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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.
111

Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle / Dogs in video games : Archaeology, filiation and development of a virtual reality

Goubault, Sébastien 17 January 2018 (has links)
Cette thèse a pour objet d’étude un sujet : les chiens. Après le phénomène des tamagotchis, la sortie du jeu vidéo Nintendogs en 2005 a créé un animal inédit : le chien virtuel « réaliste ». En tant que nouveau loisir, les jeux vidéo représentent aujourd’hui une industrie internationale puissante au croisement des arts d’une culture populaire : la bande dessinée, l’animation, etc. Plus généralement, la révolution numérique en cours dans nos sociétés témoigne de la place centrale des écrans et de la communication. Comment ces médias ont permis de redéfinir nos rapports aux chiens, ont influencé et éduqué notre perception du « genre animal », allant jusqu’à lui conférer une toute nouvelle dimension est la question soulevée par cette thèse. Nous avons eu recours à un large éventail de références médiatiques, allant du grand au petit écran, en l´occurrence du cinéma à la Game Boy, en passant par la publicité, des classiques de la littérature à l´album de vignettes autocollantes Panini, en passant par la bande dessinée, des œuvres célèbres dans le monde entier aux œuvres méconnues. Les multiples représentations du chien nous annoncent l’avènement du chien virtuel.En somme, le but est de comprendre l’histoire de l’illusion du mouvement, de l’illustration des livres à l’interaction avec un animal virtuel : faire l’archéologie du chien des jeux vidéo. Écrire une histoire du chien où la réalité et la virtualité s’entremêlent. / The topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable.
112

ANALÝZA SOUČASNÉHO ŽIVOTNÍHO STYLU PODLE GILLESE LIPOVETSKÉHO A MICHELA MAFFESOLIHO: KOMPARACE A KONFRONTACE VYBRANÝCH TÉMAT, PROBLÉMŮ A KONTROVERZÍ / ANALYSIS OF CONTEMPORARY LIFE-STYLE ACCORDING TO GILLES LIPOVETSKY AND MICHEL MAFFESOLI: COMPARISON AND CONFRONTATION OF SELECTED THEMES, PROBLEMS AND CONTROVERSIES

VOLEK, Jan January 2014 (has links)
The thesis analyzes and compares the approaches of two authors dealing with phenomena in contemporary society. It focuses mainly on issues of lifestyle and values. The thesis asks questions related to socialization and individualization of society. The thesis is divided into four parts. The first part is about definition of the basic terms (postmodernism, lifestyle, values). The second part is devoted to the concept of Gilles Lipovetsky. The third part focuses on the concept of Michel Maffesoli. In the fourth section, there is a comparison of these two concepts, where we are primarily focused on tracing argumentation clashes and controversies. In the final part, there is the presentation of the main questions and ideas, that come out on the basis of this comparison.
113

Naming the Virtual: Digital Subjects and The End of History through Hegel and Deleuze (and a maybe few cyborgs)

Ben-Ezzer, Tirza 23 July 2021 (has links)
No description available.
114

In pursuit of consumer-accessible augmented virtuality / En strävan efter konsumenttillgänglig augmented virtuality

Berggrén, Rasmus January 2017 (has links)
This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera. / Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
115

Am eigenen Leib : Überlegungen zum Thema Gender, Disziplin und Körperlichkeit im Roman Die Schmerzmacherin. (2011) von Marlene Streeruwitz / Gender, discipline, and visceral feeling in the novel Die Schmerzmacherin. by Marlene Streeruwitz

Tengberg, Piia Susanna January 2024 (has links)
This study concerns the novel Die Schmerzmacherin. by Marlene Streeruwitz and analyzes the narrative as a story about gender as felt on and through the body. The theoretical framework employed in the analysis includes a look at the gender economy; this is done through a presentation of the different actors involved and their contribution to the dynamic. The gender economy itself is characterized as a phallogocentric forum where the possibilities of participation and effecting change are unequally distributed. The study goes on to argue that disciplinary power is how the actors in the novel are taught to engage with and submit to the rules of the gender economy, and different arenas or spaces of disciplinary power are described through text-based examples. It is further suggested that the power of engaging differently also lies within reach of the actors, and that this is accomplished through attuning to the affectively felt knowledge of the effects of the gender economy. Affective knowledge, the study argues, is gained through aesthetics, by which is meant an overcoming of sensory or affective numbness and a regaining of a sense of bodily reality. As a final note, the study briefly considers the role of art in such acts of re-sensitization. / Diese Studie behandelt den Roman Die Schmerzmacherin. von Marlene Streeruwitz und analysiert die Erzählung als eine Geschichte über Gender so wie es am und durch den Körper erlebt wird. In der Studie wird als Teil des theoretischen Rahmens die Gender-Ökonomie näher betrachtet; die Analyse erfolgt durch eine Darstellung der verschiedenen Akteur*innen und deren Beitrag zur Dynamik. Die Gender-Ökonomie an sich wird als eine phallogozentrische Bühne verstanden, auf welcher Möglichkeiten der Teilnahme und der Veränderung ungleich umgesetzt werden können. Die Studie wird auch zeigen, wie Disziplinarmacht den Akteur*innen die Regeln der Gender-Ökonomie beibringt und diese in verschiedenen Milieus durchsetzt. Es wird nahegelegt, dass die Akteur*innen auch andere Handlungsmöglichkeiten entdecken können, insoweit sie imstande sind, die affektiv erfahrenen Folgen der Gender-Ökonomie wahrzunehmen. In der Studie wird dafür argumentiert, dass ein derartiges Wissen über die körperliche Wirklichkeit auch entwickelt werden kann; anschließend wird die Rolle von Kunst kurz berücksichtigt.
116

Secondary World: The Limits of Ludonarrative

Dannelly, David 01 January 2014 (has links)
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.

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