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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

Visuellt narrativ i spelmiljö

Malmborg, Beatrice, Ruther, Sebastian January 2018 (has links)
Detta kandidatarbetet handlar om visuella stilar och utseende i spelmiljö och hur detta kan påverka narrativet i ett spel. För att undersöka vår frågeställning har vi tittat på hur narrativ förmedlas i text, film och reklam, och hur samma metoder kan tillämpas i för att berätta med hjälp av spelmiljö. Vi har sedan testat dessa tillvägagångssätt genom att skapa ett digitalt fantasyspel som är fokuserat på just narrativ. Metoder som vi har använt oss av är Kanban för dess struktur i en produktionsmiljö, Matter Matters och Agentiell Realism för den vikten som de lägger på materialen och objekten som finns spelet och Moodboard för att till en början visualisera en projektide i sin helhet och senare att ta inspiration från. Vår designprocess var ett långt prövande på vår idé och konceptet på hur spelet skulle se ut. Vi utförde vår idè tillsammans med två andra grupper med egna undersökningar och idèer och sammanställde projektet  på ett sätt som var tillfredsställande för oss alla. I diskussionsdelen tar vi upp frågeställningens utveckling och projektets potentiella framtid. / This Bachelor thesis is about visual styles and the appearance of the game environment and how this can affect the narrative of a game. To investigate our issue, we have examined how narrative is communicated in text, film and advertising, and how the same methods can be applied in order to tell using game environment. We then tested these approaches by creating a digital fantasy game focused on narrative. Methods that we have used are Kanban for its structure in a production environment, Matter Matters and Agent Realism for the importance they attach to the materials and objects within the game and Moodboard to initially visualize a project in its entirety and later to inspire the projekt further. Our design process was a trial of our idea and our concept of how the game should look. We conducted our idea together with two other groups with their own investigations and ideas and compiled the project in a way that was satisfactory to all of us. In the discussion section we discuss the development of the research question and the potential future of the project.
2

La representación gráfica de la cultura popular peruana a través del tatuaje / Graphic representation of Peruvian popular culture through tattooing

Gonzales Espinoza, Fátima Gabriela 07 July 2020 (has links)
En esta investigación se analizó el uso de los principios gráficos en la representación de elementos de la cultura popular peruana dentro del tatuaje. Se postuló como hipótesis que los estilos que conforman esta práctica afectan la ejecución de dichos elementos, por lo tanto, su representación está condicionada por el estilo en el que se realiza el tatuaje, al tener reglas ya establecidas. Para comprobarla, se analizó la producción de tres tatuadores locales con la temática mencionada, complementándolo con entrevistas a expertos. Los resultados de ambos sugieren que en el discurso visual del tatuaje se emplean elementos de la cultura popular que escapan de los que convencionalmente se les atribuye dicha categoría. Debido a que se representan el transporte público, el combo de comida rápida, los platos típicos y la Inca Kola. Igualmente, se observó que el color, contraste, tamaño y posición son los más afectados por los estilos y por otros factores como el elemento, la región del cuerpo, la piel y el tatuador. A partir de lo mencionado, se llegó a la conclusión de que los principios gráficos dentro del tatuaje que representan lo popular son afectados por una variedad de factores además del estilo. Además, se están utilizando estos elementos considerados triviales dentro del discurso del tatuaje antes que otros, debido a que busca crear una relación entre el diseño, el cuerpo y lo que identifica al sujeto como peruano, por lo que busca representar su estilo de vida a nivel personal. / In this research, the use of graphic principles in the representation of elements of Peruvian popular culture within the tattoo was analyzed. It was postulated as a hypothesis that the styles that conform this practice affect the execution of such elements, therefore, its representation is conditioned by the style in which the tattoo is performed, having already established rules. In order to verify it, the production of three local tattooists with the mentioned subject was analyzed, complementing it with interviews to experts. The results of both suggest that the visual discourse of tattooing uses elements of popular culture that escape those conventionally attributed to them. Due to the fact that public transportation, fast food combo, typical dishes and Inca Kola are represented. Likewise, it was observed that the color, contrast, size and position are the most affected by the styles and other factors such as the element, the region of the body, the skin and the tattooist. From the above, it was concluded that the graphic principles within the tattoo that represent the popular are affected by a variety of factors in addition to style. Furthermore, these elements are being used as trivial elements within the tattooing discourse before others, because it seeks to create a relationship between the design, the body and what identifies the subject as Peruvian, so it seeks to represent his lifestyle on a personal level. / Trabajo de investigación

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