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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.
71

Game on : a youth centre in Pretoria

Liebenberg, Christiaan 26 January 2011 (has links)
The dissertation’s aim is to highlight the presence of young people in the Central Business District of Pretoria, Tshwane. The proposal aims to provide a facility to entertain the youth in the city while waiting for transport before or after school. An in depth analysis done on the Central Business District (CBD) of Pretoria revealed that there are currently 13 schools, as well as, several Further Education and Training Facilities (FET) in the CBD. These children and students form a huge sector of the population that is currently not catered for in term of entertainment. The project is located in the south eastern quadrant of the CBD, as this is where most of the schools and FET’s are located. The facility will comprise of various child and student based activities and facilities that they can engage in before and after class or school. These include indoor and outdoor activity spaces as well as commercial enterprises. All the facilities are arranged around a central courtyard space where unprogrammed activities may occur. The facility will also incorporate a small transportation node consisting of Taxi’s and Municipal busses. This will reduce the need for children to walk extensive distances between their after school activities and their modes of transportation. As the title ‘Game On’ suggests the dissertation aims to investigate games in both their architectural structure and narrative. Furthermore, the aim is to utilize the design principals and narrative found in games during the design process and using them to determine the hierarchal organization of spaces found at the centre. As in a game, design is a process that follows a narrative as determined by a set of rules and limitations. The imposed restrictions on the design may result in an unsuccessful attempt to overcome it. In games this phenomenon can be seen as reaching a level of difficulty. The player then needs to start over in order re-evaluate the situation or to gain the skills necessary for advancing to the next level. The process of design should be approached in a similar way. When a problem is reached the design should be re-evaluated and the necessary exploration should be done in order to solve to problem. Ultimately the process of design may be compared to the playing of a game, it has to adhere to rules and regulations and what is technically possible. The end product (architecture) can be engaging and may allow the user to interact with their surroundings like in a video game. / Dissertation (MArch(Prof))--University of Pretoria, 2010. / Architecture / unrestricted
72

Love is the Answer: a Creative Thesis Production Combining Multi-Media and Oral Interpretation

Lane, Todd K. 08 1900 (has links)
The problem of this thesis in creative production is concerned with the use of multi-media in an oral interpretation program so as not to obscure the author's message. The production attempted to utilize literature chosen to represent a basic theme and present it with selected media so that a positive response is evoked from the audience. The study also attempts to show, through example, that a program of oral interpretation using multi-media can sustain audience interest for a full evening of entertainment. An attempt is also made to show that multi-media need not be in constant use, that some literature can best utilize the "subtractive theory" which intensifies the message by deleting a majority of media.
73

An Examination of Print Placements: 1995-2008

Francis, Lois Elenore 10 July 2009 (has links) (PDF)
A relatively unexamined area of branded entertainment combines sports sponsorship with product placement, and occurs when a brand name or logo appears in a print photograph. The resulting photograph can be considered the print equivalent of product placement, or "print placement." Keenan, Pokrywczynski and Boyle (1995) determined the potential for exposure to advertising, brands, sponsors and symbols appearing in photographs in Sports Illustrated magazine. This thesis updates and expands the research on print placements through a content analysis of Sports Illustrated from 1995 through 2008. Results showed an increase over time in the number of print placements, and representation of additional product categories when compared with previous research.
74

Struggling to Find Black Counternarratives:Multiculturalism,Black Entertainment Television, and the Promise of 'Star Power'

Harewood, Terrence O'Neal 08 May 2002 (has links)
No description available.
75

Entertainment Architecture: Contextually Integrated Water Park Resort in Norwood, Ohio

Zerhusen, Robert F., II 18 August 2009 (has links)
No description available.
76

That's Television Entertainment: The History, Development, and Impact of the First Five Seasons of "Entertainment Tonight," 1981-86

