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Dissertations / Theses on the topic 'Aesthetic medi'

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1

Obrador, Espinosa Pere. "Media aesthetics based multimedia storytelling." Doctoral thesis, Universitat Politècnica de Catalunya, 2011. http://hdl.handle.net/10803/33293.

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Since the earliest of times, humans have been interested in recording their life experiences, for future reference and for storytelling purposes. This task of recording experiences --i.e., both image and video capture-- has never before in history been as easy as it is today. This is creating a digital information overload that is becoming a great concern for the people that are trying to preserve their life experiences. As high-resolution digital still and video cameras become increasingly pervasive, unprecedented amounts of multimedia, are being downloaded to personal hard drives, and als
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Swalwell, Melanie. "Aesthetics and hyper/aesthetics: rethinking the senses in contemporary media contexts." University of Technology, Sydney. Faculty of Humanities and Social Sciences, 2002. http://hdl.handle.net/2100/386.

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This thesis addresses the escalation of interest in the senses, across a range of media technological contexts, dating from the mid 1990s. Much of this discourse has focussed on the experiential, particularly intense, multisensory experience of the present. As there are numerous discourses on the senses, technology and affect individually, my concern is to examine some of the intersections between these, in order to reconsider the contemporary significance of aesthetics in media contexts. I develop a ‘hyper/aesthetic’ approach to try to think about aesthetic relations with technology in a nuan
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Jackson, Rebecca. "The Glitch Aesthetic." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/80.

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The miscommunication between sender and receiver during transcoding indexes specific historical moments similarly to analog film's indexical trace. Iconography and glitch art begin to establish glitch's deictic index. The glitch aesthetic exposes societal paranoia by illustrating dependence on the digital and fear of system failure. With the advent of video sharing sites like Youtube and popular cyberfilms, the glitch aesthetic has evolved into a pop culture artifact.
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Foley, Kimberly Ann. "Perception, aesthetics and culture in new media." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/73763.

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Zics, Brigitta. "Transparency, cognition and interactivity : toward a new aesthetic for media art." Thesis, University of South Wales, 2008. https://pure.southwales.ac.uk/en/studentthesis/transparency-cognition-and-interactivity(c029eaa7-93ac-40e5-ba3c-c3c3d6e18a0a).html.

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This practice-based thesis undertakes research into the contemporary aesthetic of interactive media art, in order to propose a useful practical model of interactivity founded on a critical approach to both existing theory and practice. It proceeds from the identification of a primary lack in contemporary aesthetics that arises from the predominantly materialistic comprehension of technologically-mediated artworks. The thesis establishes a new model for interactive art that offers an immaterial engagement with technology at a locus where cognition and the aesthetic intertwine. This model is con
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Basile, Jeffrey A. Jr. "A Modern Aesthetic Reevaluation of Literacy." Youngstown State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1418303891.

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Maqbool, Hira. "Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2023. https://ro.ecu.edu.au/theses/2682.

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Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subj
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Nemirovsky, Paul 1975. "Aesthetic forms of expression as information delivery units." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/62347.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.<br>Includes bibliographical references (leaf 53).<br>This thesis presents the hypothesis that aesthetic forms of expression - such as music, painting, video - can be used for direct information delivery. In contrast to text or verbal narrative techniques, which require a conscious act of transcoding, these aesthetic forms stimulate more direct, emotional response. Such a hypothesis could open a new channel for the delivery of various types of information, providi
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Dragulescu, Alexandru C. "Data portraits : aesthetics and algorithms." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55188.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 91-93).<br>While interacting online, one generates a multitude of personal data trails, both textual and behavioral. The data portrait is a way to collect, condense and represent these information trails, which are often time consuming and tedious to find and grasp when read linearly across web pages or domains, into an easy, legible, and compelling visualization. This thesis pres
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Delacruz, Phillip S. "EXPLORATIONS & REDEFINITIONS OF NEW MEDIA AESTHETIC CONCEPTS IN CONTEMPORARY ART CULTURE." Master's thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3043.

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My thesis pursues the exploration, invention, and redefinition of the role of Aesthetics through artistic practices of 3d digital graphics, 2d print, video, and sculpture. Aesthetic research altruistically generates visual installations informed by utopian idealism, science and technology centric culture, pop culture iconography, art history, international contemporary art and design.<br>M.F.A.<br>Department of Art<br>Arts and Humanities<br>Studio Art and the Computer MFA
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Nichole, Nicholson. "EMBODIED DATA AND VIRTUAL BODIES: NEW MEDIA, PERFORMANCE AND AESTHETICS." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/dissertations/1612.

