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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

Photorealistic Rendering for LIve-Action Video Integration

Hirsh, David E 01 May 2017 (has links)
Exploring the creative and technical process of rendering realistic images for integration into live action footage.
92

Artist-Centered Technical Direction and Tool Development

Roberts, Joshua 01 May 2018 (has links)
This paper details the design and development process for two technical projects, both of which were developed for use in Autodesk Maya to enhance the workflow processes of 3D character animation. The first project is focused on advanced character rigging using mathematical concepts and Maya nodes, while the second project is focused on plugin development in python 2.7, making full use of the PySide2 library which binds to the Qt5 user-interface framework.
93

Digitizing the church : mediated religious practices in Korea

Chang, Jong In 15 December 2015 (has links)
My dissertation explores how digital media have transformed ritual, community, and the meaning of church. My research focuses particularly on the SaRang Community Church, one of the largest Protestant churches in South Korea. I examine how a Korean megachurch adopt digital media to reach out to the public and promote itself. The questions I will answer include: How does a megachurch present religious messages using visual and audio effects? How do people perceive those mediated messages? How do they configure communities through media experience? How does the megachurch reconnect communities through media? Is a church a medium of Christianity? What relationship does the megachurch have with consumer culture? While answering these questions, my dissertation focuses on the relationship between media and modernity. The dissertation picks three important themes: authenticity through media, nationalism and identity, and consumerism. To explain these issues through the lens of the transformation of the religious sphere in Korea, my dissertation examines (1) how the candle, an important symbol in Christianity, has been digitally represented, and how that representation has influenced rituals; (2) how digital media reconfigure various kinds of communities, as seen through the example of Korean Christian women’s daily religious practice; and (3) along with the development of digital media, how megachurches have grown in size, population, and social impact in Korea, a country well-known for its technological innovations and development. My overriding interest is in how religious rituals materialize through digital media.
94

CMD+FN

Macaranas, Marc 01 January 2019 (has links)
No description available.
95

Competing pathways of the Internet & new media's influence on women political candidates

