• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 19
  • 10
  • 4
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 44
  • 44
  • 13
  • 12
  • 8
  • 7
  • 6
  • 6
  • 6
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
  • 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.
31

Much More Than a Mic: Assessing Processes and Practices of Independent German Podcast Production Through Qualitative Interviews

Westphal, Sandra 24 May 2022 (has links)
No description available.
32

Not Dead At All

Becerra, Martin 01 May 2014 (has links)
Not Dead At All is a nontraditional thesis, a creative product, the result of a combination of media production and social research. This paper is an attempt to explain the creative and production process behind the creation of an original media content, using the social research as a tool to increase the likeability of our characters and therefore increase the show’s chances of success.
33

Exploring Ethnic Stereotypes through the Production of Five Short Films

Torres, Ines Galiano 01 May 2016 (has links)
This is a nontraditional thesis that combines social research in ethnic stereotypes in TV and film with the creative process of film production. This paper contains the formal step of research, in addition to the details on the production and creation of five original short films related to the issue of ethnic representations.
34

Lokalradio och kommersiell radio 1975−2010 : En mediehistorisk studie av produktion och konkurrens / Local radio and commercial radio 1975−2010 : A media historical study of production and competition

Forsman, Michael January 2011 (has links)
The main question in this dissertation is: How can the emergence of local and commercial radio and the ensuing changes within each be understood in relation to intermedial and intramedial competition? This overarching question is broken down into four research questions. What driving forces contributed to the implementation of local and commercial radio respectively? (How can the competitive context of these two radio forms be described and periodized? In what ways have the practices of producing radio output, radio audiences and brands changed during the period covered by this study? What similarities and differences have emerged between local radio and commercial radio over time? This study can be seen as an institutional media history, focusing on two distinctive periods in the history of Swedish radio and television, Decentralization (1977-1987) and Commercialization (1987 onwards). The empirical material consists of documents, press clippings and some forty semi-structured in-depth interviews. Theoretically the dissertation combines political economy with a cultural perspective on media production and institutional intentionality. The empirical content is a two-part study on local radio and on commercial radio, presented through narrative principles of chronology and periodization. The results of the study are integrated to a large extent into the historical presentation that makes up the major part of the dissertation. More specifically, this historical exposition shows that issues of competition were important also before the deregulation of Swedish radio in 1993, and that the competitive conditions for these two parts of the Swedish radio landscape are on the one hand fundamentally different and on the other have become more similar over the years, especially when it comes to competitive strategies and production philosophies.
35

Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices

Humphreys, Alison Mary January 2005 (has links)
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
36

Fenomén televizního pořadu Q (Queer) v České televizi / A phenomenon of a TV programme 'Q' (Queer) in the Czech Television.

Filičková, Andrea January 2015 (has links)
The basic concept of the thesis is an analysis of a TV programme "Q" broadcasted by the Czech Television. The programme surveys queer subculture not only in the Czech Republic but also abroad, deals with searching for identities across the genders and disrupts conventions stemming from values of the heteronormative society. The programme title refers directly to the concept of queer, which represents a social phenomenon bringing about gender and sexual diversity and plurality. The thesis looks at the genesis of the programme from its origins, to its production, its broadcasting and finally its cancellation and replacing with another format. The motivation and reasons of the production team and the management for carrying the programme through and including it in the broadcast programming is discussed here, as well as the related decision-making processes and production mechanisms or the way the authors use feminist theories and gender aspects in the programme. The thesis also takes into consideration the long-term development of the programme's ratings. The main working method is qualitative research in the form of semi-structured interviews with the programme's authors. In terms of media production the thesis deals with organizational practices in the programme's production.
37

“I’m Going to Use My Voice”: The Underrepresentation of Women in Digital Content Production

Olson, Christine 01 January 2014 (has links) (PDF)
Digital content production on user generated Internet media sites has opened up new channels for creators to publish and exhibit their work. This exploratory study uses content analysis, survey, and interview responses from the “I Love Ladies” survey circulating on YouTube, an initiative to encourage dialogue about women and digital content production, in order to identify the cultural and structural aspects of the medium which shape women’s participation and recognition. This community-driven initiative is used as an entry point into the user experiences, site structure, and socio-cultural context of YouTube to better understand how inclusion and exclusion function in discourse communities on commercial, user-generated Internet media sites. By tracking disparities between what is discussed and what is not referenced by participants of this initiative, I developed a series of possible interventions to foster more equal and meaningful participation in Internet content production. The study is therefore designed to forward the feminist agenda toward social justice and greater equality with regard to distribution, recognition, and representation for women (Fraser, 2010). This study contributes empirical evidence and actual user perspectives to work towards a more nuanced understanding of how commercial, user-generated Internet media content can enable and constrain civic engagement for historically underrepresented groups.
38

台灣當代音樂電台的音樂生產機制:從音樂社會學與媒介產製觀點出發 / The Comtemporary Music Production Dynamics of Taiwan's Music Radio: The Viewpoint from Sociology of Music and Media Production

