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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.
51

Dark Side of Wonderland : en kort 2D-animation med syfte att väcka intresse för en online serietidning / Dark Side of Wonderland : a short 2D-animation as promotion for an online comic

Karlsson, Anna January 2005 (has links)
My objective for this project was to create a short but thrilling 2D-animation intended as promotion for an online comic book. The purpose of the project was to learn more about animation and graphics, to further my artistic skills and to learn how to work in Adobe After Effects. I also wanted to learn more about scheduling, project methods and how to handle stress. During the ten weeks of the project I have created the story, the storyboard, the character design, the backgrounds and the animation. The voice over was recorded with the help of a fellow student who also made the music and the sound effects. In all else I have worked on my own. During the work I have principally learned more about graphics and animation, both classic animation made on paper and digital animation. I have also gained more knowledge concerning technology as it is used in artistic processes, criticism and self criticism, personal development and learning, working alone as an opposite to working in a group, how to handle problems, setbacks and conflicts, time and planning, various ways of analyzing working processes and methods, the creative process and the balance between work and relaxation. I discuss and reflect on these and more phenomena in the end of this study. It has been a demanding but exciting journey. / Detta är en reflektionsdel till en digital medieproduktion. You can mail me at: kippokippo@yahoo.se
52

L’univers dans un point noir : esthétique et matérialité dans l’oeuvre de Jack Kirby

Li-Goyette, Mathieu 08 1900 (has links)
No description available.
53

Belehrende Unterhaltung: Technikpropaganda in der DDR-Bilderzeitschrift MOSAIK

Pulla, Ralf January 2006 (has links)
No description available.
54

Dick Grayson: Relatability, Catharsis, and the Positive Development of a Superhero

Smith, Joshua Ryan 22 December 2020 (has links)
No description available.
55

Hacia un territorio expandido. Convergencia y relaciones fronterizas entre la Pintura contemporánea y el Cómic actual.

Ocaña Salinas, Luis Alejandro 05 February 2024 (has links)
[ES] La presente investigación consiste en un acercamiento analítico a los campos del cómic y la pintura: sus elementos constitutivos esenciales, su historia, sus puntos de comunión tanto como sus diferencias e incompatibilidades, se constituyen en nuestro objeto de estudio. Nuestra hipótesis se basa en la premisa de que estos lenguajes son formas artísticas y lenguajes diferentes, con similitudes y diferencias que pueden ser profundas. Postulamos que la colaboración y convivencia de ambos lenguajes dentro de una obra plástica reviste un grado de complejidad y requiere considerar un abanico de aspectos que pudiesen resultar problemáticos, para lograr una obra que finalmente se alimente y enriquezca de ambos lenguajes, en una relación armónica. Nuestro objetivo es reconocer estos aspectos que pudiesen facilitar o dificultar la interacción entre ambos lenguajes, en búsqueda de posibles vías de comunicación y colaboración. Para ello realizaremos un análisis formal e histórico de ambas disciplinas, tanto de cada una por separado, como en aquellos aspectos en los cuales se relacionan. Identificaremos cada lenguaje con un territorio diferenciado, y estableceremos un conjunto de clasificaciones que nos permitirán reconocer diversos aspectos propios de cada uno de estos campos. Nos acercaremos a nuestro objeto de estudio a través del estudio de textos académicos, entrevistas a actores relevantes, registros de prensa y documentales; nuestra investigación comprende también el diseño y elaboración de una serie de obras artísticas, insertas dentro del proceso de investigación, cuyo objetivo es servir como campo de exploración e indagación, que nos permite a su vez generar cuestionamientos y enfrentarnos a problemas específicos relacionados con la puesta en practica de las ideas. Concluiremos habiendo recorrido los territorios de la pintura y el cómic, cartografiado y estudiado los distintos aspectos en los que ambos lenguajes comulgan y los aspectos que los separan, categorizando asimismo las diversas formas en las que la pintura y el cómic han interactuado entre sí, en una clasificación que permite arrojar luz sobre algunos de los aspectos confusos en relación con este territorio expandido. / [CA] La present investigació consisteix en un acostament analític als camps del còmic i la pintura: els seus elements constitutius essencials, la seua història, els seus punts de comunió tant com les seues diferències i incompatibilitats, es constitueixen en el nostre objecte d'estudi. La nostra hipòtesi es basa en la premissa que aquests llenguatges són formes artístiques i llenguatges diferents, amb similituds i diferències que poden ser profundes. Postulem que la col·laboració i convivència de tots dos llenguatges dins d'una obra plàstica revist un grau de complexitat i requereix considerar un ventall d'aspectes que pogueren resultar problemàtics, per a aconseguir una obra que finalment s'alimente i enriquisca de tots dos llenguatges, en una relació harmònica. El nostre objectiu és reconéixer aquests aspectes que pogueren facilitar o dificultar la interacció entre tots dos llenguatges, en cerca de possibles vies de comunicació i col·laboració. Per a això realitzarem una anàlisi formal i històrica de totes dues disciplines, tant de cadascuna per separat, com en aquells aspectes en els quals es relacionen. Identificarem cada llenguatge amb un territori diferenciat, i establirem un conjunt de classificacions que ens permetran reconéixer diversos aspectes propis de cadascun d'aquests camps. Ens acostarem al nostre objecte d'estudi a través de l'estudi de textos acadèmics, entrevistes a actors rellevants, registres de premsa i documentals; la nostra investigació comprén també el disseny i elaboració d'una sèrie d'obres artístiques, inserides dins del procés d'investigació, l'objectiu de la qual és servir com a camp d'exploració i indagació, que ens permet al seu torn generar qüestionaments i enfrontar-nos a problemes específics relacionats amb la posada en practica de les idees. Conclourem havent recorregut els territoris de la pintura i el còmic, cartografiat i estudiat els diferents aspectes en els quals tots dos llenguatges combreguen i els aspectes que els separen, categoritzant així mateix les diverses formes en les quals la pintura i el còmic han interactuat entre si, en una classificació que permet llançar llum sobre alguns dels aspectes confusos en relació amb aquest territori expandit. / [EN] The present research consists of an analytical approach to the fields of comics and painting: their essential constitutive elements, their history, their points of communion as well as their differences and incompatibilities, constitute our object of study. Our hypothesis is based on the premise that these languages are different artistic forms and languages, with similarities and differences that can be profound. We postulate that the collaboration and coexistence of both languages within a plastic work has a degree of complexity and requires considering a range of aspects that could be problematic, in order to achieve a work that finally feeds and enriches both languages, in a harmonious relationship. Our objective is to recognize these aspects that could facilitate or hinder the interaction between both languages, in search of possible ways of communication and collaboration. To this end, we will carry out a formal and historical analysis of both disciplines, both of each one separately, as well as in those aspects in which they are related. We will identify each language with a differentiated territory, and we will establish a set of classifications that will allow us to recognize different aspects of each of these fields. We will approach our object of study through the study of academic texts, interviews with relevant actors, press records and documentaries; our research also includes the design and elaboration of a series of artistic works, inserted within the research process, whose objective is to serve as a field of exploration and inquiry, which in turn allows us to generate questions and confront specific problems related to the implementation of ideas. We will conclude having traversed the territories of painting and comics, mapping and studying the different aspects in which both languages converge and the aspects that separate them, also categorizing the various ways in which painting and comics have interacted with each other, in a classification that allows us to shed light on some of the confusing aspects in relation to this expanded territory. / Ocaña Salinas, LA. (2023). Hacia un territorio expandido. Convergencia y relaciones fronterizas entre la Pintura contemporánea y el Cómic actual [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/202599
56

