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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.
781

The Process of Realistic Grooming for Animals

Nilsson, Jenny January 2017 (has links)
Creating photorealistic animals in computer graphics is common within the VFX industry and is increasing as the technology advances. With CG you can nowadays create almost realistic and believable animals. One of the biggest challenges in creating a realistic animal is creating realistic fur. The question is what challenges poses creating realistic fur and what is the process to achieve it? How does groom affect the other departments in the pipeline such as modeling and texturing, what are things you need to keep in mind when creating fur? In this thesis, the study of recreating a realistic fur for a lion was conducted while examining the challenges posed while creating it. The study shows that grooming demands more out of the other departments and while creating realistic fur is one thing, accomplishing realistic hair within a context such as for a specific animal is an elaborate process which demands both technical and artistic skills in conjunction with a structured approach.
782

Stilmanér i paleontologiska illustrationer : Examensarbete i informativ illustration

Rudebjer, Stina January 2019 (has links)
Bland paleontoligifokuserad media riktad till barn så är dinosaurier väldigt överrepresenterade, och utifrån mina observationer så är kunskapen om andra förhistoriska arter därför låg. Därför så har jag skapat ett koncept för en paleontologisk barnbok om icke-dinosaurier, och bokens illustrationer har anpassats efter målgruppens behov. För att ta reda på vilken stil som är bäst lämpad för ämnet så har jag genomfört tester, genomfört intervjuer och granskat tidigare paleontologiskt material. Detta har lett mig till slutsatsen att stiliserade men samtidigt faktamässigt korrekta och icke-abstrakta illustrationer är den bäst lämpade stilen för faktaböcker om paleontologi riktade till barn i mellanstadieålder. Denna kunskap kan var till nytta för att skapa böcker med information som målgruppen tar åt sig av, och det kan även vara mer ekonomiskt i och med att stiliserade illustrationer går fortare att producera.   Nyckelord: Illustration, paleontologi, pedagogik, barnläromedel / Among paleontology-focused media aimed at children, dinosaurs are really overrepresentated, and based on my observations, the knowledge of other prehistoric species are low. Because of this, I’ve created a concept for a paleontologic children’s book about non-dinosaurs, with illustrations that are adapted for the needs of the target audience. To find out what style is the best suited for the subject, I’ve performed tests and interviews and analysed earlier paleontologic material. This has led me to the conclusion that stylised but still factual and non-abstract illustrations are the most well-suited style for factual literature about paleontology aimed at the target audience, middle school-aged children. This knowledge can be useful for creating books that the target audience are likely to absorb, and it can also be more economic since stylised illustrations is quicker to produce.   Keywords: Illustration, paleontology, pedagogy, children’s factual litterature
783

Accommodating the passenger : interior design for the Union-Castle line 1945-1977

McKay, Harriet January 2011 (has links)
This thesis examines the history of interior design for the Union-Castle passenger liners sailing from Southampton to South Africa between 1945 and 1977, when the last Union-Castle ship left Cape Town. Interrogating the passenger accommodation of five Union-Castle ships, Pretoria Castle (1948). Edinburgh Castle (1948), Pendennis Castle (1960), Windsor Castle (1961), and Reina del Mar (1973), it analyses the design choices and decisions taken by Union-Castle and its managing company, British & Commonwealth Shipping Ltd. (B&C), posits reasons for these, and considers their implications for the creation of Union-Castle's interiors. Drawing upon established design-historical methods, I also argue throughout for an interdisciplinary approach, in particular since this enables a reading of the 'un-designed' and non-canonical space. I contend that it is essential to engage with the wider histories that provided the environment for Union-Castle's operations, and argue that this is a design history that cannot be meaningfully written without also tracing the relationship between Union-Castle, B&C and the Afrikaner National Party government (1948-1994). It is this relationship that provides the underlying discussion of the thesis the extent to which the co-constitutive themes of both the 'representation of politics' and the 'politics of representation' informed the interior design of Union-Castle's ships Such was the nature of the National Party's hegemony that its political ethos can clearly be demonstrated to have had an impact not only upon the process by which, but also the interiors of the vehicles with which, the shipping line conducted business. Of critical significance to this history is the fact that nowhere on board any of the ships that provide my case studies is there ever any reference to black Africa Instead, a series of interiors were produced which were variously inscribed with wholly 'white' ideas about emigration, nationhood and colonial relations between Britain and Africa, and, in the post-colonial period, with ideas about British heritage versus modernity power-broking vis a vis Pretoria and with discourses associated with the rise of air travel and mass tourism.
784

Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design / Between the physical and the digital . Parametric processes , interaction and digital fabrication applied to design

Almeida, Henrique Stabile de 22 May 2015 (has links)
Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste trabalho. Entretanto, as razões deste questionamento em si, bem como sua relevância, mostraram-se mais importantes do que a mera busca por respostas. Uma outra questão se impõe: desde quando os limites entre o físico e o digital são relevantes para o design? Existem três áreas do design que contribuem de maneira contundente para a exploração da questão acima: o design paramétrico, o design de interação e a fabricação digital. O presente trabalho é uma busca por um estado da arte dos temas propostos e por um melhor entendimento sobre a crescente separação entre as três áreas, que, apesar de utilizarem termos e definições semelhantes, seguem caminhos diversos na literatura. O que tem sido escrito recentemente sobre design paramétrico, design de interação e fabricação digital nos apresenta discursos variados e até mesmo divergentes. Em virtude desse aspecto multifacetado, fica evidenciada a importância de uma busca histórica e bibliográfica por suas origens e o entendimento dos diversos pontos de vista apresentados por autores da atualidade / W hat are the limits between the physical and the digital in design? This is the big question motivating the theoretical and practical investigations in this work. However, the reasons for this questioning itself as well as its relevance, proved to be more important than the mere search for its answers. Another question arises: since when the boundaries between the physical and the digital became relevant to design? There are three design areas that contribute incisively to the exploration of the question above: parametric design, interaction design and digital fabrication. This thesis is a search for a state of the art on the proposed themes and for a better understanding of the growing separation between the three areas, which, despite the use of similar terms and definitions, follow diverse paths in literature. What has been written recently about parametric design, interaction design and digital fabrication presents various and even divergent speeches. Because of this multifaceted aspect, the importance of historical and bibliographical search for its origins and the understanding of different points of view presented by today\'s authors is evident
785

Vertical prison.

January 2001 (has links)
Chan Wai Ching. / "Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 2000-2001, design report." / Time chart of design process --- p.01 / 1st external review --- p.09 / 2nd external review --- p.13 / Final review --- p.15
786

Ludic dysnarrativa : how can fictional inconsistency in games be reduced?

Summerley, Rory Keir January 2017 (has links)
The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. Negotiation between agents (designers, players, game rules) in a game is of huge value to maintaining coherent fictional worlds and social information in some multiplayer games takes on a role close to that of fictional information in single player games. Dysnarrativa can also be used to positive effect in certain cases such as comedy games, horror games or for satirical purposes.
787

Linguagem visual e panos africanos : uma abordagem gráfica a partir de estampas /

Martins, Edna. January 2014 (has links)
Orientador: Marizilda dos Santos Menezes / Co-orientador: / Banca: Ricardo Mendoça Rinaldi / Banca: Cassia Letícia Carrara Domiciano / Resumo: Considerando que a população do Brasil é composta por uma significativa parcela de africanos e afrodescendentes, a cultura destes se encontra miscigenada à cultura brasileira. Entre os africanos, o vestir é equivalente ao viver. Neste contexto o uso de panos como coberturas corporais assume grande importância, sendo o material têxtil impregnado de grafismos que expressam lendas, mitos, regras de comportamento social, político, religioso e outros. Sendo o pano africano importante veículo cultural, esta pesquisa tem como objetivo principal identificar quais são os componentes gráficos que aparecem com maior frequência em superfícies, mais especificamente de determinados panos como o Adinkra, o Adire, o Bogolan, o Gara e o Kente, que poderão ser utilizados para o desenvolvimento de produtos de Design e Moda posteriormente disponibilizados em mercados brasileiros. Para tanto se utilizou de pesquisa bibliográfica com material de estudo adquirido a partir de livros, teses, dissertações, revistas científicas, imagens, tanto do meio impresso como do eletrônico, com o objetivo de retomar conceitos de elementos da Linguagem Visual, princípios da Gestalt, Design Gráfico, Design de Superfície, panos africanos, material de produção e Artesanato, para atingir o já citado objetivo. Este estudo foi um pouco mais além da proposta inicial atingindo outros pontos específicos que poderão contribuir para o desenvolvimento de produtos brasileiros voltados à temática africana. / Abstract: Considering that Brazil's population is made up of a significant number of African and Afro-descendants, the culture of these is amalgamated to Brazilian culture. Among Africans, the dress is equivalent to live. In this context the use of cloths as body coverings is very important, and the impregnated textile material typefaces expressing legends, myths, rules of social behavior, political, religious and others. Being African cloth important cultural vehicle, this research aims to identify which are the graphical components that appear most frequently on surfaces, specifically certain cloths like Adinkra, the Adire, the Bogolan, Gara and Kente, which They may be used for the development of Design and Fashion products available later in Brazilian markets. For that we used bibliographical research with study material acquired from books, theses, dissertations, journals, images, both the printed medium as electronic, with the aim of resuming concepts of elements of Visual Language, principles of Gestalt, Graphic Design, Surface Design, African fabrics, production and Crafts material, to achieve the aforementioned goal. This study was a bit beyond the original proposal reaching other specific points that could contribute to the development of Brazilian products aimed at African theme. / Mestre
788

