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El rol de la mujer en la realización cinematográfica de las películas peruanas en los últimos 10 años / The role of women in the cinematographic realization of Peruvian films in the last 10 yearsSalazar Pahuara, Carol Mariel 07 July 2020 (has links)
El presente trabajo de investigación consiste en analizar la situación actual de las mujeres audiovisuales peruanas. La problemática surgió porque la industria cinematográfica ha sido por muchos años un territorio de varones. Entonces, con el incremento de las mujeres en la industria, en estos años, demostrando su capacidad y el valor que tiene una obra hecha por una mujer. Se quiere conocer los crecientes cambios en la forma de hacer cine, en todas las áreas audiovisuales, desde que las mujeres tienen una mayor visibilidad en el mundo audiovisual peruano. Es por ello, que el objetivo de esta investigación es analizar el rol de la mujer en la realización cinematográfica de las películas peruanas en los últimos 10 años. Asimismo, esta investigación se realizo desde la perspectiva del proceso creativo y con la finalidad de dar conocer las condiciones actuales de las mujeres audiovisuales peruanas. La metodología que se utilizo es el constructivismo como tipo de investigación, pues se constituye como construcción de la realidad. Lo cual, se utilizo para el análisis narrativo a las obras cinematográficas de las directoras peruanas. Donde, se analizaron tres criterios: estilo, originalidad y expresividad. Asimismo, para cumplir con los objetivos de la investigación, se realizaron entrevistas a profesionales del mundo audiovisual peruano. Finalmente, se concluye que las mujeres han revolucionado el cine peruano, pues influyen de forma positiva a la audiencia y a la industria cinematográfica peruana. Debido, a la particularidad que le agregan a sus obras. / The present research work consists of analyzing the current situation of Peruvian audiovisual women. The problem arose because the film industry has been a man's territory for many years. So, with the increase of women in the industry, in these years, demonstrating their capacity and the value that a work made by a woman has. You want to know the growing changes in the way of making cinema, in all audiovisual areas, since women have greater visibility in the Peruvian audiovisual world. That is why the objective of this research is to analyze the role of women in the cinematographic realization of Peruvian films in the last 10 years. Likewise, this research was carried out from the perspective of the creative process and with the aim of making known the current conditions of Peruvian audiovisual women. The methodology that was used is constructivism as a type of research, since it is constituted as a construction of reality. Which was used for the narrative analysis of the cinematographic works of the Peruvian directors. Where, three criteria were analyzed: style, originality and expressiveness. Also, to meet the research objectives, interviews were conducted with professionals from the Peruvian audiovisual world. Finally, it is concluded that women have revolutionized Peruvian cinema, as they positively influence the audience and the Peruvian film industry. Due to the particularity that they add to their works. / Trabajo de investigación
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CLOSET GO: A DATA-DRIVEN DIGITAL CLOSET SYSTEM TO IMPROVE THE DRESSING EXPERIENCEWeilun Huang (10716564) 06 May 2021 (has links)
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<p>This thesis aims to introduce a system design that supports the user experience of outfit selection,
storage, and matching. Clothes are indispensable items in daily human life. Purchasing one's
wardrobe has become more affordable. This has allowed people to focus on purchasing more
fashionable clothes. Garment shopping has even become a type of social and leisure activity.
With the development of internet technology, shopping methods have changed dramatically.
However, these seemingly convenient shopping methods also bring unavoidable problems, such
as an inability to understand apparel companies' different size standards and the challenge of
seeing the details of materials. On the other side, while overemphasizing the convenience of the
shopping process, online companies have ignored people's clothes-wearing experience that is the
most enjoyable and valuable for customers. This paper introduces an IoT (Internet of Things)
design: "Closet Go" including a mobile application and a clip-able camera. "Closet Go" aims to
improve customers' daily outfit selection experience by digitalizing their closets and conducting
data analysis of customized dressing habits. In this thesis, I present the entire design process:
user research, Ideation, UI/UX design, product development, and evaluation. In the research
section, potential users were recruited for interviews to discover the current problems in
acquiring, selecting, and matching outfits in daily life. The design process section introduces the
design development progress and results via user flow, experience map, prototype, and user
interface. Finally, the thesis concludes with a heuristics evaluation section that tests the design's
usability and experience to refine the project.
