• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 927
  • 385
  • 39
  • 13
  • 12
  • 11
  • 10
  • 9
  • 3
  • 3
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 2622
  • 2622
  • 1324
  • 611
  • 566
  • 470
  • 259
  • 237
  • 204
  • 195
  • 189
  • 179
  • 175
  • 167
  • 161
  • 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.
51

Mask and closet ; or, "Under the Hood" : metaphors and representations of homosexuality in American superhero comics after 1985 / Metaphors and representations of homosexuality in American superhero comics after 1985 / Under the Hood

Mandel, Susannah January 2003 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2003. / Includes bibliographical references (leaves 174-176). / An examination of the changing representation of male homosexuality in American superhero comics between the years 1986 and 2003. The thesis gives some theoretical attention to problems of epistemology, and the uses of connotative as opposed to denotative representation and reading. It traces the history of the discourse to the paranoia and anxiety generated by Fredric Wertham's 1954 book Seduction of the Innocent, which has led to an anxiety about "the gay-Batman reading" that has affected the shape of the genre's evolution. In Part One, the thesis examines the ways in which superhero comics have historically discussed homosexuality, using metaphors or symbolic "tropes," which variously imagine the superhero as a costume fetishist, as flamboyant, as sadomasochistic, as suspiciously homosocial, or as a pedophile. In Part Two, close readings of contemporary instances of gay characters in superhero texts offers insights into current trends in representation. The close readings examine Northstar, of the Marvel comics Alpha Flight and Uncanny X-Men; Apollo and the Midnighter, of the comics Stormwatch and The Authority, variously published by Wildstorm and DC Comics; and the character Terry Berg in Green Lantern, published by DC Comics. / by Susannah Mandel. / S.M.
52

The potential of America's Army, the video game as civilian-military public sphere

Li, Zhan, 1979- January 2004 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2004. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Includes bibliographical references (leaves 137-143). / The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. Specifically, this study is concerned with the potential of the America's Army gamespace as a US civilian-military public sphere of the Information Age, as assessed through Habermasian theories of democratic communication. Interview fieldwork was carried out in several America's Army game communities including those of real-life military personnel, Christian Evangelicals, and hackers. The political activities of these exceptional game communities are considered for the ways they escape and transcend current critical theories of Internet-based public spheres. / by Zhan Li. / S.M.
53

The "New" sounds of the slap-of-the-stick : Termite Terrace (1937-1943) and the slapstick tradition / Termite Terrace (1937-1943) and the slapstick tradition

Lombana Bermudez, Andres Alberto January 2008 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, September 2008. / "August 2008." / Includes bibliographical references (p. 150-153). / This thesis argues that slapstick is a mode of comedy that has become a tradition because its basic principles of physical violence and disruption, and its conventions of grotesque movement and of mockery and abuse of the body, have been developed across media, cultures, and eras. Accordingly, this thesis examines the comic routines or lazzi -independent and modular micronarratives- where the slapstick principles and conventions have been formalized, and explores their different reinterpretations: from Commedia dell'Arte to American Vaudeville to American live-action comedy to American animation. Since sound plays a major role inside the lazzi, the analysis focuses on the sound practices and technologies that have been used across media to produce comic effects. In addition, this thesis claims that the theatrical animated cartoons -Looney Tunes and Merrie Melodies- made at Termite Terrace between 1937 and 1943 embody the slapstick tradition, reinvigorate it, and transform it. The thesis explains the production processes (technologies and practices) that led up to the creation of an energetic audiovisual rhythm and the sophisticated orchestration of all the sound elements (music, voices, sound-effects) in complex soundtracks. Finally, an audiovisual analysis of seven animated shorts reveals a sonic vocabulary for depicting the cartoon body and shows the schizophonic mimesis that takes place when using it. All in all, the study of the Looney Tunes and Merrie Melodies of this time period reveals the interplay between convention and innovation that characterizes the slapstick style of Termite Terrace, a style that years later became the trademark of Warner Bros. animation. / by Andres Alberto Lombana Bermudez. / S.M.
54

