100 research outputs found
The Reader as Author and the Ontological Divide: Rome Total War™ and the Semiotic Process
The aim of this paper is to focus on some crucial problems concerning the understanding of the new cultural form called "computer games". There are affinities between most computer games (at least the most popular ones) and the literary or cinematic text in that a story of some sort is involved in all of them. In the comparison between cinema texts and computer games there is even the shared modality of an audiovisual mode of representation.However, there is a great deal of difference in the way the reader / viewer in literature and cinema and the player in computer games interacts with the respective text in question: modes of identification with characters, immersion in the fictional and game world, passive or more active degrees of interaction, etc. The question is whether semiotics as a viable methodology can assist in the explication of such textual relationships where the player (as reader of her text) assumes authorial characteristics and to what extent such activity affects the ontological status of player (as reader-cum- author) vis-a-vis the real / fictive gameworld. To limit my scope I elect to examine simulation and strategy games, also called "god-games", which offer an omniscient third-person point of view and a flat grid-like gameworld; in particular I focus on a strategy, turn based, simulation game, Rome Total War™, which offers an additional research parameter, that of History
Hollywood's Major Crisis and the American Film "Renaissance"
In its long history, Hollywood faced several crises most of which were sustained with slight damage. However, the most severe crisis started in the post-war years and culminated in the period of the late 60s and early 70s when the Big Hollywood Studios came to the brink of bankruptcy. The aim of this paper is to re-examine the post-war period in order to assess the major changes (social, political, economic, technological) that gravely affected the Hollywood system of production and transformed the American cinema. As a result of this, Hollywood underwent a brief period of radicalization and innovation, which came to be known as Hollywood Renaissance. Hollywood Renaissance films like Bonnie and Clyde (1967), The Graduate (1967), and Easy Rider (1969) marked a return to a truly American Cinema. Furthermore, the films' artistic sensibilities brought them closer to their European counterparts. In effect, the period of the late 60s and early 70s signaled a rebirth of the American Film and paved the way for what is now called New Hollywood
Game On, Hollywood! Essays on the Intersection of Video Games and Cinema (edited by Gretchen Papazian and Joseph Michael Sommers)
The Spectator’s Reality: A Revision of Screen Space Aesthetics Through Cognitive Film Semiotics
METAFICTIONAL GAMES. THE PLAY ELEMENT IN CINEMA AND THE NOVEL