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This dissertation project seeks to answer questions at the intersection of performance and new media with special attention to aesthetic practice. Primarily, the central issue at stake is the issue of material relationships between bodies and technologies as put into practice in a variety of aesthetic forms, including net art, staged performance, and internet memes. After an introduction, the second chapter discusses the method of analysis, schizoanalysis, in depth, drawing from the work of both Deleuze and Guattari as collaborators and Guattari’s extensive solo work. The next chapter addresse
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Kafala, Todor. "The emergence of a 3D object aesthetics in computer media /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488195633518911.

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Jägerholm, Petra, and Lovisa Rönngren. "Anti-aesthetics in graphic design." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130012.

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Syftet med denna studie är att diskutera och problematisera anti-estetisk design och undersöka vilken funktion den har idag. Denna uppsats bygger på en bred bakgrund om fulhet och skönhet, om olika anti-estetiska och kritiska rörelser genom historien och teorier så som kritisk design, normkritik och feminism. Information har insamlats genom en kritisk granskning av tre nummer av tidskriften Bang, analys av offentliga uttalanden om och av Bang och Bastion, samt intervjuer med formgivaren Sepidar Hosseini och tio designstudenter. Metoden kvalitativ ansats användes i studien och induktiv samt ded
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Schiffman, Jared (Jared Michael) 1976. "Aesthetics of computation : unveiling the visual machine." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/31103.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>"September 2001."<br>Includes bibliographical references (p. 106-110).<br>This thesis presents a new paradigm for the design of visual programming languages, with the goal of making computation visible and, in turn, more accessible. The Visual Machine Model emphasizes the need for clear visual representations of both machines and materials, and the importance of continuity. Five dynamic visual programming languages were designed and implemented according to th
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Fedorova, Kseniya. "New media and performance: Aesthetics and ethics of the technological sublime." Connect to online resource, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1442970.

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Nicoletti, Martino. "Submerged landscapes : aesthetics of visual primitivism." Thesis, University of the West of Scotland, 2012. http://hdl.handle.net/10545/303736.

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This practice-based thesis presents the results of experimental research devoted to ethnic tourism among the Kayan minority and has involved the interconnection of artistic and anthropological languages. Known worldwide for the traditional female custom of wearing a long coiled brass necklace aimed at causing a considerable extension to the neck, the Kayan are a Tibeto-Burman ethnic group originally from Burma. Due to the prolonged civil war in their own homeland, a large number of Kayan recently fled from Burma to refuge in neighbouring Thailand. Here, over the past years, in response to the
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Long, Geoffrey A. "Transmedia storytelling : business, aesthetics and production at the Jim Henson Company." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39152.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.<br>Includes bibliographical references (p. 177-181) and index.<br>Transmedia narratives use a combination of Barthesian hermeneutic codes, negative capability and migratory cues to guide audiences across multiple media platforms. This thesis examines complex narratives from comics, novels, films and video games, but draws upon the transmedia franchises built around Jim Henson's Labyrinth and The Dark Crystal to provide two primary case studies in how these techniques can be deployed with varying res
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Kirk, Neal. "New media hauntings : digital aesthetics of haunting, context collapse, and networked spectrality." Thesis, Lancaster University, 2017. http://eprints.lancs.ac.uk/125628/.

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This thesis introduces the critical methodology ‘networked spectrality’ to theorise depictions of new media hauntings. Ghost stories often include the latest technologies to establish the realistic setting, but technological advance also affords new opportunities to depict ghost stories. I argue that the early twenty-first-century technologies that are collectively known as ‘new media technologies’ are changing the historic dynamics of ghosts, themes of haunting, and conceptions of spectrality. I use networked spectrality to theorise depictions of ghosts and hauntings in recent films, televisi
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Morales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.

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Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers
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Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.

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This thesis examines early videogames in relation to a number of current and emerging topics in videogame aesthetics.<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>School of Arts Media and Culture<br>Arts, Education and Law<br>Full Text
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Kenning, Gail Joy Art College of Fine Arts UNSW. "Pattern as process: an aesthetic exploration of the digital possibilities for conventional, physical lace patterns." Awarded by:University of New South Wales, 2007. http://handle.unsw.edu.au/1959.4/39898.

