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  • 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.
41

Imaginaries of the Asian modern / Rationalist love in motion : fantasies of colonial modernity in trans-national Asian television

Lé, Lan Xuân January 2009 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2009. / "June 2009." Cataloged from PDF version of thesis. / Includes bibliographical references (p. 114-125). / In an age of globalization, texts increasingly migrate not only out of their native medium, but their native countries as well. Within the East Asian region, a booming television program trade circulates television texts, both as programs and as formats for re-making within the native culture industry. In this paper, I examine the program Hana Yori Dango, a Japanese manga turned television program that has been produced in Taiwan, Japan, and recently Korea. In particular, the Korean adaptation called Boys over Flowers, which simultaneous caters to a national and export market, exists in cultural and historical tension with the originating authority of the Japanese version. Texts then, in this process of industrial adaptation and cultural indigenization, may be understood as contact zones where asymmetries of historical power battle. Examining the mismatch of Korean form and Japanese narrative in this television melodrama, the narrative traversal of modern spaces, and the reparative capacity of nostalgia in fiction, I expose a contested process of adaptation that defies the easy descriptor of "hybridity." Reading the text historically and comparatively, I locate not only the cultural specificities and anxieties that mark this program as Korean, but also the phantom of a common, regional imaginary of the Asian modern. / by Lan Xuan Le. / S.M.
42

High-interactivity radio : using the Internet to enhance community among radio listeners / Using the Internet to enhance community among radio listeners

Easton, Joellen January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (p. 153-159). / (cont.) This thesis examines the evidence of community among listeners to three radio programs, who gather online to discuss radio programming in blogs, message boards and discussion forums provided by those programs. The three programs of focus are Air America Radio's The Majority Report, ABC Radio Networks' Sean Hannity Show, and National Public Radio's Talk of the Nation. The shows are analyzed in terms of how they perform by a new standard of interactive radio, whose benchmark has been established by The Majority Report. First identified in this thesis, the concept of high-interactivity radio brings together both vertical (between audience and broadcaster) and horizontal (intra-audience) interactivities. The relative success of high-interactivity radio is judged by a comparative analysis of the evidence of community in radio-online discussion areas, and the use of these online spaces by show producers as a vehicle for listener feedback, interaction, and content generation. The observations made in these three radio-online discussion areas can be practically applied to the work of broadcasters. Toward this end, the thesis closes with a brief ethnographic description of Open Source, a new public radio program currently attempting to develop its own version of high-interactivity radio. / by Joellen Easton. / S.M.
43

Disco Jalebi : an ethnographic exploration of Gay Bombay

Shahani, Parmesh January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (p. 368-401). / Gay Bombay is an online-offline community (comprising a website, a newsgroup and physical events in Bombay city), that was formed as a result of the intersection of certain historical conjectures with the disjunctures caused via the flows of the radically shifting ethnoscape, financescape, politiscape, mediascape, technoscape and ideoscape of urban India in the 1990. Within this thesis, using a combination of multi-sited ethnography, textual analysis, historical documentation analysis and memoir writing, I attempt to provide various macro and micro perspectives on what it means to be a gay man located in Gay Bombay at a particular point of time. Specifically, I explore what being gay means to the members of Gay Bombay and how they negotiate locality and globalization, their sense of identity as well as a feeling of community within its online/offline world. On a broader level, I critically examine the formulation and reconfiguration of contemporary Indian gayness in the light of its emergent cultural, media and political alliances. I realize that Gay Bombay is a community that is imagined and fluid; identity here is both fixed and negotiated, and to be gay in Gay Bombay signifies being 'glocal' - it is not just gayness but Indianized gayness. I further realize that within the various struggles in and around Gay Bombay, what is being negotiated is the very stability of the idea of Indianness. I conclude with a modus vivendi - my draft manifesto for the larger queer movement that I believe Gay Bombay is an integral part of, and a sincere hope that as the struggle for queer rights enters its exciting new phase, groups like Gay Bombay might be able to cooperate with other queer groups in the country, and march on the path to progress, together. / by Parmesh Shahani. / S.M.
44

Stepping your game up : technical innovation among young people of color in hip-hop / Technical innovation among young people of color in hip-hop

Driscoll, Kevin Edward January 2009 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2009. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 149-154). / Hip-hop is a competitive form of popular culture characterized by an on-going process of aesthetic renewal and reproduction that is expressed through carefully selected media and communications technologies. Hip-hop is also a segment of the pop music industry that manufactures a wide range of commercial products featuring stereotypical images of young black people. These stereotypes disproportionately mark young black men and rarely reflect the technical sophistication and cultural literacy mobilized in hip-hop expression. This thesis begins with a reading of hip-hop culture through its use of media technologies, moves on to a historical examination of the hip-hop mixtape economy, and concludes with an analysis of the "Crank Dat" online dance craze. Foregrounding expressive deployment of media and communications technologies in hip-hop challenges damaging stereotypes with compelling narratives of young black men driven by a spirit of competition, creativity, and technical innovation. / by Kevin Edward Driscoll. / S.M.
45

