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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.
1

Fake Geek Girl: The Gender Conflict in Nerd Culture

Robinson, Sonnet 29 September 2014 (has links)
This thesis explores a gendered conflict in nerd culture. I sent an online survey to self-identified women nerds with a series of questions asking their opinion of the representation of women in nerd media and about their experiences within the nerd community. Seventy-five percent of respondents reported that a sexy or sexualized appearance was the most prominent aspect of women's representation in nerd media. Eighty-two percent of participants had experienced a gender-based insult when participating in nerd media. Findings suggest that harassment and representation in media is worse for women comic book and video game media and communities than in other sub-genres within the culture. More research is needed on racial representation and participation and on nerd men's experiences with gate-keeping.
2

Entre produtos e consumo nerd : elementos para uma subcultura de fronteiras a partir de Ghanor

Pizzol, Alan Ricardo Dal 29 August 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-10-16T11:15:43Z No. of bitstreams: 1 Alan Ricardo Dal Pizzol_.pdf: 2381946 bytes, checksum: 2f29a6e04f5f1d6b8052775644c0e64a (MD5) / Made available in DSpace on 2017-10-16T11:15:43Z (GMT). No. of bitstreams: 1 Alan Ricardo Dal Pizzol_.pdf: 2381946 bytes, checksum: 2f29a6e04f5f1d6b8052775644c0e64a (MD5) Previous issue date: 2017-08-29 / Nenhuma / Esta dissertação propõe-se a buscar a compreensão de como a Subcultura Nerd se atualiza através do consumo de referências culturais. Para isso, elencamos uma narrativa chamada Crônicas de Ghanor (2013), um produto cultural desenvolvido em várias mídias, mas que teve seu início em um jogo de tabuleiro gravado e disponibilizado pelo Grupo Jovem Nerd, a maior empresa nacional voltada a conteúdos Nerds. Para o desenvolvimento da pesquisa, utilizamos a Teoria Fundamentada (FRAGOSO; RECUERO; AMARAL, 2015), para catalogar todas as referências culturais encontradas na construção da narrativa dos Podcasts das Crônicas de Ghanor, ao mesmo tempo que utilizamos o método criado por Gelder e Thornton (1997) para compreendemos como se dá a atualização do Nerd, através da perspectiva da própria subcultura. Para o debate são convidados os autores Bourdieu (1982), Burke (2013) e García Canclini (2008). Sob a ótica do capital cultural e suas trocas simbólicas, criamos uma discussão sobre a hibridização das referências culturais que compõe o produto das Crônicas de Ghanor e de seus consumidores. Como resultados desse processo, dissertamos sobre como a atualidade da subcultura se legitima pela sua própria visão, e entendemos que se trata de uma subcultura em processo. O produto em si não parece ter hibridização, através do entendimento do capital cultural, enquanto a subcultura demonstra que sua formação é híbrida, em processo – e deve refletir em futuros produtos de consumo. / This dissertation proposes to seek the understanding of how the Subculture Nerd is updated through the consumption of cultural references. To do this, we analyze the narrative of Chronicles of Ghanor (2013), a cultural product developed in various medias, but which began in a board game recorded and made available by the Jovem Nerd Group, the largest national company focused on Nerd content. For the development of the research, we used the Grounded Theory (FRAGOSO; RECUERO; AMARAL, 2015) to catalog all the cultural references found in the Chronicles of Ghanor podcasts, while using the method created by Gelder and Thornton (1997), to understand how is updated the Nerd concept, through the perspective of the subculture itself. For the debate are invited the authors Bourdieu (1982), Burke (2013) and García Canclini (2008). From the perspective of cultural capital and its symbolic exchanges, we have created a discussion about the hybridization of the cultural references that makes up of the Chronicles of Ghanor and its consumers. As a result of this process, we have discussed how the current subculture legitimizes itself by its own vision, and we understand that it is a subculture in process. The product itself does not appear to hybridize through the understanding of cultural capital, while the subculture demonstrates that its formation is hybrid, in process – and should reflect in future Nerd products.
3

O PAPEL DA IDENTIDADE NO ENCONTRO DA CULTURA COM A TECNOLOGIA Um estudo sobre o site Omelete e seus projetos / The identity role in the encouter of the culture with the technology : a study about the site Omelete and its projects

