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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.
1

Geographies of responsibility: the cultural logic of 21st century weather emergencies

Ambrose, Jennifer Marie 01 December 2014 (has links)
Geographies of Responsibility: The Cultural Logic of 21st Century Weather Emergencies analyzes the role of narrative in contemporary severe weather events. The speed and diversity of media through which we now communicate "the weather" significantly impact how U.S. communities experience these events and their possible social, cultural, and political meanings. This project explores four weather emergencies, covering physical geographies of the far northwest, Great Plains, mid-Atlantic, and Caribbean, that were circulated and reframed via a range of media--from newspapers to television, social, and new media--who discussed these events, and to what ends. Chapter 1 examines reporting on the 2004 Alaska wildfires directed at U.S. national and Alaska state communities to explore the importance of the "nation" as a continuing relevant relative spatial scale. Chapter 2 investigates the 2007 Greensburg tornado and subsequent "green" (re)development of the town. Chapter 3 analyzes the 2010 "Snowmageddon" blizzards in Washington, D.C., which initiated "playful" acts that highlighted how urban economic realities and historical social geographies of race are embedded in particular urban sites. Chapter 4 explores the 2010 Haiti earthquake, which evoked economies of responsibility across multiple scales of mobilization that reiterated the cultural and historical "weather map" laid down by Hurricane Katrina. These mass mediated weather events each mobilized attention and response through narratives that evoked an emergency to communities across multiple geographic scales put into relationships with one another through storylines far more complex than an analysis of how "global" and local weather systems co-create each other.
2

Invitation of Echoes: Part One

Bain, William 16 May 2008 (has links)
Four strangers are stranded in an old farmhouse by a winter storm. Gilley lives on the farm. Shadows move of their own volition on the farm, and Gilley talks to echoes and sees the dead reflected in mirrors. Gilley's husband, Frank, disappeared over forty years ago. Jason is a college student who seeks Gilley out for an interview. He agrees to help Gilley find Frank. Jesse is a young boy who finds his way to the house after an accident. August is a private investigator whom Jason calls for help in finding Frank. August does not have a shadow nor a reflection of his own, and he can't remember how he lost them. Each wants something that only the others can provide, but each wants to keep their own secrets.
3

Identifying, Analysing and Comparing Organisational Cultures in the Game Development Industry : A comparative case study on the two Blizzards from 1997-2005.

Lamaj, Klito, Xue, Ruilai January 2023 (has links)
Organisational culture is a long debated research field, one that is greatly influential in modern day workspace, possibly deeply affecting organisational performance. This thesis is a case study on Blizzard entertainment from 1997 to 2005, where Blizzard North and Blizzard South, two organisations, existed and worked on some of the company’s most influential games. The authors analysed and inspected the unique culture of each of the organisation, intending to understand the effect of organisational culture on video game development. The analysis is conducted utilising multiple organisational cultural theories and models. Both of the studios' organisational culture is explored in this study and the study aims to show the effect of these organisational cultures in the game development process. The importance of this research lies in studying the connection between organisational culture and the gaming development process. This research is for an audience which takes interest in starting their own company or working in one, people who want to understand how companies work and people who are interested to see different behaviours in different situations. The key findings of this study are about how organisational culture affects different aspects of game development such as design, approaches and relationships between peers.
4

Snöoväder i Sverige 2004-2014 : En statistisk sammanställning samt en utvärdering av tidningsartiklar som källa / Blizzards in Sweden 2004-2014 : A statistical compilation using newspaper articles as a source

Östling, Gustav January 2015 (has links)
No description available.
5

"Can you hear me now?" Experimental research on the efficacy of pre-crisis messages in a severe weather context

HERZBERGER, JONATHAN D. 02 September 2014 (has links)
No description available.
6

Machinima : Ett kulturellt fält i rörelse / Machinima : A cultural field reorganizing

Forsgren, Oskar, Nilsson, Daniel, Forsberg, Christoffer January 2010 (has links)
I mitten av 1990-talet närmare bestämt 1996 gjordes en film kallad Diary of a Camper. Filmen handlade om en person som satt och lurpassade på sina fiender i ett datorspel. Det som var speciellt med denna film var inte handlingen eller något fantastiskt kameraarbete. Nej det som var speciellt var det faktum att filmen spelades in i ett datorspel. Denna film anses vara startskottet för machinimakulturen som idag omfattar flera tusen utövare världen över.Det var personerna bakom Diary of a camper som myntade uttrycket machinima som är en sammanslagning av de engelska orden ”machine” och ”animation” alltså maskin och animation. Det finns en annan tolkning där ordets andra stavelse är ”cinema” istället för ”animation” men den officiella ska vara det tidigare. Vad än ordet machinima är ihopsatt av är det en filmteknik där kreatören eller producenten spelar in sin historia i ett TV- eller datorspel. I denna uppsats tittar vi närmare på machinimakulturen och vad för regler, attityder och förhållningssätt som finns i denna tilldags dato, anno 2010, något outforskade arena.

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