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Pattern is a familiar concept ever present in our daily lives, existing in many material forms, observable in varied states, and able to be created from a diverse range of processes and events. Natural pattern forms, such as biological and chemical patterns, have been extensively studied, often within the digital environment because of its capacity to process large amounts of data which aids investigation of not only their characteristics but their potentiality. However, human designed physical patterns, while having been investigated extensively in terms of their historical, geographic and cu
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Salahiya, Sema, Blerina Latifaj, and Natalia Freudenberg. ""Estetiskt tillfredställande" : En kvalitativ studie av kvinnliga micro-influencers estetiska strategier för deras Instagram-flöde." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53891.

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Purpose – This study aims to explore the relationships between aesthetics and micro- influencers’ Instagram feed along with its effects on follower engagement. Based on the assumption that there is a common practice for micro-influencers who are familiar with aesthetics. Although micro-influencer content has attracted increased interest on Instagram, relatively little is known about influencers’ aesthetic strategy. Method – The present study addresses this gap by examining how feed aesthetics are associated with micro-influencers aesthetic strategy and what elements contribute to feed aestheti
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Milovanovic, Dara. "The Fosse Woman : analysis of femininity, aesthetics and corporeality." Thesis, Kingston University, 2018. http://eprints.kingston.ac.uk/42587/.

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Fosse style and ideas regarding gender have radicalised and politicised gender in popular dance on screen. This thesis examines the construction of femininity in Fosse‟s dance repertory for screen through choreography, filmic techniques, and performances by female dancers. Firmly situated in dance analysis, this research relies on an interdisciplinary methodology, which includes dance studies, gender studies, feminist film theory, and post-structuralism. Using theoretical discourses on masquerade, camp sensibility, and feminist film theory the analysis examines the way that female bodies are m
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Fredriksson, Pontus, and Malin Sandred. "Game Feel Aesthetics : Finding the Fun Factor." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16420.

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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, me
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Jefferson, Miranda. "Film learning as aesthetic experience: Dwelling in the house of possibility." Thesis, The University of Sydney, 2011. http://hdl.handle.net/2123/8587.

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Abstract Drama is an ancient art form and progressive pedagogy in education. It is the collective act of imagining and seeing ourselves in action, in the moment, towards a destiny. Film is a modern art form and an evolving pedagogy in schools. Narratives in moving pictures are a dramatic form of mediated communication. This research concerns drama teachers’ experiences with screen drama and filmmaking pedagogy. In a rapidly digitised world, mediated forms of communication through technology are a vital source of social connectivity, information and storytelling. Information and Communication
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Fawver, Kurt. "The Terror of Possibility: A Re-evaluation and Reconception of the Sublime Aesthetic." Scholar Commons, 2013. http://scholarcommons.usf.edu/etd/4482.

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While the sublime aesthetic has a long and complex critical history, it is nonetheless a schizophrenic concept. Indeed, in the over two thousand years since the sublime became a subject of learned inquiry, it has not been resolved into any one concrete idea, but has become, rather, an expansive tapestry of disparate if interconnected theoretical threads from which aestheticians may pick and choose to define what they mean by the term "sublime." Kant postulates one sort of sublime, Burke another, and Lyotard, Zizek, and the Romantics still others. In this way, the contemporary sublime aesthe
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Warwaruk, Eric D. "The fearful touch of death : the philosophy of death and pain in aesthetics and media." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99398.

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The central question this thesis is concerned with is the question of death: how do we make sense of it? Through philosophical examination, we discover we cannot make sense of death. Death is nonsensical because it cognitively and physically cannot be controlled via a binary context; death becomes something we fear. This fear we feel is, in turn, immune to true catharsis. To control the fear of death to some extent, we suture the fear we experience from physical punishment with our metaphysical fear of death. Thus, the meaning and experience of death become entangled in the binary of punishmen
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Puteri, Arwen. ""Die Mauer im Kopf": Aesthetic Resistance against West-German Take-Over." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5107.

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Even 24 years after the Fall of the Berlin Wall, modern day Germans are still preoccupied with the contentious dynamics of the post-Wall unification process. Concern with geo-political fractiousness is deeply rooted in German history and the reason for Germany's desire to become a unified nation. The Fall of the Wall, and the subsequent rejection of socialism, was a chance to recover and unify what was perceived to be an "incomplete" nation. Yet, despite these actions, social unity between East and West Germans has never occurred and the Wall still persists as a metaphorical barrier in the min
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Cheung, Ka-ho Ferdinand. "Media-matrix : the park of radical artifice /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25946912.

