Zobrazeno 1 - 10
of 1 061
pro vyhledávání: '"Snapshot (photography)"'
Autor:
Jennifer Cazenave
Publikováno v:
Alphaville: Journal of Film and Screen Media, Iss 26, Pp 74-89 (2024)
As a teenager in the eighties, French filmmaker Sébastien Lifshitz scoured flea markets for amateur photographs. In 2013, he assembled a book titled The Invisibles comprised of snapshots depicting queer lives. He included a pair of Kodachrome images
Externí odkaz:
https://doaj.org/article/260e263275d4495c8b4abd3380c2afef
Autor:
Eduard-Claudiu Gross
Publikováno v:
Eon, Vol 4, Iss 1, Pp 127-137 (2023)
The study investigates the cultural and historical significance of orphan photographs, a category of unnamed, unclaimed, or abandoned photos that offer intriguing insights into the lives of everyday people and challenge conventional notions of family
Externí odkaz:
https://doaj.org/article/128da7cdb3054572985852ebda280233
Snapshot Photography, Now and Then: Making, Sharing, and Liking Photographs at the Digital Frontier.
Autor:
Zuromskis, Catherine1
Publikováno v:
Afterimage. Jul/Aug2016, Vol. 44 Issue 1/2, p18-22. 5p.
Autor:
Gross, Eduard-Claudiu
Publikováno v:
EON. 4(1):127-137
Externí odkaz:
https://www.ceeol.com/search/article-detail?id=1124489
Autor:
Óscar Jiménez Serrano
Publikováno v:
Revista Tradumàtica, Iss 17 (2020)
本文分析了自纽伦堡以来专业会议口译中最大的范例性转变:远程同声传译(ISR)的中断。 首先,我们考虑了国际会议翻译协会(AIIC)今年发布的相关准则,欧盟SCIC今年发布的报告,以及
Akademický článek
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Autor:
Sara Dominici
Publikováno v:
Science Museum Group Journal, Iss 12 (2019)
This article looks at the relationship between two very popular middle-class activities in Late Victorian Britain, photographing and cycling, and explores the influence that the new technology of physical mobility had on visual experiences and relate
Externí odkaz:
https://doaj.org/article/2639cb0ef10f4fd1affd8b23253e6921
Autor:
David Beyea, Brian Klebig, Vivian Hsueh-Hua Chen, Maxwell Foxman, Rabindra A. Ratan, Alex P. Leith
Publikováno v:
IEEE Transactions on Games. 14:466-477
Although virtual reality (VR) shares common features with video games, it offers different experiences for users based on the mediums unique affordances. Still, there is no cohesive classification system for commercial VR applications. To account for