter-media alternative, and interprets the videogame Ka as a ludic worked based in the shomin-geki tradition of Japanese cinema.
Films at the cinema, at home or on the computer screen are a fundamental part of today’s entertainment culture. The careful listening and watching of foreign films with or without subtitles is often used as an aid for the learning of foreign languages. This paper presents the ongoing development of an entertainment/learning computer based DVD subsystem for the home environment that has been ext...
The grumpy gamers amongst us are still smarting over the important, challenging and frustrating questions made famous by Roger Ebert and Steven Spielberg; whether games could be classed as artworks, as capable of raising nobler emotions, or whether as works of art they could even be uttered in the same breath as cinema or literature. And if games cannot be art, how could machinima stake claims ...
This article concerns the struggle between artistic expression and technological innovation. The perspective that is articulated is drawn from the work and of the Interactive Cinema group at the MIT Media Laboratory. Situated at the boundary of evolving technologies and media storytelling, research of the group iterates between shaping and presenting cinematic expressions using emerging technol...
This article aims to study the significant language and expression methods of Abbas Kiarostami’s cinema by analyzing the context and structure of a movie titled Shirin, focusing on its narrative and internal elements in a deconstructive manner .The movie is a masterpiece in which life’s passion is intermingled with death, nothingness, and despair. Analyzing the movie Shirin is an attempt to red...
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