The document discusses the status of film in new media culture according to three theories. It argues that the focus should be on defining the viewer as an active participant with new skills like erudition, expertise, criticism, selection, integration and creativity. Some examples of media education initiatives in Poland are provided but it is noted that more are still needed to support this new type of engaged viewer.
Postmodernism is characterized by uncertainty and chaos in society due to a media-saturated consumer culture where identities and lifestyles can be freely chosen. Postmodernists argue that the distinction between high and popular culture has become meaningless due to mass markets and global availability of constantly changing consumer goods across media like advertising, television, film, and the web. Baudrillard sees postmodern life as dominated by media imagery to the point of creating "hyperreality," where simulated realities presented by media define our view of the world rather than having a basis in reality. Intertextuality, where one media text references another text recognizable to the audience, is one way postmodernism relates to the arts.
This document discusses key aspects of postmodernism including uncertainty in society, a media-saturated consumer culture where identities are chosen from constantly changing goods, and the blurring of distinctions between high and popular culture due to expanded media industries. It also discusses Baudrillard's concept of "simulacra" where media presents multiple simulated realities that have no basis in the real world, creating a "hyperreality." Intertextuality, where media texts reference and mimic each other across genres and forms, is also covered.
Postmodernism rejects the idea that any media is more valuable than another and that judgements of value are subjective. It also believes that the distinction between media and reality has collapsed, as we now live in a hyperreality defined by images and representations that refer to each other.
Modernism arose in the late 19th/early 20th century from transformations in Western society. It had faith in grand theories and social hierarchies but these began to break down. Modernist art focused on the medium over the subject and sought to use technique to get closer to the true nature of art.
Postmodern art is characterized by irony, appropriation, juxtaposition, pluralism, and deconstruction. It questions what
Visual culture refers to the study of culturally meaningful visual content in contemporary society. It recognizes the predominance of visual media and forms of communication in the postmodern world. Visual culture studies the various visual forms that constitute our media environment, including print, television, film, computer interfaces, the internet, advertising, art, photography, fashion, and architecture. It examines how visual content migrates across different media and how visual systems operate. The field also acknowledges that visual meanings are not purely based on images but include texts and other elements. It challenges the notion that visual culture can be studied as a pure system of visuality.
The document discusses the transition from Culture 1.0 to Culture 3.0. Culture 1.0 involved classical patronage where culture was not commercially viable. Culture 2.0 saw the rise of cultural industries and mass markets. Now in Culture 3.0, digital technologies enable widespread user-generated content and blurred lines between producers and consumers. Culture 3.0 is characterized by open platforms and communities. The document also discusses how cultural participation can positively impact innovation, welfare, sustainability and social cohesion through both direct and indirect effects. It argues we should view culture's role in a Culture 3.0 perspective that focuses on participation over markets or patronage.
This summary provides an overview of the document in 3 sentences:
The document discusses the changing definitions of cinema over time, from its origins as a technological invention to its development as an artistic medium and ideological tool. It explores cinema's shift from early "cinema of attractions" to later narrative films, driven by cultural pressures to be seen as a serious art form. The document also analyzes debates around defining cinema as an art based on its relationships to other arts and its unique cinematic techniques and editing, as well as defining it as an ideology based on how it conveys sociopolitical messages.
Postmodernism is characterized by uncertainty and chaos in society due to a media-saturated consumer culture where identities and lifestyles can be freely chosen. Postmodernists argue that the distinction between high and popular culture has become meaningless due to mass markets and global availability of constantly changing consumer goods across media like advertising, television, film, and the web. Baudrillard sees postmodern life as dominated by media imagery to the point of creating "hyperreality," where simulated realities presented by media define our view of the world rather than having a basis in reality. Intertextuality, where one media text references another text recognizable to the audience, is one way postmodernism relates to the arts.
This document discusses key aspects of postmodernism including uncertainty in society, a media-saturated consumer culture where identities are chosen from constantly changing goods, and the blurring of distinctions between high and popular culture due to expanded media industries. It also discusses Baudrillard's concept of "simulacra" where media presents multiple simulated realities that have no basis in the real world, creating a "hyperreality." Intertextuality, where media texts reference and mimic each other across genres and forms, is also covered.
Postmodernism rejects the idea that any media is more valuable than another and that judgements of value are subjective. It also believes that the distinction between media and reality has collapsed, as we now live in a hyperreality defined by images and representations that refer to each other.
Modernism arose in the late 19th/early 20th century from transformations in Western society. It had faith in grand theories and social hierarchies but these began to break down. Modernist art focused on the medium over the subject and sought to use technique to get closer to the true nature of art.
Postmodern art is characterized by irony, appropriation, juxtaposition, pluralism, and deconstruction. It questions what
Visual culture refers to the study of culturally meaningful visual content in contemporary society. It recognizes the predominance of visual media and forms of communication in the postmodern world. Visual culture studies the various visual forms that constitute our media environment, including print, television, film, computer interfaces, the internet, advertising, art, photography, fashion, and architecture. It examines how visual content migrates across different media and how visual systems operate. The field also acknowledges that visual meanings are not purely based on images but include texts and other elements. It challenges the notion that visual culture can be studied as a pure system of visuality.
The document discusses the transition from Culture 1.0 to Culture 3.0. Culture 1.0 involved classical patronage where culture was not commercially viable. Culture 2.0 saw the rise of cultural industries and mass markets. Now in Culture 3.0, digital technologies enable widespread user-generated content and blurred lines between producers and consumers. Culture 3.0 is characterized by open platforms and communities. The document also discusses how cultural participation can positively impact innovation, welfare, sustainability and social cohesion through both direct and indirect effects. It argues we should view culture's role in a Culture 3.0 perspective that focuses on participation over markets or patronage.
This summary provides an overview of the document in 3 sentences:
The document discusses the changing definitions of cinema over time, from its origins as a technological invention to its development as an artistic medium and ideological tool. It explores cinema's shift from early "cinema of attractions" to later narrative films, driven by cultural pressures to be seen as a serious art form. The document also analyzes debates around defining cinema as an art based on its relationships to other arts and its unique cinematic techniques and editing, as well as defining it as an ideology based on how it conveys sociopolitical messages.
This lecture discusses the development of media technology and theories about how technology influences media content and audiences. It covers:
1) Walter Benjamin's view that technological reproduction changes how meaning is structured and transmitted through media like photography and film.
2) Marshall McLuhan's theory that the medium itself, not just the content, shapes societies and cultures. He coined the term "global village" to describe electronic media bringing people together.
3) Criticisms of technological determinism emerged, arguing that technology develops through social processes, not autonomously according to its own logic. Studies showed technologies can have flexible designs negotiated by social groups.
