• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 74
  • 27
  • 22
  • 19
  • 4
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • Tagged with
  • 184
  • 54
  • 36
  • 27
  • 25
  • 21
  • 19
  • 18
  • 18
  • 17
  • 16
  • 14
  • 14
  • 13
  • 12
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
171

Mascelli's functional analysis of camera angles versus viewers' interpretations of unconventional camera angles in Avatar and The English Patient / Carli Uys

Uys, Carli January 2014 (has links)
The primary research strategy of this study was to elicit meaningful answers from viewers by means of a focus-group procedure; this is a method associated with qualitative research (see Creswell, 1998; Berg & Lune, 2011) The group consisted of ten adults, whose visual literacy in terms of narrative films, was described as high (they frequently watch films at home, or in the theatre). The researcher acted as the moderator; and a set of semi-structured questions, based on meanings attached to camera-angle codes as defined by Mascelli, were answered by the participants. The codification scheme of Mascelli was applied to the unconventional camera angles in Avatar and The English Patient. These were compared with the viewers’ responses. Finally, the results were interpreted, in order to establish whether a meaningful relationship exists between the viewers’ responses and the interpretation of unconventional camera angles by such a seminal figure as Joseph V. Mascelli. The literature study focused on a media aesthetic explanation of cinematography, which included media aesthetics theory, framing, and composition, as well as the general codes and conventions relevant to cinematography. The literature overview includes a study of books, academic articles, internet sources, legislation, and training videos. A Nexus and EbscoHost search (Academic Search Premier and Jstor) was conducted on cinematography in general, and on camera angles in particular. Chapter 5 indicates the viewers’ overall interpretations of the unconventional camera angles used in Avatar and The English Patient. The graphs in Chapter 5 indicate that the viewers found the unconventional camera angles used in the films to represent the meaning of the shots appropriately, and that they understood why each unconventional camera angle had been used. The viewers’ responses correspond with the meanings of the unconventional camera angles, as stated by Mascelli. To ensure the effectiveness of a film and the accurate representation of the meanings of camera angles and camera sizes, the way it is described by Mascelli should ideally be taken into consideration by all future producers. Mascelli’s descriptions of camera angles and camera sizes, combined with the media aesthetics, as described by Zettl – when successfully applied – could lead to the production of a good quality film and images within the film. / MA (Communication Studies), North-West University, Potchefstroom Campus, 2014
172

Mascelli's functional analysis of camera angles versus viewers' interpretations of unconventional camera angles in Avatar and The English Patient / Carli Uys

Uys, Carli January 2014 (has links)
The primary research strategy of this study was to elicit meaningful answers from viewers by means of a focus-group procedure; this is a method associated with qualitative research (see Creswell, 1998; Berg & Lune, 2011) The group consisted of ten adults, whose visual literacy in terms of narrative films, was described as high (they frequently watch films at home, or in the theatre). The researcher acted as the moderator; and a set of semi-structured questions, based on meanings attached to camera-angle codes as defined by Mascelli, were answered by the participants. The codification scheme of Mascelli was applied to the unconventional camera angles in Avatar and The English Patient. These were compared with the viewers’ responses. Finally, the results were interpreted, in order to establish whether a meaningful relationship exists between the viewers’ responses and the interpretation of unconventional camera angles by such a seminal figure as Joseph V. Mascelli. The literature study focused on a media aesthetic explanation of cinematography, which included media aesthetics theory, framing, and composition, as well as the general codes and conventions relevant to cinematography. The literature overview includes a study of books, academic articles, internet sources, legislation, and training videos. A Nexus and EbscoHost search (Academic Search Premier and Jstor) was conducted on cinematography in general, and on camera angles in particular. Chapter 5 indicates the viewers’ overall interpretations of the unconventional camera angles used in Avatar and The English Patient. The graphs in Chapter 5 indicate that the viewers found the unconventional camera angles used in the films to represent the meaning of the shots appropriately, and that they understood why each unconventional camera angle had been used. The viewers’ responses correspond with the meanings of the unconventional camera angles, as stated by Mascelli. To ensure the effectiveness of a film and the accurate representation of the meanings of camera angles and camera sizes, the way it is described by Mascelli should ideally be taken into consideration by all future producers. Mascelli’s descriptions of camera angles and camera sizes, combined with the media aesthetics, as described by Zettl – when successfully applied – could lead to the production of a good quality film and images within the film. / MA (Communication Studies), North-West University, Potchefstroom Campus, 2014
173