.art : situating Internet art in the traditional institution for contemporary art / Situating Internet art in the traditional institution for contemporary art

Verschooren, Karen A. (Karen Annemie) January 2007 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007. / Includes bibliographical references (p. 187-202). / This thesis provides a critical analysis of the relation between Internet art and the traditional institution for contemporary art in the North American and West-European regions. Thirteen years after its inception as an art form, the Internet art world finds itself in a developmental stage and its relation to the traditional institution for contemporary art is accordingly. Through an elaborate discussion of the key players, institutions and discourses on aesthetics, economics and exhibition methodologies, this sociological analysis of the past and current situation hopes to offer a solid ground for extrapolation and predictions for Internet art's future as an art world in its relation to the traditional art institutions. / by Karen A. Verschooren. / S.M.
55

A ceaseless becoming : narratives of adolescence across media

Grigsby, Neal A. (Neal Alan) January 2007 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007. / Includes bibliographical references (p. 97-105). / Thesis explores the broad appeal of narratives with adolescent protagonists across a variety of media, including literature, film, and video games. An analysis of key texts within their historical contexts reveals affinities between disparate genres and strong connections between fiction and the discourse of adolescence in psychology, anthropology, and sociology. Adolescence narratives illuminate both the transgressive boundaries of a given culture and the normative center, and make explicit what is usually considered natural or implicit. To discover the roots of contemporary adolescence narratives, prototypes for the picaresque novel, the school story, and the Bildungsroman are examined, and each are shown to contain narrative conventions that survive in recent works. A contemporary case study looks at the trilogy of female coming of age films by Sofia Coppola to show how they embody the ambiguities and contradictions of third wave feminism. Finally, the author explores the affinity between video games and adolescence, the implications of translating literary genres into an interactive medium, and uses examples from both science fiction literature and recent games to theorize how games might better address the themes of adolescence in both story and play mechanics. / by Neal A. Grigsby. / S.M.
56

Ethics in photojournalism : past, present, and future

Bersak, Daniel R., 1980- January 2006 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006. / Vita. / Includes bibliographical references (p. 61-66). / Like writers and editors, photojournalists are held to a standard of ethics. Each publication has a set of rules, sometimes written, sometimes unwritten, that governs what that publication considers to be a truthful and faithful representation of images to the public. These rules cover a wide range of topics such as how a photographer should act while taking pictures, what he or she can and can't photograph, and whether and how an image can be altered in the darkroom or on the computer. This ethical framework evolved over time, influenced by such things as technological capability and community values; and it is continually developing today. This thesis details how photojournalism's ethical system came to be, what the system looks like today, and where it will go in the future. The first chapter chronicles the history of ethics in photojournalism. The second chapter describes current ethical practices through specific case studies. The third and final chapter builds upon the first two and uses technology and policy to examine the trajectory of photojournalistic ethics. / by Daniel R. Bersak. / S.M.
57

Journey to the East : the re(make) of Chinese animation / Remake of Chinese animation

Huang, He, S.M. Massachusetts Institute of Technology January 2007 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007. / Includes bibliographical references (p. 115-123). Filmography: p. 124-125. / This thesis attempts to look at how Chinese animation cinema has evolved over the years and how the Chinese nation is being constructed and contested through animation filmic texts and animation filmmaking practices as sites where national and transnational cultural and economic flows converge and contend. The unraveling of the intricate relations between animation cinema and nation is intended to shed light on the understanding of contemporary cultural, social and media scapes in China. The Introduction addresses motivations and goals, critical questions, and over-riding theoretical framework and methodology. Chapter One explores the origin of the pursuit of a national animation style by investigating early Chinese animation cinema of the pre-reform period. It also serves as a backdrop against which the present discourse of revitalizing national animation cinema is being articulated. / (cont.) Chapter Two closely examines a commercial 3D feature-length animation production - Thru the Moebius Strip, as a case of "homemade" in the era of global capitalism, to look into modern nation-building both at the industry level and the filmic text level. Chapter Three closely examines another recent feature production, Little Soldier Zhang Ga, which can be read as a new type of "national" film that inherited the heritages of the socialist cinema, but aims at revolutionizing the animation cinema. The Conclusion comes back to the core question of the national and the creative, which contemporary animation cinema centers on. I try to disentangle the relations between Chinese animation filmmaking and the state discourse of national, taking into account the broader political, institutional, economic and cultural situations. / by He Huang. / S.M.
58