Constructions of cinematic space : spatial practice at the intersection of film and theory

Jacobson, Brian R January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (p. 143-146). / This thesis is an attempt to bring fresh insights to current understandings of cinematic space and the relationship between film, architecture, and the city. That attempt is situated in relation to recent work by Michael Hardt and Antonio Negri, Saskia Sassen, and others on the importance of the city in the current global framework, along with the growing body of literature on film, architecture, and urban space. Michel De Certeau's threefold critique of the city, set forth in The practices of Everyday Life, structures a comparative analysis of six primary films, aired as follows, with one air for each of three chapters-Jacques Tati's lay Time and Edward Yang's Yi Yi, Vittorio De Sica's Bicycle Thieves and Wang Xiaoshuai's Beijing Bicycle, and Franqois Truffaut's The 400 Blows and Mira Nair's Salaam Bombay!. Along with De Certeau's notions of satial ractice, walking rhetorics, and the pedestrian speech act, the philosophy of Gilles Deleuze-including work from the Cinema texts and A Thousand plateaus-is developed in relation to existent film theory on movement, time, and space. / (cont.) The analysis operates as a kind of mediation between an active set of spatial theories-a mediation which uses traditional techniques of film analysis and critical theory to instigate a negotiation around the topic of (cinematic) space. That negotiation implies a common ground on which the film texts and theories are read against and in addition to one another, allowing each to contribute in its own right to the setting u of a series of terms-what I refer to as a "spatial grammar"-proper to both film and theory. The spatial grammar thus comprises a more abstract theoretical lane-a palimpsest on which resides a classic body of work on cinematic space (including Andre Bazin, Stephen Heath, and Kristin Thomson), and on which I layer the work of De Certeau, Deleuze, Fredric Jameson, and others. / by Brian R. Jacobson. / S.M.
46

Computers, cut-ups and combinatory volvelles : an archaeology of text-generating mechanisms / Earth like a changing-wheel : seventeenth-century digital poetry / Archaeology of text-generating mechanisms

Trettien, Whitney Anne January 2009 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2009. / Cataloged from PDF version of thesis. / Through an archaeology of text-generating mechanisms, the present work excavates the deep history of reading and writing as material, combinatory practices. On the one hand, by positing the physical manipulation of language as a form of reading and writing, this archaeology answers Roger Chartier's call for book historians to "take on the task of retracing forgotten gestures and habits" that do not fit "the genealogy of our own contemporary manner of reading," a call echoed in much recent work on the "use" of early modem books. It thus challenges our assumptions about how readers and writers of the past made meaning from printed texts and, more broadly, the expressive potentials of the printed book itself. Yet this archaeology of ars combinatoria, the art of combination, also presents a imaginative challenge to historians of the book. For if we accept physically cutting paper or spinning a volvelle as a readerly and writerly act, then we must also erase the boundaries we have drawn between "the book" as a material form and "the digital" as an epistemology, reconsidering the various literacies each facilitates or forecloses. In keeping with the spirit of media archaeology, which seeks to defamiliarize the past, the present work on text-generating mechanisms exists as a web-based text-generating mechanism. On the one hand, this medium allows me to present a comparative history without compromising specificity or reducing the complexity of one moment to a mere reflection of another; yet it still strives for thematic cohesion by using our digital present quite literally as a map for exploring programmatic epistemologies in our past. It lives on the web at: http://www.whitneyannetrettien.com/thesis/ Since MIT Libraries requires a paper copy of a thesis, all HTML pages and code used to produce this thesis are copied in the space below. / by Whitney Anne Trettien. / S.M.
47