Gomes, Paula Cabral 08 April 2015 (has links)
Submitted by Noeme Timbo (noeme.timbo@metodista.br) on 2016-08-17T17:50:26Z No. of bitstreams: 1 Paula Cabral Gomes.pdf: 1664758 bytes, checksum: b25c94c925b3ac227c32b52a004aadff (MD5) / Made available in DSpace on 2016-08-17T17:50:26Z (GMT). No. of bitstreams: 1 Paula Cabral Gomes.pdf: 1664758 bytes, checksum: b25c94c925b3ac227c32b52a004aadff (MD5) Previous issue date: 2015-04-08 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Identity, culture and technology are the central themes for this dissertation. When those three elements gather, several opportunities and possibilities are offered to people. The site Omelete, research object of this dissertation, is the result of a project prepared by friends, comics and games fans, that didn’t find enough information about their favorite issues and decided to create a blog to share matters about pop culture and satisfy their curiosities and wills. Nowadays, what was born as a blog is considered the largest online vehicle about pop culture in Brazil. The objective of this dissertation was to verify the characteristics of the object and the context in which it is inserted and which factors put it in its present position. For that, we made a literature review to establish the theoretical basis of the dissertation. Then, we classified the published matters on the site about the Comic-Con International: San Diego during a pre-determined time and analyzed some achieved data. At last, we described the event Comic Con Experience, organized by Omelete and by Chiaroscuro, and ascertained the information we collected from the literature revision to the personal experience in the convention. The society we live in has permitted the appearance, developing and maintenance of a variety of tribes and cultures. It is a society where technology provides tools for people to communicate, share information and interact with internet users with similar interests, such as the consumption of the same cultural products. These actions are responsible for the formation of individual and group identity which they belong to. In a participative form, the groups build knowledge and strengthen the collective intelligence. / Identidade, cultura e tecnologia são os temas centrais desta dissertação. Quando esses três elementos se encontram, diversas oportunidades e possibilidades são oferecidas aos indivíduos. O site Omelete, objeto de pesquisa escolhido, é resultado de um projeto elaborado por amigos, fãs de histórias em quadrinhos e games, que não encontravam informações suficientes sobre seus temas favoritos e decidiram criar um blog para compartilhar conteúdos sobre cultura pop e satisfazer suas curiosidades e vontades. Hoje, o que nasceu como blog é considerado o maior veículo online sobre cultura pop do Brasil. O objetivo da dissertação foi verificar as características do objeto e do contexto em que se encontra e quais fatores o colocaram em sua posição atual. Para isso, primeiro fizemos uma revisão de literatura para estabelecer as bases teóricas da dissertação. Depois, categorizamos o conteúdo publicado no site sobre a Comic-Con International: San Diego durante um período determinado e analisamos os dados obtidos. Por último, descrevemos o evento Comic Con Experience, organizado pelo Omelete e pela Chiaroscuro, e averiguamos as informações colhidas desde a revisão de literatura até a experiência pessoal na convenção. A sociedade na qual vivemos permite o surgimento, o desenvolvimento e a manutenção de tribos e culturas variadas. É uma sociedade em que a tecnologia oferece ferramentas para as pessoas poderem se comunicar, compartilhar informações e interagir com internautas com interesses semelhantes, como o consumo dos mesmos produtos culturais. Essas ações são responsáveis pela formação da identidade dos indivíduos e dos grupos a que pertencem. De forma participativa, os grupos constroem conhecimento e fortalecem a inteligência coletiva.
4

L'héroïsme contrarié : formes du corps héroïque masculin dans le cinéma américain 1978-2006 / The Hero Who Came Undone : Representation of the Heroic Male Body in American Cinema 1978-2006

Pandelakis, Pia 29 June 2013 (has links)
Cette recherche se propose d'examiner la figure du héros américain de cinéma, en tant que figure héroïque et pas seulement en tant que personnage principal. Refusant le motif d'un Âge d'or du héros (qui correspondrait au cinéma classique hollywoodien) suivi d'une décadence anti-héroïque (que serait le nouvel Hollywood des années 70), nous avons voulu traiter, au-delà des héros eux-mêmes, de l'héroïsme qui leur était associé, notamment dans un genre considéré comme le vivier par excellence des nouveaux Hercules : le film d'Action.Cet héroïsme nous est apparu comme critique, c'est-à-dire en crise - autrement dit, les héros vivent leur héroïsme sur un mode conflictuel, qui se traduit notamment dans la mise en image de corporéités impossibles, où le corps est poussé vers des états limites. Nous avons ainsi travaillé cette notion d'héroïsme en creux, en cherchant à définir son ailleurs ; à cet égard,c'est le nerd, figure stéréotypée prégnante dans la culture américaine, qui s'est imposée. Ce contre-héroïsme du nerd n'est pas seulement un contre-modèle, mais aussi un terme nécessaire dans l'équation héroïque. Les super-héros qui peuplent aujourd'hui les écrans de cinéma forment à priori une image sublimée de l'héroïsme au cinéma, mais réaffirment, par le jeu des identités doubles, l'intrinsèque fragilité d'un héroïsme qui ne peut émerger qu'à la condition d'intégrer son contraire. / This research aims to examine the figure of the american hero in cinema, understood as aheroic figure and not just a main character. By waving aside the idea of a Golden Age for thehero (which could be embodied by classic Hollywood characters) followed by a decadent era(the new Hollywood), we wish to focus - beyond the heroes themselves - on their heroism,especially in a genre considered as the ideal context for harvesting new Herculeses: the actionfilm. Heroism is revealed as being critical, meaning in crisis - in other words, heroes live theirheroism on a conflictual mode, which results in images showing impossible corporeities,where the body is pushed to borderline states. We have thus treated this concept of heroismby searching for its opposites; in this framework, the stereotypical figure of the nerd,dominant in the American culture, imposed itself. The nerd presents a counter-heroism that isnot only a reversed model, but also a necessary term in the heroic equation. The super-heroesthat we see nowadays on movie screens seem to present a sublime image of heroism in thecinema, but thanks to the interplay of their dual identity, they also reaffirm the inner fragilityof heroism, which can only emerge when it accepts its contrary.
5