Magee, Sara C. 25 September 2008 (has links)
No description available.
77

IDENTITY AND IDENTIFICATION THROUGH THE CHANGING VIEWS, EXPECTATIONS, AND REPRESENTATIONS OF FAMILY ON TELEVISION

Messina, Nicole M. January 2019 (has links)
With a focus on the psychological process of identification with media characters, this thesis builds upon existing research about the various representations of familial structures in fictional television and their effect on audience members. Using survey data to inquire about how modern television’s evolving definitions of family could impact viewer responses to accessible programming allows for further exploration of the role that the familial aspects and nuances which are portrayed on television may play in the way that viewers experience identification with these characters. After performing a quantitative and qualitative analysis of survey responses, given modest results it can be concluded that similarity between the viewer’s family and the family of an on-screen character is a predictor of identification between the viewer and that character. We gain, through this research, a deeper understanding of trends in how participants experience identification with fictional families and individuals. Furthermore, we can better understand how audiences could be influenced by seeing (or not seeing) families that resemble one’s own in entertainment media. / Media & Communication
78

Le Musée Grévin : 1881-1918 : une entreprise de divertissement parisien sur le boulevard Montmartre / The Musée Grévin : 1881-1918 : a Parisian entertainment enterprise on the boulevard Montmartre

Dhaussy Martinez, Pascale 05 March 2013 (has links)
Le musée Grévin a été créé en 1881 par le patron de la presse, Arthur Meyer qui associe l'entreprise au nom du caricaturiste Alfred Grévin. « Journal plastique » puis musée d'histoire sous l'impulsion de Gabriel Thomas, ce musée « genre Tussaud » devient un observatoire unique de la culture de masse fin-de-siècle. / The musée Grévin has been set up in 1881 by a journalist, Arthur Meyer, associated with the caricaturist Alfred Grévin. The wax museum defined as « rather like Tussaud's museum » becomes the model of an entertainment enterprise.
79

The Research of Operation Process in Entertainment Industry-The Case of Billiards Playground in South Taiwan

Jiang, Cai-Ming 25 August 2005 (has links)
As the develop of economic in Taiwan, the working pressure increasing, people pay more and more attention to their leisure time than before, and they also want to find the balance point between the work and life. Based on the limitation of suitable place and working time in a city, it¡¦s not very easy to find a place to have a relaxation, that¡¦s why the entertainment industry growth up in the city. To keep the competition, the entertainment industry needs to take care the feeling of customer and also make the customer keep expending, the research will focus on the working process in entertainment industry, and try to find the important factors which can influence the customer satisfaction. Described the research results below. 1. Well communication: Before the new system be deployed, it is very important to communicate with all employee well, no matter how open the organization and culture is. The more that the manager understand the system, the earlier that the employee will accept, so the managers play key role for communication effectively. 2. Managing information technology system construction: Integrated information technology system will not only combine the information which from the front end and back end, but also improve the information exchange. 3. Managerial policies: No matter the communication process or information technology system construction, the organization need to build up a suitable environment for new policy, such as, provide training course for new system, increase the performance indicators.
80

Why is a spectator’s eye caught? : A qualitative study exploring Sponsorship Communication in an Entertainment Event context

Håkansson, Agnes, Bengtsson, Emma, Lina, Karlsson January 2020 (has links)
Background: Sponsorships are a way for brands to communicate with their observers at entertainment events. Sponsorship cues, event context, and consumer/sponsor relationships are important to be aware of in order to create impacting sponsorship communication.  Purpose: The purpose was to explore sponsorship communication from the viewer’s perspective in an entertainment event context. The research question was “How does the viewer characterize impacting sponsorship communication?” Methodology: The study undertook a qualitative research strategy and was of an exploratory nature. The research design used was unstructured interviews and the sample was collected through a convenience sample. The participants of the study were students between the ages of 18-30 with no preference between males and females. After seven interviews had been conducted, theoretical saturation was reached.  Conclusion: The main findings of this study was that Astonishment, Acceptance, Status, Affiliation, Authenticity and Apprehension are important categories to consider in sponsorship communication. It became evident that there was not one correct way of conducting sponsored communication, instead a balance between the different categories is needed in the communication. It was further discovered that each category has its individual impact on the viewer’s perspective of the sponsored communication and entertainment events.

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