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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.
151

Portrayals of Relational Aggression in Popular Teen Movies: 1980-2009

Stout, Halie Ann Foell 10 March 2011 (has links) (PDF)
The media is littered with various portrayals of aggression. This aggression has been shown to influence the attitudes, beliefs, and subsequent behaviors of its viewers (Bushman & Anderson, 2001). Relational aggression is a newer concern for researchers and has become more prevalent in recent research. Relational aggression is prevalent in the lives of adolescents. Using social cognitive theory (Bandura 2002), information processing theory (Huesmann, 1988), and the general aggression model (Anderson & Bushman, 2002) to justify how adolescents might be developing these relationally aggressive behaviors, this study seeks to expand the literature by evaluating the portrayals of relational aggression in popular teen movies; a genre primarily watched by adolescents. This thesis is a content analysis of the top 30 grossing teen movies for the 1980s, 1990s, and 2000s for a total of 90 movies. The study examines three types of relational aggression—direct, indirect, and nonverbal. The following variables were coded for each act of relational aggression: initiator and victim age, gender, sociometrics, attractiveness, SES, and role, their relationship to each other, the context, humor, and consequence of the act of relational aggression. Analysis revealed that relational aggression is extremely prevalent (94.4%) in teen movies. Direct relational aggression is more prevalent in teen movies than both indirect and nonverbal relational aggression. Results indicate that females are portrayed as the primary initiators of relational aggression in teen films. Initiators and victims of relational aggression are primarily portrayed as characters of average attractiveness, average popularity, and as having middle class incomes. Acts of relational aggression are portrayed as not justified and not humorous. However, acts of relational aggression were portrayed as rewarded. No significant differences across decade were found for amount of relational aggression shown or for what type of relational aggression was portrayed. Results showed there were more male aggressors in the 1980s than expected and more female aggressors in the 2000s than expected.
152

Mary in Film: an Analysis of Cinematic Presentations of the Virgin Mary from 1897-1999: a Theological Appraisal of a Socio-Cultural Reality

Duricy, Michael P. January 2000 (has links)
No description available.
153

La légende urbaine des snuff movies : histoire, théorie, esthétiques, technologies

Laperrière, Simon 04 1900 (has links)
La présente étude propose une analyse historique de la légende urbaine des snuff movies. En premier lieu, elle se penche sur l’émergence de cette rumeur dans le paysage médiatique américain des années 70 tout en focalisant sur certains objets filmiques l’ayant crédibilisée, principalement les stag et les mondo movies. Ce mémoire analyse par la suite l’influence majeure de deux événements sur l’implantation de la légende urbaine dans l’imaginaire collectif, soit l’assassinat de Sharon Tate et la circulation du film de Zapruder. Après avoir étudié la persistance de la rumeur, cet essai focalise sur la promotion et l’exploitation de Snuff (1976) en plus de proposer une analyse de ce long métrage. Ensuite, il se penche sur deux types de représentations du snuff dans le cinéma de fiction ainsi que leurs impacts sur l’authentification de la légende urbaine. Il est d’abord question des mises en scène du snuff dans le cinéma populaire qui s’inspirent de la rumeur pour ensuite l’actualiser. Sont ensuite étudiées les représentations du snuff à titre de faux documents, soit ces œuvres qui tentent par divers procédés de se faire passer pour de véritables films clandestins et, de ce fait, authentifient l’objet auquel ils se réfèrent. Puisque cette étude analyse l’évolution médiatique de la légende urbaine, elle se conclut sur son déplacement du cinéma vers Internet et de sa nouvelle crédibilisation grâce aux vidéos macabres, à la pornographie juvénile et au récent cas Magnotta. / The following study proposes a historical analysis of the urban legend of snuff movies. First, it examines the emergence of this rumor in the American media landscape of the 1970s, while focusing on the cinematic objects having reinforced its credibility, mainly stag and mondo movies. This memoir subsequently analyzes the major influence two events had towards implementing this urban legend into the collective imaginary, namely the assassination of Sharon Tate and the circulation of the Zapruder film. After studying the persistence of the rumor, this essay focuses on the promotion and exploitation of Snuff (1976), offering, in addition, an analysis of this feature film. Following this, this essay addresses two types of snuff representation in fiction film, as well as their impact on the authentication of the urban legend. First, there is the issue of the staging of snuff in popular cinema, taking inspiration from the rumor in order to update it in return. Secondly, is studied the representations of snuff as fake documents, namely the works attempting, through various processes, to pass for genuinely illegal films, thus authenticating the objects they are a reference to. Because this study analyzes the evolution of the media surrounding the urban legend, it concludes on its displacement from the cinema to the Internet, and the new credibility allowed by macabre videos, child pornography and the recent Magnotta case.
154