Web of words : poetry, fandom and globality

Gopalakrishnan, Amulya January 2006 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006. / Includes bibliographical references (leaves 62-64). / This study explores questions of media change, negotiation of literary value and postcolonial hybridity through a study of The Wondering Minstrels, a largely South-Asian community on the Web dedicated to the celebration of English poetry. I aim to demonstrate how an online community like Minstrels can unsettle hierarchies such as those between writer and reader, high art and fandom, and between metropole and margin, even as it often seems rooted in this logic. While print-culture and literary values are often conflated, this new kind of platform celebrates poetry using the interactive and participatory possibilities of the Web. It garbles protocols of literary appreciation by discussing canonical poetry in an idiosyncratic, personal manner. As a group dominated by South-Asian techno-managerial workers, this is also an account of ways in which globalization and postcoloniality intersect and the new networked society complicates the center-periphery model of cultural traffic. In choosing to informally engage with English poetry as bookmarks for their own lives and remaking the rules of engagement, the Wondering Minstrels is an act of cultural translation, another way of telling the literary legacy of colonialism. In addition to analyzing the conversation on the website, I draw on selected theoretical work relating to new media, middlebrow culture, reception theory, postcolonial studies and globalization. / by Amulya Gopalakrishnan. / S.M.
48

Revolutionizing history education : using augmented reality games to teach histories

Schrier, Karen L January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (leaves 154-162). / In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use wireless handheld devices to provide virtual game information in a physical environment-as educational tools. I designed "Reliving the Revolution" as a model for using AR games to teach historic inquiry, decision-making, and critical thinking skills. "Reliving the Revolution" takes place in Lexington, MA, the site of the Battle of Lexington (American Revolution) and simulates the activities of a historian, such as evidence collection and interpretation. Participants interact with virtual historic figures and gather virtual testimonials and evidence on the Battle, each triggered by GPS to appear on the handheld devices depending on one's specific location on or around the Lexington Common. The participants collect differing evidence based on their historic role in the game (Minuteman soldier, loyalist, African American/Minuteman soldier, or British soldier) and then collaboratively evaluate who fired the first shot to start the Battle of Lexington. / (cont.) I envision "Reliving the Revolution" not as a standalone educational solution, but as an activity integrated into a broader history curriculum that teaches students how to approach and evaluate complex social problems. This thesis provides a detailed rationale for each of my design choices, as well as an assessment of each choice based on the results of iterative game testing. In my analysis of the game's design, I focus specifically on four game elements: (1) collaborative, (2) role-playing, (3) storytelling or narrative elements; and (4) kinesthetic and mobility. Results of trials of the game suggest that "Reliving the Revolution" and similar AR games can enhance the learning of: (1) historical name, places, and themes; (2) historical methodology and the limits to representations of the past; and (3) alternative perspectives and challenges to "master" historical interpretations. The game motivated participants to gather, evaluate, and interpret historical information, devise hypotheses and counter-arguments, and draw informed conclusions. / (cont.) My trials also suggested that AR games such as "Reliving the Revolution" can enhance learning because it can: 1. Create an authentic "practice field" for solving problems and using real-world contexts and tools. 2. Increase the potential for collaboration among participants, and enhance opportunities for reflection. 3. Enable participants to take on and express new identities through role-playing. 4. Encourage participants to explore more deeply a physical site and to consider interactions between the real and virtual worlds. / by Karen L. Schrier. / S.M.
49

Unschooling media : participatory practices among progressive homeschoolers

Bertozzi, Vanessa January 2006 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006. / Includes bibliographical references (leaves 199-206). / Introduction: Rehoboth, the name of my hometown in southern Massachusetts, comes from the Hebrew work for "crossroads." Indeed there's not much in this rural town besides Route 44 and Route 118, with smatterings of horse farms and single-family homes. These two blue highways intersect at the town's only stoplight. A sign stands at this intersection at the center of town, in front of the Cumberland Farms convenience store, across the street from the new Dunkin Donuts. It reads: Rehoboth, MA: Birthplace of Public Education in North America. I'm a product of these schools, but in this thesis I explore the road not often traveled in education: unschooling, a type of homeschooling with unstructured, child-directed learning. Through an examination of the attitudes, beliefs and practices related to media and technology in the unschooling subculture, I come to a definition of participatory media. / by Vanessa Bertozzi. / S.M.
50

Interpreting abstract games : the metaphorical potential of formal game elements

Begy, Jason Scott January 2010 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Cataloged from student submitted PDF version of thesis. / Includes bibliographical references (p. 91-92). / As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this thesis I propose that understanding the various formal elements of games as metaphors can both serve as an effective critical method and offer insights into designing more expressive games. I begin by addressing the ambiguity surrounding the phrase "abstract game" and offer a definition rooted in Peircean semiotics and Juul's model of games as consisting of both rules and fiction. I next offer a model of games as consisting of three levels: the system, audio-visual, and affective. This is followed by an overview of Lakoff and Johnson's concept of "metaphor" as "understanding one thing in terms of another." I then argue that different types of metaphors have a natural affinity for the system and affective levels of games. From this I develop methods for a critical method wherein games are considered to be metaphors. I conclude with a discussion of this method's implications for game design and future game research. / by Jason Scott Begy. / S.M.

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