A Matrix of Marginalization: LGBT and Queer Women's Experiences in Nerd Spaces

Maynard, Tonya A. 19 September 2017 (has links)
No description available.
6

Geek or Nerd¡HThe Practice of Masculinities and Intimate Relationships by engineers in Taiwan's technology industries

Chen , Yi-Jing 10 September 2012 (has links)
¡@¡@The study was undertook the engineers who involved in speed dating from technology industries, in an attempt to understand the masculinities and lifestyles shaped by workplace how to influence engineers from the workplace to speed dating domain, as well as the establishment of heterosexual relationships and management of intimate relationships. The researcher took masculinities as a way to analysis, from the male power and masculinities of the organization as a starting point, by interviewed with engineers to understand how the workplace shaped particular masculinities qualities in the organizations power, control, decision-making and payments. ¡@¡@In Taiwan, the high-tech industrial¡¦s engineers defined as the representatives of hegemonic masculinity by Connell (1995), they enjoyed a privileged position of cultural dominance as well as the relationships of gender order. Also, their professional identity was considered to be welcomed in the marriage market. The study¡¦s interviewers was based on engineers who has been participated in a speed dating activities, and found that engineers were lack of the ability to do intimate, and not good at dominant the topic. Therefore, they have to memorize a joke or to learn a talent so as to narrow the distance with the opposite sex, and then develop the special atmosphere of ¡§pick up a girl and fight side by side, ¡§and abandon the competence of masculine ranking between each other. ¡@¡@Finally, Giddens mentioned that in the discussion of heterosexual relationships and intimacies, the intimacy of modernity are becoming more and more plasticity and fluidity. However, to those busy on the work called ¡§High tech millionaires,¡¨ the ideal image for equal intimacy relationships was inappropriate. To high tech millionaires, the management of intimate relationships of the expectations and awareness in the public and private sector did not develop into so-called pure relationships by Giddens, corresponding to Jamieson¡¦s questioned that there are many changes or unchangeable factors which affect the management of intimate relationships in real life. Therefore, the researcher tries to analysis the attitude and imagination of the high tech millionaires to heterosexual relationships and management of intimate relationships, to understand how engineers from the masculine workplace and rational dominance transition to the fields of intimate relationships.
7

Virtually Masculine: Queer Men's Experiences with Harassment in Online Video Games

Brenner-Levoy, Jeremy January 2019 (has links)
No description available.
8

O PAPEL DA IDENTIDADE NO ENCONTRO DA CULTURA COM A TECNOLOGIA Um estudo sobre o site Omelete e seus projetos / The identity role in the encounter of the culture with the technology: a study about the site omelete and its projects