La légende urbaine des snuff movies : histoire, théorie, esthétiques, technologies

Laperrière, Simon 04 1900 (has links)
La présente étude propose une analyse historique de la légende urbaine des snuff movies. En premier lieu, elle se penche sur l’émergence de cette rumeur dans le paysage médiatique américain des années 70 tout en focalisant sur certains objets filmiques l’ayant crédibilisée, principalement les stag et les mondo movies. Ce mémoire analyse par la suite l’influence majeure de deux événements sur l’implantation de la légende urbaine dans l’imaginaire collectif, soit l’assassinat de Sharon Tate et la circulation du film de Zapruder. Après avoir étudié la persistance de la rumeur, cet essai focalise sur la promotion et l’exploitation de Snuff (1976) en plus de proposer une analyse de ce long métrage. Ensuite, il se penche sur deux types de représentations du snuff dans le cinéma de fiction ainsi que leurs impacts sur l’authentification de la légende urbaine. Il est d’abord question des mises en scène du snuff dans le cinéma populaire qui s’inspirent de la rumeur pour ensuite l’actualiser. Sont ensuite étudiées les représentations du snuff à titre de faux documents, soit ces œuvres qui tentent par divers procédés de se faire passer pour de véritables films clandestins et, de ce fait, authentifient l’objet auquel ils se réfèrent. Puisque cette étude analyse l’évolution médiatique de la légende urbaine, elle se conclut sur son déplacement du cinéma vers Internet et de sa nouvelle crédibilisation grâce aux vidéos macabres, à la pornographie juvénile et au récent cas Magnotta. / The following study proposes a historical analysis of the urban legend of snuff movies. First, it examines the emergence of this rumor in the American media landscape of the 1970s, while focusing on the cinematic objects having reinforced its credibility, mainly stag and mondo movies. This memoir subsequently analyzes the major influence two events had towards implementing this urban legend into the collective imaginary, namely the assassination of Sharon Tate and the circulation of the Zapruder film. After studying the persistence of the rumor, this essay focuses on the promotion and exploitation of Snuff (1976), offering, in addition, an analysis of this feature film. Following this, this essay addresses two types of snuff representation in fiction film, as well as their impact on the authentication of the urban legend. First, there is the issue of the staging of snuff in popular cinema, taking inspiration from the rumor in order to update it in return. Secondly, is studied the representations of snuff as fake documents, namely the works attempting, through various processes, to pass for genuinely illegal films, thus authenticating the objects they are a reference to. Because this study analyzes the evolution of the media surrounding the urban legend, it concludes on its displacement from the cinema to the Internet, and the new credibility allowed by macabre videos, child pornography and the recent Magnotta case.
155

Masculinity in Children's Film : The Academy Award Winners / Maskulinitet i Oscarsvinnande Barnfilm

Kauklija, Natalie January 2018 (has links)
This study analyzes the evolution of how the male gender is portrayed in five Academy Award winning animated films, starting in the year 2002 when the category was created. Because there have been seventeen award winning films in the animated film category, and there is a limitation regarding the scope for this paper, the winner from every fourth year have been analyzed; resulting in five films. These films are: Shrek (2001), Wallace and Gromit (2005), Up (2009), Frozen (2013) and Coco (2017). The films selected by the Academy of Motion Picture Arts and Sciences in the Animated Feature film category tend to be both critically and financially successful, and watched by children, young adults, and adults worldwide. How male heroes are portrayed are generally believed to affect not only young boys who are forming their identities (especially ages 6-14), but also views on gender behavioral expectations in girls.
156

Carlitos : história de vida e obra de Chales Chaplin / The tramp : Chales Chaplin's life story and work

