scholarly journals Life of Pi: A Visual Feast by Digital Cinema

Author(s):  
Divya Walia

<p><em>The world of media today is undergoing substantial transformation and advancement with various media forms making the most of it to attract the audience. Digital cinematography since 2010 has been enhancing not only the visual impact of the movies but also redefining the way they are produced and created. Silver screen, the most popular form of media too keeps resorting to new innovations to increase the marketing value of its productions by exploiting the technological advancements be it in the form of graphic effects or animations to appeal the watchers. Moreover, the digital world has revolutionalized the way movies are captured thus rendering refinement to its projection on the screen. Even the distribution of the movies, these days, is done via Internet or hard drive.</em><em> </em></p><p><em>In the genre of cinema, Hollywood animated movies amply exemplify the improvement that has resulted because of the contribution of the digitized world. The animated movies have now come a long way from being mere caricatures to real life characters, from being conception to concrete and surreal to real, so much so that these graphic projections are admired as well as emulated as the real life actors.</em><em> </em></p><p><em>One of the masterpieces of digitised visual effects that left the world awestruck was Ang Lee's Life of Pi, a 2012 American Adventure. It was soon perceived as a visual wonder by audiences all over the world for the use of animated technology and the realistic scenes created in 3D. The paper would be an attempt to examine the way visual effects have been exploited by the makers of this movie to create a successful story and a realistic depiction of imaginary on the screen. <br /></em></p>

2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Sappeami Sappeami

This paper examines the mental revolution in applying the Islamic economics system which is expected to open the horizon of humans’ thought, especially Muslims, so as they are always careful in carrying out all economics activities. The significance embodied in the idea of the mental revolution is the transformation of the ethos, namely the fundamental change in the mentality, the way of thinking, the way of feeling, and the way of believing that is proven in daily behavior and actions. The mistake which occurs in the economics system of this modern era vastly needs a mental revolution to restore the consciousness of economics actors that the world is only an intermediary towards the real life in hereafter so that the economics activities will constantly be performed with good and correct actions dealing with Al-Qur’an and As-Sunnah.


EDIS ◽  
2019 ◽  
Vol 2019 (5) ◽  
pp. 14
Author(s):  
John Rutledge ◽  
Joy C. Jordan ◽  
Dale W. Pracht

 The 4-H Citizenship Project offers the opportunity to help 4-H members relate all of their 4-H projects and experiences to the world around them. The 4-H Citizenship manuals will serve as a guide for 4-H Citizenship experiences. To be truly meaningful to the real-life needs and interests of your group, the contribution of volunteer leaders is essential. Each person, neighborhood, and community has individual needs that you can help your group identify. This 14-page major revision of Unit IV covers the heritage project. Written by John Rutledge, Joy C. Jordan, and Dale Pracht and published by the UF/IFAS Extension 4-H Youth Development program. https://edis.ifas.ufl.edu/4h019


Author(s):  
Irina Kulikovskaya ◽  
Liudmila Kudinova ◽  
Maria Guryeva ◽  
AF AF
Keyword(s):  

2020 ◽  
pp. 152-179
Author(s):  
Hélène Landemore

This chapter assesses the real-life case study of Iceland to illustrate some of the principles of open democracy. It closely examines the 2010–13 Icelandic constitutional process from which many of the ideas behind this book originally stem. Despite its apparent failure — the constitutional proposal has yet to be turned into law — the Icelandic constitutional process created a precedent for both new ways of writing a constitution and envisioning democracy. The process departed from representative, electoral democracy as we know it in the way it allowed citizens to set the agenda upstream of the process, write the constitutional proposal or at least causally affect it via online comments, and observe most of the steps involved. The chapter also shows that the procedure was not simply inclusive and democratic but also successful in one crucial respect — it produced a good constitutional proposal. This democratically written proposal indeed compares favorably to both the 1944 constitution it was meant to replace and competing proposals written by experts at about the same time.


1990 ◽  
Vol 14 (6) ◽  
pp. 380-381 ◽  
Author(s):  
Rosalind Ramsay

Broadcast media can powerfully influence the way we view the world. Journalists drawn to sensational news items do not necessarily portray the real situation they are describing. Often they strengthen belief in stereotyped images, such as the ‘mad axeman’. Yet they have the potential to foster greater public understanding of mental illness and a more responsible attitude to sufferers.


