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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

You and me are stitched

Liu, Ying, 1984- 05 August 2011 (has links)
My thesis film for the Master of Fine Arts is a twelve-minute experimental film entitled You and me are stitched. It follows three friends, Rosine, Sandy and Travis. It is a film that thinks around their curious triangle. This report is an account of the evolution of its filmmaking concept and process, from the initial idea through the finished film. The finished film bears little similarity to the original intent, so I pay particular attention to discussing conceptual breakthrough and post-production discoveries in this report. / text
2

Plus/minus

Irvine, Andrew Robert 09 October 2014 (has links)
The report details the development, pre-production, production, and post-production stages of Plus/Minus. Plus/Minus is a short, narrative film about about a young couple examining their relationship as they await the result of a pregnancy test. / text
3

Rescue you : ghost chasing and filmmaking

Hall, Kimberly Elaine 21 February 2011 (has links)
This report will summarize the process of writing, developing, directing and finishing the high-definition short film, Rescue You, This film was produced as my graduate thesis film in the Department of Radio-Television-Film at the University of Texas at Austin in partial fulfillment of my Master of Fine Arts in Film Production degree. / text
4

Činnost zahraniční produkční společnosti při realizaci filmového projektu / Foreign production activities during filmmaking

Holmanová, Nikol January 2011 (has links)
The aim of this thesis is to explain activities of the production companies, producers and production managers. First part is dedicated to promotion of cinematography - comparison of foreign and czech point of view. The second part is divided into the pre-production, the shooting and the post production. The topic of pre-production is in following text discussed more in detail. There are described more demanding activities, for example creating the schedule and budget, finding an appropriate location or using of special software. The hypothesis described in the introduction was confirmed in conclusion - the producer's activity is essentially an activity of manager.
5

Supporting Pre-Production in Game Development : Process Mapping and Principles for a Procedural Prototyping Tool

Hollstrand, Paulina January 2020 (has links)
Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. Content creation for the virtual world the players inhabit is one of the most time-consuming aspects of production. This experimental research study focuses on analyzing and formulating challenges and desired properties in a prototyping tool based on Procedural Content Generation to assist game designers in their early ideation process. To investigate this, a proof of concept was iteratively developed based on information gathered from interviews and evaluations with world designers during a conceptual and design study. The final user study assessed the tool’s functionalities and indicated its potential utility in enhancing the designers’ content exploration and risk management during pre-production activities. Key guidelines for the tool’s architecture can be distilled into: (1) A modular design approach supports balance between content controllability and creativity. (2) Design levels and feature representation should combine and range between Micro (specific) to Macro (high-level, abstract). The result revealed challenges in combining exploration of the design space with optimization and refinement of content. However, the thesis specifically concentrated on one specific type of content - city generation, to represent world design content generation. To fully understand the generalizable aspects different types of game content would need to be covered in further research. / Spelutveckling består av både traditionell programutveckling i kombination med kreativt arbete. Detta resulterar i att speldesign kännetecknas av en omfattande process av iterativ utveckling, där prototyper är en viktig komponent för att kunna testa och utvärdera spelupplevelsen. En av de mest tidskrävande aspekterna i produktionen är skapandet av innehåll till spelets virtuella värld. Denna experimentella forskningsstudie har fokuserat på att analysera och identifiera utmaningar och användbara egenskaper i ett prototypverktyg baserat på Procedurell Generering. Verktyget syftar till att assistera spelvärlds designers i deras initiala kreativa process för att generera, utveckla och kommunicera idéer. För att undersöka detta utvecklades en proof of concept iterativt baserat på den information som samlats in från intervjuer och utvärderingar med speldesigners, under en konceptuell och design fokuserad fas. Den slutliga användarstudien utvärderade verktygets funktionaliteter och användbarhet. Resultatet indikerade att ett prototypverktyg baserat på Procedurell Generering potentiellt kan förbättra både utforskandet av spelinnehåll och riskhantering. De viktigaste riktlinjerna för verktygets arkitektur kan sammanfattas av: (1) Användandet av moduler i designen stöder balansen mellan kontroll och kreativitet vid skapandet av innehåll. (2) Funktioner i verktyget gynnas av att kombinera och variera mellan Mikro (specifik representation) till Makro (abstrakt, övergripande representation) designnivåer. Studien identifierade ett antal utmaningar med att både kunna utforska material och optimera det. Viktigt att uppmärksamma är att denna studie enbart koncentrerade sig på en specifik typ av innehåll – stadsgenerering, vars syfte var att fungera som en representation av innehållsgenerering i spelvärldsdesign. För att mer omfattande kunna identifiera de generaliserbara aspekterna skulle flera olika typer av spelinnehåll behöva testas i ytterligare forskning
6