4) A critical theory of technology aims to make technology development more democratic
1. The document discusses different perspectives on how media audiences are viewed, from passive to active. Early research viewed audiences as passive and easily manipulated, while later theories see audiences as active interpreters of media.
2. It also discusses how media companies view audiences as commodities to be packaged and sold to advertisers. Media companies attract specific audience demographics and prove their value to advertisers.
3. Key concepts discussed include agenda setting, dominant/oppositional readings, and the notion of media creating "gated communities" by only targeting certain audience types.
The document discusses remix and sharing in Chinese contemporary art and Creative Commons licensing. It provides examples of remix art projects including one by artist Cao Fei using virtual worlds. It also outlines Creative Commons China's art promotion programs, which have included photography contests and an exhibition on remix and share art at the 798 Art Zone in Beijing.
Fall 2011 the emergence of cinema as an institutionProfMartilli
The motion picture industry emerged as a powerful social and economic institution in the United States from the early 1900s to the mid-20th century. Movies became a popular weekly leisure activity for most Americans, resembling a social institution like church or clubs. The industry grew from Edison's early one-person kinetoscope exhibits to massive movie palaces that hundreds of thousands flocked to for entertainment and escape from daily life. Technological innovations, the rise of the star system, and focus on complex narratives transformed movies into a mainstream form of mass media.
This document provides an overview of the TECH2002 Studies in Digital Technology course. The course will cover topics such as digital technology, new media, social media, participatory culture, and online video. Assessments will include individual and group presentations, research papers, and a YouTube video. Key concepts that will be examined include Web 2.0, participatory culture, social media, blogs, and how technology is integrated into everyday life. Students will complete weekly tasks to gain participation points, including creating audio mixes, playlists, research citations, and using social media platforms like Twitter and YouTube.
The document discusses urban intervention and tactical media art. It provides examples of artists who use public spaces and media to raise awareness of social and political issues. These include the Red Ball Project, which placed giant red balls in cities, and The Yes Men, who create fake news stories to draw attention to important topics. The document also discusses influential groups like the Situationists who created experimental art experiences in public settings and the rise of tactical media in the 1990s which allowed users to more easily spread messages through mainstream outlets.
This document discusses how online media has changed the study of media from media 1.0 to media 2.0. It outlines David Gauntlett's view that media 2.0 allows for faster, more collaborative creativity and that creativity is linked to a desire for connection. It defines media 1.0 as focusing on finding information, while media 2.0 emphasizes filtering information. It also discusses how new media is transforming culture by shifting from consumers to "prosumers" and giving audiences a more active role.
This document provides an overview of key concepts and debates in media theory, structured as a toolkit. It covers topics such as texts and literacies, analyzing still and moving images, debates around audiences and effects, concepts of ideology and power in media, and emerging perspectives on media 2.0 and participatory digital media. The document uses examples, concepts, and theories to illustrate different analytical approaches to understanding media. It aims to equip readers with a range of theoretical lenses for interpreting and critiquing media texts.
Recontextualizing Audiovisual Archives: Immigrants and Remixing practicesMariana Salgado
This document provides an overview of Dr. Mariana Salgado's research on recontextualizing audiovisual archives through immigrant remix practices. It discusses EUscreenXL, an EU project that aggregates audiovisual content from European broadcasters and archives. The research aims to explore how immigrants could interpret and enrich cultural heritage through remixing practices and how new media design strategies could support social inclusion. The research plan involves participatory design workshops with various groups exploring reuse of archive materials. Near future writings discussed include papers on formats for supporting amateur practices, augmenting archives by including diverse cultural perspectives in remixes, and what design can learn from cross-cultural digital narratives.
Open, Smart and Connected access to Audiovisual CollectionsJohan Oomen
Talk given at COPEAM 2018.
“Heritage and Media – Preserving the future through our past: an opportunity for growth and democracy?”
Calviá - Mallorca, 10-12 May 2018
Hotel Meliá Calviá Beach
Calle Violeta, 1 Calviá Beach - 07181 Mallorca, Spain
Cultural heritage embraces resources inherited from the past and offers a great variety of opportunities to the present: monuments, sites and traditions, but also visual arts, cinema, TV and radio archives.
In this framework, the Media of the Euro-Mediterranean region – both traditional and new ones – have to play their role, particularly given the challenges that such issue implies in terms of content production, audiovisual documents preservation and impact of the digital transition as a tool for the safeguard and enhancement of our common heritage.
This document summarizes Walter Benjamin's essay "The Work of Art in the Age of Mechanical Reproduction". In 3 sentences: Benjamin argues that technological advances in reproduction have transformed art by diminishing the authentic "aura" of original works and by allowing for mass consumption. He believes this has shifted art's purpose from ritualistic "cult value" to public "exhibition value". Benjamin also analyzes how these changes impact film as an emerging art form and its relationship to theater, and explores film's potential as a tool for psychoanalysis or political messaging.
Andreas Fickers: Transmedia Storytelling and Media HistoryEUscreen
Content in Motion | Curating Europe’s Audiovisual Heritage Conference, December 3-4 2015; www.euscreenxl2015.eu
The presentation focuses on the challenges and opportunities of transmedia storytelling in media history.
The massive digitization of historical sources and their online availability have a deep impact on the practice of doing history in the digital age and require new forms of historical research and storytelling. Drawing from studies in digital storytelling and multimedia narratives, this lecture aims at exploring new forms of non-linear historical storytelling online. In addition, it will address tensions between disciplinary traditions and a lack of scholarly recognition of new genres and formats of online scholarship.
The document provides an overview of topics related to social perspectives on media and ICT, including:
1. Media saturation in today's environment with high rates of technology adoption.
2. Digital inequalities that exist globally and regionally in terms of access, skills, and usage.
3. The complex nature of media effects and influence, which involves many mediating factors.
4. Shifting media production with the blurring line between producers and consumers.
5. Engagement and democracy, where the internet theoretically enables greater civic participation but reality often falls short of expectations.
6. The evolution of social relations as the internet becomes more integrated into daily life.
This document summarizes the history and development of new media as an academic field from the late 1980s to early 2000s. It discusses how:
1) New media emerged from an underground cultural movement in the late 1980s and gained mainstream recognition through new institutions in Europe in the 1990s like ZKM and ISEA.
2) Europe and Japan were early leaders in new media art through public funding of festivals, exhibitions, and commissions while the US lagged behind due to lack of arts funding.
3) By the late 1990s, new media became an established academic field in the US through new university programs and exhibitions at major museums like the Whitney and SFMOMA.
4) The
This document traces the evolution of communication technologies from 60,000 years ago when people started speaking, to 5,000 years ago when writing began, to 600 years ago with the advent of publishing, and finally 43 years ago with the birth of the Internet. It discusses how the Internet is bringing all information together across countries and continents, and how all media like books, movies, music and more will be accessible online. It also discusses concepts like media convergence, how old and new media are colliding, and grassroots and corporate media intersecting. Finally, it examines how audiences now have more control over the meaning of media through an "active audience" and user-generated content.
