28 de abril de 2016
27 de abril de 2016
Fourth Wall
The concept is usually attributed to the philosopher, critic and dramatist Denis Diderot.The term itself was used by Molière. The fourth wall illusion is often associated with naturalist theatre of the mid 19th-century, and especially with the innovations of the French director André Antoine.
The restrictions of the fourth wall were challenged in 20th-century theatre. Speaking directly to, otherwise acknowledging or doing something to the audience through this imaginary wall – or, in film, television, and video games, through a camera – is known as "breaking the fourth wall".
As it is a penetration of a boundary normally set up or assumed by works of fiction, this is considered a metafictional technique. In literature and video games, it occurs when a character acknowledges the reader or player. Breaking the fourth wall should not be confused with the aside or the soliloquy, dramatic devices often used by playwrights where characters on stage are delivering inner monologues, giving the audience insight into their thoughts.
Fifth Wall
The term has also been used to refer to "that semi-porous membrane that stands between individual audience members during a shared experience." In media, the television set has been described metaphorically as a fifth wall because of how it allows a person to see beyond the traditional four walls of a room. In shadow theatre the term "fifth wall" has been used to describe the screen onto which images are projected.
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22 de abril de 2016
Action research is either research initiated to solve an immediate problem or a reflective process of progressive problem solving led by individuals working with others in teams or as part of a "community of practice" to improve the way they address issues and solve problems.
Action research involves actively participating in a change situation, often via an existing organization, whilst simultaneously conducting research.
In the context of design, action research means the documentation and reflection of work produced as recorded in the Design Diary, as it combines practice-led experimentation, testing, concept development, accompanying literature, and other unforeseen sources of inspiration/information.