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Blackmagic Cinema Camera: participación y presencia en la industria audiovisual peruanaSulca Jaime, Diego José María 20 April 2020 (has links)
Blackmagic Design destaca entre la competencia en cámaras de cine por ofrecer equipos con calidad cinematográficas a un precio menor a marcas como ARRI y RED. Los diferentes modelos han sido la opción preferida entre cineastas independientes y estudiantes audiovisuales como primer equipo con capacidad de crear contenido en calidad cine estándar. Con el dominio de las cámaras DSLR por su flexibilidad en imagen y video, la investigación analiza las diferencias y los beneficios que ambos equipos ofrecen en calidad de imagen y formato recopilando la opinión tanto de profesionales audiovisuales en dirección de fotografía y edición como de estudiantes audiovisuales.
Toda la investigación se desarrollará desde la industria peruana haciendo recopilación de material audiovisual realizado con ambos tipos de equipos apoyado por la opinión de profesionales que hayan hecho uso de cámaras Blackmagic Design, sustentado desde el hecho que son igualmente accesibles tanto en adquisición como alquiler. La investigación ayudará a que estudiantes audiovisuales puedan contar con información acerca de las cámaras de cine y la experiencia de uso para hacer un mejor juicio de qué equipo es ideal segun el proyecto que anhele realizar. / Blackmagic Design is known among other cinema camera companies for offering cinema quality equipment for a lower price than ARRI and RED. The different models have been the favorite choice among independent filmmakers and audiovisual students as a first camera capable of creating content in standard cinema quality. With the dominance of DSLR cameras for their flexibility in image and video, the research analyzes the differences and benefits that both offer in terms of image quality and format collecting the opinion of both audiovisual professionals such direction of photography and video editing as much as students.
The whole research is made from the peruvian industry collecting audiovisual material made by both camera types and experiences of professionals that tested Blackmagic Design cameras by the fact that they are equally accessible for buying or rent. The research will help students to have information about cinema cameras and experiences to make better choices of which equipment is ideal for the project they want to shoot. / Trabajo de investigación
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Del formato cinematográfico al televisivo: El caso del arquetipo del héroe postclásico en las películas de terror y suspenso / From film format to television: The case of the postclassic hero archetype as the protagonist in horror and suspense filmsVillanueva Rebaza, Kelly Sofía 07 May 2020 (has links)
El presente trabajo de investigación consiste en el análisis del arquetipo del héroe postclásico en las películas y series de terror/thriller para la creación de una adaptación.
Se busca describir las características que posee este arquetipo de personaje en tramas del género de terror / thriller. Así mismo, exponer cuales son las variables que cada formato posee: cine y televisión para poder realizar una adaptación.
La investigación tiene como base la metodología cualitativa, debido a que se busca entender y exponer los procesos que conlleva el poder crear adaptaciones de un formato a otro. Además, las técnicas utilizadas son las de análisis de casos, ya que al ser un tema de enfoque audiovisual se centrará en analizar los códigos visuales y sonoros que se han empleado en este tipo de adaptaciones. / This research work consists of the analysis of the postclassic hero archetype in horror/ thriller movies and series for the creation of an adaptation.
The aim is to describe the characteristics of this character archetype in plots of the horror/thriller genre. Likewise, expose which are the variables that each format has: film and television in order to carry out an adaptation.
The research is based on qualitative methodology, because it seeks to understand and expose the processes involved in creating adaptations from one format to another. In addition, the techniques used are those of case analysis, since being an audiovisual approach, it will focus on analyzing the visual and sound codes that have been used in this type of adaptation. / Trabajo de investigación
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Intelligent Agents for Mobile and Virtual MediaEarnshaw, Rae A., Vince, P.J. January 2002 (has links)
No / As the Internet and World Wide Web continue to influence corporate and private activities, systems are needed that mimic human-to-human interface, to simplify the human-to-computer interface. Intelligent Agents are likely to play a significant role in the design of such interfaces, and this book explores how they could influence media-based systems. Throughout, the text maps out the considerable advances that have already been made, paving the way toward a future where computers will be truly described as an intelligent aid to our personal and business lives.