Henry Jenkins sees fans as cultural producers who participate in self-constructing their cultural identities using various media. He refers to the concept of "convergence culture" where old and new media intersect and consumers can control media narratives. Jenkins believes that individuals construct personal mythologies by extracting bits of information from various media sources. Collective identities are shared online through blogs, YouTube, and social networks, allowing grassroots groups more control over the media landscape.
Cultural dimension and international relationsSel San
This document discusses new approaches to understanding global politics through a cultural lens. It first defines culture and how it forms with communities. It then explains how culture shapes global politics, citing examples like European colonialism imposing their cultures. The main part presents Arjun Appadurai's theory of "scapes", or dimensions of global cultural flow, including ethnoscapes of human migration, technoscapes of technology, financescapes of economies, mediascapes of media, and ideoscapes of political ideologies. It concludes that understanding these cultural dimensions is important for comprehending differences between societies and global conflicts.
This document discusses how social media has turned people's online activities and interactions into a form of art. It explores the concept of a "total work of art" or Gesamtkunstwerk where all of society is sculpted through human interactions and media. Some view social media as a threat to traditional art, but it has opened new opportunities for artists by providing an open platform and the ability to reach vast audiences. The document examines several social media art projects and argues that if online data and social networks stimulate emotions or intellect, then social media can be considered a new canvas for art.
Augmenting audiovisual archives by inclusing immigrants in remix practicesMariana Salgado
The document discusses a research project that aims to augment audiovisual archives by including immigrants in remix practices. The researcher proposes involving immigrant communities in remixing existing audiovisual content from the EUscreenXL project to promote social inclusion. The researcher poses questions about how cultural diasporas could enrich cultural heritage archives and how new media strategies could support social inclusion. The proposed research plan involves workshops to develop remixing tools and interfaces to facilitate immigrants remixing and contextualizing existing audiovisual records. The goal is to empower immigrants and support multiculturalism through participatory video remix practices.
This lecture discusses the development of media technology and theories about how technology influences media content and audiences. It covers:
1) Walter Benjamin's view that technological reproduction changes how meaning is structured and transmitted through media like photography and film.
2) Marshall McLuhan's theory that the medium itself, not just the content, shapes societies and cultures. He coined the term "global village" to describe electronic media bringing people together.
3) Criticisms of technological determinism emerged, arguing that technology develops through social processes, not autonomously according to its own logic. Studies showed technologies can have flexible designs negotiated by social groups.
4) A critical theory of technology aims to make technology development more democratic
1. The document discusses different perspectives on how media audiences are viewed, from passive to active. Early research viewed audiences as passive and easily manipulated, while later theories see audiences as active interpreters of media.
2. It also discusses how media companies view audiences as commodities to be packaged and sold to advertisers. Media companies attract specific audience demographics and prove their value to advertisers.
3. Key concepts discussed include agenda setting, dominant/oppositional readings, and the notion of media creating "gated communities" by only targeting certain audience types.
The document discusses remix and sharing in Chinese contemporary art and Creative Commons licensing. It provides examples of remix art projects including one by artist Cao Fei using virtual worlds. It also outlines Creative Commons China's art promotion programs, which have included photography contests and an exhibition on remix and share art at the 798 Art Zone in Beijing.
Fall 2011 the emergence of cinema as an institutionProfMartilli
The motion picture industry emerged as a powerful social and economic institution in the United States from the early 1900s to the mid-20th century. Movies became a popular weekly leisure activity for most Americans, resembling a social institution like church or clubs. The industry grew from Edison's early one-person kinetoscope exhibits to massive movie palaces that hundreds of thousands flocked to for entertainment and escape from daily life. Technological innovations, the rise of the star system, and focus on complex narratives transformed movies into a mainstream form of mass media.
This document provides an overview of the TECH2002 Studies in Digital Technology course. The course will cover topics such as digital technology, new media, social media, participatory culture, and online video. Assessments will include individual and group presentations, research papers, and a YouTube video. Key concepts that will be examined include Web 2.0, participatory culture, social media, blogs, and how technology is integrated into everyday life. Students will complete weekly tasks to gain participation points, including creating audio mixes, playlists, research citations, and using social media platforms like Twitter and YouTube.
The document discusses urban intervention and tactical media art. It provides examples of artists who use public spaces and media to raise awareness of social and political issues. These include the Red Ball Project, which placed giant red balls in cities, and The Yes Men, who create fake news stories to draw attention to important topics. The document also discusses influential groups like the Situationists who created experimental art experiences in public settings and the rise of tactical media in the 1990s which allowed users to more easily spread messages through mainstream outlets.
This document discusses how online media has changed the study of media from media 1.0 to media 2.0. It outlines David Gauntlett's view that media 2.0 allows for faster, more collaborative creativity and that creativity is linked to a desire for connection. It defines media 1.0 as focusing on finding information, while media 2.0 emphasizes filtering information. It also discusses how new media is transforming culture by shifting from consumers to "prosumers" and giving audiences a more active role.
This document provides an overview of key concepts and debates in media theory, structured as a toolkit. It covers topics such as texts and literacies, analyzing still and moving images, debates around audiences and effects, concepts of ideology and power in media, and emerging perspectives on media 2.0 and participatory digital media. The document uses examples, concepts, and theories to illustrate different analytical approaches to understanding media. It aims to equip readers with a range of theoretical lenses for interpreting and critiquing media texts.
Recontextualizing Audiovisual Archives: Immigrants and Remixing practicesMariana Salgado
This document provides an overview of Dr. Mariana Salgado's research on recontextualizing audiovisual archives through immigrant remix practices. It discusses EUscreenXL, an EU project that aggregates audiovisual content from European broadcasters and archives. The research aims to explore how immigrants could interpret and enrich cultural heritage through remixing practices and how new media design strategies could support social inclusion. The research plan involves participatory design workshops with various groups exploring reuse of archive materials. Near future writings discussed include papers on formats for supporting amateur practices, augmenting archives by including diverse cultural perspectives in remixes, and what design can learn from cross-cultural digital narratives.
Open, Smart and Connected access to Audiovisual CollectionsJohan Oomen
Talk given at COPEAM 2018.
“Heritage and Media – Preserving the future through our past: an opportunity for growth and democracy?”
Calviá - Mallorca, 10-12 May 2018
Hotel Meliá Calviá Beach
Calle Violeta, 1 Calviá Beach - 07181 Mallorca, Spain
Cultural heritage embraces resources inherited from the past and offers a great variety of opportunities to the present: monuments, sites and traditions, but also visual arts, cinema, TV and radio archives.