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McCaa, John Kimberly. "Fame, celebrity & mass media in the digital age| Daniel Boorstin's cultural decline, or passport to a parallel universe?" Thesis, The University of Texas at Dallas, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3706639.

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<p> An examination of the famous and celebrities within a country can offer a view to the values of its people. The Romans had Caesar, the Egyptians Cleopatra and in the early twentieth century Americans admired Charles Lindbergh. From each of them, scholars have learned something about the age in which they lived and the people of their time. Standards of beauty, behavior, and success have been gleaned by examining women and men held in the public spotlight. The historian Daniel Boorstin worried that that was changing in the United States by the twentieth century due to the growing influence
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Levy, Taylor (Taylor Jaclyn). "Surfacing silicon : revealing the underlying material and structure of digital electronics through aesthetics." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101830.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 50-52).<br>Digital electronics are everywhere. We spend most of our days surrounded by them, but what most of us ever experience is their surface. The purpose of this work is to open up the black box of everyday digital electronics as a way to show what is hidden inside. This is done, not as a way to teach people how they work, but to reveal what has become the underlying fabric
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Laudick, Ann. "“Time to Say ‘Yes’ to Sex”: Genre Mixing and Aesthetic Rebellion in Five Multi Media Resource Center Films." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23794.

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In the 1960s to 1970s, an audacious group of Methodist clergymen redistributed erotic art films, while producing their own content in a similar style, with the goal of creating a progressive sexual education program. Looking at five such films, this thesis uses a cultural approach to genre theory to examine how the Multi Media Resource Center combined the genre-label of sexual education and aesthetics of art cinema to legitimize explicit representations of sex that depart from heteronormative sexual practices. This thesis explores how the films’ failure to fit into any one genre category, even
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Green, Jr Alan Edward. "the post- 9/11 aesthetic: repositioning the zombie film in the horror genre." Scholar Commons, 2013. http://scholarcommons.usf.edu/etd/4798.

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This dissertation explores a body of films produced after the events of 9/11, and while examining this specific point of departure, the author presents the argument on the vast cultural relevancy of the omnipresent zombie. These films are interrogative and complex, offering the viewing audience a rich tapestry of interwoven meanings. Furthermore, the author suggests that the zombie trope has, in fact, left the genre altogether, reinserted into a style of films he labels as "non-zombie appropriation." Chapter 1 introduces the zombie genre as both part of the larger horror genre aesthetic and a
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Engelbrektson, Marcus. "Användbar karaktärsriggning inom spelproduktion : En studie i riggning och animation av ryggradslösa bläckfiskmonster." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4390.

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Det här examensarbetet undersöker om klassiska användbarhetsprinciper kan appliceras på en rigg i en dataspelsproduktion och göra den mer lättanimerad. Arbetet beskriver problemen med riggar som är väldigt svåranimerade på grund av ett krångligt gränssnitt. Den beskriver också det praktiska arbetet vilket innebär att ta en produkt från en idé till en färdig fullt animerad 3D-modell, som kan importeras i en spelmotor. Den behandlar vikten av att samla referensmaterial inför animation, hur Disneys tolv animationsprinciper kan appliceras inom 3D-animation och hur en produktionspipeline kan se ut.
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Israelson, Per. "Ecologies of the Imagination : Theorizing the participatory aesthetics of the fantastic." Doctoral thesis, Stockholms universitet, Institutionen för kultur och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-142205.

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This book is about the participatory aesthetics of the fantastic. In it, the author argues that the definition of the fantastic presented by Tzvetan Todorov in 1970 can be used, provided it is first adapted to a media-ecological framework, to theorize the role of aesthetic participation in the creation of secondary worlds. Working within a hermeneutical tradition, Todorov understands reader participation as interpretation, in which the creative ambiguities of the literary object are primarily epistemological. However, it is here argued that the aesthetic object of the fantastic is also charact
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Andersson, Linus. "Alternativ television : former av kritik i konstnärlig TV-produktion." Doctoral thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-24288.

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This dissertation analyses social critique, communication critique and aestheticalcritique in television produced by artists. Theoretically it draws on researchon alternative media, TV studies, especially genre analysis and narratology,and media aesthetics. It conducts a text-production study of three examplesof alternative television from the period 2004-2008: ContemporaryArt Center TV (CAC TV): A show produced by the CAC in Vilnius, Lithuaniaand aired on a commercial TV-channel; Good TV who aired video art ona local public access channel in Stockholm, Sweden; and Candyland TV, apirate transm
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MANERA, LORENZO. "Educazione estetica e digital storytelling nella scuola dell’infanzia. Nuove prospettive educative in ambienti di apprendimento supportati dalle tecnologie digitali." Doctoral thesis, Università degli studi di Modena e Reggio Emilia, 2020. http://hdl.handle.net/11380/1200408.