Lenk, Erika, 1978- 20 August 2018 (has links)
Orientador: Ana Angélica Medeiros Albano / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-08-20T22:09:34Z (GMT). No. of bitstreams: 1 Lenk_Erika_M.pdf: 1109074 bytes, checksum: c0b843e8e4bfece1b0e1a378606a9bc5 (MD5) Previous issue date: 2012 / Resumo: Esta dissertação percorre a trajetória de vida do célebre ator e cineasta inglês Charles Spencer Chaplin (1889-1977), o imaginativo criador de Carlitos, cuja graça e lirismo marcaram fortemente a arte do século XX. Sua obra ridiculariza os padrões culturais da sociedade estabelecida através das aventuras do Tramp, o errante marginalizado que permanece vivo no cenário cultural atual. Este estudo busca uma relação entre a vida e arte de Chaplin, identificando fatores que contribuíram para seu desenvolvimento artístico e seu conhecimento em arte. / Abstract: This dissertation contains the life story of the famous actor and English filmmaker Charles Spencer Chaplin (1889-1977), the imaginative creator of the Tramp, whose grace and lyricism left his impression on the twentieth (20th) century. His work satirizes the cultural patterns of the established society through the adventures of the Tramp, the marginalized vagabond that remains alive in the recent cultural scenario. This study searches the connection between Chaplin's life and art, identifying factors that contributed to his artistic development and his knowledge in art. / Mestrado / Educação, Conhecimento, Linguagem e Arte / Mestre em Educação
157

Impact de l'internet sur le cinéma : avec des exemples de trois pays : la France, les Etats-Unis et la Corée du Sud / Impact of the internet on the movie : with the examples coming from three countries : France, the United States of America and South

Cho, Ju-eun 13 April 2016 (has links)
Depuis les années quatre-vingt-dix, la propagation de l’internet et de ses périphériques a permis à de nombreux producteurs, distributeurs et spectateurs de cinéma de modifier leurs attitudes vis-à-vis des films. Notre travail a consisté à démontrer que les caractères techniques de l’internet, ainsi que l’hypertextualité et l’interactivité, expliquent les changements des activités liées au cinéma et au film même. Bien que la réception de l’internet de la part du public ait été extraordinairement rapide, la part du marché du film en ligne n’est cependant pas encore notable. Nonobstant cela, la croissance de la génération numérique et la simplification des techniques nous encouragent à confirmer le potentiel de l’internet. La filière de la distribution est davantage influencée par l’internet. La concurrence s’est multipliée et l’évolution de la chronologie des médias était inévitable. Malgré la menace de la piraterie et la formation du réseau interne des méga-médias, il semble que l’internet soit un canal on ne peut plus utile en ce qui concerne les films indépendants. Dans la production, toutes les étapes deviennent participatives. L’interaction entre les cinéastes et les spectateurs et entre ceux-ci et les oeuvres a donné lieu aux films participatifs ainsi que les films en forme de multi-histoires, les films de jeu et les films de relais. Comme l’a montré l’étude des caractères techniques de l’internet, la producion et la distribution ainsi que le visionnage des films sont influencés par l’internet au sens de l’instantanéité et de la massification – qui peut se traduire par la participation du public –. Ces deux principaux effets n’ont pas produit un changement radical dans le domaine mais une transformation qui est, à notre sens, on ne peut plus significative. / Since the nineties, the spread of the internet and its devices has enabled many producers, distributors and moviegoers to change their attitudes towards movies. Our work has focused on demonstrating that the technical characteristics of the internet like the easy access, the hypertextuality and the interactivity can explain the changes noticed in the activities linked to the cinematographic field and the film itself.Although the reception of the internet by the public is extraordinarily fast, the market share of online film is still not really significant. Nevertheless, the growth of the digital generation and the simplification of techniques encourage us to believe in the potential of the internet.The distribution sector is the most influenced by the internet. The increased competition and the evolution of media chronology were inevitable. Despite the threat of easy piracy and the formation of the internal network of mega-media, it seems obvious that the internet will be a useful channel for independent films.Concerning the production area, all stages become participatory. The interaction between filmmakers and the audience and between the future audience and the works created new modes of movies as multi-stories movie, game movies, relay movies and movies with subsidiary texts.Glimpsed with the evocation of the technical features of the internet, the production and the distribution and the viewing of films are influenced by the internet in the sense of a popularization – which can result in public participation – and of immediacy. These two main effects were not synonym with a radical change in the area but, according to us, with a significant transformation in the cinematographic field.
158