Gomes, Paula Cabral 08 April 2015 (has links)
Made available in DSpace on 2016-08-03T12:30:06Z (GMT). No. of bitstreams: 1 Paula Cabral Gomes.pdf: 1664758 bytes, checksum: b25c94c925b3ac227c32b52a004aadff (MD5) Previous issue date: 2015-04-08 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Identity, culture and technology are the central themes for this dissertation. When those three elements gather, several opportunities and possibilities are offered to people. The site Omelete, research object of this dissertation, is the result of a project prepared by friends, comics and games fans, that didn t find enough information about their favorite issues and decided to create a blog to share matters about pop culture and satisfy their curiosities and wills. Nowadays, what was born as a blog is considered the largest online vehicle about pop culture in Brazil. The objective of this dissertation was to verify the characteristics of the object and the context in which it is inserted and which factors put it in its present position. For that, we made a literature review to establish the theoretical basis of the dissertation. Then, we classified the published matters on the site about the Comic-Con International: San Diego during a pre-determined time and analyzed some achieved data. At last, we described the event Comic Con Experience, organized by Omelete and by Chiaroscuro, and ascertained the information we collected from the literature revision to the personal experience in the convention. The society we live in has permitted the appearance, developing and maintenance of a variety of tribes and cultures. It is a society where technology provides tools for people to communicate, share information and interact with internet users with similar interests, such as the consumption of the same cultural products. These actions are responsible for the formation of individual and group identity which they belong to. In a participative form, the groups build knowledge and strengthen the collective intelligence. / Identidade, cultura e tecnologia são os temas centrais desta dissertação. Quando esses três elementos se encontram, diversas oportunidades e possibilidades são oferecidas aos indivíduos. O site Omelete, objeto de pesquisa escolhido, é resultado de um projeto elaborado por amigos, fãs de histórias em quadrinhos e games, que não encontravam informações suficientes sobre seus temas favoritos e decidiram criar um blog para compartilhar conteúdos sobre cultura pop e satisfazer suas curiosidades e vontades. Hoje, o que nasceu como blog é considerado o maior veículo online sobre cultura pop do Brasil. O objetivo da dissertação foi verificar as características do objeto e do contexto em que se encontra e quais fatores o colocaram em sua posição atual. Para isso, primeiro fizemos uma revisão de literatura para estabelecer as bases teóricas da dissertação. Depois, categorizamos o conteúdo publicado no site sobre a Comic-Con International: San Diego durante um período determinado e analisamos os dados obtidos. Por último, descrevemos o evento Comic Con Experience, organizado pelo Omelete e pela Chiaroscuro, e averiguamos as informações colhidas desde a revisão de literatura até a experiência pessoal na convenção. A sociedade na qual vivemos permite o surgimento, o desenvolvimento e a manutenção de tribos e culturas variadas. É uma sociedade em que a tecnologia oferece ferramentas para as pessoas poderem se comunicar, compartilhar informações e interagir com internautas com interesses semelhantes, como o consumo dos mesmos produtos culturais. Essas ações são responsáveis pela formação da identidade dos indivíduos e dos grupos a que pertencem. De forma participativa, os grupos constroem conhecimento e fortalecem a inteligência coletiva.
9

Toxická maskulinita v hrané tvorbě: případová studie Teorie velkého třesku / Toxic Masculinity in Live Action Cinematography: The Big Bang Theory Case Study

Hiblerová, Adéla January 2020 (has links)
This thesis is concerned with expressions of toxic masculinity in television acting, illustrated on the case study of the television show The Big Bang Theory. This work sets the term toxic masculinity in the context of masculinity studies and draws on the theory of hegemonic masculinity formulated by the Australian sociologist Raewyn Connell. Her theory assumes the existence of multiple, hierarchically ordered masculinities, with hegemonic masculinity - considered by some authors tobe synonymous with toxic masculinity - on top. This work also surveys the history of the representation of the male hero from the early days of American cinema up to the present, as the empirical section deals primarily with an American television show. Special emphasis is put on the "nerd" character, who represents non- hegemonic masculinity and thus does not tend to be associated with expressions of toxic masculinity, although he is also guilty of this behavior. The aim of this thesis was to use qualitative content analysis to identify manifestations of toxic masculine behavior by the nerd characters of the popular sitcom The Big Bang Theory and to determine how this behavior differs from that of the "jock" character, an embodiment of hegemonic masculinity. This research reached the conclusion that each of these two...
10

Reviving the Seventies

Huber, Aimee M. 01 January 2007 (has links)
Design Analysis of the VCU Mainstage production process for The Nerd The comedic farce, The Nerd, written by Larry Shue and directed by Drew Fracher here at VCU, is the production I intend to analyze in terms of the scenic design process. From the initial conception of ideas, to their development through collaboration, to completion of construction, and ultimately, opening night, I plan to breakout my process step by step. I'd like to communicate the transformation of a literary play into the three-dimensional world in my mind.I. Introduction A. Overall description of process as it applies to this particular interaction with director and designers B. Each person involved in process and their specific roleII. Body A. Process breakdown B. Each insinuated step defined in a more concrete manner 1. play analysis by scenic designer 2. initial meeting with director to understand his/her interpretation and conceptual plans for play 3. research begins with previous steps in mind begins the collaborative effort 4. research presentation meeting with director 5. initial design ideas developed with input from director and interpreted into a floor plan or three-dimensional representation of the set 6. feedback from director 7. redesign or adjustments based on director's comments as well as functional and aesthetic developments 8. the build of the final design begins with the knowledge that contingencies remain that will create hopefully only small adjustments C. Although this breakdown may be somewhat matter of fact, the intricacies of the process I went through in designing the set for The Nerd will hopefully flush out the details into a more authentic realityIII. Conclusion A. My opinion of the process B. Personal feedback on the resulting design C. Positive experiences D. Negative experiences and how I would change them E. In the end, what I learned from the process and collaboration

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