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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.
11

Från abstraktion till hyperrealism : En historisk exposé av stridsvagnsanimationer i elektroniska spel

Bergfeldt André, Frans January 2009 (has links)
Denna uppsats presenterar en historisk exposé kring den visuella och tekniska utvecklingen av stridsvagnsanimationer. Detta med fokus på perception och kognition utifrån definitionerna abstraktion, realism och hyperrealism. Uppsatsen ämnar förklara i bild, text och rörlig media hur utvecklingen sett ut och hur långt den har nått. För att åstadkomma detta har en analysmatris tagits fram, ur vilken valda beståndsdelar i spelen Battlezone, Battle Tank och Battlefield 1942 dissekeras. För att ytterligare påvisa kontrasten i utvecklingskurvan, har jag haft Craft Animations och deras verktyg till min hjälp. Verktyget och resultaten detta genererar, analyseras med hjälp av samma analysmatris som för spelen. Resultatet visar en tydlig kontrast i utvecklingen, där Craft Animations verktyg representerar vad vi idag kan kalla för hyperrealism.
12

Fotografando sombras: um olhar sobre as imagens obscuras de Gottfried Helnwein / Photographing shadows: a look over the dark images of Gottfried Helnwein

Moura, Lidia Zuin de 17 June 2014 (has links)
Made available in DSpace on 2016-04-26T18:14:10Z (GMT). No. of bitstreams: 1 Lidia Zuin de Moura.pdf: 2168540 bytes, checksum: 23d6920774045a51d86d5d49fcb9ad64 (MD5) Previous issue date: 2014-06-17 / The objective of this research is to investigate and comprehend the discursive strategies employed in the construction of the images by Gottfried Helnwein, an Austrian photographer and hyperrealist painter. His works reunite the theme of Nazism and violence in a grim aesthetics that dialogues with pop culture characters. The research is divided in three parts: 1. The historic and cultural context lived by Helnwein and the relationship of the public with his images; 2. The cultural universes that influenced Helnwein: Baroque and Tenebrism, Jungian shadow, Viennese Actionism, Pop Art, Hyperrealism; 3. The analysis of the series The Murmur of the Innocents (2009-2013), The Disasters of War (2007-2011), Epiphany (1993-1998) and The American Paintings (2000-2003), focusing specially on the motives of the child, pop culture, Nazism and religiosity. The theoretical and methodological framework is constituted by the image theories of Vilém Flusser and Aby Warburg, by the concepts of archetypical image of C. G. Jung and pop culture of Daniel Boorstin and Roland Kelts / Esta pesquisa visa investigar e compreender as estratégias discursivas empregadas nas construções das imagens de Gottfried Helnwein, fotógrafo e pintor hiperrealista austríaco. Suas obras unem o tema do nazismo e da violência numa estética soturna que dialoga com personagens da cultura pop. A pesquisa se divide em três eixos: 1. O contexto histórico e cultural vivido por Helnwein e a relação do público com suas imagens; 2. Os universos culturais que exerceram influência sobre Helnwein: Barroco e Tenebrismo, sombra junguiana, Acionismo Vienense, Pop Art, Hiperrealismo; 3. Análise das séries The Murmur of the Innocents (2009-2013), The Disasters of War (2007-2011), Epiphany (1993-1998) e The American Paintings (2000-2003), focando-se especialmente nos motivos da criança, da cultura pop, do nazismo e da religiosidade. O quadro teórico e metodológico constitui-se a partir das teorias da imagem de Vilém Flusser e de Aby Warburg, considerando-se também os conceitos de imagem arquetípica de C. G. Jung e de cultura pop para Daniel Boorstin e Roland Kelts
13

Espace de conception et modèle d'interaction multi-tactile gestuel : un environnement de développement pour enrichir le modèle / Design space and multi-touch gestural interaction model : a framework to enhance the model