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Alcune tematiche, tra cui la dimensione interattiva che caratterizza il digitale, gli aspetti percettivo-relazionali che definiscono il nostro rapporto con i dispositivi tecnologici, nonché la riconfigurazione dell’esperienza sensibile legata ai processi di mediazione sempre più pervasivi delle tecnologie digitali hanno contribuito a definire il dibattito estetico dell’ultimo decennio. Tuttavia, le elaborazioni e le proposte di pratiche pedagogiche in grado di configurarsi come percorsi di educazione estetica nell’era digitale e dell’iconosfera sono tutt’oggi poco numerose, soprattutto qualora
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Gavhed, Kristina. "Using the New to get hold of the Old : self-representation, visual representation, and identity creation through new media." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3303.

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My BA-thesis deals with the matter of identity, and how the use of convergent and new media construct a prerequisite for identity construction. In what ways are socio-cultural exchangesvisible within these media? How do convergent and contemporary media help with representation of self and self-expression? I wanted to investigate how online social networks such as Facebook and blogs affect identity and if it changes the conditions under which identity is created. Through denotations and connotations others absorb this information and appropriate it before they in turn share it. I have performe
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Ivan, Kunjasic. "Biological Affordances & Aesthetics of Interaction." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-174376.

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If you could trap a moment of painful sorrow or a deep joy, what form would you like to keep? This project is exploring how designing with biology can allow new sets of affordances and ways of expressing and interacting with the artifacts. Hence to this idea, the researcher is exploring the concept of crystalizing tears and turning them to gold, both metaphorically and literally. Showcasing how wearable made of living things could allow us more humane, poetic, and symbiotic relationships, compare to transactional interactions we currently have with wearables based on computation. As the outcom
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Viewegh, James. "Life! land, air, and sea : a series of mixed media drawings on plexiglass." Virtual Press, 1992. http://liblink.bsu.edu/uhtbin/catkey/864920.

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The creative project was a series of three, mixed media drawings created on multiple layers of transparent plexiglass. The artist designed a frame in which three sheets of plexiglass were contained. This unit portrayed a three-dimensional drawing. The artist then experimented with a variety of mediums to determine which material was best suited for successful rendering on plexiglass. The artist then did a number of sketches to determine what images would best convey the idea of humankind's close connection to the land, air, and sea.The primary accomplishments achieved in this project were the
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Conrad, Kevin. "On the wings of social media : liberating the portfolio and education." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3301.

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The emergence of Web 2.0, such as social media, has provided educators with new tools with which to communicate. The internet’s transition from a one-way communicative media to a fully interactive platform has changed the way educators use the internet in their curricula. This study investigates how Web 2.0 is used by teachers and students in both secondary and tertiary schools and how it can challenge conventional ways of teaching. It explores, among other things, the production of portfolios and the uses of class and student websites as a means to foster a student-centered approach to learni
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Dahlberg, Anders. "Bilden av stormen : fotografiets minnesfunktion och mediebildens iscensättning." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3288.

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I min undersökning har jag intresserat mig för bilder från en katastrof. Jag har valt en katastrof som jag själv har upplevt, stormen Gudrun som 2005 svepte in över södra Sverige. Min frågeställning har varit: Hur berättar privata bilder respektive mediebilder om stormen Gudrun och vilka funktioner fyller de olika bildtyperna? Jag har valt att undersöka dels den mediala bilden, men också den privata bilden i form av fotografier av stormen Gudrun. Jag har kategoriserat mediebilder från stormen Gudrun utifrån olika semiotiska modeller. Jag har fått syn på hur bilder iscensätts och dramatiseras a
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Fisher, Hendrik Johannes (Hennie). "Food stylists’ food image creation for print media and consumer interpretation : an exploratory investigation." Diss., University of Pretoria, 2012. http://hdl.handle.net/2263/41181.

