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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

Creating believabilty and the effects of technology on compositing

Dunn, Brandi Jannine 25 April 2007 (has links)
This thesis focuses on the importance of technology to create believably composited effects. It was found that many factors culminate in generating believability in a film, including: suspension of disbelief, the story, and the quality of the special effects. Many technical aspects lend to the creation of successful special effects and are involved during every stage of production. There is a discussion of several of the important criteria analyzed during preproduction, production, and post production. A brief history of the technical effect industry is discussed. Personal work for this project includes three case studies. In the form of short video projects, these studies are applications of the researched industry concepts. They deal with issues including incorporation of digital models into live action footage, using pre-existing footage, digital makeup, motion tracking, masking, color correction, and generation of artificial lights and shadows. The creation of these videos included video recording and editing and used Maya TM and After Effects TM. The final shorts showed examples of the strengths and weaknesses of the applied compositing techniques. Implications for the future directions of this field are also discussed.
2

The suspension of disbelief in videogames

Brown, Douglas William January 2012 (has links)
This thesis explores the ways in which suspension of disbelief works in digital games. Primarily concerned with how players relate imaginatively to the often major dissonance between gameplay and narrative in digital games, this thesis questions how the literate players of games reconcile these complex texts imaginatively. Proposing that Samuel Taylor Coleridge's concept of suspension of disbelief is a complicated process often cited rhetorically rather than given its theoretical due, this thesis aims to rehabilitate the term and turn it into a useful, sharpened tool for games studies. Digital games themselves are also seen to be an intense new realm of possibilities for the suspension of disbelief, and textual analysis of games which approach the fourth wall or the suspension of disbelief on their own terms helps to make this clear. Beginning by defining the differences of games compared to other media, the thesis goes on to define suspension of disbelief in both its historical and modern contexts and see how it fits with games, isolating three key problems with uniting the concept with the medium. The three chapters which follow looked in more depth at the problems of the skilled reader, fundamental activity and dissonance through investigations into games’ textual construction, the mindsets they engender in players and their reformulation of the fourth wall. The final section looks at the conclusions working together to achieve the dual aims of proposing a new model for game reading which centres around a willed disavowal of presence on the part of the gamer combined with the gamer's taking up of a role offered by the game-text, and rehabilitating both the term and the concept of suspension of disbelief.
3

TILTING AT WINDMILLS: THE SUSPENSION OF DISBELIEF IN THREE TONE POEMS OF RICHARD STRAUSS

BARRY, CHRISTOPHER M. 28 September 2005 (has links)
No description available.
4

Karaktärsklass, kroppsform och trovärdighet : Uppfattning av olika kroppsformer på en kvinnlig healer utifrån syn på trovärdighet och viljan att spela / Character class, body shape, and believability : Perception of different body shapes on a female healer in perspective of believability and the want to play

Lindberg, Amanda, Novara, Rebecca January 2019 (has links)
Tidigare studier visar att människor skapar olika uppfattningar runt olika kroppsformer både runt personlighetsdrag och fysiska attribut. Målet med undersökningen är att testa hur uppfattningar runt olika kroppsformer på en kvinnlig karaktär påverkar syn på trovärdighet inom karaktärsklasser i World of Warcraft (2004), då främst klassen präst, samt viljan att spela som karaktären. Detta gjordes genom en intervju med spelare av World of Warcraft (2004) där de fick diskutera samma karaktär med sex olika kroppsformer. Resultaten för undersökningen indikerar att uppfattningar av kroppsform utifrån fysiska attribut spelade en stor roll i deras syn på trovärdighet inom karaktärsklassen präst. De största skillnaderna i uppfattningar runt fysiska attribut och personlighetsdrag kunde ses mellan muskulösa och icke-muskulösa figurer. Skillnad mellan uppfattningar av fysiska attribut kunde även ses mellan smala och överviktiga figurer. Vilken figur deltagarna helst ville spela berodde främst på uppfattad trovärdighet inom karaktärsklassen präst, men även delvis visuella preferenser hos deltagaren.
5

Expositionsdialog: ryckigt eller medryckande? : En undersökning om publikens förhållande till informationsförmedling i filmdialog