The role of edutainment in e-learning : an empirical study

Ayad, Khaled A. A. January 2011 (has links)
Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.
174

Design and implementation of a DSP-based control interface unit (CIU)

Kavousanos-Kavousanakis, Andreas 03 1900 (has links)
Approved for public release, distribution is unlimited / This research involves the development of a human-body motion tracking system constructed with the use of commercial off-the-shelf (COTS) components. The main component of the system investigated in this thesis is the Control Interface Unit (CIU). The CIU is a component designed to receive data from the magnetic, angular rate, and gravity (MARG) sensors and prepare them to be transmitted through a wireless configuration. A simple and effective algorithm is used to filter the sensor data without singularities, providing the measured attitude in the quaternion form for each human limb. Initial calibration of the MARG sensors is also performed with the use of linear calibrating algorithms. The testing and evaluation of the whole system is performed by MATLABʼ and SIMULINKʼ simulations, and by the realtime visualization using a human avatar designed with the X3D graphics specifications. Through this research, it is discovered that the MARG sensors had to be redesigned to overcome an erratum on the Honeywell magnetometer HMC1051Z data sheet. With the redesigned MARG sensors, the testing results showed that the CIU was performing extremely well. The overall motion tracking system is capable of tracking human body limb motions in real time. / Lieutenant Junior Grade, Hellenic Navy
175

Kommer snart i 3D : En jämförelse mellan 1950-talets och samtidens 3D-trailrar

Eriksson, Lars January 2012 (has links)
Denna uppsats handlar om filmtrailrar, och mer specifikt trailrar som marknadsför 3D-filmer. Syftet är att lyfta fram ett till stora delar outforskat ämne och undersöka likheter och skillnader i konventioner mellan trailrar från 50-talet och moderna trailrar. Frågorna jag ämnar svara är: Hur marknadsför moderna, samtida trailrar 3D-teknologin? Finns det gemensamma konventioner och stilistiska grepp som är genomgående för dessa trailrar? Vad finns det för likheter respektive skillnader i konevntioner och grepp? Vad har förändrats i marknadsföringen av 3D-teknologin sedan 1950-talet? Forskningsfältet trailrar är till stora delar outforskat, men mitt arbete lyfter fram några studier som gjorts. Kernan har skrivit en bok om trailrar i allmänhetoch utformat tankar och resonemang om vad en trailer är. Hon utgår ifrån ett retoriskt synsätt och menar att det går att utläsa hur studior via trailrar "talar" till publiken. Street har skrivit en artikel som utgår ifrån Esther Harris, som skapade trailrar i England, och hennes arbete. Street redogör för Harris trailrar i synnerhet och filmtrailrar i allmänhet och knyter an till det Kernan redogör för i sin bok. Johnston har skrivit om hur trailrar marknadsför teknologi, däribland en artikel om just trailrar för 3D-filmer. Det är denna artikel, med hans resonemang och resultat, som ligger till grund som teoretisk ram för detta arbete. Johnston menar att en rad konventioner och grepp utvecklades under 1950-talet för att lyfta fram 3D-formatet som den stora stjärnan som skulle locka tillbaka publiken till biograferna. Han menar att scener och sekvenser med action, specialeffekter och spektakel lyftes fram så att publiken skulle få se prov på vad formatet kunde göra. Speciellt klipp med utstickande föremål eller armar, vapen eller liknande, framhävdes för att understryka den tredje dimensionen. Man använde även textskyltar och berättarröster som berättade och informerade om 3D-teknologin., samt så kallade "Masters of Ceremonies"; specialskapade segment i trailern där, oftast, en skådespelare (som sig själv eller i sin roll) vände sig direkt till publiken och berättade om 3D-formatet.  I min analys utgår jag ifrån Johnstons teorier och analysrerar sedan trailrarna till Avatar, The Final Destination, Tron: Legacy, Pirates of the Caribbean: On Stranger Tides, The Three Musketeers, The Adventures of Tintin, Men In Black 3 samt The Smurfs. Jag finner att trailrarna gör väldigt lite eller inget alls för att informera om 3D-formatet, men att konventioner i val av klipp och scener sig lika sedan 1950-talet. Med andra ord, att scener med action, specialeffekter, spektakel, och saker och föremål och annat som sticker ut ur skärmen lyfts fram. Undantaget är trailern till The Smurfs som till stor del är lik trailerkonventionerna från 50-talet, i det att den vänder sig direkt till publiken i specialgjort material i sitt tilltal och använder sig av "the Master of Ceremonies".  Jag kommer fram till att mycket i de moderna trailrarna är sig likt och att flera konventioner och grepp lever kvar sedan 50-talet. De största skillnaderna ligger i det direkta tilltalet till publiken och att de moderna trailrarna tycks tona ner budskapet om 3D-formatet.
176