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Digital Content CreationEarnshaw, Rae A., Vince, P.J. 09 May 2001 (has links)
No / The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.
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Visual Explorations of the West Campus of the University of Cincinnati:How to Build a Stronger Sense of Belonging for International Students at the University of CincinnatiWang, Li 09 August 2010 (has links)
No description available.
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EXPLORING LEARNING ACTIVITY INTEGRATION, PLAYER AGENCY, AND PARSONS PROBLEMS IN THE DESIGN OF AN EDUCATIONAL GAMEAmogh Chetankumar Joshi (16704264) 21 April 2024 (has links)
<p dir="ltr">This dissertation investigates game design elements and their impact on player experience, intrinsic motivation, and learning outcomes. The research encompasses three projects, each delving into essential aspects of educational game design and their impact on student learning. The first project addresses a design gap by creating an educational game, exam- ining its effect on motivation and learning outcomes. The second project investigates player agency’s role in games and its influence on experience and outcomes. Two prototypes are designed that differ in the level of player agency afforded to the students. The study analyzes how this experimental manipulation affects player experience, intrinsic motivation, and learning outcomes. The third project analyzes the relationship between the learning inventory and the puzzle environment. More specifically, I will evaluate why students faced challenges when answering questions that focused on predicting the output and it’s connection with the learning environment. The overall focus of my dissertation is player experience, intrinsic motivation (to learn), and learning outcomes, which are examined through qualitative and quantitative research methods.</p>
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<b>VIDEO GAME AUDIO: IMPACT ON EXPERIENCE AND CONTINUED ENGAGEMENT</b>Courteney Leigh Smith (18422631) 22 April 2024 (has links)
<p dir="ltr">This dissertation explored the media features of interactivity (i.e., watching vs. playing) and audio to understand the role they play in shaping media experiences. The study provides additional insights into feelings of presence, levels of empathy, and intentions for continued engagement based on individual media experiences in response to media features. The video game <i>Florence</i> was used as the stimulus for an experimental design investigating media features at multiple levels to better understand how design of those features can potentially improve media experiences for individuals in different contexts, which might increase their desire to continue engaging with the same media or franchise in the future.</p>
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Frontal Alpha Asymmetry Interaction with an Experimental Story EEG Brain-Computer InterfaceClaudia M Krogmeier (6632114) 03 November 2022 (has links)
<p> Although interest in brain-computer interfaces (BCIs) from researchers and consumers continues to increase, many BCIs lack the complexity and imaginative properties thought to guide users towards successful brain activity modulation. In this research, an experimental story brain-computer interface (ES-BCI) was developed, with which users could interact using cognitive strategies; specifically, thinking about the story and engaging with the main character of the story through their thought processes. In this system, the user’s frontal alpha asymmetry (FAA) measured with electroencephalography (EEG) was linearly mapped to the color saturation of the main character in the story. Therefore, the color saturation of the main character increased as FAA recorded from the participant’s brain activity increased above the FAA threshold required to receive visual feedback. A user-friendly experimental design was implemented using a comfortable EEG device and short neurofeedback (NF) training protocol. Eight distinct story scenes, each with a View and Engage NF component were created, and are referred to as blocks. In this system, seven out of 19 participants successfully increased FAA during the course of the study, for a total of ten successful blocks out of 152. Results concerning left (Lact) and right (Ract) prefrontal cortical activity contributions to FAA in both successful and unsuccessful blocks were examined to understand FAA measurements in greater detail. Additionally, electrodermal activity data (EDA) and self-reported questionnaire data were investigated to understand the user experience with this ES-BCI. Results suggest the potential of ES-BCI environments for engaging users and allowing for FAA modulation. New research directions for artistic BCIs investigating affect are discussed. </p>
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