蔡若津, Tsai, Zuo-Jin Unknown Date (has links)
台灣廣播媒體生態自進入頻道開放以來,目前除電台數目增加為118家以外,也出現了許多以音樂頻道為經營型態的類型音樂電台。過去部分的音樂文化論述在談及廣播電視媒體時,論點不乏多所批評其與唱片公司勾結來配合打歌宣傳,對於音樂文化的負面影響甚巨。但是如今,電台經營越趨專業化的情況下,似乎在台灣,廣播電台與流行音樂工業間的關係,也逐漸有了轉變。 本研究,藉由音樂社會學以及媒介產製兩種研究取向,各取其關切的焦點。來探究當今台灣出現越來越多的音樂電台,在當代的音樂文化生產體制上,佔據了何種角色?地位?以及影響層面?並且藉由區分不同的音樂電台間在制度上所造成的結果不同,作為重新認識廣播媒體與音樂文化之間互動關係的推論知識。 在當今,幾乎所有的電台都有一套選擇音樂的音樂決策,有些電台也建立了播出單制度,音樂能否進入播出單?在電台方面,組織因素取決於電台自身再經營類型上的選擇,其中也包括經理人、音樂總監、節目主持人在工作權限上相互影響。外在影響上,則受到唱片公司唱片促銷的影響,多數唱片公司與電台在音樂輸出方面,兩者間存在著複雜的互動、包含了廣告運作、唱片促銷人員與電台工作人員間的人際因素。此外,台灣當代音樂文化的變遷,所造成的當今音樂呈現了哪些文化上的特質?各種音樂受喜愛的程度?也影響了音樂是否能夠被電台選擇進入播送? 經由上述的各不同面向,屬於台灣音樂電台的的文化生產機制是如何運作?能否按照以往音樂文化論述者的觀點?研究結果顯示,目前的音樂電台,已經走向專業化經營、對於音樂多有一套管理、選擇的機制運作,但多數流行音樂電台與唱片業界仍具有一種合則兩利的共謀關係,藉由與唱片業的廣告合作,將唱片促銷置入了電台的播歌高度循環率中。另一方面,仍有其他電台,並不需要倚賴唱片公司,在節目呈現與經營上皆有其獨特性。因此,區分不同電台間的差別格外重要。 結論認為,台灣目前出現的音樂電台類型,是以音樂市場性為基礎,但面臨唱片公司、電台組織、音樂文化變遷三者的交互影響下,電台在文化生產的角色中,不該被認為是單純的通道,而是具有積極的影響力,以往對於廣播媒體在音樂生產方面的批評焦點,應轉至電台是否能保持傳播媒體的傳播性,而非過度跟隨主流市場。
39

AI – maskinen med guldpennan? : En studie om hur användningen av artificiell intelligens påverkar det kreativa arbetet hos en copywriter / AI – the machine with the golden pen? : A study on how the use of artificial intelligence affects the creative work of a copywriter

Malmqvist, Hanna, Lorentzon, Naima January 2023 (has links)
Through interviews with copywriters, this essay examines how AI technologies may influence the creative process their work. We must also look at whether AI can be creative in order to provide an answer to the study topic. Therefor the paper explores the concept of creativity.The conclusion according to the study, shows that AI can be creative when collaborating with humans. For a copywriter, using AI streamlines and simplifies their process. The study also demonstrates that co-creativity, or human and AI collaboration in the creative process, is advantageous to both copywriters and AI.Furthermore, the study demonstrates that copywriters are not necessarily threatened by AI. Certain simple aspects of the process, such swiftly collecting and compiling data, can be replaced by AI systems. A collaboration primarily shows beneficial consequences for a copywriter. They have more time for creativity in their job process. Although most of the study's interviewees are supportive of a wider use of AI technologies in the media sector, there are concerns regarding AI's limited capacity for critical engagement with its own creations. It is also argued that AI lacks other crucial characteristics like warmth and soul, which are essentials aspects of creativity.
40

Školní média - tisk, rozhlas, televize, internet : na příkladu Olomouckého a Ústeckého kraje / School media - press, radio, television, internet : on example of regions of Olomouc and Ústí nad Labem

Smrčková, Dana January 2010 (has links)
Diploma thesis "School media - press, radio, television, internet: on example of regions of Olomouc and Ústí nad Labem" deals with school media production of pupils and students of primary and secondary education focusing on the Czech environment. The whole issue is framed within media literacy, media education. Moreover, the interpretation accents with its direction of production. The most important chapters of historical-theoretical part introduce the outline of the school media development from the beginning till nowadays. Practical part characterizes school media in the regions of Olomouc and Ústí nad Labem. The research survey is mainly focused on the occurrence of school media production, forms of their outputs and characteristics of individual types of school media. What is more, the survey is also interested in current trends in publishing of school and class magazines and their theme and genre profile. Survey summarizes reasons, which impedes realization of school media production. Finally, on account of compile findings and data, it deduces a school media typology, criteria of their possible categorisation and includes them into the media system. As a result, the diploma thesis is a contribution to a study of school media and presents the platform from which it is possible to stem from during...

Page generated in 0.1027 seconds