Nationalism in 21st Century Chinese Blockbusters

荻羅拉, Tylova, Klara Unknown Date (has links)
This study is thematic analysis that sought to identify nationalistic themes in mainland China's box-office hits in the 21st century. Box-office hits as the study material were picked because of their potential to spread the message they carry. Altogether, 14 movies were analyzed through a deconstruction, identifying scenes and dialogues that contained nationalistic appeals of both political and cultural nationalism as defined by Greenfeld (1992). During the coding process, 22 nationalistic themes were labeled, defined and described. Additionally, the study examined nationalistic structures of the movies taking Gries' (2004) nationalistic narratives and Smith's (1995) ethnic myths as a basis. Movies' background, and historical context adressing China's movie industry and Chinese nationalism are included for clarification purposes. The movies were found to exhibit manifestations of both cultural and political nationalism. It was found that movies financed and backed by government tend to show political nationalism while commercial movies exhibit cultural nationalism. For the movies' thematic structures, the shift from positive ones showing China's achievements towards negative ones expressing China's suffering was discovered. / This study is thematic analysis that sought to identify nationalistic themes in mainland China's box-office hits in the 21st century. Box-office hits as the study material were picked because of their potential to spread the message they carry. Altogether, 14 movies were analyzed through a deconstruction, identifying scenes and dialogues that contained nationalistic appeals of both political and cultural nationalism as defined by Greenfeld (1992). During the coding process, 22 nationalistic themes were labeled, defined and described. Additionally, the study examined nationalistic structures of the movies taking Gries' (2004) nationalistic narratives and Smith's (1995) ethnic myths as a basis. Movies' background, and historical context adressing China's movie industry and Chinese nationalism are included for clarification purposes. The movies were found to exhibit manifestations of both cultural and political nationalism. It was found that movies financed and backed by government tend to show political nationalism while commercial movies exhibit cultural nationalism. For the movies' thematic structures, the shift from positive ones showing China's achievements towards negative ones expressing China's suffering was discovered.
159

Analyse ludique de la franchise Saw

Brien, Janie 12 1900 (has links)
La saga Saw est une franchise qui a marqué le cinéma d’horreur des années 2000. Le présent mémoire tâchera d’en faire une étude détaillée et rigoureuse en utilisant la notion de jeu. En élaborant tout d’abord un survol du cinéma d’horreur contemporain et en observant la réception critique de la saga à travers l’étude de différents articles, ce travail tentera en majeure partie d’analyser la franchise Saw en rapport avec l’approche ludique du cinéma en général et celle adoptée par Bernard Perron. Cette étude, qui s’élaborera tant au niveau diégétique que spectatoriel, aura pour but de montrer l’importance de la place qu’occupe la notion de jeu dans cette série de films. / The Saw saga is a franchise that marked the horror film industry in the 2000’s. This report will try and give a thorough and detailled study while using the idea of a game. At the same time taking a cursory glance at contemporary horror films and observing how the critics were received by studying different articles. This assignment will in majority analyse the Saw saga using a recreational approach of movies in general as well as the one adopted by Bernard Perron. This study will be elaborated on a "diegetique" and "spectatoriel" level – the goal being to show the importance that games occupy in this film series.
160

Genderová analýza ženských hrdinek v počítačových hrách / Gender analysis of the of female heroines in computer games

Krobová, Tereza January 2014 (has links)
This work focuses on a gender analysis of female characters in video games, specifically the action genre of computer games in which players play from the perspective of a third party (ie see a playable character on canvas). Pays attention to very specific situations in which the female figure is markedly ambivalent status - show clearly feminine characteristics, it moves but clearly masculine space and pay the archetypal clearly masculine activities. Working with so anlýzou konrkétních computer games and playable characters trying to determine whether computer games as a new medium for his portrayal of female characters contribute to gender stereotypes and whether, therefore, become another medium, that these stereotypes produces and reproduces that deconstructs these stereotypes and changing, or whether it even creates new stereotypes. The analysis is the analysis itself as a representation of female characters in visual, narrative or folder of computer games and interactive component analysis itself - that is playing. In this sense, the work seeks to determine how the female characters look if they present archetypal feminine or masculine characteristics and what pleasure playing them can offer both male and female players. In conclusion, the work also attempts to describe the transformations which...

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