Morin, Rudy 24 June 2011 (has links)
L’affinage technique et l’adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l’attention des designers d’interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d’interactions multi-tactiles. Dans cette étude, je défends l’idée que le design de telles interactions ne peut être approché qu’en suivant un modèle d’interaction spécifique intégrant l’ensemble des composantes physiques, cognitives, sensorielles et motrices du geste dans le couplage homme-machine. J’articule ma recherche autour d’un espace de conception, courte analyse sociotechnique de mon objet d’étude, dans lequel je définis un modèle d’interaction descriptif et génératif. Je détermine un ensemble de principes conceptuels et techniques permettant l’évaluation et la conception du design d’interfaces multi-tactiles de manière systémique et extensible. Au cours de cette étude, je précise les limites du paradigme d’ « interface naturelle » en nuançant les effets du réalisme des interactions dans l’efficacité de tels systèmes. Enfin, je présente les travaux de conception et de développement d’un environnement de développement réalisé dans le cadre d’un dispositif CIFRE qui a accompagné cette étude et permis d’enrichir le modèle théorique. / The technical refinement and the recent adoption of multi-touch technologies by both the industry and users made these technologies a major concern for interaction designers. While many studies on human-computer interaction have started to compare this type of interface with traditional WIMP interfaces performance-wise, few have included in their approach the gestural and system mapping specificities of multi-touch interactions. In this study, I defend the idea that such interaction design should follow a specific interaction model taking into account physical, cognitive, sensitive and motor aspects of gestures in the human-computer relation. I define a design space, sort of socio-technical approach, which participates in the definition of a descriptive and generative interaction model. I establish a set of conceptual and technical principles that allow the evaluation and conception of multi-touch interfaces, in a systemic and extensible way. Throughout this study, I emphasize the limits of the « natural user interface » paradigm by having a better understanding of how interaction realism affects system efficiency. Finally, I present a multi-touch framework developed as part of a CIFRE collaboration, which helped this study in the design and the extension of the conceptual model.
14

Návraty forem a stylů ve výtvarném umění: Současný hyperrealismus jako produkt postprodukce či komentář k nástupu nových médií / Revivals of Forms and Styles in Visual Art: Current Hyperrealism as Product of Postproduction or a Commentary on the Advent of New Media

Hrnčířová, Markéta January 2014 (has links)
The book Postproduction: Culture as Screenplay, written by French aesthetician Nicolas Bourriaud is going to be initial text for my diploma thesis. Bourriaud claims, that contemporary art is mostly made by the principle of assemblage; art works are made by reinterpretation, reproducing or by new exhibiting of artefacts or forms of past. The assumption of the original concept in artworks of contemporary artists - semionauts (travelers in the worlds of signs) has been allready completely ineffective. Through the example of hyperrealistic paintings, which has lately reappeared in portfolios of international and czech artists, I will try to show whether its revilal is based on the emergence of new medias, that even more than in the seventies simulate reality or whether they deal with the concept of postpostprodution - the artists lend only formal, in this case, hyperrealistic, signs. This diploma thesis will be completed by the case study of paintings of czech hyperrealist painter Jan Mikulka.
15

Rejecting the Page, Inciting Visuality: Staging 'Woyzeck' in a Mediatized Culture

Conway, Elisha 14 January 2013 (has links)
The influence of new media on theatrical practice over the past fifty years has spurred a movement towards theatrical forms which are increasingly organized around the sensory elements of performance. This change is most noticeable in the visual approaches to theatre, and it has produced what I have labeled a theatre of visuality. This thesis argues that the tendencies for visualization found in visual media have extensively marked the performance strategies of contemporary theatre practice, resulting in a shift away from the logocentric dramatic text and towards theatre performance organized around the visual. Looking at four contemporary productions of Georg Buchner’s Woyzeck –Thomas Ostermeier’s Woyzeck (2005), Vesturport’s Woyzeck (2005), Robert Wilson’s Woyzeck (2000), and Josef Nadj’s Woyzeck ou l’Ébauche du Vertige (1994)– this thesis produces a preliminary typology of four distinct visualities/theatrical forms which make up the theatre of visuality: hyperrealism, synesthesia, superficiality, and visual narration. This thesis contributes to the conceptualization and understanding of postdramatic theatre by linking the theatre’s rejection of the text to the increased centrality of the visual in performance, and by tracing these shifts to the influence of visual media.
16

Rejecting the Page, Inciting Visuality: Staging 'Woyzeck' in a Mediatized Culture