In this framework, the Media of the Euro-Mediterranean region – both traditional and new ones – have to play their role, particularly given the challenges that such issue implies in terms of content production, audiovisual documents preservation and impact of the digital transition as a tool for the safeguard and enhancement of our common heritage.
This document summarizes Walter Benjamin's essay "The Work of Art in the Age of Mechanical Reproduction". In 3 sentences: Benjamin argues that technological advances in reproduction have transformed art by diminishing the authentic "aura" of original works and by allowing for mass consumption. He believes this has shifted art's purpose from ritualistic "cult value" to public "exhibition value". Benjamin also analyzes how these changes impact film as an emerging art form and its relationship to theater, and explores film's potential as a tool for psychoanalysis or political messaging.
Andreas Fickers: Transmedia Storytelling and Media HistoryEUscreen
Content in Motion | Curating Europe’s Audiovisual Heritage Conference, December 3-4 2015; www.euscreenxl2015.eu
The presentation focuses on the challenges and opportunities of transmedia storytelling in media history.
The massive digitization of historical sources and their online availability have a deep impact on the practice of doing history in the digital age and require new forms of historical research and storytelling. Drawing from studies in digital storytelling and multimedia narratives, this lecture aims at exploring new forms of non-linear historical storytelling online. In addition, it will address tensions between disciplinary traditions and a lack of scholarly recognition of new genres and formats of online scholarship.
The document provides an overview of topics related to social perspectives on media and ICT, including:
1. Media saturation in today's environment with high rates of technology adoption.
2. Digital inequalities that exist globally and regionally in terms of access, skills, and usage.
3. The complex nature of media effects and influence, which involves many mediating factors.
4. Shifting media production with the blurring line between producers and consumers.
5. Engagement and democracy, where the internet theoretically enables greater civic participation but reality often falls short of expectations.
6. The evolution of social relations as the internet becomes more integrated into daily life.
This document summarizes the history and development of new media as an academic field from the late 1980s to early 2000s. It discusses how:
1) New media emerged from an underground cultural movement in the late 1980s and gained mainstream recognition through new institutions in Europe in the 1990s like ZKM and ISEA.
2) Europe and Japan were early leaders in new media art through public funding of festivals, exhibitions, and commissions while the US lagged behind due to lack of arts funding.
3) By the late 1990s, new media became an established academic field in the US through new university programs and exhibitions at major museums like the Whitney and SFMOMA.
4) The
This document traces the evolution of communication technologies from 60,000 years ago when people started speaking, to 5,000 years ago when writing began, to 600 years ago with the advent of publishing, and finally 43 years ago with the birth of the Internet. It discusses how the Internet is bringing all information together across countries and continents, and how all media like books, movies, music and more will be accessible online. It also discusses concepts like media convergence, how old and new media are colliding, and grassroots and corporate media intersecting. Finally, it examines how audiences now have more control over the meaning of media through an "active audience" and user-generated content.
Henry Jenkins sees fans as cultural producers who participate in self-constructing their cultural identities using various media. He refers to the concept of "convergence culture" where old and new media intersect and consumers can control media narratives. Jenkins believes that individuals construct personal mythologies by extracting bits of information from various media sources. Collective identities are shared online through blogs, YouTube, and social networks, allowing grassroots groups more control over the media landscape.
Cultural dimension and international relationsSel San
This document discusses new approaches to understanding global politics through a cultural lens. It first defines culture and how it forms with communities. It then explains how culture shapes global politics, citing examples like European colonialism imposing their cultures. The main part presents Arjun Appadurai's theory of "scapes", or dimensions of global cultural flow, including ethnoscapes of human migration, technoscapes of technology, financescapes of economies, mediascapes of media, and ideoscapes of political ideologies. It concludes that understanding these cultural dimensions is important for comprehending differences between societies and global conflicts.
This document discusses how social media has turned people's online activities and interactions into a form of art. It explores the concept of a "total work of art" or Gesamtkunstwerk where all of society is sculpted through human interactions and media. Some view social media as a threat to traditional art, but it has opened new opportunities for artists by providing an open platform and the ability to reach vast audiences. The document examines several social media art projects and argues that if online data and social networks stimulate emotions or intellect, then social media can be considered a new canvas for art.
Augmenting audiovisual archives by inclusing immigrants in remix practicesMariana Salgado
The document discusses a research project that aims to augment audiovisual archives by including immigrants in remix practices. The researcher proposes involving immigrant communities in remixing existing audiovisual content from the EUscreenXL project to promote social inclusion. The researcher poses questions about how cultural diasporas could enrich cultural heritage archives and how new media strategies could support social inclusion. The proposed research plan involves workshops to develop remixing tools and interfaces to facilitate immigrants remixing and contextualizing existing audiovisual records. The goal is to empower immigrants and support multiculturalism through participatory video remix practices.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2. Culture-forming function of film
and new media
• status of film in new media culture
• new type of film viewer
• proposals of media educational initiatives
John, Film, flickr.com, CC BY 2.0
3. Status of film in new media culture
• theory of audiovisual culture (M. Hopfinger)
• theory of the language of new media (L. Manovich)
• theory of cultural convergence (H. Jenkins)
Info.wsisiz.edu.pl, Permitted Public Use, Wikimedia.org, CC BY 2.0, CC BY-SA 4.0
4. Theory of audiovisual culture (M. Hopfinger)
• type and style of culture
• dominant communication techniques in culture - type
• values and their hierarchies in culture - style
• audiovisuality is a type of culture
• dominant perception
• verbal culture and typographic perception, until XIX century
• formation of audiovisual culture - cinema perception, XIX
century
• audiovisual culture (development of television) - audiovisual
perception, XX century
• multimedia culture and electronic perception, XXI century
Empik, Bibliofil.com.pl, Permitted Public Use
5. Theory of audiovisual culture (M. Hopfinger)
• multimedia culture and electronic perception
• electronic perception = audiovisual perception + simulations
and virtualization
• computer practice
• differs than only the transmission
• interactivity and virtuality
• abolition of the boundary between real and simulated
• film and computer practice borrowed from earlier media
• digital image - effect of reality without the necessity of reality
• broken relationship - world and media
• instead of the "mirror" of reality - simulation of reality
• new kind of aesthetics
Idaho National Laboratory, Simulation, flickr.com, CC BY 2.0
6. Theory of audiovisual culture (M. Hopfinger)
• new questions about the anthropological dimension of culture
• a new "anthropological situation"
• need of new audiovisual education
• anthropology and film
• two areas of human activity, different but close, both
born by European culture
• both have audiovisual character, our audiovisuality is a
natural equipment of humanity, film is a form of technical
invention of humanity
Jeffrey, Every Channel The Same, flickr.com, CC BY-ND 2.0
7. Theory of audiovisual culture (M. Hopfinger)
What is the status of the film in the new media culture
according to Hopfinger?
