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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

The Woodshed

Amond, Catherine R 18 May 2012 (has links)
In this paper, I will share in detail the entire process of creating my thesis film, The Woodshed. I will cover each step from writing and pre-visualization to producing, directing, production design, cinematography, editing, and sound. I will mainly focus on the style of directing I employed and the key decisions I made as an editor to best tell my story. I will then evaluate my decisions to determine the success of the project.
2

“Use of Thematic Conventions to Distinguish Genre in Horror Cinema"

Walli, Nic 15 December 2021 (has links)
No description available.
3

Taking control of the horror : Working with visuals in the psychological horror game genre

Lewitzki, Alexander January 2017 (has links)
Horror, one of the most popular genres of entertainment, can be quite hard to get right. This report explores the visual subject of psychological horror in games, aiming to answer the following questions: How is the genre handled in movie production? How have previous game developers done this, both for bigger productions as well as indie games? How well did the chosen movies and games manage to translate the horror feeling into the visuals? The chosen method to determine this is image analyses and surveys. The results showed that there are not many differences between how the genre is handled in movies compared to games, though there are a few. Results from the surveys showed that games are more often perceived scary and disturbing on a higher degree than movies. / Skräck, en av de mest populära genrerna inom underhållning, kan vara ganska svår att få till. Den här rapporten utforskar de visuella ämnenena inom psykologisk skräck i spel, utifrån följande frågeställningar: Hur hanteras genren inom filmproduktion? Hur har tidigare spelutvecklare genomfört detta, både för större produktioner och för indiespel? Hur väl har de utvalda filmerna och spelen lyckats översätta skräckkänslan i det visuella? Den valda metoden för att fastlägga detta är bildanalyser och enkätundersökningar. Resultaten visar att det inte finns många skillnader mellan hur genren hanteras inom film jämfört med spel, även om det finns några. Resultat från enkätundersökningarna visar på att spel oftast ses som läskigare och obehagligare på en högre nivå än filmer.
4

A dark new world : anatomy of Australian horror films

Ryan, Mark David January 2008 (has links)
After experimental beginnings in the 1970s, a commercial push in the 1980s, and an underground existence in the 1990s, from 2000 to 2007 contemporary Australian horror production has experienced a period of strong growth and relative commercial success unequalled throughout the past three decades of Australian film history. This study explores the rise of contemporary Australian horror production: emerging production and distribution models; the films produced; and the industrial, market and technological forces driving production. Australian horror production is a vibrant production sector comprising mainstream and underground spheres of production. Mainstream horror production is an independent, internationally oriented production sector on the margins of the Australian film industry producing titles such as Wolf Creek (2005) and Rogue (2007), while underground production is a fan-based, indie filmmaking subculture, producing credit-card films such as I know How Many Runs You Scored Last Summer (2006) and The Killbillies (2002). Overlap between these spheres of production, results in ‘high-end indie’ films such as Undead (2003) and Gabriel (2007) emerging from the underground but crossing over into the mainstream. Contemporary horror production has been driven by numerous forces, including a strong worldwide market demand for horror films and the increasing international integration of the Australian film industry; the lowering of production barriers with the rise of digital video; the growth of niche markets and online distribution models; an inflow of international finance; and the rise of international partnerships. In light of this study, a ‘national cinema’ as an approach to cinema studies needs reconsideration – real growth is occurring across national boundaries due to globalisation and at the level of genre production rather than within national boundaries through pure cultural production. Australian cinema studies – tending to marginalise genre films – needs to be more aware of genre production. Global forces and emerging distribution models, among others, are challenging the ‘narrowness’ of cultural policy in Australia – mandating a particular film culture, circumscribing certain notions of value and limiting the variety of films produced domestically.
5

Ett skräckfyllt brobyggande från tv-spel till litteraturens domäner : En narratologisk och didaktisk läsning av transmediala genrekonventioner / A horror-tense overlap from videogame to the domains of literature : A narratological and didactical reading of transmedial genre conventions

Hollström, Hampus January 2021 (has links)
Denna studie utgör en didaktisk läsning av tre tv-spel inom skräckgenren, Among the Sleep (2016), Little Nightmares II (2021) samt Until Dawn (2015). Syftet är att undersöka hur dessa spel potentiellt kan länkas till litteraturen i svenskämnesundervisningen och fungera som en bro mellan medierna tv-spel och litteratur i undervisningen i gymnasieskolan. Analyserna bygger på en narratologisk läsning av materialet i ljuset av karakteristiska drag för skräckgenren som diskuteras i relation till teorier om undervisning. Analyserna visar att de analyserade tv-spelen besitter likheter med de karakteristiska drag som förekommer inom andra medieformat inom skräckgenren, däribland litteraturen. En slutsats som kan dras utifrån analyserna är att det tycks finnas potential i att nyttja tv-spelen som fiktion i litteraturundervisningen i svenskämnet för att använda de som en bro över till litteraturen, i form av gemensamma nämnare mellan medieformaten. / This study constitutes a didactical reading of three videogames within the horror genre, Among the Sleep (2016), Little Nightmares II (2021) and Until Dawn (2015). The aim is to investigate how these games potentially can be utilized to create a connection between videogames and literature within the context of education, more specific the Swedish subject in upper secondary school. The analyses are based upon a narratological reading of the videogames, through the lens of traits usually found within the horror genre, to be discussed in relation to didactical aspects. The analyses address that the videogames, within this study, occupy similarly traits as presented in other formats of media, including literature. A conclusion that can be drawn based upon the analyses is that there ought to be a potential in using the videogames as fiction to create a bridge over to the literature, more specific to use the similarities that exists between the two types of media, this within the Swedish subject at upper secondary school.
6

Características del personaje Norman Bates y su aporte audiovisual en la narrativa al género terror contemporáneo / Characteristics of the character Norman Bates and his audiovisual contribution in the narrative to the contemporary horror genre

Guevara Robles, Karol 22 October 2021 (has links)
Este proyecto de investigación tiene como objetivo explicar las características del personaje de Norman Bates y su aporte en la narrativa del género terror. Por lo que, para realizar la investigación se optó por el diseño de la estrategia metodológica cualitativa. Esta metodología de investigación resulta idónea, porque el objetivo es interpretar los discursos, opiniones, comentarios y percepciones del grupo de interés para la investigación. Además, se busca identificar y analizar el proceso de creación de los personajes en la narrativa del género terror. Se aplicó entrevistas como método de investigación y se descubrió que el personaje de Norman es el resultado del conjunto de elementos audiovisuales propios del género de terror contemporáneo. Siendo considerada la serie Bates Motel como una hibridación de géneros, se tiene en claro que el personaje de Norman es un ícono representante de la nueva generación de series de terror, el cual usa sutilmente los elementos propios del género. / This research project aims to explain the characteristics of the character of Norman Bates in the Bates Motel series and his audiovisual contribution in the narrative in the contemporary horror genre. Therefore, in order to carry out the research, the design of the qualitative methodological strategy was chosen. This research methodology is ideal, because the objective is to interpret the speeches, opinions, comments and perceptions of the research interest group. In addition, it seeks to identify and analyze the process of creating the characters in the narrative of the horror genre. After the application of the research method, it was found that the character Norman is the result of the set of audiovisual elements typical of the contemporary horror genre. Being considered the series Bates Motel as a hybridization of genres, it is clear that the character of Norman is a representative icon of the new generation of horror series, which subtly uses the elements of the genre. / Tesis

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