THIS STUDY IS A COMPARATIVE EXAMINATION OF NOVELS AND FILMS AS TWO DIFFERENT TECHNOLOGICAL MEDIA AND AS TWO ART FORMS OF NARRATIVE FICTION. THE COMMUNICATIVE ASPECT OF THESE ART FORMS IS STRESSED IN ORDER TO FACILITATE AN EXAMINATION OF THE NARRATIVE SITUATION IN ITS ENTIRETY AND IN ORDER TO EXPLORE THE ONTOLOGICALSTATUS OF ALL THE FICTIONAL ASPECTS OF THE TEXT. THE AIM OF THE STUDY IS TO PROVIDE A CLEARER DEFINITION OF THE TERM FICTIONAL IT APPLIES TO TEXTS OF NARRATIVE FICTION. INSTRUMENTAL IN THIS CASE IS THE APPLICATION OF PLAY OR GAME THEORYTO THE STUDY WITH THE AID OF PLAY AND GAME THEORY IT BECOMES POSSIBLE TO DRAW THE ANALOGY BETWEEN THE STRUCTURES OF PLAY AND THE STRUCTURES OF FICTION BY MEANS OF WHICH THE ONTOLOGY OF THE FICTIONAL TEXT AND ESPECIALLY THE ONTOLOGICAL STATUS OF ALL THE PARTICIPANTS IN THE NARRATIVE SITUATION CAN BE FULLY EXPLORED.(SHORTENED)Η ΜΕΛΕΤΗ ΑΥΤΗ ΕΠΙΧΕΙΡΕΙ ΜΙΑ ΝΕΑ ΘΕΩΡΗΤΙΚΗ ΠΡΟΣΕΓΓΙΣΗ ΤΗΣ ΟΝΤΟΛΟΓΙΚΗΣ ΥΠΟΣΤΑΣΗΣ ΤΩΝ ΑΦΗΓΗΜΑΤΙΚΩΝ ΕΡΓΩΝ ΚΑΙ ΣΚΟΠΟ ΕΧΕΙ ΝΑ ΔΩΣΕΙ ΕΝΑ ΠΙΟ ΑΚΡΙΒΗ ΠΡΟΣΔΙΟΡΙΣΜΟ ΤΩΝ ΛΕΞΕΩΝ ΜΥΘΟΠΛΑΣΙΑ- ΜΥΘΟΠΛΑΣΤΙΚΟΣ ΜΕ ΤΗΝ ΓΕΝΙΚΗ ΕΝΝΟΙΑ ΤΩΝ ΟΡΩΝ FICTION-FICTIONAL. ΕΙΝΑΙ ΔΕ ΤΑΥΤΟΧΡΟΝΑ ΜΙΑ ΣΥΓΚΡΙΤΙΚΗ ΜΕΛΕΤΗ ΜΥΘΙΣΤΟΡΗΜΑΤΩΝ ΑΠΟ ΤΗ ΜΙΑ ΠΛΕΥΡΑ ΚΑΙ ΚΙΝΗΜΑΤΟΓΡΑΦΙΚΩΝ ΕΡΓΩΝ ΑΠΟ ΤΗΝ ΑΛΛΗ. ΠΟΥ ΣΑΝ ΜΟΡΦΕΣ ΑΦΗΓΗΜΑΤΙΚΗΣ ΤΕΧΝΗΣ ΒΑΣΙΖΟΝΤΑΙ ΣΕ ΔΙΑΦΟΡΕΤΙΚΑ ΤΕΧΝΟΛΟΓΙΚΑ ΜΕΣΑ, ΕΧΟΥΝ ΟΜΩΣ ΚΟΙΝΟ ΧΑΡΑΚΤΗΡΑ, ΤΗΝ ΑΦΗΓΗΣΗΚΑΠΟΙΑΣ ΙΣΤΟΡΙΑΣ. ΣΤΟ ΘΕΩΡΗΤΙΚΟ ΠΛΑΙΣΙΟ ΤΟΥ ΜΕΡΟΥΣ Ι ΕΞΕΤΑΖΕΤΑΙ ΣΕ ΒΑΘΟΣ Η ΑΦΗΓΗΜΑΤΙΚΗ ΔΙΑΔΙΚΑΣΙΑ ΣΤΗΝ ΟΛΟΤΗΤΑ ΤΗΣ ΧΑΡΗ ΣΤΗΝ ΕΜΦΑΣΗ ΠΟΥ ΔΙΝΕΤΑΙ ΣΤΟΝ ΕΠΙΚΟΙΝΩΝΙΑΚΟ ΧΑΡΑΚΤΗΡΑ ΤΩΝ ΑΦΗΓΗΜΑΤΙΚΩΝ ΕΡΓΩΝ. ΚΑΙ ΣΕ ΣΥΝΑΡΤΗΣΗ ΜΕ ΤΗ ΘΕΩΡΙΑ ΤΟΥ ΠΑΙΓΝΙΔΙΟΥ ΚΑΤΑΔΕΙΚΝΥΕΤΑΙ Η ΑΝΑΛΟΓΙΑ ΜΕΤΑΞΥ ΤΩΝ ΔΟΜΩΝ ΤΟΥ ΠΑΙΓΝΙΔΙΟΥ ΚΑΙ ΤΩΝ ΔΟΜΩΝ ΤΟΥ ΑΦΗΓΗΜΑΤΙΚΟΥ ΚΕΙΜΕΝΟΥ ΠΟΥ ΕΧΕΙ ΣΑΝ ΑΠΟΤΕΛΕΣΜΑ ΤΗΝ ΕΞΕΡΕΥΝΗΣΗ ΤΗΣ ΟΝΤΟΛΟΓΙΚΗΣΥΠΟΣΤΑΣΗΣ ΤΩΝ ΑΦΗΓΗΜΑΤΙΚΩΝ ΣΤΟΙΧΕΙΩΝ ΤΟΥ ΚΕΙΜΕΝΟΥ. (ΠΕΡΙΚΟΠΗ
Author Correction: RNAs coordinate nuclear envelope assembly and DNA replication through ELYS recruitment to chromatin
In the original version of this Article, the affiliation details for Antoine Aze, Michalis Fragkos, Stéphane Bocquet, Julien Cau and Marcel Méchali incorrectly omitted ‘CNRS and the University of Montpellier’. This has now been corrected in both the PDF and HTML versions of the Article.</jats:p
A child of the Academy? : investigating Euclid's philosophical background
A prevalent idea among contemporary scholars is that Euclid belonged to, or was heavily influenced by the Platonic philosophical tradition. To a certain extent, this impression is not new; the quest for Euclid's philosophical background was probably triggered and enhanced by his late commentators, Greeks and Arabs, who appear confident that he had one. For instance, al-Qifti writes: 'Euclid...called the author of geometry, a philosopher of somewhat ancient date...' and al-Nadim in the Fihrist names Euclid as '...one of the mathematical philosophers...' Proclus, five centuries earlier than al-Nadim, was more specific: '[Euclid] was a follower of Plato by choice, and familiar with this philosophy'. In this paper, I propose to explore the extant accounts on Euclid's philosophical background. (Michalis Sialaros, University of London
Exploring the Educational Potentials of Language Learning with Netflix Tool: An Eye-Tracking Study
Digitization has revolutionized the industry of home entertainment services, enhancing the audience’s viewing experience and offering an abundance of choices within a new intercultural and multilingual reality. This pluralistic environment is a yet uncharted terrain of resources that could be exploited while popular culture and school curricula reach a decisive juncture. Evaluating the potentials of using new media learning tools, developed in line with the expansion of Over-the-top media services, has underpinned the objectives of this research. The analysis of eye movement data depicts the viewing patterns on three versions of the same film extract via Netflix streaming