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.
57

Representations of HIV/AIDS in Popular American Comic Books, 1981-1996

Avila, William Richard 20 May 2021 (has links)
No description available.
58

Toward a Rhetoric of Scholar-Fandom

Cochran, Tanya R. 01 December 2009 (has links)
Individuals who consider themselves both scholars and fans represent not only a subculture of fandom but also a subculture of academia. These liminal figures seem suspicious to many of their colleagues, yet they are particularly positioned not only to be conduits to engaged learning for students but also to transform the academy by chipping away at the stereotypes that support the symbolic walls of the Ivory Tower. Because they are growing in number and gaining influence in academia, the scholar-fans of the television series Buffy the Vampire Slayer (Buffy) and other texts by creator Joss Whedon are one focus of this dissertation. Though Buffy academics or Whedon scholars are not the only ones of their kind (e.g., academic- fan communities have cropped up around The Simpsons, The Matrix Trilogy, and the Harry Potter franchise), they have produced more literature and are more organized than any other academic-fan community. I approach all of my subjects—fandom, academia, fan-scholars, and scholar-fans—from a multidisciplinary perspective, employing various methodologies, including autoethnography and narrative inquiry. Taking several viewpoints and using mixed methods best allows me to begin identifying and articulating a rhetoric of scholar-fandom. Ultimately, I claim that Whedon academic-fans employ a discourse marked by intimacy, community, reciprocity, and transformation. In other words, the rhetoric of Whedon scholar-fandom promotes an epistemology—a way of knowing—that in Parker J. Palmer’s paradigm is personal, communal, reciprocal, and transformational.
59

Toward a Rhetoric of Scholar-Fandom

Cochran, Tanya R. 01 December 2009 (has links)
Individuals who consider themselves both scholars and fans represent not only a subculture of fandom but also a subculture of academia. These liminal figures seem suspicious to many of their colleagues, yet they are particularly positioned not only to be conduits to engaged learning for students but also to transform the academy by chipping away at the stereotypes that support the symbolic walls of the Ivory Tower. Because they are growing in number and gaining influence in academia, the scholar-fans of the television series Buffy the Vampire Slayer (Buffy) and other texts by creator Joss Whedon are one focus of this dissertation. Though Buffy academics or Whedon scholars are not the only ones of their kind (e.g., academic- fan communities have cropped up around The Simpsons, The Matrix Trilogy, and the Harry Potter franchise), they have produced more literature and are more organized than any other academic-fan community. I approach all of my subjects—fandom, academia, fan-scholars, and scholar-fans—from a multidisciplinary perspective, employing various methodologies, including autoethnography and narrative inquiry. Taking several viewpoints and using mixed methods best allows me to begin identifying and articulating a rhetoric of scholar-fandom. Ultimately, I claim that Whedon academic-fans employ a discourse marked by intimacy, community, reciprocity, and transformation. In other words, the rhetoric of Whedon scholar-fandom promotes an epistemology—a way of knowing—that in Parker J. Palmer’s paradigm is personal, communal, reciprocal, and transformational.

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