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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.
21

Sociální sítě a možnosti jejich využití pro účely komerční prezentace firem / Social networking as a form of commercial presentation of companies

Mňahončáková, Jana January 2008 (has links)
Commercial usage of social networking is one of the most discussed topic in marketing these days. There are two general ways how to use social network -- to built communities of social networks' users and to advertise in classic display advertising. Czech companies do not place social network to their communication mix so often as foreign ones. They still have to learn how to create the most effective strategy and how to communicate with users. The most important is the activity and interaction. Only then the campaign can reach the communication goals.
22

Perversion of the reel : a thesis presented in partial fulfilment of the requirements for the completion of Master of Fine Arts at Massey University, Wellington, New Zealand

Edmunds, Hannah January 2010 (has links)
Through the use of masculinity as a visual language this research aims to unravel the divide between the role of the act and the acted. French actor Julien Boisselier operates as the male manifestation of the actor in question and functions on multiple levels of performance, both as male and as an actor. Boisseliers depictions of major, medium and minor acted characters offer another level to the performance variable. The aim to highlight the visible triggers of a ‘pure performance’ (a performance where the actor may slip or falter out of acted character and into default human performance) as shown through the choreography of his physiognomy is the experience underpinning this thesis.
23

From popular art to mass culture : autonomous technology and the intellectual history of fast food : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Media Studies at Massey University

Bancroft, Malcolm James January 2005 (has links)
In recent years, Media Studies has become increasingly influenced by the Social Sciences. In particular, aesthetic approaches within the field have been diminishing. Humanistic research into fast food is just as scarce. This study seeks to reclaim the humanistic endeavour of aesthetic media research, and to apply it to a study of American fast food. The McDonald's hamburger is used as the prototype. The study explores the difficulty in postulating an aesthetic arena in Media Studies. A case is made for the burger as an instance of popular art, and various models of poplar art are engaged to this end. The burger does have aesthetic properties, but they are fleeting and inhibited by the technological nature of the artefact. At the same time, it also exists as an example of mass culture, as it increasingly sets the framework for popular art. An existentialist approach to fast food shows up its compulsive nature, and the autonomous role of technology emerges as a theme which both helps explain its popularity and helps to limit its artistic potential.
24

Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand

Blachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
25

Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand

Blachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
26

Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand

Blachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
27

Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand

Blachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
28

Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand

Blachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
29

Lives unremembered : the Holocaust and strategies of its representation : an exegesis presented in partial fulfillment of the requirements for the degree of Master of Fine Arts at Massey University, Wellington, New Zealand

Rajala, Tero Markus January 2008 (has links)
The Holocaust is a subject that seems to defy artistic representation by way of its sheer scale of tragedy and subsequent trauma. As I will demonstrate in this paper, it is hard to restore visibility – pictorial links between past and present realities – to crimes that have been deliberately submerged by its perpetrators. I will examine some of the common strategies used in representation of the victims of the Holocaust since the end of the Second World War, in the mediums of film and photography. As my main method of enquiry, I will examine three films from different eras, and of very different approaches in terms of their processing of the proposed original evidence, as examples to illustrate my arguments. In the second chapter Alain Resnais's documentary film Nuit et Brouillard (Night and Fog) is analyzed as a birthplace of the so-called iconography of the Holocaust. Chapter three examines workings of memory through the aesthetic form that was soon to follow; the role and testimony of the survivors is considered through Claude Lanzmann's Shoah. In the fourth chapter a new player is introduced: the second generation witness of postmemory, works of transmitted but unexperienced realities. In this chapter I will closer examine the workings of art in the game of reprocessing the evidence of the Holocaust, and through Dariusz Jablonski's film Fotoamator I aim to critique how the previously discussed approaches serve to further lock the Holocaust in an inaccessible canon. Moreover, the generalization implied – a drive toward universalization of the Holocaust as an idiom or even a metaphor for the dark sides of human history/character – derives from problems of representation; mainly that of anonymity in face of the proposed beauty of the spectacle, of tragedy and suffering in mass-media. A key problem is that any historical document, however we define one, is considered transparent and unmediated, whereas art is clearly something where a degree of mediation is necessarily recognized. In the face of this dichotomy it seems that all the collected "proof" of the Holocaust – witness accounts" photographs" films" material remains – achieves, is to stregthen the prevailing version of history.
30

Mapping the environmental footprint of the Central Plains Water irrigation scheme : a thesis submitted in partial fulfilment of the Masters of Design at the Institute of Communication Design, Massey University, Wellington, NZ

Ivamy, Dean January 2009 (has links)
In the statement Mayor Parker is referring to a complexity of issues that involves a plethora of hard-scientific and statistical information. The diversity of opinions regarding the scheme’s benefits and potential negative implications also create misunderstanding for the general public. This prompts the hypothesis of this design thesis, which suggests that statistical data when visually mapped and in the context of its physical environment can provide significant cognitive and ecological awareness for the viewer to understand the economic and environmental implications of the proposed irrigation scheme. Both the areas of cartographic mapping and the dairy industry contain controlled vocabularies, which present opportunity for graphic modeling and explanation through visible phenomena. The Canterbury Plains has a well-established historical and agricultural narrative. However, due to the recent dramatic and substantial transition of the region’s dairy industry between the periods 1995 – 2008, subsequent demand for freshwater now represents the real prospect of uncharted future environmental instability. The development of a visual language system capable of the interpretation and construction of the irrigation scheme’s benefits and potential negative implications, provide this thesis through graphic modeling the possibility to compare the proposed CPW scheme’s issues. While some industry groups consider public participation as arbitrary and unnecessary, recent surveys indicate water quality and fertiliser management as the most significant areas for environmental concern. The debate should not exclude the public, but rather include communication systems capable of reaching all communities.

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