Spelling suggestions: "subject:"2studies ono film"" "subject:"2studies ono ilm""
261 |
Cars in Sweden's Cinema & Television : AI-Guided Research of Automobiles in Sweden’s Images from 1950-1980Steck, Maximilian January 2021 (has links)
This research project centers around cinematic and societal representation of the automobile in post-war Swedish cinema and television. Due to political neutrality during World War II, Sweden’s economy benefited from an extensive surplus immediately after Germany’s capitulation in 1945. Economic prosperity was in return transferred onto Swedish society, which enabled an already high degree of motorization of Swedes in mid-1950s, while neighboring European countries struggled rebuilding overall infrastructures, basic food supply lines and often entire cities. Naturally, this would conclude that Swedes presumably had a favorable attitude towards cars from the beginning, ultimately being reflected in some sort of cultural memory. However, Stig Dagerman’s 1948 short story “To Kill a Child” (Att döda ett barn), later on realized as short film in 1953, outlines a rather suspicious and cautious attitude towards automobiles. Cars’ mass-media portrayal in Swedish cinema and television was analyzed with current AI-techniques, therewith observing notable changes in imagery, themes and attitudes surrounding cars over 30 years in history. Filmarkivet.se served as main source with 114 currently available media artifacts from 1950 to 1980, including a wide spectrum of footage i.e., weekly newsreels, private filmmakers’ collections, television commercials, movie trailers, political campaigns and documentary formats. This source material proved diversified in nature as well as redrawing accurately representations of Swedish mass media of its time as it varied between cinema and television, whilst focusing in on daily life of individuals or daily life in Sweden’s cities. While artificial intelligence object recognition helped identifying pertinent sections within a large corpus of film data, subsequently, a qualitative tf-idf-analysis of selected films based on speech-to-text output was conducted, counterbalancing quantitative research approaches.
|
262 |
"Do not fade, do not wither, do not grow old" : En adaptionsanalys av tid och rum i Sally Potters Orlando (1992) / "Do Not Fade, Do Not Wither, Do Not Grow Old" : An Analysis of Time and Space in Sally Potter's Film Adaptation Orlando (1992)Weber, Minon January 2021 (has links)
For almost a century, Virginia Woolf has enchanted readers all over the world with her novel about the gender fluid and time travelling character Orlando. British director Sally Potter adapted Orlando into film in 1992, and her adaptation has since gained immense fame and a continuous presence in world cinema. Potter's Orlando has been the object of a great deal of scholarly interest. However, previous research has predominantly focused on questions of gender and sexuality. Considerably underdiscussed is the film's fascinating conception of time and space. This thesis therefore sets out to analyze Sally Potter's Orlando in order to demonstrate how time and space is shaped in the film. Theories developed by George Bluestone and André Bazin form the theoretical framework of this thesis. Through a close reading of the film, this thesis demonstrates that Potter establishes an unconventional temporality and spatiality through constructing a nonlinear, often contradictory temporality conveyed through contrasts between the organic and the fantastic, the real and the fictitious. Furthermore, the analysis finds that spatiality in Potter's Orlando is presented as multidimensional, allowing certain characters the possibility to inhabit a "fluid spatiality". Through presenting the past and the present as fused, Potter's Orlando can be understood through the optics of Bluestone's concept of "the flux of time" and Henri Bergsons la durée réelle. Simultaneously, breaks in the narrative presented through intertitles can be read as representing Bergsons idea of l'étendu, while also establishing a tangible spatiality.
|
263 |
The Art Of The Walk Cycle : Animating Emotions with Artistic ExpressionGhazali, Rania January 2024 (has links)
This exploration delves into the potential of emotional storytelling through walk cycles. Moving beyond traditional animation, it utilizes the expressive power of modern tools to explore how line, shape, stroke weight, color, texture, and sound can be manipulated to create abstract narratives that evoke deeper emotional experience for the viewer. Drawing on a foundation of psychological principles, scientific research, and relevant articles, the walk cycles become abstract narratives, provoking introspection and emotional connection. The subjective nature of this artistic language is acknowledged, with cultural backgrounds and personal experiences influencing interpretation. The exploration raises questions about the potential for a universal language of emotion in animation, one that speaks not just to the mind, but to the heart. This ongoing journey of discovery aims to observe how viewers connect with these abstract representations and explore the potential for this approach to elevate the art of animation.
