Cinematography and the poetics of 1950s Tamil cinema: Maruthi Rao and visual style

Screen ◽  
2017 ◽  
Vol 58 (1) ◽  
pp. 73-81
Author(s):  
Swarnavel Eswaran Pillai
Keyword(s):  
DeKaVe ◽  
2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Terra Bajraghosa

Comic ges. Based on comprehention as a narrative media, comics in Indonesia are oftenly compared to bas-reliefs on Borobudur temple and Wayang Beber.. From many kind of stories Indonesian comic books recently offered, with the developed visual wrapping, some comics steal attentions by its unique themes. These comic books are created because of the inspiration and relation to music industry. These comic books couldn't be seen from the visual style alone, as they were created in many visual genres, but they could be seen from their relations to music industry, whether the mainstream or indie ones. These comic books are published together with the music CDs, telling fictional stories from factual bands or musicians, telling a band's factual stories, or created by one of the band members. To understand modes of creation of these music industry-related-comic books, visual narrative approach will be applied. Through visual narrative approach, the band members' or musician's necessity for telling stories via comics, beside the common practices via music and song lyrics, will be observed.Keywords : Comic book, music industry, visual narrative


2018 ◽  
Vol 9 (2) ◽  
pp. 61-65
Author(s):  
Kris D Djayanti ◽  
Christian Aditya

Helping each other is one of moral values that are important to introduce to children because humans are social creatures. To convey this message, required a media that suite children to attract their interest, which is motion comic. To make motion comic become more attractive, the visual style that used is modernist cartoon style that popular in animation and illustrations of the 1950s. Keywords: helping, motion comic, modernist


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2014 ◽  
Vol 12 (1) ◽  
pp. 91-104
Author(s):  
Chiu-Jung Chen

English proverb is an interested part when learner applied it in real life situation. The participants of this study were chosen from a big university in the middle area of Taiwan. The researchers selected some learners from Department of Foreign Language (DFL) and Department of Non-Foreign Language (DNFL). 40 students were from DFL, and 40 students were from DNFL. According to learner's short-term memory (STM) abilities, the researchers separated participants into four quadrants (Q1-Q4). According to visual style and verbal style of learning style, learning content representation (LCR) types are clarified into Type A, B, C. The research question is that participants with different STM abilities, how different LCR types affect the learning performance of English proverbs? The authors' results described that LCR with pictorial annotation (Type A) help participants with lower verbal ability and higher visual ability (Q2) to have better performance than other three quadrants, because type A participants feel easier to learn content presented in a visual form than in a verbal form. Providing LCR with both written and pictorial annotation (Type C) helps learners best with higher verbal ability and higher visual ability (Q1) in the recognition test. Providing redundancy learning content lead a higher cognitive load and result to irritation and lack of concentration, in accordance with the Cognitive Load theory. It implied that providing simple learning materials (only written annotation, Type B) is useful to participants with lower verbal ability and lower visual ability (Q3). The research results show that instructors should provide suitable learning materials to their learners in accordance with their STM abilities.


2011 ◽  
Vol 2 (1) ◽  
pp. 58-79 ◽  
Author(s):  
Jin Liu

This paper examines the emergence of the representation of dialect with Chinese characters (fangyan wenzihua) on the Internet. The online dialect writing is primarily identified as a subject of Internet language and youth language study. The CMC discourse as a hybrid register mixing spoken and written language features facilitates the written use of oral dialect on the Internet. Deviating from the standard Chinese writing system, the Internet-savvy youth transcribe their native dialects on an ad hoc basis, which celebrates multiplicity, creativity, individuality and resists uniformity, standardization, and institutionalization. Taking the SHN website (www.shanghaining.com) as a case study, the paper discusses how the written Shanghai Wu words are explored to mark a distinct visual style and to articulate a distinct local youth identity. Furthermore, this paper examines the dominant strategy of phonetic borrowing in dialect transcription on the Internet. It is argued that diachronically, the youth’s phonocentric obsession tapped into the May Fourth tradition of the baihua vernacular movement that was heavily influenced by the European logocentrism; and synchronically, the celebration of dialect sound on the Internet echoes the contemporary soundscape of local dialects formed in the mass media in recent years.


2020 ◽  

This collection of essays explores the development of electronic sound recording in Japanese cinema, radio, and popular music to illuminate the interrelationship of aesthetics, technology, and cultural modernity in prewar Japan. Putting the cinema at the center of a ‘culture of the sound image’, it restores complexity to a media transition that is often described simply as slow and reluctant. In that vibrant sound culture, the talkie was introduced on the radio before it could be heard in the cinema, and pop music adaptations substituted for musicals even as cinema musicians and live narrators resisted the introduction of recorded sound. Taken together, the essays show that the development of sound technology shaped the economic structure of the film industry and its labour practices, the intermedial relation between cinema, radio, and popular music, as well as the architecture of cinemas and the visual style of individual Japanese films and filmmakers.


2015 ◽  
Vol 9 (2) ◽  
pp. 231-249 ◽  
Author(s):  
Preeti Mudliar ◽  
Joyojeet Pal
Keyword(s):  

2020 ◽  
Vol 1 (01) ◽  
pp. 67-82
Author(s):  
Rizka Nurul Atika

Many studies have investigated isolated dimensions of learning styles (e.g. field independence/dependence) for their role in foreign language learning, but relatively few studies have used a comprehensive learning styles instrument to determine predictors of language learning strategies used by students. Hence, employing the descriptive and correlational method, this study aimed to identify students’ minor, major, and negligible learning styles, students’ usage of language learning strategies, the difference in the learning styles and language learning strategies based on gender, and the relationships among those three variables. A total of 30 students enrolling in the first year of senior high school were given two kinds of questionnaire, the Indonesian version of PLSQ and SILL. The result revealed gender differences only occurs in compensation strategy, in favor of female students. Furthermore, the correlational study revealed significant relationships between visual style and cognitive and metacognitive strategies; between auditory style and cognitive and compensation strategies. Moreover, social strategies are correlated with tactile, group, and individual styles. These findings are useful for both teacher and student to employ strategies suitable with their learning styles.


2021 ◽  
Author(s):  
Lohit Petikam

<p>Art direction is crucial for films and games to maintain a cohesive visual style. This involves carefully controlling visual elements like lighting and colour to unify the director's vision of a story. With today's computer graphics (CG) technology 3D animated films and games have become increasingly photorealistic. Unfortunately, art direction using CG tools remains laborious. Since realistic lighting can go against artistic intentions, art direction is almost impossible to preserve in real-time and interactive applications. New live applications like augmented and mixed reality (AR and MR) now demand automatically art-directed compositing in unpredictably changing real-world lighting. </p> <p>This thesis addresses the problem of dynamically art-directed 3D composition into real scenes. Realism is a basic component of art direction, so we begin by optimising scene geometry capture in realistic composites. We find low perceptual thresholds to retain perceived seamlessness with respect to optimised real-scene fidelity. We then propose new techniques for automatically preserving art-directed appearance and shading for virtual 3D characters. Our methods allow artists to specify their intended appearance for different lighting conditions. Unlike with previous work, artists can direct and animate stylistic edits to automatically adapt to changing real-world environments. We achieve this with a new framework for look development and art direction using a novel latent space of varied lighting conditions. For more dynamic stylised lighting, we also propose a new framework for art-directing stylised shadows using novel parametric shadow editing primitives. This is a first approach that preserves art direction and stylisation under varied lighting in AR/MR.</p>


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