• audiovisuality in culture is still based on films, but we have
a new form: virtuality and simulation
• digital image give us - instead of “mirror” of reality - an
effect of the reality. Reality is not necessary for
audiovisuality
• subject of this culture (viewer, receiver, human) is a way
to solution of problems with new computer and audiovisual
technology
• subject needs support and help - media and film education
Info.wsisiz.edu.pl, Permitted Public Use
8. Theory of the language of new media
(L. Manovich)
• relationship between the film and the new media
• two vectors
• from the cinema to the new media - to map the
mechanisms of new media
• from computers to cinema - influence of
computerization for our understanding of moving
images
Ceneo, Permitted Public Use
9. Theory of the language of new media
(L. Manovich)
• the language of cinema played an important role in
the formation of new media interfaces
• new identity of image generated by the computer
• the digital image - discrete and modular
• two-level, composed of the screen surface and the
computer code that creates the screen
• icon-interface, a gateway to another world, not just a
representation of the world
Jeff Warren, interface, flickr.com, CC BY-SA 2.0
10. Theory of the language of new media
(L. Manovich)
• physical reality in the form of a flat image is now one
of the many possibilities for new media technology
• not only a recorder of reality, but a new form of
painting
• new media are still based on narrative
• due to the cultural understanding of narrative-based
forms of communication
www.haaijk.nl, Cinema, flickr.com, CC BY-NC-ND 2.0
11. Theory of the language of new media (L. Manovich)
Wikimedia.org, CC BY 2.0
What is the status of the film in the new media culture
according to Manovich?
• film history and theory of film is the basis and reference for
the history and theory of new media
• cinema has expanded its capabilities beyond film realism
• but the cinema and new media retained its narrative
• because, as an audience (viewers), we still want
storytelling
12. Theory of cultural convergence (H. Jenkins)
• media convergence - modern "collision" of old and
new media
• communicate a cultural content through different
channels of communication
• community of fans around the world, who broaden
the scope of cultural content
Granice.pl, Permitted Public Use
13. Theory of cultural convergence (H. Jenkins)
• a new culture, the culture of participation
• the viewer, the consumer
• becomes an important cultural subject for
broadcasters and producers
• has also the opportunity to create their own
amateur cultural messages, not only those
defined by broadcasters and producers
Hans Dinkelberg, Old & new media, flickr.com, CC BY-NC 2.0
14. Theory of cultural convergence (H. Jenkins)
• phenomena of fan digital cinema and amateur
cinema
• film is a transmedial story integrating various texts of
culture
• category of a cult movie, "dish of difference"
• cultural citation and monomyth, conceptually
abstracted structure from intercultural analysis of the
world's major religions
new_media_days, new media days, flickr.com, CC BY-NC-ND 2.0
15. Theory of cultural convergence (H. Jenkins)
Wikimedia.org, CC BY 4.0
What is the status of the film in the new media culture
according to Jenkins?
• viewers are primarily participants
• new media have given the opportunity to develop amateur
filmmaking and to share this creativity
• contemporary films are characterized by the integration of
different cultural texts
• at the center of media convergence processes - including
film - the viewer-culture participant
16. Problem of film status
or problem of the viewer?
• transformation of film status in the new media
culture
• not talk about a permanent crisis, but more about
the transformations, which have a character of
crisis
• questions not so much about the status of the film,
but about the status of the viewer
• subject of technological change in the cinema
• participant of the film culture
Hannah Bluedawn, garden of lights, flickr.com, CC BY-NC-ND 2.0
17. Defining the viewer
• a person watching a show, a television program
• passive observer or the witness of the event
• in film studies:
• Hugo Münsterberg
• Boris Eichenbaum
• Edgar Morin
• André Bazin
• Christian Metz
David Winship, the viewer.11, flickr.com, CC BY-NC 2.0
18. New type of film viewer
- active participant
• viewer-erudite
• viewer-expert
• viewer-critic
• viewer-selector
• viewer-integrator
• viewer-creator
Ed Dunens, The Viewers, flickr.com, CC BY 2.0
19. Viewer-erudite
• looking for knowledge about the history
of products and transformations of
audiovisual culture in the context of
technological development
Yury Ostromentsky, film, flickr.com, CC BY 2.0
20. Viewer-expert
• reading the rules of audiovisual
speech, including the transformation
of new media (virtual reality,
simulation)
Yury Ostromentsky, film, flickr.com, CC BY 2.0
21. Viewer-critic
• ability to critically review films, also
using new media messages
Yury Ostromentsky, film, flickr.com, CC BY 2.0
23. Viewer-integrator
• ability to perceive the relationship
between film and other texts of
audiovisual culture
Yury Ostromentsky, film, flickr.com, CC BY 2.0
24. Viewer-creator
• ability to create amateur audiovisual
communications with the use of new
media
Yury Ostromentsky, film, flickr.com, CC BY 2.0
25. How to make the viewer an
active participant?
• viewer-erudite
• viewer-expert
• viewer-critic
• viewer-selector
• viewer-integrator
• viewer-creator
Ed Dunens, The Viewers, flickr.com, CC BY 2.0
26. Proposals of media
educational initiatives
• Edukacjafilmowa.pl
• Edukacja filmowa - Kurs na kino
• Akademia Polskiego Filmu
César.Gutiérrez, Film, flickr.com, CC BY 2.0
27. Edukacjafilmowa.pl
• good example of education of the viewer-active participant
of the audiovisual culture
Krajowa Rada Radiofonii i Telewizji, Permitted Public Use
28. Edukacja filmowa - Kurs na kino
• audiovisual education in portal is based primarily on the
historical method
Kino Charlie, Permitted Public Use
29. Akademia Polskiego Filmu
• two-year, film-based academic course, supplementing the
formal education in higher schools
Stopklatka, Permitted Public Use
30. Conclusions
• Three theories: audiovisual culture, language of
new media, cultural convergence
• Concentration on viewer - subject of audiovisual
culture
• A new definition of the viewer-active participant
• New features of this new kind of viewer: erudition,
expertise, criticism, selection, semiotic integration
and creativity
• Not enough educational initiatives in this area,
examples of programs implemented in Poland
David Grandmougin, film., flickr.com, CC BY-NC-ND 2.0
31. dr hab. Piotr Drzewiecki, prof. UKSW
• Authors website: presscafe.eu
• E-mail: presscafe.eu@gmail.com
Presscafe.eu, Permitted Public Use
Editor's Notes
I would like to ask questions and trying to give an answer about media education in times of social media
Also about the place of the old media in the new media system
And also especially about the status of film film in the culture of new media.
My main question and problem to analysis:
Is the film still one of the most important factor shaping the culture? Or its cultural-forming function decreased due to the development of new media?
