La representación mediática del deportista con discapacidad en el reportaje televisivo. Informe Semanal, un estudio de caso
The coverage of the 2008 Paralympic Games in the Spanish media appears almost exclusively linked to the values associated with the sporting world, according to a previous study. The Paralympic athletes are not disabled. Neither lay nor sensationalism gave a stereotyping. Because of the particularity of the event, also claims and problems disappear. This is where sports information matter the outcome, the successes, the medals. To deepen understanding of television representation of athletes with disabilities, is now being studied television information outside the dynamic daily news coverage of the Games. Analysis of other pieces, reports, has uncovered brands aimed at stereotyping related to the semantic field of journalism, one that is made visible through the use of resources that promote emotion and spectacle. Emergen life stories and intimate details. The players show great self-esteem and a positive self-identity to get away from the usual social representations of disability.
Distance Perception in Photographic Displays of Natural Settings
Distance perception of depicted objects was examined as a function of photographic perspective. 24 subjects viewed slides of outdoor scenes and directly estimated the distances to specified objects. Perspective was manipulated by photographing each scene with lenses of four different focal lengths: 48 mm, 28 mm, 24 mm, and 17 mm. Distance perception along the pictorial depth plane (z-axis) was systematically transformed by changing the photographic perspective: the shorter the focal length of the camera lens, the greater the perceived distance. Perceived distance between objects along the lateral plane (x-axis) was unaffected by changes in lens focal length.
Image Projection in Immersive 3D Visualization Laboratory
In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment (CAVE) installation is planned to be implemented at the Gdansk University of Technology. In this solution, the images will be projected on flat screens arranged in the form of a cube. The user will be located inside a transparent sphere freely rotating inside a cube, which allows simulation of free movement without changing the position of the screens. A walking motion of the user will trigger changes in the computer-generated images on screens surrounding the sphere thus creating an illusion of motion. The problems of visualization in the planned installation are outlined and discussed.