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Alve Elias, Herlander

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  • The Anime Galaxy: japanese animation as new media
    Publication . Elias, Herlander
    The ubiquitous nature of digital technology has had globalization and contents sharing promoted by common interest as an aftermath. Nowadays, it seems hard to think about the Internet without a global world, being the “computer” itself by now synonymous of “Web”. However, such was not the case during the last two decades. Within this background, both graphic cultures and cybercultures have been sharing synergies. The World Wide Web has become a centre for sharing, participation, usage and consumption of contents related to their users’ preferences. The same occurs in comics – formerly less available – and in Japanese animation films, both having been wirecast on the Web and, as a result, spread to new audiences. Besides, the current technological frame provides new features that keep changing the production, as well as the consumption of artworks – especially those of animation – as a major part of consumers that possess cell phones, computers and Web access knows at least some videogames and improves their software technical skills. On a popular level, culture turns out to be a constant innovative environment. Japan is the country that exports anime, an unquestionable industrial might. Across new media, such as portable media platforms, videogames, digital films or the commercials available on-line, the audience participates and consumes Japanese culture. Animation artworks bring consumers to know their predecessor: the comic, which remains a blooming medium. From advertising to videoclips, throughout new digital formats, the audience comes across new forms of narrative presentation that balance between the literary and the cinematic types. One detects a pattern emerging from a set of themes in both the anime image and the videogame, being the latter a format designed for extending animation and being symbiotic with the special effects moving picture. Spaces introduced in such images are always in transformation, much like Japan has been over the last century and half. After pre-modernity, feudalism and Japan’s participation in World War Two, its main signature is still “technology”. ‘The Anime Galaxy’ is the explained portrait of animation regarded as a new medium of communication; a radiography of a global image which seems to be fast, beautiful, sinister and uncanny – all of which being the outcome of a proficient culture industry established by people who believe in robots that, in future reality, are to prevail as the logical extension for a smart computer. Due to this reason, playing robots in a fantasized manner is a mere preparation for the upcoming “robotopia”.
  • Comunicação estratégica
    Publication . Gonçalves, Gisela; Elias, Herlander
    As novas tecnologias de comunicação digital, em especial, desde a emergência da Web 2.0, tornaram-se um canal de comunicação extremamente importante na construção de relações entre as organizações e os públicos, tanto ao nível das relações públicas como do branding. Neste artigo, dividido em duas partes principais, procura-se em primeiro lugar refletir sobre a importância de as organizações deixarem de utilizar os novos media como mais um mero canal de promoção unidirecional, mas antes como um veículo incontornável de promoção de diálogo e envolvimento. Comunicação dialógica, interatividade, engagement e “paracrise” são alguns dos conceitos-chave que subjazem a esta reflexão e que permitem enfatizar a importância crescente de saber gerir as relações on-line entre as organizações e os públicos. Na segunda parte do artigo, procedemos a um outro tipo de análise, relacionada com Branding e marcas, onde a plataforma de estudo são os programas, as “Aplicações” (conhecidas como “Apps”), em voga nos smartphones Apple iPhone 5 e computadores tablete Apple iPad 4. O ponto de interesse nestas aplicações reside no facto de serem lúdicas e o conteúdo ser relacionado com marcas conhecidas.