Author(s):  
Aditi Rajesh Nimodiya ◽  
Shruti Sunil Ajankar

Today, Internet has become the most important and a revolutionary invention which has touched almost every corner of the world and has affect human life in tremendous ways. IOT, Internet of things is simply an interaction between the physical and digital world. It is a system of interrelated computing devices, mechanical and digital machines, objects, animals or people that are provided with unique identifiers (UIDs). The communication taking place in today's world is basically in the form of human-human or human-machine but IOT has the ability for a great future where communication will take place in the form of machine-machine also. IOT has changed the way of living of people into a high-profile way and has impact in almost various sector which has given a positive impact on world. Also, along with various advantages it has some challenges and disadvantages too. This paper mainly focused on all the importance point related to IOT, how it works, its component, architecture, characteristics, applications, advantages-disadvantages and many more. IOT is overall a vast topic to discuss and talk about.


Author(s):  
Paolo Beneventi

As referenced in the chapter title, the Children’s Virtual Museum of Small Animals is a website where multimedia documents are collected, based on the real experience of groups of children from many parts of the world. There, people can find photos and videos of insects and spiders, with scientific names and classification, place and date of discovery, and age of the class, group, or single kid who found it. There are also drawings, texts, and other things related to the real, possible, or fantastic meeting between children and small animals: voices from actual experiences, slide shows about “watching details,” pictures of creations by artists close to kids’ imagination, suggestions on how to use technical tools. Children there can act as protagonists in producing and sharing information, just like usually scientists, journalists, photographers, and video makers do, through the global information society. It is also the “extension” of a method, a way to address scientific issues with children, which has given regular, excellent results with hundreds of groups during many years. The author presents it as a work in progress, calling others to meet and exchange, suggest, and propose additions, also from different experiences and points of view. Digital means are proposed to show the “objects” of the study as well as the “process of studying” by children, with all their enthusiasm and surprise, as is evidenced particularly from their voices. Other children visiting the virtual Museum should be called to come and take part in it from their usual real life environment, making new discoveries and sending documents, sharing experiences and ideas, worldwide.


2016 ◽  
Vol 50 (1) ◽  
pp. 61-74 ◽  
Author(s):  
CRAIG CLUNAS

In giving the very first lecture that first-year History of Art undergraduates at Oxford will hear, I usually employ the practice of giving them a sheet of paper with nothing on it but the outlines of the land masses of the globe, and ask them to draw a line round ‘the West’. The idea was inspired by a reading of Lewis and Wigen's 1997 bookThe Myth of Continents(‘justly celebrated’, as Sanjay Subrahmanyam says), and remains a useful pedagogic act, up to a point, for the reasons so clearly laid out in that book; also, it breaks the ice, it gets a buzz of conversation going in the room, it certainly foregrounds the topic, central now to art historical enquiry, of the way in which ‘representations are social facts’. But the reason I do not ask them to draw a map round ‘the East’ is that I suspect it would be too easy, or at least done too quickly, and indeed the boundaries of both ‘East’ and ‘Orient’, as ‘Europe's Other’, can be shown to have fluctuated much less than have the boundaries of what, for most Oxford students, is still, if somewhat tenuously, ‘us’ or ‘here’. Wherever ‘the East’ is, it all lies (as Subrahmanyam points out in his lecture) in that assuredly -etic part of the world called Asia. I might, in the privacy of my own hard drive, choose to categorize those European images which I need for teaching as ‘Non-Eastern’ (to balance the ‘Non-Western’ rubric on which my specialist options appear in the syllabus). But that is not a category widely used, or at least not in my own discipline of art history.


2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.


2021 ◽  
Vol 114 (1) ◽  
pp. 51-71
Author(s):  
Sarah Parkhouse

AbtractIn the Gospel of John, Jesus declares himself to be the way to the Father; in the First Apocalypse of James, Jesus explains exactly what this way entails. This article analyzes how 1 Apoc. Jas. uses the Johannine christological themes of identity, death and ascension and makes them applicable for human salvation. The identity of Jesus as a son of the Father, as opposed to the inhabitants of the world/cosmos, his autonomous death that conquers cosmic evils, and his immediate ascension and fleshly return are all Johannine motifs that are reformulated in 1 Apoc. Jas. Jesus reveals to James that he too is a son of the Father, and James must declare this identity during his postmortem journey through the celestial toll-collectors. He must not fear his impending stoning as, like other martyrdom literature, the martyr is immune to earthly concerns, and the real challenge lies in the cosmic sphere.


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