A novel graphic syntax : an investigation into how a GPS-enabled wayfinding interface can be designed to visually support urban recreational walkers' situation awareness

Dixon, Brian Samuel January 2015 (has links)
GPS-enabled wayfinding interfaces (i.e. digital maps) are now commonly used as wayfinding devices in urban locations. While these wayfinding interfaces provide increasingly accurate geographic and routing information, little attention has been paid to how novel information design approaches may support particular user-experiences within particular use-contexts. This practice-based research focuses on the design of GPS-enabled wayfinding interfaces within the use-context of urban recreational walking/wandering. In particular, it investigates how these interfaces could be designed to visually support situation awarenessin use. That is, awareness of one’s embodied involvement in the surrounding environment while using the interface. The enquiry progresses through two phases. In the first phase, a programme of semi-structured interviews are conducted with urban recreational walkers/wanderers. Analysis of the data reveals participants’ motivations to walk, their experience of exploratory wayfinding, as well as their use of wayfinding materials in general and GPS-enabled technology in particular. With regard to the latter,attention is paid to ways in which these wayfinding interfaces are negatively perceived. Here, it is identified that, amongst the group as a whole, the undermining of situation awareness (SA) and the negation of exploratory wayfinding practices are seen as significant issues. Having made this identification, an area for experimentation is framed and, within this, a design hypothesis is formulated. Next, in the enquiry’s second phase, a series of design experiments are undertaken in order to develop a novel wayfinding interface in response to this hypothesis. Here, an iterative development cycle leads to the design and testing of a mixed-fidelity working prototype interface through the application of qualitative and quantitative methods of data collection and analysis. By integrating and assessing the results, it is possible to assert that,for the majority of participants, SA-in-use was supported, thus verifying the hypothesis. Thereafter, the interface is presented as a practical response to the primary research question of the enquiry and, as such, is positioned as an artefactual contribution to knowledge. Then, through a graphic syntax analysis (Engelhardt 2002) of this artefact, a contextualised graphic syntax for design is generated. In setting out a series of principles, it provides an outline for the design of a GPS-enabled WI to visually support an urban recreational walker’s/wanderer’s situation awareness in use and, so, may guide/inform future designs. Further to this, in graphic syntax analysis, a reflection on the dynamic and interactive aspects of the interface leads to an extension of Engelhardt’s graphic syntax framework(2002) being proposed. Here, by expanding the framework’s scope, the description of the dynamic and interactive aspects of graphic representations is now made possible. It is held that this, in turn, may support the development of an expanded theory of graphic syntax.
789

: Kan ett modeföretags varumärke gynnas av marknadsföring med pälshandel som del av deras CSR-arbete?

SUNNERMAN, EBBA, VESTERINEN, IDA January 2013 (has links)
Rapporten tar upp ämnet om CSR-arbete hos klädföretag. Fokus ligger på pälshandeln och försöken att minska den. Rapporten tar hjälp utav en modell som behandlar ett företags balans mellan profil, identitet och image. Syftet är att se om en sådan balans gällande just företags CSR-arbete kan gynna företagen image-mässigt och således även ekonomiskt. / Program: Butikschef, textil och mode
790

Welcome to Uchronia

MATTSSON, CHARLOTTA January 2013 (has links)
For as long as I can remember words and stories have been my safe haven. Whenever the demands of the real world feel overwelming I take my refuge in my imagination. So I decided to base my collection on this world of mine, this haven. The materials and silouettes describe my world, each outfit describing a different charachter. / Program: Modedesignutbildningen

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