Hamilton, Allison Joy 01 July 2013 (has links)
How does digital media and online news, especially blogs, influence support for women congressional and presidential candidates? From work on traditional print and television news we know women are framed differently than men, and are more likely to be framed as women (appearance, clothing, mother or wife, marital status, sex, gendered issues). I argue the transition to digital media (blogs and online news) is exacerbating these trends, increasing gender stereotype opinions of women candidates in the mass public, among both men and women. In turn I find gender stereotype opinions combined with use of online media reduces the probability of voting for women candidates. While much of the literature on digital media focuses on the positives that come with increased political information, participation and mobilization, holding these factors constant, this research highlights a potential cost of digital media. Much of what we know about the media and women candidates is based on content analysis of newspapers and television stories (Bystrom 20004; 2010a; 2010b; Iyengar et al1997; Lawrence and Rose 2010). The dominant literature on the impact of the mass media on women candidates is based on experimental framing studies with hypothetical female candidates. But media scholars are increasing interested in digital media and citizen journalism, as more Americans now read their news online than read a print newspaper. Davis (2009) and Sunstein (2007) find that journalists too are increasingly turning to the blogs for ideas and content that run on mainstream media. While citizen journalism has many benefits (see Shirky 2010), there is less fact checking with online news, where rumors can often masquerade as truth. Analysis of the coverage of Hillary Clinton's 2008 presidential run found that coverage of Clinton online, especially the blogs, was more sexist than mainstream media (Lawrence and Rose 2010; Richie 2013). For example, one group sold t-shirts and bumper stickers staying "Get Hillary Back in the Kitchen." Boystrum (2010) analyses how women and men presidential, congressional and gubernatorial candidates differ, and how this affects media coverage of the candidates. Using content analysis, she finds no gendered differences in the content of their websites. Thus this research focuses on blogs and online news rather than candidate websites. No previous research has considered individual level data on use of online news for politics and whether this leads to gender stereotype opinions; nor has the existing research considered whether digital media use, combined believing in these stereotypes of women, impacts voting for women candidates in real election contexts. Rather than content analysis used in political communications or laboratory experiments often used in gender studies, this research relies on national survey data to measure the effect of digital media use for voting for women candidates in actual electoral campaigns. Combining large sample nationwide survey data of all congressional candidates running in 2008, 2010 and 2012, with a sample of Iowa caucus participants, and a unique national survey of primary voters, this research seeks to answer two primary questions. First, what is the effect of use of blog and online news on gendered stereotype opinion of women and male candidates (see Chapters 3 and 5)? Secondly, what is the combined effect of digital media use and gendered opinions in reducing support at the ballot box for women for the U.S. House or the president (see Chapters 4 and 6)? To consider the overall, or net effect, of digital media on support for women candidates, I incorporate the benefits of online news and communication to engage and mobilize the public. Across many detailed analyses presented in this research, I find that reading blogs and online news generally increases the likelihood of forming opinions about women candidates colored by gender stereotypes, based on experience, knowledge, competency, integrity, strong leader, caring and more. In Chapter 3 I consider the case of Hillary Clinton and find that reading the news online and using online political information increased the belief that Clinton was less experienced, and was less trustworthy. In Chapter 4 I find that gender stereotype opinions and digital media use reduced favorability ratings of Clinton and Clinton compared to her male presidential contenders (Obama and Edwards). These two factors also reduced the probably of voting for her, holding other factors constant. Chapter 5 analyses all U.S. House races from 2008, 2010, and 2012 with a women candidate. Individuals who used online news or political blogs are more likely to believe the woman candidate is less competent, lacks integrity, and is less caring than the man candidate, holding other factors constant. Finally, the results from Chapter 6 show gendered opinions and digital media reduce the likelihood of voting for the woman candidate. The overall, or net effect, models show even the positive effect of online mobilization is outweighed by the negative effect of digital media combined with the believe in gender stereotypes. Such gendered opinions of women candidates are widely held by the mass public. The dominant explanation for why Obama, as an underdog candidate won the 2008 Democratic presidential nomination was that he was able to mobilize and engage the public, especially the young, through online media. These online venues also significantly increased the money Obama raised through small dollar contributions (Redlawsk et al 2010). However, what these stories ignore is the negative media coverage of his primary opponent, Hillary Clinton, online. This study attempts to systematically and empirically document how the Internet and online news may contributed to reduced support for Clinton's candidacy and women congressional candidates more generally. As new communication mediums are developed there are often short-term increases in misinformation with the proliferation of information, but as standards are established this chaos disappears. Digital media's effect on women candidates for elected office over the long run is unclear and deserves further study.
96

The Architectural Designer and their Digital Media

Benton, Sarah Kirstie, sarahkirstie@gmail.com January 2008 (has links)
My research investigates the relationship between the architectural designer and the use that he or she makes of digital media as part of the design process. My principal research question is: what is the advantage of including digital media as part of the designers' 'toolset' in the early stages of design? The context is a highly successful and high profile mid-sized Australian architectural practice. The study considers the nature of architectural designing as a creative activity and the extent to which advantages could be gained by including digital media as part of the designers' toolset in the early stages of design. Designers seem to be polarised between championing the role of digital media as part of their design processes and downright rejecting it. One such extreme position is a view that this media has either 'no place' (Martens et al. 2007:np; Sanders 1996:4-5) within architectural design and is thus seen as 'just another tool' filling at best an ancillary and service role in the design process (Kvan, Mark et al. 2004:np). This view suggests therefore that designing with digital media has hardly advanced (Corrigan 2003:86). An opposing view is that digital media can take a more fundamental place to advance design methods (Rahim 2006:1), even revolutionarily improve the design process beyond 'question and debate' (Winner 1986:6 in Steele 2001:13), resulting in a 'new architecture' (Lindsey 2001:12) and encouraging significant change in designing through semi-automated generation of design and interconnected ways of communicating (Lindsey 2001:12). Resulting from my study, I have found, however, that the more negative views (Winner 1986:6; Sanders 1996:4-5) regarding the integration of digital media into the architectural design process tend to distract from the more balanced investigation into how a designer masters an expanding architectural design practice. As a doctoral candidate I take a participant-observer position within Terroir where I have been employed for the past five years. My experiences in responding to my research question suggest that the advantage of digital media is not a question of whether or not to integrate the tools. The question is more an issue of how a designer masters an expanding design process through an approach that includes ideas, conventional media and digital media. My thesis demonstrates the changes that occurred through the integration of digital media and, conversely, possibilities to opportunistically further improve on conventional design practice. My research suggests that mutuality exists in the relationship between the designer and their digital media. Through their co-evolution, changes can occur where there is not only an integration of digital media with design, but also both media and design practice change through their integration. I also discuss how an uptake of digital media gives grounds for a new specialised ro le in practice. A new role emerged within the collaborative firm of architects, which I have called in this thesis the digital ideator. It is a role that I demonstrate as potentially being central to digital media integrated with design practice.
97