service. The first was screened with standard interlingual subtitling and the other two were viewed via Language Learning with Netflix (LLN) platform, a newly launched tool which allows the simultaneous, dual presentation of both the original dialogue and its translation. This paper aims to explore the proliferation of accessible options among different modes of audiovisual language transfer within an online participatory environment. In the emergent new media culture, the educational potentials of bilingual subtitling can challenge well-established borderlines and habit formations of viewership
Evaluating the impact of interactive cinema in audiovisual literacy and education: An eye-tracking study
The present paper explores the use of interactive cinema in education from the perspective of young students’ responsiveness. With the use of an eye-tracker, gaze data was collected from students aged between 10-13 years who watched a short film extract, enhanced with a number of interactive elements or “hotspots” that appeared during playback. During the experiment, the eye-tracker collected data on the behavioral patterns of student participants with regard to their willingness to access the interactive elements on screen, the time they devoted to reading them, possible optimal positions of those elements, etc., also studied in relation to demographic information concerning age group, area of living, and gender of the participants. The aim of the experiment was to assess students’ responses in the context of exploring the prospects for using interactive cinema in education in order to teach elements of audiovisual literacy as well as any other cross-curricular content
Post - Independence Cypriot Dramaturgy (1960 Onwards)
How did playwriting evolve in Cyprus since independence (1960 and afterwards)? There is a systematic absence of studies on the subject. The author of this article analyzes the work of some of the most important playwrights of the period (Rina Katselli, Michalis Pitsillidis, Panos Ioannidis, Michalis Pasiardis and Yiorgos Neophytou) and describes their main carcteristics. Even though the writers of the 1960s continue to write in the naturalistic mode, others courageously follow more contemporary trends.How did playwriting evolve in Cyprus since independence (1960 and afterwards)? There is a systematic absence of studies on the subject. The author of this article analyzes the work of some of the most important playwrights of the period (Rina Katselli, Michalis Pitsillidis, Panos Ioannidis, Michalis Pasiardis and Yiorgos Neophytou) and describes their main carcteristics. Even though the writers of the 1960s continue to write in the naturalistic mode, others courageously follow more contemporary trends.Comment évolue l’écriture théâtrale pendant la période de l’indépendance (depuis 1960)? Il n’existe pas d’études systématiques sur ce sujet. Dans cet article sont analysées des œuvres de quelques auteurs dramatiques les plus représentatifs (Rina Katselli, Michalis Pitsillidis, Panos Ioannidis, Michalis Pasiardis et Yiorgos Neophytou) et sont résumées les lignes directrices de leur œuvre. Bien que les auteurs de la décennie 1960 continuent de créer en suivant la tradition du théâtre éthographique (théâtre de mœurs), on assiste à des efforts plus audacieux, qui tendent à une écriture théâtrale plus contemporaine
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