Geographies of the underworld: the poetics of chthonic embodiment and game worlds

Fletcher, Kathryn DeWitt 30 June 2008 (has links)
A concept of underworld runs through many cultures. These realms of spirits and the dead generally share several key characteristics, despite their varied and separate traditions. The commonalities among these different mythological places make it possible to generalize certain characteristics as chthonic for descriptive and analytical purposes. The underworld has appeared widely in video games throughout their history. I argue that the remarkable prevalence reflects a formal relationship between the underworld and video games; specific elements in mythic underworlds comprise a chthonic poetics that resonates with video game worlds and affordances. Video games uniquely support the spatial, thematic, and narrative elements that characterize underworlds and the philosophical questions they engage. Embodiment binds these elements together; they are unintelligible without this core perspective. The body sits at the axis of experience in mythic underworlds like the one described by Dante in the Divine Comedy and in game worlds like the one in World of Warcraft. It provides the medium through which we can experience these simulations as worlds rather than mere information structures. Other formal elements give context and direction to that embodied experience, and exploring how these interact with embodiment can expand our understanding of chthonic embodiment and the experience of space in virtual worlds. Three primary forces acting on the agency, subjectivity and control of the body structure that experience, which in turn reflects the ways of being that emerge from chthonic contexts. By incorporating these forces into their gameplay and narrative structure, games provide more direct access to the mythic power associated with the underworld than previous media forms.
177

Technological Acceptance of an Avatar Based Interview Training Application : The development and technological acceptance study of the AvBIT application.

Dalli, Kevin Charles January 2021 (has links)
This thesis expands on previous research and designs of avatar-based child interview training software. The goal of the thesis was to identify requirements, identify technologies and evaluate the likelihood of acceptance of a distribution ready software that would enhance role-play training exercises commonly used for child interview training. After identifying the requirements needed to create this type of application the needed technologies for solving those requirements were identified and one prototype and two production ready applications were developed. The production ready versions were distributed in an official capacity through AvBIT Labs Ab. Each version was evaluated using the technological acceptance model (TAM) in order to determine likelihood of acceptance in relevant industries. The TAM survey, USE survey and correspondence with experts were used to evaluate missing requirements and the likelihood of software acceptance. The research conducted in this thesis directly contributed to the founding of AvBIT Labs AB and the distribution of the AvBIT application to both governmental and non-governmental organizations, seeking to enhance their child interview training, throughout Europe.
178

Cyborg Subject or Transformable Avatars? : A Study of Power, Body and Identity in Post-cyberfeminist Art

Mogren, Ida January 2023 (has links)
This essay examines the body in post-cyberfeminist art to study possible changes in how the body is perceived in the shift from cyberfeminist to post-cyberfeminist art. I have studied the body by examining power and identity in four cases of post-cyberfeminist art, using postmodern feminist theories and concepts such as gender, gender performativity, heterosexual matrix and intersectionality. The essay consists of image, moving image and textual analysis and two shorter comparative analyses. In the first comparative analysis, I have compared the four cases of post-cyberfeminist art with each other. In the second analysis, I focus on a comparative analysis between the four cases of post-cyberfeminist art and earlier cyberfeminist projects. In the discussion, I present my results and elaborate on a possible shift in how the body's materiality is viewed within digital landscapes of post-cyberfeminist art. I argue that the cyborg, central to the earlier cyberfeminist project, might have been replaced by transformable avatars.
179

