scholarly journals Film Tourism in South-Eastern Sicily: In the Footsteps of Inspector Montalbano

2021 ◽  
Vol 8 (3) ◽  
pp. 163-176
Author(s):  
Vincenzo Asero ◽  
Douglas Mark Ponton

This study focuses on film tourism on the island of Sicily, in the context of the popular television series, Montalbano. Since the series began, there have been increases in tourist flows in the towns most directly interested. Although it is impossible to say that the Montalbano series is directly responsible for these phenomena, it has succeeded in bringing visibility to the territories and landscapes of the area. In the tourist sector, there are now abundant possibilities for fans to participate in movie tours. The apparent success of the series and its tourist spin-offs can be problematised, therefore, since it raises questions about authenticity from the perspective of the subjectivity of the tourists. Authenticity, for a tourist on a ‘Montalbano tour’, relates more to the desire to explore a virtual reality than to the traditional attractions of the places. The issue of authenticity has contrasting implications for the areas involved. The location of ‘Vigata’, a fictional creation of author Andrea Camilleri, has become an issue, as towns compete for a share of the rapidly evolving tourist market, engaging in attempts to demonstrate authentic traces of the fictional context. The paper explores these issues from an interdisciplinary, mixed methods perspective that combines insights from the fields of Economics and Linguistics. Data are analysed in terms of the multimodal and discourse-pragmatic dimensions of the interpretation of image-texts. Keywords: Montalbano, film tourism, framing, multimodality, destination branding

2017 ◽  
Vol 58 (3) ◽  
pp. 478-487 ◽  
Author(s):  
Wendy Moyle ◽  
Cindy Jones ◽  
Toni Dwan ◽  
Tanya Petrovich

Author(s):  
Bridget Sweet

The chapter discusses the way popular understanding and misunderstanding of voice change is largely perpetuated by mainstream media. Portrayals of voice change distributed via music, television, and movies have contributed to a simulacrum of adolescent voice change, a situated reality not based in fact but accepted in pop culture. The generally embraced perception of voice change is that it is a time of humiliation, anxiety, turmoil, and dread. Voice change is not always pleasant, but students and music educators perceive and approach the experience with such angst and trepidation well before it begins that is rarely given the opportunity to be something positive or exciting. The chapter examines and distills episodes of The Brady Bunch, The Wonder Years, and The Goldbergs, popular television series that spanned a period of more than 40 years, each with an episode focused on the adolescent changing voice.


2017 ◽  
Vol 1 (1) ◽  
pp. 125-139 ◽  
Author(s):  
Ellen Herkes ◽  
Guy Redden

Abstract MasterChef Australia is the most popular television series in Australian history. It gives a wide range of ordinary people the chance to show they can master culinary arts to a professional standard. Through content and textual analysis of seven seasons of the show this article examines gendered patterns in its representation of participants and culinary professionals. Women are often depicted as home cooks by inclination while the figure of the professional chef remains almost exclusively male. Despite its rhetoric of inclusivity, MCA does little to challenge norms of the professional gastronomic field that have devalued women’s cooking while valorising “hard” masculinized culinary cultures led by men.


2000 ◽  
Vol 6 (4) ◽  
pp. 21-30 ◽  
Author(s):  
David Shapiro ◽  
Dominique Meekers

This paper uses sample survey data to examine the reach of SIDA dans la Cité (SDLC), a popular television series on Acquired Immunodeficiency Syndrome (AIDS) in Côte d'Ivoire, West Africa. Within the intervention area where SDLC was televised, the program targeted those with an elevated risk of contracting the Human Immunodeficiency Virus (HIV) and those with low socioeconomic status who were likely to have limited access to health information and services. The results indicate that in electrified regions, the SDLC program achieved very good reach among the elevated-risk groups and moderate to good reach among the low socioeconomic status groups. The finding that rural populations obtain AIDS information overwhelmingly from radio and television implies that televised HIV prevention information can play a crucial role in electrified rural regions.


2018 ◽  
pp. 17-31
Author(s):  
Анна Антонова ◽  
Anna Antonova ◽  
Александра РАДУШИНСКАЯ ◽  
Aleksandra RADUShINSKAYa ◽  
Ольга ШАРАПОВА ◽  
...  