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This study explores food image creation as an integral aspect of food styling as a profession. Q-methodology, with its five steps, guided this study. At the outset, the qualitative part of the research, interviews with South African food stylists provided guidance to develop the concourse. Food magazine readers examined a set of six selected images and matched each of them against six aesthetic indicators, also indicating their subsequent behavioural intent. For this process the Q-sort method was applied in which a predetermined sample of the readership of two of South Africa‟s most eminent fo
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Tayebi, Shadi Sadat. "“The effectiveness of design elements like picture, text and color in aesthetic products advertisement” : (Comparing advertisement in two countries of Iran and Sweden)." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-13200.

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This research analyzes the effectiveness of design elements like picture, text and color in aesthetic products advertisement; it compares advertisements in the two countries of Iran and Sweden. Dependent variables in this research are the opinion of Iranian and Swedish consumers and Independent variables are pictures (model, endorser, endorser age, endorser nationality and appeal), color (colorful and black &amp;white) and text (typeface and text concept). Based on the causal research design, I analyze how a change in the design elements affects the opinion of consumers in Iran and Sweden abou
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Johnson, Rebecca. "The clash of articulations : aesthetic shock, multivalent narratives and Islam in the post-9/11 era." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-clash-of-articulations-aesthetic-shock-multivalent-narratives-and-islam-in-the-post911-era(4b88517c-6052-4d4d-90a6-4df8134f1138).html.

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This study investigates a multilingual, multi-genre data set of 13 post-9/11 popular culture videos, produced by performative artists from across global society, which use digital media aesthetics to defy hegemonic narratives relating to Islam and the War on Terror. The languages represented across the 13 texts are English, French, Spanish and Arabic; and the popular culture genres are hip-hop, comedy, punk and parkour. The texts are grouped thematically for analytical purposes into the following categories: 9/11, War on Terror, Clash of Civilisations, and Palestine. Using the sociological man
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Haden, Heather Jean. "The Aesthetics of Unease: Telepresence Art and Hyper-Subjectivity." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1429862881.

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Fusari, Massimiliano. "Post-produced cultures : meta-images, aesthetics and the Hawzas." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15360.

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The present work explores my practice as a photojournalist researching anthropological issues in the Muslim world. I use the Hawzas, the Muslim Shi’a seminaries, as my case study to invite a visually informed approach to the human sciences, and promote a practical usage of aesthetics. Because of the dramatic disproportion between socio-cultural relevance and under-representation, the Hawzas offer an extremely valuable opportunity to research issues of Orientalism and Orientalist visual archives. By questioning my own fieldwork practice alongside the visual signification of the Hawzas, I reconn
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Hendricks, Jonathan. "Playing-With the World: Toy Story's Aesthetics and Metaphysics of Play." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6709.

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Pixar’s Toy Story (John Lassiter, 1995) is not just a story about toys and the children that play with them, but a demonstration of how we interact with the world. This thesis looks at the way in which both main children, Andy and Sid, interact with their toys and how this interaction is one that is structured by way of what Martin Heidegger calls “Enframing.” In this modality of playing, toys and other things and entities in the world, and the world itself, appear to the children as on-hand resources for use at any time and can be molded, as if plastic, to fit their needs. I problematize this
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PERETTI, SARA. ""USING NEW EXPERIMENTAL PARADIGMS AND DATA ANALYSIS FOR EVALUATING SOCIAL COGNITION AND AESTHETIC PERCEPTION ABILITIES IN INDIVIDUALS WITH AUTISM SPECTRUM DISORDER”." Doctoral thesis, Università degli Studi dell'Aquila, 2019. http://hdl.handle.net/11697/148086.

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Autism Spectrum Disorder (ASD) is a group of neurodevelopmental conditions characterized by an impairment of Social Cognition (SC) abilities; SC is a complex cognitive construct; it is fundamental to improve successful social interactions. Another capacity that promotes positive social interaction is the aesthetic perception, a capacity closely related to the SC construct, influencing each other, in Typically Developed (TD) individuals. Impairments of these abilities hinder the social inclusion and lead to isolation of individuals with ASD. Based on these, this PhD project had a double objecti
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Kubiak, Monika, and Annie Lindberg. "Slice me nice : A study exploring Swedish young women`s views and responses to marketing of Aesthetic Surgery in social media." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-15598.

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With an increased number aesthetic surgeries performed in Sweden combined with social media used as a marketing tool, potential clients are exposed for persuasive marketing messages. The harder competition has led to a pressure on prices and the requirements of marketers’ creativity have increased. We predicted that this industry faces ethical challenges which makes it worth investigating.  The purpose of the study was to explore how young women view and respond to marketing by aesthetic surgery clinics in social media. In order to fulfill the purpose a qualitative approach was conducted throu
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