I propose three parts of this analysis:
First - analysis of the problem on the basis of three theories: audiovisual culture (of Maryla Hopfinger), new media language (of Lev Manovich) and cultural convergence (of Henry Jenkins).
Second - analysis the problem by asking question about the subject of contemporary audiovisual culture.
Have we a new type of film viewer? It’s a trying of new anthropological-cultural interpretation and proposition of new typology of film viewer.
Third - analysis of examples of media education initiatives for educating of film viewers in Poland.
Umberto Eco said "we live in a historical period where more books are produced and sold than any other age, also taking the proportion of printed books to the population of the land". I think we could say the same talking about the films.
In quantitative approach - we have no problem with status of film in culture, we live in a historical period where more films are produced and sold than any other age
In qualitative approach - we have a problem, new social media and video games are competition and diversity in attracting the viewer's attention, we have attractions to choose from, problems of selectivity and criticism.
Old media like film still have their place in culture and find new followers, but they have lost their dominant position
How to explain this contradiction of growth and crisis, in this case, of film in culture?
This problem is the subject of research, also these three media theoreticians.
Maryla Hopfinger, prof. in the Institute of Literary Research of the Polish Academy of Sciences. Researcher of the contemporary audiovisual culture since the 1960s. She distinguishes between type and style of culture: dominant communication techniques in a historical period is the type of culture; values and their hierarchies in culture - its style. The contemporary type of culture is described as audiovisual, noting that the category of audiovisuals is based on the natural anthropological equipment of man, modified by verbal culture, and by modern audiovisual culture.
Analyzing the transformations of audiovisual culture introduces the category of dominant perception. For the verbal culture this was typographic perception, for the period of the formation of audiovisual culture - cinema perception, then replaced by audiovisual perception in connection with the development of television. Today we can talk about multimedia culture and electronic perception.
The modern type of audiovisual culture is defined by multimedia and electronic perception. According to Hopfinger, audiovisual perception is still the basis of participation in multimedia culture, but it is enriched with simulations and virtualization, which consists in this new type of perception. As a result of the expansion of electronics, a new type of communication practice has emerged - computer practice. It is a connection that differs than only the transmission. It is interactivity and virtuality, also abolition of the boundary between real and simulated and created. This is new electronic indirect communication.
It is characteristic that both film and computer practice borrowed from earlier media, film from photography and computer practice from typography. But the digital image introduces a effect of reality without the necessity of reality. It is a novelty.
We have broken relationship between the world and the media. Instead of the "mirror" of reality we have a simulation of reality.
According to Hopfinger we have a new kind of image - the image based on digital information.
It is part of abstractionism (abstract art) in the culture. We have no necessary relationship between audiovisuality and outside world. It is a new kind of aesthetics. Not aesthetics of recording and reproduction of reality, but aesthetics, which give an effect of reproduction of reality.
Multimedia culture and electronic perception gives new questions about the anthropological dimension of culture, about the human in audiovisual culture. We have a new "anthropological situation" in culture, new kind of integration of audiovisual and visual, verbal and nonverbal messages. It also gives questions about new audiovisual education, as the researcher notes "the lack of educational (school) programs preparing for participation in this new audiovisual culture, like programs preparing for reading and writing". At school there is a lack of film education programs as a permanent element of education.
According to Hopfinger anthropology and film are two areas of human activity, different but close, both born by European culture. The first segmented the sphere of human behavior, trying to read texts of culture. The second - as a communication practice - produces texts of culture and presents them for reading to the audience. They have become a source of our knowledge and self-knowledge, they can show us - the participants the culture - our identity and experience of others. Anthropology and film both have audiovisual character. Our audiovisuality is a natural equipment of humanity. Film is a form of technical invention of humanity.
What is the status of the film in the new media culture according to Hopfinger?
It has become part of a broader multimedia culture and electronic perception. Audiovisuality in culture is still based on films, but we have a new form: virtuality and simulation. Digital image give us - instead of “mirror” of reality - an effect of the reality. Reality is not necessary for audiovisuality, like in video games. The effect of reality, however, seems to be the anthropological need of man.
Characteristic for Hopfinger's theory of audiovisual culture is an anthropological approach. Subject of this culture (viewer, receiver, human) is a way to solution of problems with new computer and audiovisual technology, with new technological dominance. But subject needs support and help. Subject needs film and media education.
Lev Manovich, a professor of computer science at the City University of New York, a pioneer in theory of new media.
Author of his most famous publication “The language of the new media"
Concerns the relationship between the film and the new media as two vectors.
The first vector is from the cinema to the new media, is about how use history and theory of cinema to map the mechanisms in the technological and stylistic development of new media.
The second vector is in the opposite direction - from computers to cinema, to consider how computerization influence for our understanding of moving images, cinema language, new forms of cinema.
According to Manovich, the language of cinema played an important role in the formation of new media interfaces: human-computer interface and cultural interface: user-cultural data.
We also have a new identity of image generated by the computer. From the time, when traditional cinema began to use computer techniques to the fully digitally generated image. Examples of using digital techniques in traditional cinematography are: three-dimensional animation, virtual scenography and actors, computer coloring of the film and post-production techniques. But we have often new forms of computer-based cinema, simulators, online films, interactive movie games, which use narratives borrowed from computer games.
Manovich characterizes the digital image as discrete (composed of pixels) and modular (consisting of layers). It is a two-level, composed of the screen surface and the computer code that creates the screen. The digital picture became an icon-interface, a gateway to another world, not just a representation of the world. It is also a control panel and tool that connects through its hyperlinks to other images.
For Manovich, film presenting physical reality in the form of a flat image is now one of the many possibilities for new media technology. The principle of digital cinema is still the filming of reality, but also the production of film-like scenes. There is the possibility of interfering in film material other than in traditional cinematography. The image is editable at every stage, including montage and special effects, which was previously separated at next stages of the film. Cinema expands its possibilities, gives completely new modification tools.
So the cinema is now not only a recorder of reality, but a new form of painting. This is a cinema-brush, not a cinema-eye.
The language of cinema is still classic realism, but new technology gives the possibility of avant-garde non-narrative forms. The first example of such a transgression of the norms of film realism was the production of music videos.
But according Manovich new media are still based on narrative. Because the audience wants storytelling. Because the creators of computer games want to narrate. In the new media, the language of cinema has been still applied, due to the cultural understanding of narrative-based forms of communication.
For Manovich, film history and theory of film is the basis and reference for the history and theory of new media.
Cinema has expanded its capabilities beyond film realism, beyond registering reality, to the avant-garde simulation forms.
But the cinema and new media retained narrative. This was a conscious decision of the computer and entertainment industry. Because, as an audience, we want storytelling. Preservation of narrative is an important anthropological and pedagogical aspect of this development of new media. The viewer has many opportunities in the cinema, has many opportunities in the new media, but still wants narration, expects narrative forms.