The article is dedicated to the questions of using modern multimedia technologies for popularization of historical cities as tourist attractions from and for pre- serving cultural heritage by partially transferring the influence of mass tourist flows from the real world to the virtual reality. The authors formulate the main theses of the "new normality", reflecting the specifics of the current stage of economic development and characterizing the environment in which managerial decisions are currently being taken. The au- thors also highlight the main trends and challenges of this "new normality" influencing the development of tourism industry and, particularly, tourism in historical cities. The article notes that technical capabilities and marketing needs of the target audience of travelers should be taken into account. The authors classify modern, technically accessible technologies of augmented and virtual reality and their possibilities in the organization of tourism in historic cities. The article shows the role of storytelling technologies in the forming the audiences of potential tourists and the loyalty of attendees, who visit the historic city more than once. The results of online surveys conducted on a sufficiently wide sample substantiate the relevance of the approaches proposed by the authors. The material also shows the ways of using the augmented reality tools in historical cities. The authors raise the issues of the safe organization of virtual space in the historic cities and propose options for approbation of the developed approach in St. Petersburg.


2020 ◽  
Author(s):  
Shi Chen ◽  
Jiawei Zhu ◽  
Cheng Cheng ◽  
Zhouxian Pan ◽  
Lingshan Liu ◽  
...  

Abstract Background: Realistic, portable, and scalable lectures, cadaveric models, 2D atlases and computer simulations are being combined more frequently for teaching anatomy, resulting in major increases in user satisfaction. However, while digital simulations may be more portable, interesting, or motivating than traditional teaching tools, whether they are superior in terms of student learning remain unclear. This paper presents a study in which the educational effectiveness of a virtual reality (VR) skull model is compared with that of cadaveric skulls and atlases. The purpose of this study was to compare the results of teaching with VR to those of teaching with traditional teaching methods by administering objective questionnaires and perception surveys. Methods: A mixed-methods study with 73 medical students was carried out with three different groups: the VR skull (N=25), cadaveric skull (N=25) and atlas (N=23) groups. Anatomical structures were taught through an introductory lecture and model-based learning. All students completed the pre- and post-intervention tests, which were composed of a theory test and an identification test. Results: The participants in all three groups had significantly higher total scores on the post-intervention test than on the pre-intervention test; the post-interview test score in the VR group was not statistically significantly higher than those of the other groups (VR: 30 [22-33.5], cadaver: 26 [20-31.5], atlas: 28[20-33]; p=0.571). The participants in the VR and cadaver groups provided more positive feedback on their learning models than the atlas group (VR: 26 [19-30], cadaver: 25 [19.5-29.5], atlas: 12 [9-20]; p<0.0001).Conclusions: The skull VLR was equally efficient with cadaver skull and atlas in teaching anatomy structures. Such a model can aid individuals in understanding complex anatomical structures with a higher level of motivation and tolerable adverse effects.


2020 ◽  
Vol 11 ◽  
Author(s):  
Girija Kaimal ◽  
Katrina Carroll-Haskins ◽  
Arun Ramakrishnan ◽  
Susan Magsamen ◽  
Asli Arslanbek ◽  
...  

AimsIn this pilot mixed-methods study, we examined the participants experiences of engaging in virtual drawing tasks and the impact of an olfactory stimulus (calming fragrance blend) on outcomes of affect, stress, self-efficacy, anxiety, creative agency, and well-being (satisfaction with life).MethodsThis study used a parallel mixed-methods, simple block randomization design. The study participants included 24 healthy adults aged 18 to 54 years, including 18 women and six men. The participants completed two 1-h immersive virtual art making sessions and were randomly assigned to receive either a fragrance or a non-fragrance condition for the first session. Quantitative (standardized self-report measures) and qualitative (open-ended survey responses and virtual artwork) datasets were collected concurrently and integrated during data analysis.ResultsThe quantitative results indicated that the fragrance condition demonstrated a significant reduction in negative affect (e.g., feeling hostile, jittery, upset, distressed, etc.), namely, reduced feelings of negativity when compared to the non-fragrance condition. A trend toward improvement in self-efficacy was also seen in the fragrance condition. No significant changes were found for fragrance or non-fragrance conditions for positive affect, anxiety, and creative agency. The qualitative findings included five themes related to art making experiences in virtual reality in both conditions: fun and joy; novelty of virtual media, experimentation, and play; relaxation and calm; learning curve; and physical discomfort and disorientation. Four themes were identified for virtual art content and visual qualities: nature imagery, references to memories and personal symbols, fantasy and play within imagery, and depiction of everyday objects.ConclusionsOverall, the participants reported positive responses to the novel virtual art making experiences which were further heightened by the inclusion of the fragrance stimulus for negative affect. These preliminary findings need to be replicated with larger sample sizes to confirm the outcomes and the trends that were seen in this pilot study. Further research is recommended to examine the differences between experiences of virtual and traditional art media and to examine different olfactory stimuli promoting focus and concentration.


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