“Daddy”, from Vision to Video

Chambers, Martin January 2008 (has links)
<p>”A designer rarely works alone”. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ”Daddy” - the music video.</p>
98

Critical reflection in a digital media artwork - Playas: homeland mirage

Stenner, Jack Eric 02 June 2009 (has links)
The introduction of digital media into the working practice of artists has produced challenges previously unknown to the field of art. This inquiry follows an atypical model of artist-driven research derived from disciplines such as social science and education. Here, an artwork functions as a model that is self-reflective, integrating methodologies in a form that benefits art and science. Using Naturalistic Inquiry, including semi-structured interviews of fifteen participants, the work illustrates a process of creation, analysis and evaluation that places the values of the artist on equal footing with the needs of science. Recently, artists have begun using video game engines as a tool to produce 3D navigable spaces. Using the hybrid video game/installation Playas: Homeland Mirage as a case study, this research examines the impact of technology on the artwork and identifies a number of key issues related to the function of critical reflection in this environment. Rules-of-play were a fundamental pre-requisite to the stimulation of critically reflective experience. The human interface with software and hardware was also a primary factor in reflective experience. Based on participant evaluation and observation, the interface was altered in response to its effect on critical reflection, illustrating how choices in this area impact aesthetic experience. Those with experience in visual art were more likely to engage the work in a critically reflective manner than seasoned video game players who tended to be more interested in scoring and winning. These findings and others inform our understanding of the stimulation of critical reflection in immersive environments and show how we can sensitively integrate technology with meaningful evaluative methods. By repurposing a video game in this manner, we learn about the nature of the video game and the nature of art. This research enables artists to gain a better understanding of the medium to more fully integrate technology within a meaningful practice. Conversely, other fields will benefit from a better understanding of the stimulation of meaning in immersive spaces and gain a comprehensive view of a work that strives to contribute to our culture on a deeper level than as simple entertainment. Ultimately, more fully understanding critical reflection in virtual environments will enable us to create enriched experiences that transcend space to create “real” or “virtual” place.
99

It Gets Better For Queer Orthodox Jews : Envisioning Community Inclusion Through Self-Fulfilment

Poveda, Oriol January 2013 (has links)
In this paper the author discusses different understandings of community and community inclusion as they are presented in a transcript of the YouTube video It Gets Better – Gay Orthodox Jews. This video, part of a much larger anti-bullying campaign, features the testimonies of five men. As their stories unfold in what could be described as a “coming out narrative”, the boundaries of the Orthodox and the LGBTQ communities are renegotiated, revealing a new space at their intersection. Furthermore, the analysis of the transcript suggests that embracing queerness is not tantamount to exclusion but rather the opposite. It is by affirming themselves both as Orthodox and queer that those men are able to reclaim their place in the community. Finally, the author argues that this case of community inclusion through self-fulfilment echoes and at the same time problematises theories of secularisation and individualisation in late modernity.
100

Between Reality and Realism: CGI and Narrative in Hollywood Children's Films

Bernard, Kaitlin 18 April 2011 (has links)
This paper addresses many concepts and concerns related to the previously underexplored topic of CGI and narrative in Hollywood children’s films. Through an analysis of scenes from Harry Potter and the Philosopher’s Stone, The Chronicles of Narnia, The Golden Compass, The Spiderwick Chronicles, and Inkheart it demonstrates that CGI spectacle does not exist in opposition to narrative progression as some scholars have suggested. Instead, by drawing on theorists like Lefebvre and Furstenau (2002), this investigation asserts that belief in fictional realism is paramount to spectatorship. It is shown that CGI can be used in a way that respects realism in the Bazin tradition and continuity editing in order to allow the spectator to believe in the fictional reality of narrative events. This belief is then connected to the emotional engagement of the spectator by drawing on ideas from Smith’s (1994) structure of sympathy. The ultimate goal of this paper is to present a conceptualization of CGI that creates a stronger distinction between reality and film realism than previous literature has suggested.

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