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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

Remapping the aesthetic : resolving the tension between tradition and innovation in contemporary drama

Haseman, Bradley Craig January 1999 (has links)
No description available.
2

Game Feel Aesthetics : Finding the Fun Factor

Fredriksson, Pontus, Sandred, Malin January 2018 (has links)
Spel är något som ligger oss nära om hjärtat, och är en industri som fortsätter växa hejdlöst. Vi var nyfikna på hur man gör ett spel “roligt” att spela. Steven Swink har presenterat konceptet “game feel”, i sin bok med samma namn, och hur man kan använda det för att beskriva samarbeten som uppstår mellan de visuella och taktila komponenterna i ett spel för att skapa känslor hos spelaren. En liknande term är “immersion”, som behandlar själva spelarens påverkan av vad Swink kallar game feel. Utöver de här koncepten, tar vi i detta arbete upp hur game feel fungerar som en estetisk upplevelse, med hjälp av Graeme Kirkpatricks tankar kring ämnet. Vi går igenom hur negativa känslor kan bli en positiv spelupplevelse, med en artikel av Kristine Jørgensen, och hur ett spels tekniska begränsningar kan påverka dess visuella estetik, i en artikel av Andrew Hutchinson. Vår frågeställning är: “vad är de visuella komponenterna i game feel, och hur påverkar de en spelupplevelse?”, och vi har valt att gestalta detta genom att utveckla ett spel. Med hjälp av en kvalitativ undersökning har vi fått feedback på vad de visuella komponenterna i game feel är. Spelet inkluderade fem game feel-upplevelser som Swink diskuterar. Speltestarna fick gå igenom en 10-15 minuters speldemo, och ge svar på ett frågeformulär, baserade på sina spelupplevelser. Vi analyserade deras svar efter en “ad hoc” analysmetod. Vi kom fram till att de visuella komponenterna är svåra att separera från de taktila komponenterna, så det är svårt att prata om spel som enbart visuella. Inlevelsen i spel kommer från det kombinerade visuella med de fysiska knapptryckningarna. Vi anser att det går att undersöka vidare på detta ämne, då vi bara skrapat ytan på vad de visuella komponenterna i game feel egentligen är. / Games are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis. We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.
3

Les représentations et l'imaginaire de la viole de gambe en Angleterre aux dix-septième et dix-huitième siècles / The representations and the imaginaire of the viola da gamba in England in the 17th century and the 18th century

Berget, Claire 19 December 2013 (has links)
La viole de gambe en Angleterre connaît un destin singulier, passant d’une popularité incontestable dans l’aristocratie anglaise au dix-septième siècle à un rejet d’une intensité croissante au fil du dix-huitième siècle. Les représentations de l’instrument dans des documents périphériques à la sphère musicale – lettres, poèmes, peintures – trahissent la complexité de l’imaginaire qui entoure la viole. Dans sa période faste, la viole génère simultanément des images lubriques de corps sensuel, et d’instrument noble en raison de la mélancolie supposée de son timbre. Elle est alors étroitement associée au sentiment national anglais, dont elle cristalliserait la spécificité. Cependant, sa popularité décroissante auprès de l’élite voit la prolifération d’images négatives : vieillesse et stérilité semblent désormais être l’apanage de la viole, que l’on met également à distance idéologiquement comme instrument étranger. La viole réapparaît dans la deuxième moitié du dix-huitième siècle au moment où le culte de la sensibilité se développe : brièvement, son archaïsme et son timbre unique donnent voix à l’individu et ses émotions. La viole, dans le paradigme cyclique de la Renaissance tout comme dans le paradigme linéaire et discursif des Lumières, parvient à s’incarner selon des modalités esthétiques et idéologiques très différentes dans l’imaginaire anglais / In England, the viola da gamba has a singular destiny, from an incontestable popularity with the aristocracy in the seventeenth century to a rejection of increasing intensity over the eighteenth century. The representations of the instrument in documents peripheral to the musical sphere, such as letters, poems or paintings, reveal the complexity of the imaginaire surrounding the instrument. Although, in prosperous times, the viol conjures up lewd images of a sensual body, it is simultaneously associated with ideals of nobility through the supposed melancholy of its tone. At that period, it is also felt to be closely connected to the English national identity, whose specificity it appears to crystallise. However, its dwindling popularity with the elite leads to the proliferation of negative images. Senescence and sterility are increasingly associated with the viol, while ideologically, the instrument is spurned as non- English. The brief resurgence of the viol in the second half of the eighteenth century is brought on by the development of the cult of sensibility. Individual emotions are voiced through its perceived archaism and unique tone. The viola da gamba, both in the circular paradigm of the Renaissance, and in the linear and discursive paradigm of the Enlightenment, successfully embodies contrasting aesthetic and ideological imaginaires

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