|
264 |
Varför Ava-tar de på allt? : En kvalitativ analys av hur visualiseringen av händers interaktion påverkar hur åskådare upplever världen i filmen Avatar / Ava-Targeting Hands? : A Qualitative Analysis of How the Visualisation of Hand Interaction Affects the Viewers’ Perceptions of the World in the Movie AvatarCampbell, Cassandra January 2023 (has links)
Denna uppsats är en fenomenologisk studie som utreder hur visualiseringen av händer påverkar hur filmbetraktare upplever världen i filmen Avatar. Analysen utreder tre scener från Avatar, som visar händer som interagerar med föremål som är okända för både filmkaraktärens och betraktarens del. Undersökningen applicerar teorier inom fenomenologi, perception, kognitionsteorier, och science fiction som narrativ form, i syfte att utreda hur människor påverkas av att betrakta händers interaktion i ett filmsammanhang. Resultatet i analysen landar i att visualiseringen av händers interaktion kan ha flera olika effekter för hur filmåskådaren upplever scenerna som har utretts. Interaktionerna har bland annat en narrativ funktion då de förmedlar information om hur den fiktiva filmvärlden är uppbyggd, vilket i sin tur fångar åskådarens intresse och skapar spänning. Vidare styrker fenomenologiska teorier att interaktionerna kan trigga sensoriska upplevelser hos betraktaren i form av exempelvis taktila förnimmelser. Analysen landar även i att åskådare kan triggas till att vilja interagera med filmmiljön på egen hand, eftersom teorier inom kognition styrker att händers närvaro gör att vi tolkar omgivningen som interaktiv. Samtidigt påvisar även resultatet att upplevelser är svåra att mäta, och att våra tolkningar skiljer sig åt eftersom de formas av våra tidigare erfarenheter och intressen. Analysen avslutas med en kritisk reflektion kring resultatet och öppnar sedan upp för hur ovannämnda aspekter kan bana väg för forskning inom filmberättande, medicin, interaktionsdesign, UX-design, och visuell kommunikation, samt hur analysen i uppsatsen hade kunnat breddas till en större studie. Denna uppsats inkluderar även en designdokumentation efter sida 44 vid namn ”Arg på vargen?”, som är en del av examensarbetet som denna uppsats ingick i vid programmet Visuell kommunikation på Malmö Universitet. ”Arg på vargen?” är en animerad teater som belyser varför vargar behövs i den svenska naturen. / This essay is a phenomenological study that explores how the visualisation of hands affects the viewer’s perception of the world in the movie Avatar. The essay analyses three scenes from Avatar, consisting of hands that interact with objects that are unknown to both the movie character and the viewer. The analysis applies theories within phenomenology, perception, cognition, and science fiction as a narrative form, as it aims to explore how viewers perceive the interaction of hands in the context of watching a movie. The results suggest that the visualisation of hands can have several outcomes, regarding how the viewer reacts while watching the scenes that were involved in this study. The interactions serve a narrative function, as they convey information about the construction of the fictional film world. This in turn, engages the viewer’s interest and creates anticipation. Theories within phenomenology support that viewers can experience sensory perceptions, such as tactile sensations, while watching the scenes. The analysis also concludes that viewers may wish to interact with the film world by using their own hands, as cognition theories support that the presence of hands in our field of vision, prompts us to interpret our surroundings as being interactive. The findings in this study also conclude that experiences are difficult to measure and interpret, since our perceptions are shaped by our previous experiences and interests. The essay closes with a critical reflection on the results and elaborates on how the findings can be applied to different research fields, such as film narration, medicine, interaction design, UX design, and visual communication, followed by how the analysis in this essay could be expanded into a larger study.
|
265 |
Att vara eller inte vara en drömtjej : En kvalitativ analys av filmtropen Manic Pixie Dream Girls egenskaper i en spelkontext. / To be or not to be a Dream Girl : A qualitative analysis of the film trope Manic Pixie Dream Girl’s attributes in a video game context.Tufvesson, Alexandra January 2024 (has links)
This paper is a qualitative study of signs and associations that seemingly communicate the influence of film tropes on female character design in video games. It analyzes and correlates the visual attributes and characteristics of the League of Legends character Zeri with the traditional attributes and trends of the Manic Pixie Dream Girl (MPDG) film trope, and applies theories within women’s representation and gender to examine the results. The findings suggest that Zeris design and description communicates the traditional characteristics of the MPDG such as quirky, energetic, nostalgic, retro, cute and “twee” and that several of these attributes may reflect an idealized portrayal of the female character rooted in fictive stereotypes. Furthermore the paper highlights the complex interaction between design elements and their ability to communicate (possibly unintended) concepts, and the concepts ability to transcend media formats. This paper includes a design documentation after page 25 called "Kalasklister i Djurparken", which is the second part of the final exam project(s) at the Visual Communication program at Malmö University. "Kalasklister i Djurparken" is an image bank that aims to update the marketing of Helsingborg's djur- och lekpark (zoo and playground) in order to appeal more to children.
|
266 |
Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen / Virtuell verklighet i turismen. Möjlighet eller fallgrop? : En explorativ fallstudie om en platsbaserade virtuell verklighet upplevelse av MariebergsskogenKubitzek, Barbara January 2021 (has links)
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.
|
Page generated in 0.0722 seconds