Conway, Elisha 14 January 2013 (has links)
The influence of new media on theatrical practice over the past fifty years has spurred a movement towards theatrical forms which are increasingly organized around the sensory elements of performance. This change is most noticeable in the visual approaches to theatre, and it has produced what I have labeled a theatre of visuality. This thesis argues that the tendencies for visualization found in visual media have extensively marked the performance strategies of contemporary theatre practice, resulting in a shift away from the logocentric dramatic text and towards theatre performance organized around the visual. Looking at four contemporary productions of Georg Buchner’s Woyzeck –Thomas Ostermeier’s Woyzeck (2005), Vesturport’s Woyzeck (2005), Robert Wilson’s Woyzeck (2000), and Josef Nadj’s Woyzeck ou l’Ébauche du Vertige (1994)– this thesis produces a preliminary typology of four distinct visualities/theatrical forms which make up the theatre of visuality: hyperrealism, synesthesia, superficiality, and visual narration. This thesis contributes to the conceptualization and understanding of postdramatic theatre by linking the theatre’s rejection of the text to the increased centrality of the visual in performance, and by tracing these shifts to the influence of visual media.
17

Rejecting the Page, Inciting Visuality: Staging 'Woyzeck' in a Mediatized Culture

Conway, Elisha January 2013 (has links)
The influence of new media on theatrical practice over the past fifty years has spurred a movement towards theatrical forms which are increasingly organized around the sensory elements of performance. This change is most noticeable in the visual approaches to theatre, and it has produced what I have labeled a theatre of visuality. This thesis argues that the tendencies for visualization found in visual media have extensively marked the performance strategies of contemporary theatre practice, resulting in a shift away from the logocentric dramatic text and towards theatre performance organized around the visual. Looking at four contemporary productions of Georg Buchner’s Woyzeck –Thomas Ostermeier’s Woyzeck (2005), Vesturport’s Woyzeck (2005), Robert Wilson’s Woyzeck (2000), and Josef Nadj’s Woyzeck ou l’Ébauche du Vertige (1994)– this thesis produces a preliminary typology of four distinct visualities/theatrical forms which make up the theatre of visuality: hyperrealism, synesthesia, superficiality, and visual narration. This thesis contributes to the conceptualization and understanding of postdramatic theatre by linking the theatre’s rejection of the text to the increased centrality of the visual in performance, and by tracing these shifts to the influence of visual media.
18

Ambiguous artefacts : towards a cognitive anthropology of art

Jucker, Jean-Luc January 2012 (has links)
This thesis proposes elements for a cognitive anthropology of visual art. Most works of art are human-made objects that cannot be approached in purely functional terms, and as such they frustrate important cognitive expectations that people have about artefacts. For this reason, it is hypothesised that art triggers speculation about the artist’s intention, and that it is intuitively approached as a form of communication. By application of Bloom’s (1996) theory of artefact categorisation, and Sperber and Wilson’s (1986/1995) relevance theory of communication, a series of predictions are generated for art categorisation (or definition), art appreciation, and art cultural distribution. Two empirical studies involving more than 1,000 participants tested the most important of these predictions. In study 1, a relationship was found between how much a series of works of art were liked and how easy they were to understand. Study 2 comprised four experiments. In experiment 1, a series of hyperrealistic paintings were preferred when they were labelled as paintings than when they were labelled as photographs. In experiments 2a and 2b, a series of paintings were considered easier to understand and, under some conditions, were preferred, when they were accompanied by titles that made it easier to understand the artist’s intention. In experiment 3, a series of artefacts were more likely to be considered “art” when they were thought to have been created intentionally than when they were thought to have been created accidentally. The results of studies 1 and 2 confirmed the predictions tested, and are interpreted in the framework of relevance theory. The art experience involves speculation about the artist’s intention, and it is partly assessed as a form of communication that is constrained by relevance dynamics. Implications for anthropology of art, psychology of art, and the art world are discussed.
19

Arns makt : Representationer av makt, positivt kapital och livsmål i berättelserna om tempelriddaren Arn / The Power of Arn : Representations of Power, Positive Capital and Aims in Life in the Narratives about Arn the Knight Templar

Särnbrink, My January 2011 (has links)
Uppsatsen behandlar böckerna och filmerna om Arn och undersöker genom berättelserna vilka representationer av makt, positivt kapital och livsmål som gestaltas. Uppsatsen baseras på den teoretiska tanken att populärkultur innehåller representationer med budskap, värderingar, normer och föreställningar gällande vår verklighet och därigenom påverkar vår uppfattning om världen, vår plats i samhället, vår identitet och vår uppfattning om vad som är värdefullt, viktigt och sant. / My Särnbrink hette tidigare My Ravin.

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