Tactical cities : negotiating violence in Karachi, Pakistan

Yusuf, Huma January 2008 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2008. / "June 2008." / Includes bibliographical references (p. 150-155). / This thesis examines the relationship between violence and urbanity. Using Karachi, Pakistan, as a case study, it asks how violent cities are imagined and experienced by their residents. The thesis draws on a variety of theoretical and epistemological frameworks from urban studies to analyze the social and historical processes of urbanization that have led to the perception of Karachi as a city of violence. It then uses the distinction that Michel de Certeau draws between strategy and tactic in his seminal work The Practice of Everyday Life to analyze how Karachiites inhabit, imagine, and invent their city in the midst of - and in spite of - ongoing urban violence. Using de Certeau's argument to contextualize ethnographic research, media analysis, and personal narrative, this thesis argues that the everyday practices of Karachiites such as remembering, driving, and blogging are 'tactics' aimed at creating representational spaces that are symbolically free of violence. Through such tactics, this thesis concludes, cities with an urban imaginary of violence nonetheless boast a vibrant city culture. / by Huma Yusuf. / S.M.
59

The evolution of intimacy : advertising personal computers in the 1980s / Advertising personal computers in the 1980s

Elish, Madeleine Clare January 2010 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 127-131). / At the heart of this thesis is a desire to understand the evolving and situated relationship between humans and computers. Looking to a specific kind of computer at a specific moment in history, I analyze the ways in which advertising played a role in socially constructing an individual's relationship to the personal computer in the home. Based an analysis of over 500 advertisements in widely circulated magazines during 1984-1987, this thesis examines through emblematic examples how advertisements during this period positioned the personal computer as a domestic machine. In observing the means of socially constructing the personal computer in the mid -1980s, we come to understand the role and potential implications of advertising in socially constructing meaning, as well as gain a deep perspective on how the personal computer was constituted in the early years of its introduction into the home. Taken together, these advertisements present a portrait of a technology's evolution and begin to reveal how personal computers took on the meaning and place that they now occupy in contemporary life. Once embodiments of military and corporate de-humanizing control, computers are now accepted as evocative, social extensions of individual selves that represent individual freedom and power. With personal computers as our contemporary companions, at home, at work and in our laps, this thesis tells a history of how our relationship began. / by Madeleine Clare Elish. / S.M.
60

Moving fiction : novelists, technology designers, and the art of the exchange

Epstein, Michael, 1969- January 2004 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2004. / Includes bibliographical references (leaves [61]-63). / How can concepts from literature and technology design combine to create new forms of storytelling on mobile devices? This paper examines the theory and practice of bringing literary techniques into mobile technology design. First I present a model of media technology evolution which is not progressive, but atemporal-grounded in the ongoing expressive challenges of the humanities. This theory forms the basis for what I call the exchange: temporary collaborations between creative writers and interaction designers which lead to new forms of fiction and communications technology. I promote close readings of literature as a starting point for the exchange, examining specific passages for mobile storytelling inspiration and innovative means of modeling users. I then look at nascent efforts in storytelling over mobile devices, focusing on museum tours, grassroots organizations, artist collectives, research groups, and, lastly, my own work. In the end, I advocate a hybrid form of "Moving Fiction," combining mobile media characters with live actors, music, and sensory input from the surrounding environment. / by Michael Epstein. / S.M.

Page generated in 0.0985 seconds