A useful and proven diagnostic tool for the effective and constructive analysis and editing of dramatic screenplays. For writers, directors, producers, actors and others.
A summary, with some overview questions, of Laure Mulvey's article 'Visual Pleasure and Narrative Cinema' and it's uses in thinking about gender representations.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The Art Pastor's Guide to Sabbath | Steve Thomason
Lesson 5 gender and videogames
1. BIG PICTURE
A focus on representations of
gender in videogames
KEYWORDS
Abusive – Exploit – Misogyny –
Stereotype – Objectification –
Male Gaze
LEARNING OBJECTIVES
Develop skills in reading media texts and taking
focused notes about specific issues
SUCCESS CRITERIA
• Powerpoint on positive and negative
gender representations in two different
games
Take your seat. Bag under your desk.
Have your equipment and planner out.
Unit 1 - Representations
• Do you play videogames?
• What are your favourite games – and your favourite
kinds of games?
• What do you know about the history, or about the
theories of audience, for videogames?
2. TELL ME
STUFF!
TAKE ME
THROUGH
IT…
LET ME
HAVE A
GO…
DO I GET
IT?
1 2 3 4 5 6
SETTING THE
SCENE
JOINING UP
LEARNING
LINKS TO LAST
TIME
PASSING ON
KNOWLEDGE
GUIDED PRACTICE
& MODELLING
INDEPENDENT
PRACTICE –
APPLYING THE
SKILLS TO NEW
SITUATIONS
ASSESSMENT &
FEEDBACK
PULL IT TOGETHER
JOINING UP
LEARNING
LINKS TO NEXT
TIME
3. What do you think you know?
1. 59%
2. 31 years old
3. Women over 18 – 36%.
Men under 18 – 17%
4. 35 years old
5. 62%
6. 47%
1. The percentage of people who play
videogames?
2. The average age of videogame players?
3. Who plays more? Women over 18 or
Men/Boys under 18?
4. Average age of biggest market for game
buying?
5. Proportion of gamers who play with
others?
6. Proportion of gamers playing social
games?
4. Can you think of any obvious
examples of negative gender
representations in videogames?
Can you think of any obvious
examples of negative
representations of masculinity in
videogames?
5. How are sexist attitudes perpetuated in
videogames?
Think around a range of
games and around a
range of game genres,
and discuss and come
up with examples and
opinions about the
following...
• Lack of female characters
• Lack of playable female characters with
narrative agency
• Women as victims of violence / abuse
against women
• Negative portrayals of women
• Over-sexualisation in the visual depiction of
women characters
• Traditional marketing of games to boys/men
• Women as 'background decoration' NPCs
• Women's roles limited to being the reward –
the 'damsel in distress'
6. 1. Choose three female
characters from texts in three
different media
a) Posters and advertising
b) Video games
c) Film or television
d) Music video
Follow up – homework task
For each character comment on:-
i. Body image
ii. Costume
iii. Physical beauty (which is an interestingly
subjective and historically and culturally specific
idea, but I think you know what I mean here)
iv. Abilities / Powers
v. Significance within the narrative
vi. Narrative agency
vii. Narrative outcomes – what happens to them?
7. BIG
PICTURE
MY
LEARNING
How did this
lesson fit into
your other
lessons?
What is my
top take- away
from the
lesson?
Have you contributed to the lesson? Will you be able to improve
next lesson? Do you know what you need to go away and do?
o Keep up with new vocabulary
o Keep looking and watching as
students as well as fans – what
are you starting to notice when
you watch films or TV, or play
games, or watch music video...