2010
DOI: 10.3916/c35-2010-02-03
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Thrills in the dark: Young people’s moving image cultures and media education

Abstract: RESUMENEl autor de este trabajo examina la atracción hacia el sentimiento de terror en los medios de comunicación, y especialmente en el cine, desde la perspectiva de la emoción contenida que genera el terror, lo angustioso y agradable… ¿Cuál es la naturaleza del miedo y el «placer» que se experimenta? ¿Por qué es importante que los educadores tengan en cuenta esta conexión que relaciona a los espectadores con la película? En este sentido, abordar el tema desde la perspectiva de la cultura cinematográfica de l… Show more

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Cited by 5 publications
(4 citation statements)
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“…The grammar of visual imagery has been categorized extensively, such as two-dimensional images (Kress & van Leeuwen, 2021), picture books (Painter et al, 2013), social interactions (Norris, 2004), kineikonic or moving image texts (Burn, 2013), and other technology-mediated practices for learning (Jewitt, 2012). Our aim is to understand the role of embodiment in the VR painting mode, focusing primarily on the sensorial and bodily interactions (e.g., body movement, haptics, and locomotion) of the user or author in the process of designing a virtual painting.…”
Section: Multimodal Communication and Vr Representationmentioning
confidence: 99%
“…The grammar of visual imagery has been categorized extensively, such as two-dimensional images (Kress & van Leeuwen, 2021), picture books (Painter et al, 2013), social interactions (Norris, 2004), kineikonic or moving image texts (Burn, 2013), and other technology-mediated practices for learning (Jewitt, 2012). Our aim is to understand the role of embodiment in the VR painting mode, focusing primarily on the sensorial and bodily interactions (e.g., body movement, haptics, and locomotion) of the user or author in the process of designing a virtual painting.…”
Section: Multimodal Communication and Vr Representationmentioning
confidence: 99%
“…Multimodal approaches were applied to several research objects, from graphic design (Kress and Van Leeuwen, 2001b) to films (Burn, 2013) to social media (Moschini, 2018); however, (multimodal) social semiotics perspectives were seldom invoked to explore videogames (Hawreliak, 2018). Pérez-Latorre et al (2017) relate this gap to an ontological understanding about games.…”
Section: Social Semiotics Multimodality and Videogamesmentioning
confidence: 99%
“…Nevertheless, as we consider game design as a(n orchestrating) mode (see Burn, 2013; Pérez-Latorre et al, 2017), we cannot forget that there is a third layer represented here, discourse semantics (Bateman, 2011). It is in this layer that sign-makers organize semiotic resources in order to make them intelligible to a sign interpreter, and it is where we can find most of the intertextual relationships articulated to construct different modality coding orientations.…”
Section: Modality Genres and Meaning-makingmentioning
confidence: 99%
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