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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.
91

The rendered arena : modalities of space in video and computer games

Stockburger, Axel January 2006 (has links)
During the last 30 years computer and videogames have grown into a large entertainment industry of economic as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of Game Studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules of video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken. This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre's reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault's notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.
92

The Representation of Women in Revolutionary Cuban Cinema

Mejia, G. G. Unknown Date (has links)
No description available.
93

The convict narratives: Genre and autobiography

Mauger, Matthew P. Unknown Date (has links)
No description available.
94

The convict narratives: Genre and autobiography

Mauger, Matthew P. Unknown Date (has links)
No description available.
95

The convict narratives: Genre and autobiography

Mauger, Matthew P. Unknown Date (has links)
No description available.
96

The convict narratives: Genre and autobiography

Mauger, Matthew P. Unknown Date (has links)
No description available.
97

The convict narratives: Genre and autobiography

Mauger, Matthew P. Unknown Date (has links)
No description available.
98

The infrastructure of the animation industry in the East of England between 2009 & 2011

Wick, Jodie January 2016 (has links)
This research investigates how the animation industry in the UK is defined. It proposes a new framework for data collection to quantify the extent of the sector, with particular focus on infrastructural requirements in the East of England. This thesis is designed to develop a potential model based on robust and methodologically sound research, that can better quantify animation and related activities from a regional perspective. It is not intended that this thesis will offer a solution to the understanding, or support requirements of the animation industry at a local level. Through developing enhanced measurement and definition, the research has the potential to affect the way that UK animation as a whole is understood, valued and supported. Based on detailed mixed method research and thorough analysis using the East of England as a case study, the thesis proposes recommendations for new approaches to data collection and classification. The application of a ‘Grounded Theory’ approach has been developed using defined procedures and sounder theories and structures for potential future policy development. Previous studies of the creative industries recognised that Norwich and the East of England were identified as centres for excellence in Animation. This view was primarily based on assumptions rather than on mapping specific business and employment data. Inadequate subject analysis resulted in the development of unsubstantiated policies and therefore placing immediate limits on their effectiveness. By studying the East of England animation industry sector in detail, using primary research as well as government-recognised data, it was possible to develop new methods for collection and definition. Through analysis of a cross section of the UK animation sector and applying original models at regional level, the research clarifies the landscape of the animation sector and proposes a new framework model to contribute to future policy development.
99

A practice-based evaluation of ambiguity in graphic design, embodied in the multiplicities of X

Gale, Cathy January 2015 (has links)
Ambiguity can arise from indecision, unintened confusion or as the international evocation of several meanings in the same image,object,situation or idea. Intentional ambiguity enables multiple interpretations of a message,increasing richness of meaning, while adding pleasure through uncertainty and surprise. In disciplines such as literature and fine art, ambiguity is preceived as not only desirable,but inherent to the value of the work of art or idea and its interpretation in the mind of the viewer. Yet the possibilities of ambiguity remain under explored in graphic design, a discipline predominatly (conventionally) concerned with clear comunication of mesage.
100

Representing melancholy : figurative art and feminism

Reading, Christina January 2015 (has links)
Re-presentations of women's melancholic subjectivity by women figurative artists from different historical moments, canonical images of melancholy and theoretical accounts of melancholy are brought together to address the question: 'What aspects of women's experience of melancholy have women figurative artists chosen to represent historically and contemporaneously, and further what is the importance of these artworks for understanding the nature of women's melancholic subjectivity today?

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