Edenberg, Emrick, Mickiewicz, Hanna January 2022 (has links)
Syftet med studien är att undersöka hur blottlagd exposition (informationsförmedling) i filmdialog påverkar en filmpubliks intresse att se vart en fiktionsberättelse leder. Studien är centrerad runt ett experiment där en testpublik fick lyssna på två för undersökningen producerade dialogscener vari expositionen var blottlagd i den ena och dramatiserad i den andra. Därefter fick testpubliken svara på enkätfrågor som undersökte deras upplevelse av scenerna. Svaren på enkätfrågorna analyserades till sist i samband och jämförelse med konventionell manusteori. Uppsatsens resultat pekar på att dialog med blottlagd exposition till viss del övermättar publikens behov för information och förståelse, vilket förminskar deras intresse att se vart en fiktionsberättelse leder. Resultaten visade dock även att brister i förståelse, trots att de kan öka intresse, förhindrar publikens förmåga att engagera sig i en fiktionsberättelse.
6

The Struggles of Rigging : On Joint Deformation Problems in Human Digital Characters

Lundgren, Ulrika, Mowbray, Ben January 2012 (has links)
The bulk of research in digital 3D animation is focused on problem solving and the development of new techniques and innovations for the 3D animation software of the future. However, little consideration is given for the underlying reasons why problems arise from a psychological perspective, and if 3D animation is to establish itself as a discipline in academia, strides must be taken to strengthen its foundations with existing academic disciplines.This undergraduate thesis examines the possible causes of joint deformation problems inherent to digital human character rigs in Autodesk Maya using cognitive psychology, specifically theories of perception, with additional considerations for the roles of the Uncanny Valley effect and suspension of disbelief. An experiment was devised to evaluate the presence of joint deformation problems on a basic human character rig and in two approaches of solution.The results supported the presented hypothesis on what causes the viewer to notice joint deformation problems, but further investigation is required for test it definitively. The study also implied that whilst joint deformation problems may be noticed by the viewer and cause distraction from the content of a digital film, other factors also strongly affect the viewer’s experience in a similar manner. The results of further studies could help digital artists better understand how the audience may respond to the presence of joint deformation problems and optimise their workflow. / Den övergripande forskningen kring digital 3D-animation är främst fokuserad på problemlösning samt utvecklingen av ny teknik och innovation för framtida programvaror utformade för 3D-animation. Dock har det sällan tagits någon hänsyn till de underliggande anledningarna om varför problemen uppstår, och inte heller genom ett psykologiskt perspektiv. Om 3D-animation ska bli mer etablerat inom den akademiska disciplinen så behöver framsteg göras för att skapa en starkare grund.Denna vetenskapliga uppsats undersöker möjliga anledningar till varför joint-deformationsproblem upplevs med riggen för digitala mänskliga karaktärer i Autodesk Maya. Detta utforskas genom att använda kognitiv psykologi, speciellt teorier kring perception, med ytterligare överväganden om att ”the Uncanny Valley” och ”Suspension of disbelief” skulle vara avgörande faktorer. Ett experiment var utformat för att utvärdera närvarandet av joint-deformationsproblem gällande en grundläggande mänsklig karaktär samt två möjliga lösningar till problemet.Den presenterade hypotesen, om vad som påverkar att en betraktare noterar joint-deformationsproblem, stärktes av undersökningens givna resultat. Dock är fortsatta forskningar kring ämnet nödvändiga för att definitivt bekräfta hypotesens reliabilitet och validitet. Undersökningen visade att problem med joint-deformationer kan noteras av betraktaren och därmed skapa en distraktion för filmens handling, men att andra faktorer kan vara mer avgörande för samma innebörd. Framtida forskningar kan resultera i att hjälpa digitala artister att underlätta deras förståelse om hur en publik kan tänkas reagera på närvarandet av joint-deformationsproblem och att effektivisera deras arbetsprocess.
7

The Certainty of Uncertainty

Nagle, Julie 15 May 2009 (has links)
In this paper I investigate the limitations of memory, physical and psychological effects on individuals’ perception that effect memory, and the impact of those limitations on our ability to recall objective truth. The paper is introduced with an explanation of my interest in the subjective narrative voice in historical accounts and questions the possibility of a completely objective voice. In the first chapter, a fantastical biographical story of the life of Tycho Brahe is used as an example of the difficulty in parsing truth from legend. Descriptions of changes in scientific methods exemplify the uncertainty of scientific fact. I propose that Brahe sought empirical data to replace the unfiltered memory perception an anosmic lacks. Additionally, if Brahe had a sense of smell his murder may have been unsuccessful. In the second chapter I describe anosmia, then explain the dominant theories of how olfaction takes place, and memory storage through smell. Memory recall through associated odors is unfiltered by the intellect, and unalterable, while other forms of memory are subject to change as our psyche continually reforms the experience. An objective account of events is impossible. I search instead for histories where myth, legend, truth, and imagination converge.

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