Henry Jenkins is a media scholar, a professor at the Massachusetts Institute of Technology, and currently at the University of South Carolina. He is the creator of the concept of media convergence, a fan community researcher, a media educator. Jenkins in his research also dealt with the status of cinema in a new media culture.
The concept of media convergence, proposed by him, describes the modern "collision" of old and new media, which create complex interactions and abilities to communicate a cultural content through different channels of communication. Often, the same cultural content is being presented in many forms: film, computer games, books and specially designed series of clothes or other gadgets.
There is also a growing community of fans around the world, who broaden the scope of cultural content themselves, spontaneously or inspired by broadcasters and producers of the content.
According to Jenkins, media convergence is changing the functioning of the contemporary media audience and giving rise to a new culture, the culture of participation. The viewer, the consumer becomes an important cultural subject for broadcasters and producers.
The viewer, the consumer has also the opportunity to create their own amateur cultural messages, not only those defined by the commercial activities of broadcasters and producers.
Media culture has become open to participation, not only in terms of technological access categories, but related to the ability to educate own media skills and search cultural opportunities. In this way, the power and knowledge that has so far been reserved for broadcasters and producers is becoming a part of larger audiences, and can be expanded and developed through new technologies and new communications practices.
Jenkins describes the culture of participation by referring to contemporary cinema transformations, describes the phenomena of fan digital cinema, which compares to punk music with its "do it yourself" ideology. According to Jenkins, Internet enabled the transfer of amateur cinema from public to private. Digital cinema has also become a new space of interaction between amateur filmmakers and commercial media. Amateur filmmakers produce films of commercial or commercial quality with minimum budgets.
Jenkins describes the problems of cinema by referring to his theory of convergence. The film is, according to him, a transmedial story integrating various texts of culture and giving a new form of entertainment in the era of collective intelligence.
A category of a cult movie was created to encourage its cultural citation, to create communities around this movie and to make own messages by audience. The film sometimes becomes a "dish of difference" in which creators refer to different cultures, to western and Asian, to enhance its cultural impact. Hollywood often uses the structures of antique mythology to give monomyth, conceptually abstracted structure from intercultural analysis of the world's major religions.
Jenkins' analysis of the convergence of media theory gives a new understanding of film culture and the role of viewers in this culture.
They are primarily participants, encouraged to develop their own amateur work, partaking in the commercial plans of broadcasters and producers or forming a counter-culture.
New media have given the opportunity to develop amateur filmmaking and to share this creativity by moving private messages into the public domain. Contemporary films are characterized by the integration of different cultural texts, which is conducive to their greater cultural citation, inspire the communities that are built around these messages. Jenkins at the center of media convergence processes - including film - puts the viewer-culture participant pointing to new opportunities for its development in culture.
The above analysis of the theory: Maryla Hopfinger's audiovisual culture, Lev Manovich's new media language, and Henry Jenkins media convergence have provided us some knowledge about the transformation of film status in the new media culture.
We can not talk about a permanent crisis, but more about the transformations, which have a character of crisis.
Analyzes lead us to questions not so much about the status of the film, but about the status of the viewer, the subject of technological change in the cinema, the participant of the film culture and the need to undertake educational activities. On its quality depends the quality of film culture.
The definition of the viewer, which we find in Polish dictionaries, usually consists of two parts. The first describes the viewer as a person watching a show, a television program. The second refers to the social attitudes, the passive observer or the witness of the event. Transformations of audiovisual culture indicate the need to develop a definition of the viewer-active participant and to indicate a descriptive catalog of these activities.
In film studies, there are many tries to defining the viewer, its functioning and relations with the film work. Some examples: for Hugo Münsterberg the viewer do the work so that the film can be received as an image of reality. Boris Eichenbaum postulated the existence of "inward speech" in the viewer, a process in which a series of moving images on the screen finds its definition and complement in the viewer's mind. Edgar Morin - and also Sigmund Freud, Jacques Lacan and Jean-Louis Baudry - pointed to the integration of the film language into the psychological processes of the viewer, in which the film projection leads to the identification of the viewer with what is on the screen. André Bazin - the viewer at the window, which is the window to the world of the film. Christian Metz - a viewer in front of a mirror in which he sees himself through a film projection.
We have also Apollonian and Dionysian type of recipient. In the first viewer contemplates the film, reads and reconstructs its idea within itself, remaining alone in the reception of the work. In the second, he has the need to participate in happenings and artistic activities accompanying the film, is culturally active. We have also the viewer decoder and the viewer interlocutor. In the first type, he tries to read the film in accordance with the author's way of reading, in the second he relates the creator of the internal dialogue, disagreement with such a way of encoding and creating his own alternatives.
However, it is not the subject of our analyzes of the process taking place in the mind of the viewer connected with the reception of the film, but the search for his new status in culture, or the updating of that status supplemented by the transformation of the new media. The mentioned above theories point to more psychological and cognitive processes taking place in the viewer during the film projection. We are more concerned with the practical skills and knowledge that the viewer should possess. This approach is aimed at developing an ideal viewer-active participant and indicating the tasks in his / her education. So it is no longer just a film or television viewer, but a diverse and convergent media player operating as a classic viewer, but also a subject of other technologies. We are also not interested in processes that occur in the viewer, but search of educational objectives, the effects of the viewer's learning, to achieve perfection of the audience.
I would like to present a proposal for a catalog of competences of the viewer - active participant in culture. The education of these skills includes knowledge of the history of cinema and new media, knowledge of the rules of audiovisual expression, critical assessment of the messages, ability to select messages, ability to perceive the connections between film and other audiovisual culture texts, and ability to create amateur audiovisual communications using new media. We can talk about the following, listed on the slide, features of the viewer - the active participant.
Viewer-erudite is an active participant in film and media culture, looking for knowledge about the history of products and transformations of audiovisual culture in the context of technological development. The suggestion of this type of audience-erudity is found in the theory of audiovisual culture Maryli Hopfinger, in which he emphasizes the importance of knowledge and self-knowledge of the audience. Despite the development of media and film studies, audiovisual education has not yet become an independent subject of formal (school) education.
It is important to identify the range of knowledge about the history of products and transformations, which should be graduated and relational to the own needs. Viewer-erudite in this way is more the seeker of knowledge than the receiver of ready-to-read informations about films. In practice, the viewer starts from any film and is actively seeking knowledge about story, genre, director, or actors. It also recognizes links between a specific film and the cultural context of its, the literary trend, or the film school in which it was created. The hypertextuality of the Internet, Internet encyclopedias are very useful in this individual seeking of knowledge.