A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors

Stark, Jessica 10 April 2018 (has links)
No description available.
180

Varför Ava-tar de på allt? : En kvalitativ analys av hur visualiseringen av händers interaktion påverkar hur åskådare upplever världen i filmen Avatar / Ava-Targeting Hands? : A Qualitative Analysis of How the Visualisation of Hand Interaction Affects the Viewers’ Perceptions of the World in the Movie Avatar

Campbell, Cassandra January 2023 (has links)
Denna uppsats är en fenomenologisk studie som utreder hur visualiseringen av händer påverkar hur filmbetraktare upplever världen i filmen Avatar.  Analysen utreder tre scener från Avatar, som visar händer som interagerar med föremål som är okända för både filmkaraktärens och betraktarens del. Undersökningen applicerar teorier inom fenomenologi, perception, kognitionsteorier, och science fiction som narrativ form, i syfte att utreda hur människor påverkas av att betrakta händers interaktion i ett filmsammanhang. Resultatet i analysen landar i att visualiseringen av händers interaktion kan ha flera olika effekter för hur filmåskådaren upplever scenerna som har utretts. Interaktionerna har bland annat en narrativ funktion då de förmedlar information om hur den fiktiva filmvärlden är uppbyggd, vilket i sin tur fångar åskådarens intresse och skapar spänning. Vidare styrker fenomenologiska teorier att interaktionerna kan trigga sensoriska upplevelser hos betraktaren i form av exempelvis taktila förnimmelser. Analysen landar även i att åskådare kan triggas till att vilja interagera med filmmiljön på egen hand, eftersom teorier inom kognition styrker att händers närvaro gör att vi tolkar omgivningen som interaktiv. Samtidigt påvisar även resultatet att upplevelser är svåra att mäta, och att våra tolkningar skiljer sig åt eftersom de formas av våra tidigare erfarenheter och intressen. Analysen avslutas med en kritisk reflektion kring resultatet och öppnar sedan upp för hur ovannämnda aspekter kan bana väg för forskning inom filmberättande, medicin, interaktionsdesign, UX-design, och visuell kommunikation, samt hur analysen i uppsatsen hade kunnat breddas till en större studie.     Denna uppsats inkluderar även en designdokumentation efter sida 44 vid namn ”Arg på vargen?”, som är en del av examensarbetet som denna uppsats ingick i vid programmet Visuell kommunikation på Malmö Universitet. ”Arg på vargen?” är en animerad teater som belyser varför vargar behövs i den svenska naturen. / This essay is a phenomenological study that explores how the visualisation of hands affects the viewer’s perception of the world in the movie Avatar. The essay analyses three scenes from Avatar, consisting of hands that interact with objects that are unknown to both the movie character and the viewer. The analysis applies theories within phenomenology, perception, cognition, and science fiction as a narrative form, as it aims to explore how viewers perceive the interaction of hands in the context of watching a movie. The results suggest that the visualisation of hands can have several outcomes, regarding how the viewer reacts while watching the scenes that were involved in this study. The interactions serve a narrative function, as they convey information about the construction of the fictional film world. This in turn, engages the viewer’s interest and creates anticipation. Theories within phenomenology support that viewers can experience sensory perceptions, such as tactile sensations, while watching the scenes. The analysis also concludes that viewers may wish to interact with the film world by using their own hands, as cognition theories support that the presence of hands in our field of vision, prompts us to interpret our surroundings as being interactive. The findings in this study also conclude that experiences are difficult to measure and interpret, since our perceptions are shaped by our previous experiences and interests. The essay closes with a critical reflection on the results and elaborates on how the findings can be applied to different research fields, such as film narration, medicine, interaction design, UX design, and visual communication, followed by how the analysis in this essay could be expanded into a larger study.

Page generated in 0.16 seconds