Theodore Is Dying: From Development Through Distribution

Pomeranz, Ryan 01 January 2013 (has links)
Theodore Is Dying is a feature length film written and directed by Ryan Ceri Pomeranz. It was undertaken as a partial fulfillment of the requirements to receive a Master of Fine Arts in Film and Digital Media from the Department of Film in the College of Arts and Humanities at the University of Central Florida. The film aims to explore both the immediate and the long-term effects of choices made by four people at specific moments of demarcation in their lives. Structurally, the film is presented in an episodic and non- linear style that attempts to examine each protagonist’s own set of conflicts, while simultaneously exposing how the choices they make affect one another. The film’s production presented many unique challenges to our producing team, cast and crew such as shooting on location in Scranton, Pennsylvania, over one thousand miles from home and figuring out where to allocate funds from our “ultra-low” budget. These challenges were met head on and often times acted as catalysts for rethinking the way that films at our budget level could be produced. As a result, the following account of the making of Theodore Is Dying, from development through distribution, aims to contribute these ideas to the larger conversation about the role of Ultra-Low Budget Filmmaking in the modern filmmaking landscape
7

Previsualization in Computer Animated Filmmaking

Lemon, Nicole E. 31 August 2012 (has links)
No description available.
8

Pō

Edwards, Timothy Serpell 08 October 2014 (has links)
This report describes the inspiration, writing, development, pre-production, production, and post-production of the graduate thesis film Pō. / text
9

Lost nights

Costello, Anthony John 08 October 2014 (has links)
The report details the conceptual development, pre-production, production, and post-production stages of making Lost Nights. Lost Nights is a short, narrative film about two brothers who go out for one last night before the younger brother leaves for basic training. The film was produced as my graduate thesis film in the Department of Radio-Television-Film at the University of Texas at Austin. / text
10

O espaço do real: a metalinguagem nos documentários de Eduardo Coutinho

Dias, Verônica Ferreira 03 September 2003 (has links)
Made available in DSpace on 2016-04-26T18:16:22Z (GMT). No. of bitstreams: 1 Veronica Ferreira Dias.pdf: 11039938 bytes, checksum: aeb21b0a1ee309e2e6393383163b940c (MD5) Previous issue date: 2003-09-03 / Fundação de Amparo a Pesquisa do Estado de São Paulo / This dissertation aims at showing that metalanguage constitutes the space of the real in Eduardo Coutinho's documentary films. The films chosen for analysis are: Twenty Years After (1984), Strong Saint (1999), Babilonia 2000 (2000) and Master Building (2002), in which I look at the processes of pre-production, production and editing in order to identify the director's specific techniques and authorial features. My main theoretical resources were concepts on the documentary genre developed by Bill Nichols (the reflexivity) and Jean-Claude Bernardet (the voice of experience). The analyses carried out made it possible to determine procedures which are typical of Coutinho's method, namely the use of interviews, the legitimisation of the characters' voices, the use of off-comentaries which do not aim at conveying the absolute truth, and the on-screen presence of the director, the crew and the technical apparatus. This method is based on an ethos and a political atitude which forbids the manipulation of the real, especially when it is a matter of broadcasting the voice and the image of the oppressed / O presente estudo tem como premissa a idéia de que a metalinguagem constitui o espaço do real nos documentários de Eduardo Coutinho. Como objeto de análise foram escolhidos os filmes Cabra marcado para morrer (1984), Santo forte (1999), Babilônia 2000 (2000) e Edifício Master (2002), nos quais são investigados os processos de pré-produção, produção e montagem para se identificar a técnica específica e o traço autoral do diretor. Como referenciais teóricos básicos foram utilizados conceitos desenvolvidos por Nichols (categoria reflexiva) e Bernardet (voz da experiência) a propósito do cinema documentário. As análises realizadas permitiram que se delineassem procedimentos que caracterizam o método de Coutinho, qual seja, a realização de entrevistas, a legitimação da voz dos personagens, a utilização de locutores sem domínio total da verdade, e a presença em cena do realizador, da equipe e do aparato técnico. Esse método se pauta por uma ética e numa atitude política que proíbem a manipulação do real, especialmente quando se trata de veicular a voz e a imagem das classes desfavorecidas

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