This viewer-expert is an active participant in film and media culture who can read the rules of audiovisual speech, including the transformation of new media (virtual reality, simulation). The basis is to recognize narrative and realism. According to Lev Manovich, narrative and realism have been preserved in the context of the development of computer practices, but they are only part of new media capabilities. Just paying attention to the narrative and the level of film realism we reject the richness of this language. The language of the film, which is the basis of the language of new media, is only a part of the aesthetic and stylistic possibilities.
The basis of knowledge of these rules would be the concept of framing, lighting, stage design, acting and other elements of the film.
Very good practice is the mise-en-scène analysis of the visual aspects of the film: visual composition, stage design, props, costumes, makeup, lighting, motion and acting. The viewer asks questions about how a film is visually structured, recognizes its components. The mise-en-scène method is also appropriate for analyzing contemporary video games that use similar audiovisual rules, enriched by an element of interaction.
Viewer-critic is an active participant in film and media culture who has the ability to critically review films, also using new media messages. We do not mean only the press genre or the written report of the film being watched. Review is the technique of critical competency. We judge film due to ethical standards and aesthetic styles. Reviewing is a in-person dialogue and also expressing opinion in the communications acts. New media have greatly expanded these capabilities. Contemporary viewers have the opportunity to share their opinions on blogs or online forums. According to Henry Jenkins, creating and sharing of own opinion about existing media messages is the basis of participation culture.
The type of viewer-critics is related to the type of viewer-selector who has the ability to select films using new media. The main problem is an overflow of media messages to choose. Passive attitude in this matter is characterized by accidental and unconscious selection, often dictated by external opinions. An active viewer selects his or her own search messages. Decides own what and when he wants to watch. Also deals with media diversity, choosing and finding time for different types of media, for books, computer games, music, etc. Helps in this matter are lists and films recognized as classic works, which due to their artistic and moral values are worth a look at. . An example of such a statement is published in the century of cinema Vatican list of 45 films. These are only aids that should not replace the viewer's personal efforts.
Spectator-integrator is characterized by the ability to perceive the relationship between film and other texts of audiovisual culture. This activity is manifested in the search for cultural citations between different types of messages. It is also finding in the culture of myths, symbols, stereotypes, ideologies and values in the culture. A semiotic analysis and commutation test help to develop critical skills and to recognize the hidden meanings and borrowings in the culture. The practice of semiotic analysis seems to be useful, especially in the context of Jenkins' cult movies and films of "dishes of difference", designed to fit into the monomitic unification of various traditions and religions.
The viewer-creator is characterized by the ability to create amateur audiovisual communications with the use of new media. It is a modern novelty in perceiving the role of the viewer, who, thanks to the development and availability of digital video technology, has the opportunity to create his own audiovisual culture. The phenomenon is the YouTube portal, which creates a new quality of audiovisual media and provides new social problems. The basic problem is the scope of the viewer's filmmaking. It often reaches out to the sphere of personal privacy, presenting it publicly as an audiovisual message. It sometimes creates parodistic versions of popular audio-visual transmissions, rarely decides on the author's solutions. You have to keep in mind the limited amount of time and resources for this type of authorial production. Often it is a viewer's hobby. This new form of audiovisual creativity significantly changes the position of the viewer in the culture, giving it the status of broadcaster and producer. Creative transformation can also involve engaging in fan movements, giving new opportunities for expressing the viewer as an active participant and creator at the same time, without having to enter the sender and producer roles. It's Jenkins's concept again.
The presented elements of the new type of viewer-active participant in film and media culture prompt us to reflect on his education. How to make it through individual and social action to make the viewer become an erudite, expert, critic and selector, integrator and creator?
School education should be the domain of audiovisual education. There is, however, not - as noted by Mary Hopfinger - the functioning of the subject of media education in schools, including film education. As long as educational decisions are not made on this subject, we have non-formal education, self-education of viewers, participation in educational projects organized by cultural or non-governmental institutions.
In Poland, we can point to several examples of these educational deficiencies, which also take into account the changes that are taking place through new media. We will indicate and discuss three projects: Edukacjafilmowa.pl - the portal of educators and young filmmakers, Edukacja filmowa - Kurs na kino (Course for cinema) and Academy of Polish Film.
Edukacjafilmowa.pl is an internet portal created within the framework of the program of the Minister of Culture and National Heritage "Education +" and developed within the framework of the "Cultural education" grants. The portal is intended to provide film knowledge and information on contemporary "educational trends" and to integrate animators involved in film education, to share experiences and educational needs. On the portal are among others: discusses films, offers workshops and classes dealing with film and media issues, description of motives referring to other texts of culture. The portal also has ABC of movie (encyclopedia) and “film educational emergency”, which is "a good starting point for discussing with pupils on urgent educational topics". Portal is a good example of education of the viewer-active participant of the audiovisual culture. Integrates the knowledge of film studies and the theory of the language of new media. Provides movie information database, gives film advice and suggestions, gives also examples of references to other cultural texts, encourages to create own video and montage. About edukacjafilmowa.pl, http://www.edukacjafilmowa.pl/o-projekcie
Similarly, the Film Education portal - Course for Cinema, was created for students, teachers and others interested in film art. The project is co-financed by the European Union from the European Regional Development Fund. It offers educational materials and film-watching materials to help in elementary knowledge of cinema and filmmaking. On the portal we can find courses, tests of knowledge, current information on film education in Poland, as well as a collection of text and audio material in the section Classics of Cinema.
Audiovisual education in portal is based primarily on the historical method. Learning the history of cinema is very useful to capture the essence of the transformation of audiovisual technology. Discover the secrets of the film world! About the project, http://www.edukacjafilmowa.eu/tekst.php?id=14
The third of these initiatives is the Academy of Polish Film. This is two-year, film-based academic course, supplementing the formal education in higher schools. The program is a series of lectures - meetings with filmmakers, projection and discussion. It is initiative of the National Film Archive, in several Polish cities, in cooperations with University of Warsaw, University of Lodz, Jan Kochanowski University in Kielce, Cracow Academy of Sciences of Frycz-Modrzewski and others. The Academy Program consists of over a hundred titles of Polish films in a wide range of names, genres and subjects, with historical (chronological) method of teaching. The form of meetings and discussions is an important alternative to e-learning film, it also serves to build social relationships, develops the need for social reception and discusses cinema. Academy of Polish Film, http://akademiapolskiegofilmu.pl/pl/
We analyzed three theories: audiovisual culture (M. Hopfinger), theory of the language of new media (L. Manovich) and theory of cultural convergence (H. Jenkins). Some conclusions:
We need to concentrate not so much on the problem of film status in the modern culture of new media, as on the subject of this culture - the viewer.
We need a new definition of the viewer-active participant of media and film culture. And defining new features of this new kind of viewer: erudition, expertise, criticism, selection, semiotic integration and creativity.
There are not enough educational initiatives in this area, but there are examples of programs implemented in Poland that fill these educational lacks.